[PFS2] 1-13 Devil at the Crossroads (GM Watery Soup) (Inactive)

Game Master Watery Soup

Slides
Hero: Arfsnarf 2, Farnguy 2, Khaul 2, Mindartis 1, Nal 3, Kang 2
CP: 30


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Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf casts another spell that sees another battery of force missiles speeding from his little form towards the remaining "ghost."

◆◆◆ Cast a spell (somatic, verbal) Magic Missile (at Rank 3) vs BLUE
Force BLUE, 6 missiles: 6d4 + 6 ⇒ (1, 1, 1, 2, 1, 2) + 6 = 14

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"Yer okay? There be little of this inn left if th' spirit rippin it t' shreds like this?"

He hunkers down behind Myrsa, lashing out another couple of times.

flat checks: 2d20 ⇒ (4, 7) = 11

But all he hits is air.

Vigilant Seal

LG; HP 120/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);

You can all but feel disapproval from the shield at the pathetic attempt to hit the spirit. Aside from the thunk of splinters hitting the shield it remains silent.

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

Farnguy runs around the corner and sees that Nal is badly injured. They cast a 2nd level heal on her.

"Don't hurt friends!" Farnguy says.

◆ Stride
◆ Heal (2nd level) on Nal Heal: 2d8 + 16 ⇒ (1, 2) + 16 = 19


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Arfsnarf will end the poltergeist unless Nal or Mindartis can end it with nonconsumable resources. Farnguy, you won't get a chance to cast your spell.

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none

"Still there? Okay!" Nal does her level best to end the threat, since it looks like her spell-casting friends will need more juice for later. Almost to healing time. Ow.

+1 striking short sword: 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24
Includes Frightened 1 penalty
Piercing damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

+1 striking short sword, MAP: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27
Includes Frightened 1 penalty
Piercing damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

+1 striking short sword, MAP: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
Includes Frightened 1 penalty
Piercing damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10

◆ Strike, ◆ Strike, ◆ Strike

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Mindartis takes out a healing potion and feeds it to Mialee. He then shoots two arrow towards the remaining enemy.

Healing: 2d8 + 5 ⇒ (6, 2) + 5 = 13

Longbow: 1d20 + 14 ⇒ (5) + 14 = 19
Flat Check: 1d20 ⇒ 5
Piercing+Precision: 3d8 + 1 ⇒ (2, 7, 8) + 1 = 18

Longbow MAP: 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16
Flat Check: 1d20 ⇒ 18
Piercing+Precision if applicable: 3d8 + 1 ⇒ (1, 4, 6) + 1 = 12


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Mindartis sends two arrows flying, but neither hits, and Nal hits with two attacks, but the creature is still cackling. Finally, Arfsnarf reprises good ol' Magic Missile and dissipates the creature.

An eerie calm falls over the hallway.

End of Combat!

--Final
Kang (56/56)
Arfsnarf (35/60)
Mindartis (28/66) / Mialee (19/39)
Nal (27/68)
Khaul (87/100)
Farnguy (50/63)

I'm going to pause and let you all figure out hit point healing. You'll all be at full, eventually, but I need to know how long it takes.

When you've decided how to heal, I'll move you into Anna's room.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul eyes up the wounded group.

"I know a bit of first aid." he admits. "And me holy lord knows that there be more than just steel what need a fixin from now and then."

I can treat wounds on each person for 2d8+10 - takes 10 min can't repeat for an hour. And lay on hands for 18, which I can repeat every ten minutes. Not sure if anyone has continual recovery to speed the first aid process up, but..

