GM Frost's S03-98 Expedition into Pallid Peril [PbP Outpost VIII] (Inactive)

Game Master Frozen Frost

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Challenge Points: 15 (LOW Tier, Level 1-2)
Start Date: 2 March 2025
End Date: 12 May 2025


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Horizon Hunters

Male Aiuvarin Dwarf Exemplar 1 | HP 11/23 | AC 18 | Fortitude +8, Reflex +4, Will +6 (+1 vs. emotion) | Perception +4 | Speed 20 | Darkvision, Low-Light Vision | Default Exploration: Scout +4 | Immanence: Blade | Hero Points 1 | Provisions: Minor Healing Potion 0/1 | Active Conditions: Sickened 1, Fever (Stage 2) | ◆◇↺

Sure he looks bizarre to one so close to kin, but also so distant, Cur adds gruffly, "We'd like to know more about this place, if you were so kinf, milady."

Society: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Archive

”Lissa Valthum” | Female Medium (Thassilonian) Human Runelord Wizard 1 | HP 14/14 | AC 14 | F +3 R +4 W +6 | Perc +4 | Speed 25ft | Spell save DC 17 | Active Conditions: None.

"Hello, there!" Lissa calls to the dwarf. "This place is absolutely fascinating! Would you be willing to show me how this works?"

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27


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The dwarf attitude becomes friendly. She introduces herself as Bolkanga offers to share what she knows about the ruins over a fermented seaweed beverage. Many of the details from her oral family history have faded from her memory, but she remembers that her family came from the now-lost dwarven city of Raseri Kanton. She explains that this route was part of the path her family took while they retreated. She returned to seek her ancestral home as an adult when her plans didn’t work out in the Five Kings Mountains, and came to settle here.

The crafter Bolkanga remains as one of the few children of the original exodus during the collapse of Raseri Kanton. While she lived outside the Pallid Peak in her first century of life, she returned to the solitude of the region after struggling to live in the Five Kings Mountains. She heard the stories of the city from her father, and while she didn’t find Raseri Kanton, she found the ruins and has claimed them as her ancestral home. Now quite elderly, she survives through foraging and fishing, making trips out of the mountain to collect other supplies once every few years.

She provides each Pathfinder with a “special brew” before they leave the area, which functions as a lesser bestial mutagen albeit with a strange tangy taste.

Ally Success!

----

Moving forward, the 60-foot-long hallway leading to the next room is 20 feet tall and 20 feet wide. As they approach the area, a stepped pyramid made of verdigris-clouded copper rises to a platform 10 feet above. At the center of the platform is an altar that holds a turquoise sphere rotating within a pool of water. As orb rotates on its base, the runes engraved on its surface flickering faintly.

You are now in Area B4 on the Map.

GM Screen:
Whistle Wit's Initiative using Repeat a Spell: 1d20 + 9 ⇒ (13) + 9 = 22
Koi Polloi's Initiative using Avoid Notice: 1d20 + 7 ⇒ (3) + 7 = 10
High in the Mountains's Initiative using Scout: 1d20 + 9 ⇒ (1) + 9 = 10
Lissa Valthum's Initiative using Detect Magic: 1d20 + 14 ⇒ (14) + 14 = 28
Giles le Renard's Initiative using Avoid Notice: 1d20 + 9 ⇒ (16) + 9 = 25
Cur's Initiative using Scout: 1d20 + 5 ⇒ (6) + 5 = 11

Whistle, Lissa:
You notice sigils carved into the turquoise sphere atop the altar illuminate.


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Whistle, Lissa:
DC 17 Nature (trained) to neutralize the tidal magic, or DC 17 Survival to predict the changing tides, or DC 20 Thievery (trained) to scratch away the sigils; three total successes are required to disable the trap.

Grand Archive

”Lissa Valthum” | Female Medium (Thassilonian) Human Runelord Wizard 1 | HP 14/14 | AC 14 | F +3 R +4 W +6 | Perc +4 | Speed 25ft | Spell save DC 17 | Active Conditions: None.

"Look," Lissa says as she enters the area near the altar. "There are sigils carved into that turquoise sphere. It looks as though we could remove them." She takes her best bet and attempts to neutralize the tidal magic.
Nature: 1d20 + 4 ⇒ (17) + 4 = 21


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DC 17 Nature (trained) to neutralize the tidal magic, or DC 17 Survival to predict the changing tides, or DC 20 Thievery (trained) to scratch away the sigils; three total successes are required to disable the trap.

I need two more successful checks.


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Rolling checks to move us before something else happens...

High in the Mountains's Nature (T): 1d20 + 6 ⇒ (12) + 6 = 18
High in the Mountains's Nature (T): 1d20 + 6 ⇒ (11) + 6 = 17

The group neutralizes the sigils without touching the altar.

While the altar has fallen into disrepair, it’s still made from brass and holds a large turquoise gazing orb. Additionally, the platform it rests on is formed from over 100 tons of copper. Despite the damage, the altar and orb could be set up at the base camp to assist with spellcasting, and the mountain of copper is quite valuable. Asking Bolkanga about the objects, she says that they aren’t of much interest to her and allows the Pathfinders to remove as much as they can carry. Pathfinders who return to speak with her might also note that while her room is now damp, she doesn’t seem bothered by the flood; she reports that this sort of thing happens occasionally, and that it’s foolish to own things that can’t stand up to a little water.