The dwarf sets to work on the battered group
treat wounds, expert, assurance, Nal: 2d8 + 10 ⇒ (5, 6) + 10 = 21 10 min
treat wounds, expert, assurance, Min: 2d8 + 10 ⇒ (2, 1) + 10 = 13 20 min
treat wounds, expert, assurance, Arf: 2d8 + 10 ⇒ (4, 4) + 10 = 18 30 min
treat wounds, expert, assurance, Farn: 2d8 + 10 ⇒ (4, 4) + 10 = 18 40 min
treat wounds, expert, assurance, Miale: 2d8 + 10 ⇒ (3, 3) + 10 = 16 50 min
treat wounds, expert, assurance, Khaul: 2d8 + 10 ⇒ (6, 6) + 10 = 22 60 min
treat wounds, expert, assurance, Nal: 2d8 + 10 ⇒ (6, 7) + 10 = 23 1h 10 min
treat wounds, expert, assurance, Min: 2d8 + 10 ⇒ (4, 8) + 10 = 22 1h 20 min

Kang (56/56)
Arfsnarf (53/60)
Mindartis (63/66) / Mialee (35/39)
Nal (68/68)
Khaul (100/100)
Farnguy (63/63)

Probably not worth using LoH to top folk off. Others using treat wounds would not really speed this up unless they have continual recovery to reduce the 1h standdown. But would let me get in some LoH to help top folk up.

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none

"Oof. Thanks, Khaul." Once everyone heals up enough to face another threat (if there is an imminent one), Nal's ready to enter Anna's room, whether Anna is or not.

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

Farnguy also helps to treat the others and takes time to refocus.

"That was nasty.. what were they?" Farnguy says.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Thank you Khaul. They really hurt...


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Khaul begins tending to the group's wounds, but outside the door, someone hears the sound of hushed whispering from Annavina's room. Through the thick door, it is impossible to tell what is being said, but there are definitely two voices - a female voice, and a male voice. The conversation ends as soon as the sounds of the fighting die down.

Anyone who tries the door (or knocks, or attempts to pick the lock) is just about to do what they wanted to do (normally, I'd ask you what you'd like to do, and then interrupt that action, but for the sake of time, I'm just going to move forward) when the door opens, and Annavinia looks surprised, saying, "What's all this racket? I'm trying to read."

She is obviously lying, and my assumption is that the party would ask her about the voices.

"That's preposterous. There's nobody else here, feel free to take a look around, if you'd like."

Inside a chest, the party discovers notebooks of research, including Annavinia's personal diary, some incomplete notes in a different handwriting, and several blood samples.

"I've been conducting scholarly research about the area’s history," she explains. "Those are my personal belongings."

The party is stronger than Annavinia, you may attempt Deception/Diplomacy/Intimidation checks to persuade her let you examine them, or take them by force (no check necessary), or ignore them.

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none
Annavinia wrote:
"What's all this racket? I'm trying to read."

Nal is stunned that Annavinia could possibly believe that her lie is believable. Her team's lives were on the line, they got hurt really badly, and this woman has the *gall* to act like everything's fine and normal?!

Her eyes narrow. In a hard, flinty voice Nal replies: "You ran upstairs, terrified out of your wits, only a minute ago. We've been fighting for our lives right outside your door against malicious ghosts that have caused the building to explode in places. They shrieked about killing us, more loudly than you and your visitor were talking. And you pop out as soon as the ruckus is over, expecting us to believe that you have been engaged in a bit of solo light reading all this time? How convenient. Congratulations. Your behavior makes you our primary suspect. We're going to search your room and your person. And if you think for two seconds that we believe that no one else was in here, you're two slices of bread short of a bologna sandwich." As she speaks, Nal advances on Annavinia, until she's right up in her face (and fanning her for anything in her pockets).

Intimidation: 1d20 + 10 ⇒ (14) + 10 = 24
Thievery (pick pockets): 1d20 + 13 ⇒ (20) + 13 = 33

Perception +11 to Sense Motive: How does Annavinia respond to Nal's speech?

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

"Um... are you all right?" Farnguy says.
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

They will use detect magic to check if there's anything magical around.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf's eyes also narrow at Annavinia.

Yeah! Be straight with us now or we'll find out anyway. Tell us what you know, and tell us who's here! We won't tell your spouses!

Aid Nal (Intimidation): 1d20 + 12 ⇒ (13) + 12 = 25


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Farnguy detects magic, but as soon as they cast it, they are overwhelmed with a sense of magic from all around - the whole house is magical, and the overwhelming aura of whatever magic has trapped the party here drowns out all else. I'll confess I think this is a bit of a cop-out and not super consistent with the rules of the game, but this is specifically stated in the scenario, so, much like being trapped in the house to begin with, I'll just state this is a semi-necessary suspension of disbelief that just needs to happen for plot reasons.

Nal browbeats Annavinia into a confession, and she admits that she was talking with someone - an imp, Linneus's familiar, who still resides in the house.

GM Screen:

Perception (Kang): 1d20 + 11 ⇒ (6) + 11 = 17

Kang's see invisibility spell is still active when the Pathfinders enter the room. However, looking around, he is unable to spy anything to confirm.

Nal finds some residual material components for summoning an imp in Annavinia's pockets, consistent with her story. Looking through her journals, everything else appears consistent with her story.

The Diary: Annavinia’s diary chronicles her obsessive research into a fabled wish-granting artifact created by one of her ancestors. The diary’s most recent entries detail her negotiations with the post’s resident imp, her long-dead ancestor’s familiar, who Annavinia believes can help her locate the missing pieces of research.

The Notes: The notes are far older than the writing in the diary. These brittle sheaves of parchment are bound together by strings of leather and contain text written in a patois of Infernal and Common.

DC 22 Society (Decipher the Writing), +3 circumstance for any PC that can speak Infernal:
The documents are a mixture of memos, theological commentary, and magic formulas.

The Pathfinders learn that Linneus Narikopolus was an Asmodean cleric who spent years creating an artifact that could grant wishes. The artifact’s appearance isn’t detailed in these notes and is simply referred to as the Covetous Flame.

A specific arcane sigil traced in the margins appears countless times throughout this text. As you walk around the house, I will be making secret Perception checks to see if your characters notice this sigil elsewhere.

Friendly GM note: The information in this spoiler is probably worth spending a Hero Point to obtain. If nobody hits this check, I will find other ways to get the information to you, but things may not make a lot of sense until you get the information.

The Blood: Annavinia knows that she will need blood from someone of the Narikopolus bloodline to perform a ritual. She doesn't know exactly how the blood will be used, so she has collected several samples from her family as a contingency.

Annavinia appears contrite, but you all get the sense that she's told you everything she knows. Just saving some back-and-forth with Sense Motive and such.

Annavinia will be tagging along with the party for the rest of the adventure, so you can continue asking her questions, although, in the interest of time, I'm going to ask where you'd like to move next.

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none

Nal will want to explore the Lounge next.

Unable to read most of the writing, Nal hands off the diary and notes to the more scholarly party members and keeps her steely gaze pinned on Annavinia. "What do you intend to wish for when you find the artifact?" Nal practically growls her questions, giving Annavinia time to answer each one before moving on to the next. "Where does the imp reside when it hasn't been summoned? What's its name? ... What information have you uncovered about the identity of the devil who killed Linneus?"

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

No society here sorry

Khaul pauses for a moment to think about what the group has faced.
"So... them there spirits what were rippin the place up. Who or what were they?" he asks anyone and everyone, including Annavinia.

religion: 1d20 + 11 ⇒ (20) + 11 = 31

"Do yer think they be likely to come back at at again tonight?"

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

No society either.

"That was a damaging fight. Do we want to spend time to heal up?
Farnguy says.

I can treat wounds and can produce goodberries if there's enough time.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

No Society, and no inferal. Uh oh...

Okay Annavinia, next question! Who got decoder ring for this writing?

Grand Archive

NG Male Tien Human Wizard (Universal) 6 | HP 56/56 | AC 22 (23 with mage armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 0/1 | Infused Reagents: 6/6 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 1/3 | Active Conditions: avoid notice

Zhao Kang seems to come out out of a trance with the end of adrenaline-pumping battle. He continually glances around with his magically charged eyes, worried where the next ghost might pop out from.