With nothing left to explore, the group returns to base camp and takes their needed rest.

Everyone is back to full HP and have their Daily Preparations.

Which area would you like to explore next: The Labyrinth or The Unsealed Way?

Envoy's Alliance

Athamaru psychic 1 | Spd 20' Swim 25' | AC 16 | hp 15/15 | Fort +4 Ref +6 Will +5 | Perc +3 | Amp  | Rank1  Hero  Conditions: none | Exploration: Scout

The athamaru very much enjoyed the return to base camp, trekking through flooded halls once again. Having to haul the altar with them barely dinted its enthusiasm. But as the waterbreathing potions reached their limit, it dawned on Koi that their flock was not ideally suited to the underwater adventuring. They really needed an ark.

Moreso, it was time to let other team members choose their destination. "Shall we try the labyrinth tomestone-door that hasn't been opened yet, or shall we explore the path that was recently unsealed using munitions?"

Horizon Hunters

M awakened mouse | Swashbuckler 2 | ◆◇↺ | HP 20/28| AC 19(21) | F +5 R +10 W +6 | Perception +6 | Hero 1/3 | speed land/climb 20 Active Conditions: Lesser antiplague, Fever Stage 1 |

"Enter the unknown I say. A labyrinth often hides many wonders in my experience."

Grand Archive

| HP 20/20 | AC 17 | F+5 R+7 W+7 | Perc +5 | Spell DC 18 | Whisper HP 10/10 | Speed 20ft | Hero Points: 1 | Focus Points: 2/2 | Exploration: Repeat a Spell (Glass Shield) | Active Conditions: None

"I'm sorry for being stingy with healing magic yesterday. I'm preparing to be a better healer today," Whistle Wit promises, "And the labyrinth does sound interesting."


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Nicknamed the Labyrinth by the initial scouts, reaching this area requires the PCs to traverse corridors that twist unexpectedly. Everburning torches light the area, hanging in iron chandeliers from the ceiling and providing normal light throughout the area. The ceilings are all 15 feet high. The walls are made from stone, and doors are reinforced wood.

At the entrance, 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 slab is marked by a white line on the Map.

Anyone that can read Dwarven or DC 20 Society check to Decipher Writing:
The inscription reads “It is not how it ends, but how it starts”

The three icons in the illuminated square have been worn down.

DC 15 Crafting:
You realize that the wear comes from repeatedly
being touched.

As for the first icon, it portrays a hammer.

If you are a Dwarf, or worship Torag, or DC 10 Religion check or DC 5 Dwarven Lore check to Recall Knowledge:
The first of the three icons portrays a dwarven hammer, the sacred symbol of the god Torag.

For the second icon, it shows an underground city.

DC 17 Society check or DC 13 Dwarven Lore check to Recall Knowledge:
You identify it as the city of Tar Khadurrm.

For the third icon, it shows a dwarf cutting off his beard.

DC 17 Religion check or DC 15 Dwarven Lore check to Recall Knowledge:
You identify the cutting off of beard as part of traditional mourning ritual called thundran.

Unfortunately, the slab is blocking your way.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Opportunistic merchants have flooded the market at the base camp.

The Diverse Investments condition is now in effect.

**HOUSE GM ANNOUNCEMENT**

Additional Aspis Consortium teams have infiltrated the Pallid Peak.

Table GMs, run Event 2: Countermeasures.

Horizon Hunters

Male Aiuvarin Dwarf Exemplar 1 | HP 11/23 | AC 18 | Fortitude +8, Reflex +4, Will +6 (+1 vs. emotion) | Perception +4 | Speed 20 | Darkvision, Low-Light Vision | Default Exploration: Scout +4 | Immanence: Blade | Hero Points 1 | Provisions: Minor Healing Potion 0/1 | Active Conditions: Sickened 1, Fever (Stage 2) | ◆◇↺

Cur watches dourly as things happen without him. Nothing new for him.

“'It is not how it ends, but how it starts'. Isn't it always."

Crafting: 1d20 + 4 ⇒ (3) + 4 = 7

"I thought dwarves were supposed to be better craftspeople."

Religion: 1d20 + 4 ⇒ (17) + 4 = 21

"Torag. Typical."

Society: 1d20 + 4 ⇒ (15) + 4 = 19

"Tar Khadurrm. probably somewhere else I wouldn't be welcome."

Religion: 1d20 + 4 ⇒ (12) + 4 = 16

"Even I'm more dwarfy than that."


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Diverse Investment condition in effect: As news of the encampment spreads, more merchants arrive to sell distinctive wares. The PCs can purchase any common item of up to their level to which they have access at the base camp (including items that aren’t from the Core Rulebook). In addition, each PC receives a free healing potion or oil of unlife (Pathfinder Advanced Player’s Guide 258) with an item level of up to their level. The potion includes a tag advertising Hands-Off Healing, one of the newest merchants at the base camp with a main location in Absalom.

While you are examining the slab at the entrance, a stronger group of Aspis agents catches up behind the group!