As the party questions Annavinia, Kang takes over the notes, pleased that there is something to distract himself with, and gets quite engrossed, trying to decipher the unfamiliar language.

society: 1d20 + 12 ⇒ (13) + 12 = 25 No Infernal, I'm afraid. Zhao Kang focuses on more mundane languages. But looks like it was good enough.

"Huh! These are a mixture of memos, theological commentary, and magic formulas. Linneus Narikopolus, that Asmodean cleric? Well, he spent years creating an artifact that could grant wishes. Probably the one that Annavinia is looking for. Too bad the artifact’s appearance isn't detailed in these notes. But it is referred to as the Covetous Flame, so that might be a clue."

"Hmm, look. This arcane sigil is traced in the margins countless times throughout this text. Must be something important to look out for."

His job done, Kang turns back to the questioning. He in particular is keen to find out what happened to the imp.

Would like to recall knowledge on imps. Religion +11. To see if there's any way it might have been able to leave the room undetected. Since we distinctively heard a second voice, but it is gone once we entered, and I presume there is no other exit.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Nal Bagura wrote:
"What do you intend to wish for when you find the artifact?"

"I intended to sell it to the highest bidder, of course. Wishes never work out the way they were intended. It's an Asmodean artifact, and I'm no fool."

To be honest, it's outside the scope of the adventure. None is listed, but you do need to know she's earnest about finding the artifact.

Nal Bagura wrote:
"Where does the imp reside when it hasn't been summoned?

"He resides here, in the trading post, but it's convenient to be able to summon him around."

I just realized it's possible that the scenario author meant summoned as a general term and not a formal, mechanical summoning. Don't read too much into the word 'summon', heh.

Nal Bagura wrote:
What's its name?

"Zirzip."

Nal Bagura wrote:
What information have you uncovered about the identity of the devil who killed Linneus?"[/b]

"Absolutely nothing, which is strange in of itself. The rumors are that Linneus wished for eternal life, which must have been corrupted somehow. Zirzip should have been returned to Hell when Linneus died, for whatever reason, he still loiters in The Universe."

The Material Plane is called The Universe in the Remastered rules, I'm going to begin using the new nomenclature.

Khaul Irontoe wrote:
"So... them there spirits what were rippin the place up. Who or what were they?"

"Poltergeists. When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma."

Khaul Irontoe wrote:
Do yer think they be likely to come back at at again tonight?"

"No."

I'm not 100% sure that's consistent with the overall lore of Golarion since in other scenarios/adventures they do come back, but for the purposes of this adventure, you won't have to fight them over and over.

Farnguy wrote:
I can treat wounds and can produce goodberries if there's enough time.

You can split with Khaul, who rolled above.

Arfsnarf Ah'sneeze wrote:
Who got decoder ring for this writing?

Kang, lol. See Kang's post.

Zhao Kang wrote:

He in particular is keen to find out what happened to the imp.

Would like to recall knowledge on imps. Religion +11. To see if there's any way it might have been able to leave the room undetected. Since we distinctively heard a second voice, but it is gone once we entered, and I presume there is no other exit.

Kang knows that imps are Tiny creatures, and could have snuck out any number of small holes, between floorboards, etc. They are infiltrators and are masters of stealth.

He also knows they are also corruptors who are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. It is likely that Zirzip has been influencing events all around.

---

Moving y'all into the Lounge ...


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

This spacious chamber once served as Linneus Narikopolus’s private retiring room but was repurposed over the decades following his demise as an upstairs common area for overnight guests. The room’s fading grandeur is accentuated by marble statues, mahogany bookcases, and framed paintings. A door to the east of the fireplace provides access to another room.

One piece of art stands out among the dozens of still life and landscape paintings adorning the walls of the lounge and its adjoining corridor. This portrait’s eerily vibrant colors depict a middle-aged human man with sallow skin, high cheekbones, an angular nose, and green eyes. His chestnut hair is neatly pulled back, and he wears rich clothing in an antiquated style. The resemblance between the portrait’s subject and Annavinia is striking and undeniable.

GM Screen:

Perception (Khaul): 1d20 + 11 ⇒ (8) + 11 = 19
Perception (Arfsnarf): 1d20 + 8 ⇒ (8) + 8 = 161d6 ⇒ 5
Perception (Farnguy): 1d20 + 13 ⇒ (1) + 13 = 14
Perception (Nal): 1d20 + 11 ⇒ (1) + 11 = 12
Perception (Kang): 1d20 + 11 ⇒ (5) + 11 = 16
Perception (Mindartis): 1d20 + 12 ⇒ (7) + 12 = 19

The Pathfinders locate a gilt and pearl inlaid cigar box and several miniature art objects. These valuables are worth 1 Treasure Bundle.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"That there be the famous Linneus I be takin it?" mutters Khaul, pointing toward the portrait.

"Be who wished for eternal life, but ended up with eternal damnation instead. And his deeds it seems, still haunt his old house. "

He turns to the others. "And if I were a bettin dwarf, I'd be wagering he had a hand in the untimely and unpleasant deaths wot begot them poltergeists we just got a bit too up close an personal with."

He runs his hand through his beard. "We have a missin imp, who shouldn't be here to be missin. Sealed doors, unrestful dead and the builders greatgranddaughter all thrown inta the mix. And someone else what done murder."

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

"Hopefully the spirits will be at rest now.. or soon." Farnguys says.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

And hopefully no more spirits! That was not fun.

Arfsnarf looks at the painting of Linneus, then at Annavinia. Back at the painting, then her again.

Okay, everybody seeing it, right?

He looks pointedly at Annavinia.

This your dad? You sure selling artifact is your only interest?

--------------------

After the awkwardness of any answer she gives...

The goblin will eagerly move to check on the next door to the East, exiting North before opening it if it's safe.

Search (Perception+8), and Detect Magic

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none

Nal snickers bemusedly at Arfsnarf's comment as she checks the lounge for secret compartments or doors (or Zirzip, who's probably watching or preparing...something. And probably knows way more than they're willing to tell.).

Perception +12

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

Farnguy joins the search.

Perc +13


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

To be clear, I've already rolled secret Perception checks for everyone for this toom.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none
GM Watery Soup wrote:
To be clear, I've already rolled secret Perception checks for everyone for this toom.

To clarify, Arfsnarf is checking on the next door for safety before opening it and moving on. So his new check is for that, not the current room.

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Having thoroughly searched the room, Mindartis, with bow still in hand, tries to open the door near the fireplace.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Oh, okay. I included that in a general check for the room. It's generally traps, secret doors, treasure, and in this case, also looking for the arcane sigil.

Mindartis opens the door after it is thoroughly searched by everyone. The room is unlocked.

This run-down suite contains a four-post bed, a mahogany chest of drawers, and an iron woodstove filled with smoldering coals. The bedclothes are undisturbed, and the suite’s only signs of habitation are a pair of muddy riding boots discarded near the door and a greatcoat draped over a bedpost.

This is Kellvan's room - or was. The inspector lies face-down on the floor near his bed, his throat cut.

GM Screen:

Perception (Khaul): 1d20 + 11 ⇒ (8) + 11 = 19
Perception (Arfsnarf): 1d20 + 8 ⇒ (8) + 8 = 16
Perception (Farnguy): 1d20 + 13 ⇒ (18) + 13 = 31
Perception (Nal): 1d20 + 11 ⇒ (15) + 11 = 26
Perception (Kang): 1d20 + 11 ⇒ (20) + 11 = 31
Perception (Mindartis): 1d20 + 12 ⇒ (10) + 12 = 22

There is a warrant in Kellvan’s pocket, though vague, interests the Pathfinders. This wax-sealed scroll states that Kellvan has the authority to search the trading post for evidence related to unsolved—and unspecified—crimes.

The pair of boots is of fine make, with a leaf and acorn motif. Despite their wear, several party members recognize them as a pair of boots of elvenkind. This find represents 1 Treasure Bundle.