Rolling Initiatives:
Whistle Wit's Initiative using Repeat a Spell: 1d20 + 9 ⇒ (4) + 9 = 13
Koi Polloi's Initiative using Avoid Notice: 1d20 + 7 ⇒ (1) + 7 = 8
High in the Mountains's Initiative using Scout: 1d20 + 9 ⇒ (4) + 9 = 13
Lissa Valthum's Initiative using Detect Magic: 1d20 + 14 ⇒ (2) + 14 = 16
Giles le Renard's Initiative using Avoid Notice: 1d20 + 9 ⇒ (19) + 9 = 28
Cur's Initiative using Scout: 1d20 + 5 ⇒ (6) + 5 = 11

Red Defender, Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Blue Usurper, Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Yellow Recruit, Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
Black Recruit, Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
White Recruit, Stealth: 1d20 + 6 ⇒ (11) + 6 = 17

Giles easily notices them first!

Activating Creatures Abated condition effect for this Encounter: The steady wave of explorers has damaged the creatures that live under the mountain. At the start of the next combat, reduce one enemy creature’s Hit Points by 25%. This condition only applies to a combat in the current Act.

⬤ ASPIS INCURSION! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Giles le Renard (AC 19) (HP 28/28) | 2☘️ |
White Recruit (HP -) |
Red Defender (HP -6) |
Black Recruit (HP -) |
Lissa Valthum (AC 14) (HP 14/14) | 1☘️ |
Blue Usurper (HP -) |
Whistle Wit (AC 17) (HP 20/20) | 2☘️ |
⠀⠀⠀Whisper (AC 17) (HP 10/10) |
High in the Mountains (AC 19) (HP 34/34) | 2☘️ |
⠀⠀⠀Howard (AC 17) (HP 18/18) |
Cur (AC 18) (HP 23/23) | 2☘️ |
Yellow Recruit (HP -) |
Koi Polloi (AC 16) (HP 15/15) | 2☘️ |


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Disregard the above post... Below is what happens instead.

You continue examining the slab blocking your way to the entrance. And...

GM Screen:
Whistle Wit's Initiative using Repeat a Spell: 1d20 + 9 ⇒ (10) + 9 = 19
Koi Polloi's Initiative using Avoid Notice: 1d20 + 7 ⇒ (19) + 7 = 26
High in the Mountains's Initiative using Scout: 1d20 + 9 ⇒ (3) + 9 = 12
Lissa Valthum's Initiative using Detect Magic: 1d20 + 7 ⇒ (18) + 7 = 25
Giles le Renard's Initiative using Avoid Notice: 1d20 + 9 ⇒ (20) + 9 = 29
Cur's Initiative using Scout: 1d20 + 5 ⇒ (13) + 5 = 18

Everyone except High notices a barbed wire that stretches across the passageway at the perfect height to tear into ankles, just close to the slab. DC 17 Thievery (trained) to detach the wire.

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

Thievery: 1d20 + 8 ⇒ (15) + 8 = 23

Once someone points out the tripwire, High in the Mountains gets out their tools and disables the trap.

Grand Archive

| HP 20/20 | AC 17 | F+5 R+7 W+7 | Perc +5 | Spell DC 18 | Whisper HP 10/10 | Speed 20ft | Hero Points: 1 | Focus Points: 2/2 | Exploration: Repeat a Spell (Glass Shield) | Active Conditions: None

Society: 1d20 + 8 ⇒ (10) + 8 = 18
Whistle Wit can't make heads or tails of the writing, but it's a moot point since Cur can just... read it. That's less fun, though.

untrained Crafting: 1d20 + 4 ⇒ (20) + 4 = 24
"These are worn down from how much people have touched them. Probably a magical key of some kind?"

untrained Dwarven Lore: 1d20 + 4 ⇒ (10) + 4 = 14
"That's the symbol of Torag. Oh, it might be a kind of password? We need the key phrase! Or, hm. I'd think the inscription would be a hint, but I'm not quite sure I see the connection."

Society: 1d20 + 8 ⇒ (10) + 8 = 18
"Yes, agreed."
Just how many cities has this guy been kicked out of?

untrained Dwarven Lore: 1d20 + 4 ⇒ (3) + 4 = 7
"Well, you're a dwarf dear. But these are also dwarven icons. ...sorry, that's all I know. Dwarven icons."

"Oh, and watch out for that wire, there." Whistle Wit stands well clear of the wire.

Horizon Hunters

M awakened mouse | Swashbuckler 2 | ◆◇↺ | HP 20/28| AC 19(21) | F +5 R +10 W +6 | Perception +6 | Hero 1/3 | speed land/climb 20 Active Conditions: Lesser antiplague, Fever Stage 1 |

Are we able to purchase items now or do we need to wait for a break? If we can purchase now Giles will purchase 2 scrolls of heal 1 and hand them to Whistle Wit.

Giles easily scampers underneath the barbed wire and assists in it's removal from the other side.

thievery-aid: 1d20 + 8 ⇒ (2) + 8 = 10

Or not


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We can retcon your purchases if you wish, before we went to this next location.

The group gathers together what they know about the icons and High easily disables the trip wire. The slab is still blocking their way. Thanks to Cur, they know that the three icons have been worn down by . Perhaps touching the icons might give them passage, as what Whistle predicts?