You are free to use them if you wish. If you have any qualms about looting the recently deceased, let's retcon a conversation in the woods when you first met Kellvan about how he hoped that in case of an untimely death he would hope that someone would use all his items to solve the crime. ;)

---

Sense Motives on the NPCs' reactions. In the interest of time, I'm going to assume you question them, and I'm just going to give you all the information that is available at this point.

Nordvick seems at ease when the warrant is read, but suddenly becomes nervous when it is read. On questioning, Nordvick admits that there have been some mysterious deaths in the house, and is afraid that he is going to be blamed, either as the murderer or as the person in charge.

Annavinia pales suddenly, looking around for ghosts. On questioning, Annavinia admits that she is terrified of the supernatural, and believes that ghosts killed Kellvan.

Dehliana is taking a long look at Nordvick, suspicious at his motives. On questioning, Dehliana accuses Nordvick of having something to hide, which, if the Pathfinders didn't bring out before, leads to his confession.

Selik will agree with whatever course of action the Pathfinders agree on. Selik is here mostly as a mechanism to move things along if y'all start to flounder. If he suggests to do something, it's probably me giving you a nudge. ;)

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"Well.." notes Khjaul.

"What there be ghosts here a foresure..." he looks over the parties recently patched and bandaged wounds...

"I never be hearing of a ghost what be cuttin throats. Perahps we should be lookin at what weapon may be doin that?" he suggests.

What sort of check to identify an appropriate weapon?

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

"Very suspiscous.. is someone pretending to be a ghost?" Farnguy wonders.

"Are you telling everything you know Nordvick? There seems to be something you're not quite telling..."

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none

Looking at previous posts, it doesn't say when Kellvan left the common room (the skill checks was the last time I saw a mention of him), so I'll ask:

"When was the last time anyone saw Kellvan? And who else was missing at that time?" It could've been a spirit of some sort, or the imp, too.

Can she use Natural Medicine +11 to tell about how long ago his throat was cut?

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"I think the last I saw of him was when Annavinia be leavin in a hurry." notes Khaul.

"But we been a tad on t' busy side since then."


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Dehliana, Annavinia, and Kellvan went to their rooms before dinner, but only Dehliana and Annavinia came back down. Post 85 Nordvick was also out of sight, preparing dinner.

Kellvan's throat was cut around that time frame.

In what order would you like to accuse them? :D Please post a Deception, Diplomacy, or Intimidation modifier, I'll make 3 rolls for everyone (plus Perception), and resolve everything narratively to save time.

To be clear, they're all going to deny being the murderer and accuse someone else, so I mostly need to know the first person you're going to accuse, and it'll kind of flow from there.

Also, to be clear, solving this mystery doesn't actually move you towards the Primary Objective, so I'm fast-forwarding through it so you can find the Covetous Flame and something else you need to find.

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

+1 for all of them.

Khaul looks suspiciously at the group, his gaze eventually landing on Nordvick. "If I be remembering correctly, you be tellin Dehlliana there be no time to head up to her room before dining" he starts. "Though to be fair, that was more about time for a séance."

"Yet yer headed back into th' kitchen for several minutes. Time enough to head upstairs and do the dirty on Kellvan. How long did yer say yer had been a workin the inn?"

He then thinks for a moment.
"Excuse me.." heading back up to the picture of Annavinia ancestor, he takes it down and heads off to the room of Kellvan. Carefully he looks at the dead man and the picture, pondering if there could be a relationship there as well.

By the by, as a lay priest, he will have offered a prayer for the departed Kellvan. No sense in having any more ghosts haunting this place!

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none

Nal can't recall if she heard sounds from the kitchen the whole time Nordvick was out of sight, but he did seem nervous around the time of the seance. Keep them guessing. She elects to use a different tactic than with Annavinia. Calmly, she addresses him: "It would be helpful if you share with us the minute details of what you were doing when you were out of the group's sight."

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf is happy to go with his teammates' lead and focus on Nordvick.

Yeah, you seem gone at all the right times... Think really hard about your story and tell it once. We be able to tell if you're lying! Special Pathfinder powers!