Who wants to touch the icon(s)?

Envoy's Alliance

Athamaru psychic 1 | Spd 20' Swim 25' | AC 16 | hp 15/15 | Fort +4 Ref +6 Will +5 | Perc +3 | Amp  | Rank1  Hero  Conditions: none | Exploration: Scout

The athamaru ponders the insanity that would make a dwarf remove its beard.

Religio: 1d20 + 0 ⇒ (4) + 0 = 4

No idea. It then reflects on what they have learned. ”Cutting off your beard does seem like a bad idea, if you’re a dwarf. But a hammer could bash down the door to the city. Priority-wise though, I think the city comes first.”

Koi presses the city symbol, the hammer symbol, then the beard-cutter. ”Open clam!”


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Even under the mountain, the Pathfinder Society builds alliances.

The Allies Gathered condition is now in effect

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

High in the Mountains will touch the icons.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Promising finds within the ruins have drawn more chroniclers to the Pallid Peak base camp.

The Pathfinder Reinforcements condition is now in effect.


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Koi and High feel a rush to release the sorrows the slab has collected from all who have mourned their lost homeland at its threshold.

The slab is a door that has collected the sorrows of all of the dwarves who meditated here, and its magic is poised to lash out with these echoes at anyone who touches it. DC 17 Will save from those who touched it and within ten feet of the door.
Koi Polloi's Will Save (E): 1d20 + 5 ⇒ (9) + 5 = 14 (Failed, Enfeebled 1 for 1 hour)
High in the Mountains's Will Save (T): 1d20 + 6 ⇒ (9) + 6 = 15 (Failed, Enfeebled 1 for 1 hour)
Giles le Renard's Will Save (E): 1d20 + 6 ⇒ (8) + 6 = 14 (Failed, Enfeebled 1 for 1 hour)
Cur's Will Save (E): 1d20 + 6 ⇒ (17) + 6 = 23 (Success)

After the hazard triggers or is disabled, the door swings open.

Inside the next area, 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.

If you can read Dwarven:
You piece together from the images 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.

GM Screen:
High in the Mountains's Initiative using Scout: 1d20 + 9 ⇒ (2) + 9 = 11
Cur's Initiative using Scout: 1d20 + 5 ⇒ (8) + 5 = 13


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Pathfinder Reinforcements condition in effect: Additional Pathfinder agents arrive at the base camp, allowing for additional patrols and relief from the watches. The PCs can rest once for 8 hours without having to report a Rest to the House.

Suddenly, a mist fills the Labyrinth, emanating as tears from the carvings on the wall just past the entrance. The mist arrives in a flash of negative energy and then lingers, hampering visibility in entirety of area. DC 17 basic Fortitude save from everyone vs 1d6 ⇒ 4 void damage

Rolling Initiatives:
Whistle Wit's Initiative using Repeat a Spell: 1d20 + 9 ⇒ (2) + 9 = 11
Koi Polloi's Initiative using Avoid Notice: 1d20 + 7 ⇒ (9) + 7 = 16
Lissa Valthum's Initiative using Detect Magic: 1d20 + 8 ⇒ (7) + 8 = 15
Giles le Renard's Initiative using Avoid Notice: 1d20 + 9 ⇒ (9) + 9 = 18

⬤ THE SHROUDED HALLS! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Carved Mourner (Hazard) | ◆◆ DC 17 Religion (trained) to recite prayers for the dead, or ◆◆ DC 14 Dwarven Lore to speak the history of Raseri Kanton, or ◆◆ DC 20 Thievery to plug the holes in the carving (needs to be adjacent to the hole)
??? | You don't know where unless the first hazard is disabled | ◆◆ DC 17 Religion (trained) to recite prayers for the dead, or ◆◆ DC 14 Dwarven Lore to speak the history of Raseri Kanton, or ◆◆ DC 20 Thievery to plug the holes in the carving (needs to be adjacent to the hole)
➤ Giles le Renard (AC 19) (HP 28/28) | Enfeebled 1; Concealed by mist | 2☘️ |
➤ Koi Polloi (AC 16) (HP 15/15) | Enfeebled 1; Concealed by mist | 2☘️ |
➤ Lissa Valthum (AC 14) (HP 14/14) | Concealed by mist | 1☘️ |
➤ Cur (AC 18) (HP 23/23) | Concealed by mist | 2☘️ |
➤ Whistle Wit (AC 17) (HP 20/20) | Concealed by mist | 2☘️ |
➤⠀⠀⠀Whisper (AC 17) (HP 10/10) | Concealed by mist |
➤ High in the Mountains (AC 19) (HP 34/34) | Enfeebled 1; Concealed by mist | 2☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 18/18) | Concealed by mist |

The hazard is the red smiley face on the Map.

Envoy's Alliance

Athamaru psychic 1 | Spd 20' Swim 25' | AC 16 | hp 15/15 | Fort +4 Ref +6 Will +5 | Perc +3 | Amp  | Rank1  Hero  Conditions: none | Exploration: Scout

The athamaru bathes in the glorious fog. For this coral-camper, nothing beats free concealment!

basic Fortitude save DC 17: 1d20 + 4 ⇒ (19) + 4 = 23 Success, takes 2 damage.

The fog tickles a bit though. Koi attempts to plug the carving's tear ducts with cloth from its healer's kit.

Plug holes Thievery DC20: 1d20 + 3 ⇒ (20) + 3 = 23

"When the cloth hits your eye, like a big piece of pie, That's a moray!"

Grand Archive

| HP 20/20 | AC 17 | F+5 R+7 W+7 | Perc +5 | Spell DC 18 | Whisper HP 10/10 | Speed 20ft | Hero Points: 1 | Focus Points: 2/2 | Exploration: Repeat a Spell (Glass Shield) | Active Conditions: None

WW Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Whisper Fort: 1d20 + 5 ⇒ (1) + 5 = 6

Uh oh, the cat isn't looking so good. "Oh, it's hard to read with this fog. But I think I can figure this out..."

Untrained Dwarven Lore: 1d20 + 4 ⇒ (14) + 4 = 18 If that's not possible untrained, Thievery is +7 so that's 21 and should be a success either way.


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Koi easily plugs the hole that produces mist of emotions. Thanks to his effort, they can easily find another one from the other side.

Everyone except Koi can act! I have revealed the second hole (as yellow smiley face icon on the Map) for you to disable.

Grand Archive

| HP 20/20 | AC 17 | F+5 R+7 W+7 | Perc +5 | Spell DC 18 | Whisper HP 10/10 | Speed 20ft | Hero Points: 1 | Focus Points: 2/2 | Exploration: Repeat a Spell (Glass Shield) | Active Conditions: None

I posted 10 seconds before you!
...but that looks too far away for Whistle Wit to reach in one action, so if she can't do the Lore untrained she'll just move up to it (she's Tiny, so that doesn't hinder anybody else moving up to it).
Oh, and ↺ phase familiar. Whisper gains resistance 5 to all damage against the triggering damage. Forgot about that. That helps.

"Oh!" With a quick flick of her wing, Whistle Wit pulls Whisper momentarily from his solid form. He's not so badly hurt as he might have been.


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Whistle recites some dwarven lore to set the overwhelming emotions to ease. Success The mist finally dissipates.

Rolling saves of others...
Lissa Valthum's Will Save (E): 1d20 + 6 ⇒ (5) + 6 = 11 (Fail, 4 void damage)
Giles le Renard's Will Save (E): 1d20 + 6 ⇒ (15) + 6 = 21 (Success, 2 void damage)
Cur's Will Save (E): 1d20 + 6 ⇒ (4) + 6 = 10 (Fail, 4 void damage)
High in the Mountains's Will Save (T): 1d20 + 6 ⇒ (14) + 6 = 20 (Success, 2 void damage)
Howard's Will Save (T): 1d20 + 6 ⇒ (14) + 6 = 20 (Success, 2 void damage)

HAZARD DISABLED! WELL DONE!

Party Health:
Giles le Renard (26/28 HP) [2☘️] | Enfeebled 1
Koi Polloi (13/15 HP) [2☘️] | Enfeebled 1
Lissa Valthum (10/14 HP) [1☘️]
Cur (19/23 HP) [2☘️]
Whistle Wit (18/20 HP) [2☘️]
Whisper (7/10 HP)
High in the Mountains (32/34 HP) [2☘️] | Enfeebled 1
Howard (16/18 HP)

Do you wish to proceed or take time healing?

If you wish to proceed, there are two locations of interest: Area A3 in the east, and Area A4 in the south. I am looking for two votes and we go to that area first.

Horizon Hunters

M awakened mouse | Swashbuckler 2 | ◆◇↺ | HP 20/28| AC 19(21) | F +5 R +10 W +6 | Perception +6 | Hero 1/3 | speed land/climb 20 Active Conditions: Lesser antiplague, Fever Stage 1 |

Giles pulls out his thieves' tools and carefully lays out the items he'll need. He changes his mind several times and swaps out different items. Eventually satisfied he turns his attention the task ahead only to find his companions have already dealt with it. He sighs heavily and packs his tools up once more.

everyone is down at least 2 hp. Maybe Whistle Wit can do one 3 action heal before we continue. Remember, Giles has given him 2 scrolls. I vote for A3.

Grand Archive

| HP 20/20 | AC 17 | F+5 R+7 W+7 | Perc +5 | Spell DC 18 | Whisper HP 10/10 | Speed 20ft | Hero Points: 1 | Focus Points: 2/2 | Exploration: Repeat a Spell (Glass Shield) | Active Conditions: None

With her new abundance of scrolls and prepared healing spells, a little light healing is an easy enough matter. "Gather 'round, now."

Three-action heal, using Whistle's Pathfinder Provisions scroll. Healing: 1d8 ⇒ 8

Envoy's Alliance

Athamaru psychic 1 | Spd 20' Swim 25' | AC 16 | hp 15/15 | Fort +4 Ref +6 Will +5 | Perc +3 | Amp  | Rank1  Hero  Conditions: none | Exploration: Scout

The athamaru was revitalized, and beamed its grateful maw at Whistle Wit. Now they could be on Giles’ way. “Yaw to port!”

Koi had always wanted to say that. Comprehension be damned.