Intimidation: 1d20 + 12 ⇒ (17) + 12 = 29

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

Farnguy also focuses on Nordvick.

"It could prevent more people from getting slain!" Farnguy says.

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

+7 Diplomacy, 0 on Intimidation and Deception. Mindartis' vote will be Nordvick, Annavinia, Dehliana.

Mindartis joins Arfsnarf and Farnguy in questioning Nordvick. "Please don't leave out any details. We need your full cooperation on this."


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Mindartis Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
Botting Khaul Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Botting Kang Perception: 1d20 + 11 ⇒ (6) + 11 = 17

The group focuses on Nordvick at first, much to his chagrin and to the delight of Dehliana. Through Arfsnarf's threats and Nal and Mindartis's encouragement, Nordvick turns pale and withdrawn, and reluctantly reveals his tale.

Nordvick was a crusader fleeing the Worldwound when he and his companions were attacked by giant spiders. Only Nordvick survived. On the brink of death he stumbled to the trading post. Zirzip—who had attacked Nordvick’s group disguised as one of the giant spiders—found Nordvick on the trading post’s doorstep and convinced the man to serve him in exchange for saving Nordvick’s life.

Nordvick serves as a groundskeeper for the trading post. Though he hasn’t ever killed, he’s lured countless souls to Zirzip and occasionally disposed of
corpses left behind by wishes gone wrong. Nordvick believes the apparitions that attacked are the spirits of some of the unfortunate victims he delivered
to Zirzip.

Nordvick keeps a ledger in his quarters that contains the names of guests who succumbed to the curse of the Covetous Flame, and confesses to being an accessory to dozens of murders - but insists he had nothing to do with Kellvan's. As a matter of fact, he will take the Pathfinders (and the other guests) to his room, as he believes the items there, as damning as they may be for other crimes, will absolve him of this one.

The closet-like chamber contains a cot and a wooden writing desk stacked with papers and a leather-bound book. The stone chimney column built into the eastern wall provides pleasant, radiant warmth. Upon entering this room, everyone, Nordvick included, in shocked to see spattered blood on the floor and
walls, and a bloodied axe leaning against the doorframe. Nordvick rushes forward to grab the axe, but as soon as he touches it, the whole illusion dissipates.

The ancient ledger on the desk contains written records of the trading post’s guests and employees. Some of the names are crossed out; these marked names are
victims who died or disappeared. Nordvick proudly shows that his ledger still has Kellvan's name intact, as "proof" that he didn't murder Kellvan.

Khaul spots an iron key ring tucked beneath a stack of papers. Nordvick explains those are the keys to the basement. You'll need those later.

A burlap sack tied with twine and garlands of dried herbs is shoved beneath Nordvick’s cot. The sack contains the skeleton of the post’s previous groundskeeper, an elderly man who succumbed to the Covetous Flame 12 years ago. Nordvick’s first task as Zirzip’s accomplice was to dispose of the unfortunate man’s corpse. Nordvick originally buried the former groundskeeper in the garden, and he was plagued by dreams of animals unearthing the man’s corpse for years. When he heard rumors that an inspector planned to visit Devil’s Rest several days ago, Nordvick relocated the remains to a spot where he could better guard them from discovery. Though the remains are spoiled by over a decade of decay, the Pathfinders notice the lack of damage to the body from violent trauma and determines that the deceased likely died of natural causes.

Continued ...


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

With everyone satisfied that Nordvick is an all-around jerk but not this specific murderer, attention turns towards Dehliana. While she protests that she is an honest medium, a search of her room suggests otherwise. The Pathfinders discover a loose floorboard near the foot of the bed that conceals
a cramped crawl space. Inside, Dehliana stashed some damning items: a bloody dagger, and a white Razmiran mask, along with a type II bag of holding and baubles and coins worth 2 Treasure Bundles.