Horizon Hunters

Male Aiuvarin Dwarf Exemplar 1 | HP 11/23 | AC 18 | Fortitude +8, Reflex +4, Will +6 (+1 vs. emotion) | Perception +4 | Speed 20 | Darkvision, Low-Light Vision | Default Exploration: Scout +4 | Immanence: Blade | Hero Points 1 | Provisions: Minor Healing Potion 0/1 | Active Conditions: Sickened 1, Fever (Stage 2) | ◆◇↺

Fortitude Save: 1d20 + 8 ⇒ (18) + 8 = 26

Cur is used to dwarves doing unpleasant things to him, so the mists barely affect him. He thanks Whistle Wit for restoring his lost vitality.

Fully healed after the scroll, so happy to move on.

Grand Archive

”Lissa Valthum” | Female Medium (Thassilonian) Human Runelord Wizard 1 | HP 14/14 | AC 14 | F +3 R +4 W +6 | Perc +4 | Speed 25ft | Spell save DC 17 | Active Conditions: None.

"Thank you, I should be ready to proceed." No real opinion on which one to visit now.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

The way to the right catches their attention after everyone gets healed. Inside, 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.

However the centuries, the collected grief of the dwarves took the form of spirits!

Rolling Initiatives:
Whistle Wit's Initiative using Repeat a Spell: 1d20 + 9 ⇒ (17) + 9 = 26
Koi Polloi's Initiative using Avoid Notice: 1d20 + 7 ⇒ (20) + 7 = 27
High in the Mountains's Initiative using Scout: 1d20 + 9 ⇒ (17) + 9 = 26
Lissa Valthum's Initiative using Detect Magic: 1d20 + 8 ⇒ (2) + 8 = 10
Giles le Renard's Initiative using Avoid Notice: 1d20 + 9 ⇒ (4) + 9 = 13
Cur's Initiative using Scout: 1d20 + 5 ⇒ (9) + 5 = 14

Ghost: 1d20 + 8 ⇒ (1) + 8 = 9
White: 1d20 + 3 ⇒ (16) + 3 = 19
Ghost: 1d20 + 3 ⇒ (6) + 3 = 9

More than half of the group notices they are not alone in the room!

⬤ THE SHROUDED HALLS! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Koi Polloi (AC 16) (HP 15/15) | Enfeebled 1 | 2☘️ |
➤ Whistle Wit (AC 17) (HP 20/20) | 2☘️ |
➤⠀⠀⠀Whisper (AC 17) (HP 10/10) |
➤ High in the Mountains (AC 19) (HP 34/34) | Enfeebled 1 | 2☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 16/18) |
White Broom |
Cur (AC 18) (HP 23/23) | 2☘️ |
Giles le Renard (AC 19) (HP 28/28) | Enfeebled 1 | 2☘️ |
Lissa Valthum (AC 14) (HP 14/14) | 1☘️ |
Red Ghost |
Black Broom |

Envoy's Alliance

Athamaru psychic 1 | Spd 20' Swim 25' | AC 16 | hp 15/15 | Fort +4 Ref +6 Will +5 | Perc +3 | Amp  | Rank1  Hero  Conditions: none | Exploration: Scout

The athamaru finds itself far more alert out of water, and reacts immediately to the ghost. Its arms and spear ripple with magic and it casts ◆◆Forbidden Thought, hoping to deter the ghost from Flying towards the party.

Forbidden Thought basic Will Save DC 17 mental damage: 2d6 ⇒ (2, 5) = 7 If ghost flies, it must first make this save.

Of course that would only work if Koi's allies didn't engage the ghost in melee first. "Don't go near the, um, jellyfigure! It might, uh, sting?"

Koi ponders how to defeat a ghost. ◆Recall Knowledge, Occultism +4; The athamaru will share what it knows

Grand Archive

| HP 20/20 | AC 17 | F+5 R+7 W+7 | Perc +5 | Spell DC 18 | Whisper HP 10/10 | Speed 20ft | Hero Points: 1 | Focus Points: 2/2 | Exploration: Repeat a Spell (Glass Shield) | Active Conditions: None

"Understood!" Well, sort of. Whistle Wit sends slicing winds towards the ghost and the nearest broom.

She considers adding her own hex to threaten the ghost away from moving, but she isn't sure she can actually hurt a ghost with that spell to back up the threat. Best to observe for a moment. Under a protective magical shield, obviously.

◆◆ Cast Slashing Gust Spell Attack White: 1d20 + 8 ⇒ (1) + 8 = 9 for slashing damage: 2d4 ⇒ (3, 2) = 5 and Spell Attack Red: 1d20 + 8 ⇒ (11) + 8 = 19 for slashing damage: 2d4 ⇒ (1, 3) = 4
◆ Cast Glass Shield


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Koi locks the mind of Red Ghost with itself.

GM Screen:
Religion: 1d20 ⇒ 7

Koi does not have any knowledge on how to defeat the ghost at the moment. Religion if anyone wishes to ◆ Recall Knowledge about the Red Ghost.

Whistle lashes at the White Broom and the Red Ghost, missing to hit White Broom, while inflicting damage to Red Ghost with some resistance, as if it passes through. 4 S - Resistance 2 = 2 total damage She then raises glass shield.