Dehliana confesses she is a worshipper of Razmir, raised to believe in the Living God since the moment of her birth. She pretends to be a medium capable of piercing the veil between the material and the spirit world, and, like many worshippers of Razmir with magical abilities, passes her occult spells off as divine power. I made checks earlier to recognize this, nobody succeeded. Dehliana spent the last few months conning naïve inhabitants of nearby rural towns through her fake “séances” and “spirit channeling,” all while scamming money from villagers.

Dehliana heard rumors and stories from across the Sarkoris Scar in search of an artifact that can grant wishes. Dehliana seeks to uncover the artifact and use it to wish for divine ascension, so that she can become a god herself. After collecting rumors of the elusive artifact, Dehliana now believes the artifact is located somewhere near Devil’s Rest, perhaps even within or underneath the building itself.

Dehliana realized that Kellvan was looking for her - not for anything connected to the artifact, but for her past in swindling villagers on the way here. She followed him upstairs and murdered him.

Dehliana gracefully submits to being restrained or guarded if requested. She realizes now that she is in way over her head. She had no idea about the imp’s presence nor of Asmodean contracts or spirits haunting the trading post. She was only trying to make some quick coin.

Continued ...


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Upon hearing the confessions, Selik insists that the Pathfinders also search his room, even if the Pathfinders resist. There is nothing suspicious that can be found in his room.

"Here I thought, this would be a simple courier mission," he says, his eyes sparkling with excitement. "Since I've been cleared of any suspicion, perhaps I can offer an unbiased summary of our findings for the past few hours: Nordvick has been working with an imp named Zirzip to murder people, but not Kellvan, who was murdered by Dehliana for reasons other than those involving supernatural ongoings in this house. Dehliana and Annavinia are both looking for the same artifact, which can be identified by an arcane sigil we know about. There's an imp running around here, and a bunch of unexplored rooms in the ground level, and also, the creepy basement where I'm sure we'll end up just before dawn. Something supernatural and malevolent has locked us in here, and we probably need to solve that mystery before we're allowed to leave."

Such a helpful summary! Thank you, Selik!

"You're welcome. Where should we explore next?"

Horizon Hunters

CN female Human (Half-Elf) Rogue Sorcerer 5 | HP 68/68 | AC 22 | F +10 R +13 W +11 | Perc +11 | Stealth +13 | Exploration: Avoid Notice | ◆ ◇ ↺ | Spell 1/1 | speed 25ft | low light vision; darkvision | Hero 1/3 | Active Conditions: none

"So...did Zirzip ever reveal why he wanted you to kill those people?"

Nal rubs her brow and sighs. "Let's barricade them in a room they can't get out of and comb through every room we haven't searched yet, starting with the closest. I get the feeling we'll find the most damning evidence in the basement, but there may be clues elsewhere that could help us once we get there."

If the party is in agreement (at least about locking up Nordvick and Dehliana), she'll set about arranging for their temporary prison. She suggests removing Kellvan's body and items from his room and locking them in there, away from their own possessions. Once they're in, she begins cobbling together some way to lock/block the door from the outside so they cannot escape.

Crafting: 1d20 + 7 ⇒ (7) + 7 = 14

Verdant Wheel

None Leshy Druid 5 | AC 20/22 Shield: 12/12 HP: 63/63 F12 R11 W13 Hero: 1 DC: 21 Focus: 1 Goodberry: [ ] Familiar Focus: [ ] | Speed 25' | Med +14

"That sounds like a good idea," Farnguy says. "The basement sounds kind of creepy..."

Vigilant Seal

NG M Dwarf Champion-6; HP 100/100; Focus 1/1; HeroP 1/3; Potion lesser healing 1/1; AC 27(with shield); Fort +14; Ref +8; Will +13; poison resist/3; cold resistance/2; mental resistance/2;Perc +11; +1 to saves vs disease,; Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul nods. "And let's be makin sure there are no weapon in said room."

He taps his head for a moment. "But... the spirit what sealed us in here.. I'm thinking they be not yet satisfied. Which means there maybe murders yet to discover. Before dawn."

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Oh right... maybe more bodies. Too many to carry! Yeah, really curious about Zirzip. We find him and ask him ourselves!

Agreed with Nal's plan.

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