High/Howard is still up!

Current Map is Slide 12.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Pathfinders exploring the Unsealed Way have found the beginnings of new passageways. The expedition will soon have new routes leading farther into the mountain. The Unsealed Way is cleared!

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

◆ High in the Mountains will direct Howard to fly into the space of the black broom and Support.

◆ High in the Mountains will Hunt Prey on the black broom.

◆ HitM will then do a Hunted Shot.
Arrow 1: 1d20 + 9 ⇒ (14) + 9 = 23for: 1d8 ⇒ 7
Arrow 2: 1d20 + 9 - 3 ⇒ (20) + 9 - 3 = 26for: 1d8 ⇒ 5 and critical dice: 1d8 ⇒ 8
Damage is combined before applying resistance/weakness

Normally, Howard would cause Persistent Bleed. But, HitM did not know that it would not work. HitM now knows that. Howard will probably just attack from now on.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Howard flies to support the leshy ranger. High marks Black Broom as prey, hitting on both instances, breaking it to twain along the handle. Black Broom out

White Broom moves by sweeping the floor and smacking Giles with its bristles!
Bristles Attack: 1d20 + 6 ⇒ (12) + 6 = 18

Giles manages to evade the broom.

⬤ THE SHROUDED HALLS! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Koi Polloi (AC 16) (HP 15/15) | Enfeebled 1 | 2☘️ |
Whistle Wit (AC 17+1 w glass shield) (HP 20/20) | 2☘️ |
⠀⠀⠀Whisper (AC 17) (HP 10/10) |
High in the Mountains (AC 19) (HP 34/34) | Enfeebled 1 | 2☘️ |
⠀⠀⠀Howard (AC 17) (HP 16/18) |
White Broom |
➤ Cur (AC 18) (HP 23/23) | 2☘️ |
➤ Giles le Renard (AC 19) (HP 28/28) | Enfeebled 1 | 2☘️ |
➤ Lissa Valthum (AC 14) (HP 14/14) | 1☘️ |
Red Ghost | Forbidden Thuought active |
Black Broom |

EFFECTS & CONDITIONS REFERENCE

Forbidden Thought (Uncommon, Cantrip, Enchantment, Mental, Psychic) :
Range 30 feet; Targets 1 creature Saving Throw Will You place a psychic lock in a foe's mind that prevents it from a specific action. Choose “Strike,” “Stride,” “Cast a Spell,” or a specific action you know the creature to have (such as “Breath Weapon” against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 2d6 mental damage (with a basic Will save). The target is then temporarily immune for 1 minute.

Horizon Hunters

Male Aiuvarin Dwarf Exemplar 1 | HP 11/23 | AC 18 | Fortitude +8, Reflex +4, Will +6 (+1 vs. emotion) | Perception +4 | Speed 20 | Darkvision, Low-Light Vision | Default Exploration: Scout +4 | Immanence: Blade | Hero Points 1 | Provisions: Minor Healing Potion 0/1 | Active Conditions: Sickened 1, Fever (Stage 2) | ◆◇↺

Cur was never a fan of cleaning.

◆ Twin Stars

◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 7 ⇒ (10) + 7 = 17
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Spirit Damage: 2 = 2

◆ Strike

Gentle Tears of the Forest (clan dagger): 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Bludgeoning Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Spirit Damage: 2 = 2

Grand Archive

”Lissa Valthum” | Female Medium (Thassilonian) Human Runelord Wizard 1 | HP 14/14 | AC 14 | F +3 R +4 W +6 | Perc +4 | Speed 25ft | Spell save DC 17 | Active Conditions: None.

Lissa points to the ghost. "My people vanished and came back millennia later. You died in the meantime. A pity you won't be able to find a new purpose." She fires a full round of Magic Missiles at the creature.
Force damage: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10

Horizon Hunters

M awakened mouse | Swashbuckler 2 | ◆◇↺ | HP 20/28| AC 19(21) | F +5 R +10 W +6 | Perception +6 | Hero 1/3 | speed land/climb 20 Active Conditions: Lesser antiplague, Fever Stage 1 |

Giles draws his rapier and prepares for battle. "High, mon ami, strike true!"

◆ draw rapier, ◆ Extravagant parry, ◆ one for all, ↺ aid High in the Mountains

one for all:
diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Cur attacks White Broom splitting it into pieces. White Broom out

Lissa launches force missiles at the ghost

Giles draws weapon and goes defensive. He then gets ready to help ally.

The Red Ghost flies closer,
DC 17 basic Will save: 1d20 + 6 ⇒ (13) + 6 = 19 vs Forbidden Thought (Success, 3 mental damage)

getting a headache first before the ghost shakes with a terrible sob, forcing each living creature within 15 feet to attempt a DC 18 Will save from everyone!.

It then attacks Gile with a ghostly hand!
Ghostly Hand Attack: 1d20 + 10 ⇒ (5) + 10 = 15

But misses to hit.

⬤ THE SHROUDED HALLS! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Koi Polloi: DC 18 Will save vs Weeping Moan ❗
❗ Whistle Wit: DC 18 Will save vs Weeping Moan ❗
❗ Whisper: DC 18 Will save vs Weeping Moan ❗
❗ High in the Mountains: DC 18 Will save vs Weeping Moan ❗
❗ Howard: DC 18 Will save vs Weeping Moan ❗
❗ Cur: DC 18 Will save vs Weeping Moan ❗
❗ Giles le Renard: DC 18 Will save vs Weeping Moan ❗
❗ Lissa Valthum: DC 18 Will save vs Weeping Moan ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Koi Polloi (AC 16) (HP 15/15) | Enfeebled 1 | 2☘️ |
➤ Whistle Wit (AC 17) (HP 20/20) | 2☘️ |
➤⠀⠀⠀Whisper (AC 17) (HP 10/10) |
➤ High in the Mountains (AC 19) (HP 34/34) | Enfeebled 1 | 2☘️ |
➤⠀⠀⠀Howard (AC 17) (HP 16/18) |
White Broom (HP -28) |
➤ Cur (AC 18) (HP 23/23) | 2☘️ |
➤ Giles le Renard (AC 19) (HP 28/28) | Enfeebled 1 | 2☘️ |
➤ Lissa Valthum (AC 14) (HP 14/14) | 1☘️ |
Red Ghost (HP -13) |
Black Broom (HP -21) |

EFFECTS & CONDITIONS REFERENCE

Forbidden Thought (Uncommon, Cantrip, Enchantment, Mental, Psychic) :
Range 30 feet; Targets 1 creature Saving Throw Will You place a psychic lock in a foe's mind that prevents it from a specific action. Choose “Strike,” “Stride,” “Cast a Spell,” or a specific action you know the creature to have (such as “Breath Weapon” against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take 2d6 mental damage (with a basic Will save). The target is then temporarily immune for 1 minute.

Weeping Moan (auditory, divine, emotion, enchantment, fear, mental) :
On a failure, a creature becomes frightened 1 (or frightened 2 on a critical failure). On a success, a creature is temporarily immune to this ghost’s Weeping Moan for 1 minute.

Grand Archive

| HP 20/20 | AC 17 | F+5 R+7 W+7 | Perc +5 | Spell DC 18 | Whisper HP 10/10 | Speed 20ft | Hero Points: 1 | Focus Points: 2/2 | Exploration: Repeat a Spell (Glass Shield) | Active Conditions: None

Whistle Will: 1d20 + 7 ⇒ (16) + 7 = 23
Whisper Will: 1d20 + 7 ⇒ (16) + 7 = 23

Whistle Wit ignores the wailing. Whisper looks disdainfully at the ghost as only a cat can. "Enough of that, I think," Whistle says as she casts a protective ward over Giles. And then hurls a burst of acid behind the ghost, because why wouldn't she?

◆ cast blood ward; Giles gets +1 status to saves and AC vs undead
◆◆ cast caustic blast. DC 18 basic Reflex against acid damage: 1d8 ⇒ 7, plus 1 persistent acid on critical failure

Envoy's Alliance

Athamaru psychic 1 | Spd 20' Swim 25' | AC 16 | hp 15/15 | Fort +4 Ref +6 Will +5 | Perc +3 | Amp  | Rank1  Hero  Conditions: none | Exploration: Scout

The athamaru Unleashes its Psyche, rippling all over before ◆Fading into Daydreams Concealed. It casts an ◆ ◆ Amped Daze spell at the ghost.

basic Will save DC 17, non-lethal mental damage: 1d10 ⇒ 6 weakness 1 to mental on Fail; weakness 3 & stunned 1 on crit fail, weaknesses apply before hit, last to end of target’s next turn

”Ya stunned mullet!”

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

High in the Mountains Will save w/Leshy Superstition: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Howard will save: 1d20 + 6 ⇒ (15) + 6 = 21

◆ Hunt Prey on the Red Ghost

Hunted Shot, Frightened 1, Volley: 1d20 + 9 - 1 - 2 ⇒ (3) + 9 - 1 - 2 = 9 and Hunted Shot, Frightened 1: 1d20 + 9 - 1 - 3 ⇒ (8) + 9 - 1 - 3 = 13

Final shot, Frightened 1, Volley: 1d20 + 9 - 1 - 2 - 6 ⇒ (18) + 9 - 1 - 2 - 6 = 18for: 1d8 ⇒ 2 magical piercing.

Horizon Hunters

Male Aiuvarin Dwarf Exemplar 1 | HP 11/23 | AC 18 | Fortitude +8, Reflex +4, Will +6 (+1 vs. emotion) | Perception +4 | Speed 20 | Darkvision, Low-Light Vision | Default Exploration: Scout +4 | Immanence: Blade | Hero Points 1 | Provisions: Minor Healing Potion 0/1 | Active Conditions: Sickened 1, Fever (Stage 2) | ◆◇↺

Will Save: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15

"I ain't afraid of no ghosts!" Spoiler: He was afraid of this ghost.

◆ Step

◆ Strike

Anguished Cry of the Mountains (clan dagger): 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Bludgeoning Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Spirit Damage: 2 = 2

◆ Strike

Gentle Tears of the Forest (clan dagger): 1d20 + 7 - 4 - 1 ⇒ (2) + 7 - 4 - 1 = 4
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Spirit Damage: 2 = 2

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