Hazic Kel-Kalaar

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Maps: Absalom Initiation

Oops, I missed that. I've just uploaded a fixed version. I agree that it's rather complicated to roll again. Not too much hassle, fortunately...


Maps: Absalom Initiation

I've uploading your chronicles to Dropbox. You might be asked to sign up for an account, but this is not needed to download the files.

Please let me know when you've got your chronicle, and whether everything is all right.

LINK


Maps: Absalom Initiation

The Pathfinders explore the rest of the mansion. They find a study that has obviously seen better days, and a room that must once have been the kitchen. Only a single, aged worktable still stands in one corner. The ceiling here has completely fallen in, leaving the room open to the sky above.

As that concludes their exploration of the mansion, the Pathfinders settle in for the night, following Calisro Benarry's suggestion. It's a dry but windy night, with enough strange noises in the house to keep a twitchy person awake. Working off the papers that were found in the drawing room, the Pathfinder manage to piece together what might have happened here decades ago: They contain Pharasmin prayers, both standard ones as well as decidedly non-standard ones. Additionally, there's a list of locations with undead sightings from all those years ago. It seems like the Mavedarus' plan was to 'collect' undead from around Absalom and provide them a new burial below their house, with some odd prayers to put their souls to rest. With the haunt encountered earlier, it becomes clear that this plan ultimately failed...

--

After a night in the mansion that seems a bit less haunted now that the truth is known, the Pathfinders return to the Grand Lodge to report to the various faction leaders. Immediately after they've done so they are accosted by Janira Gavix racing down the hall, her blond hair flying in her excitement. "I just heard you made it back — congratulations! It sounds like everything went, well, about as well as anyone could expect. Come with me, I have something for each of you." The halfling woman leads the way into a small office and distributes finely crafted wooden boxes. Within each, a gleaming compass lid emblazoned with the Glyph of the Open Road and an engraved name lies upon a cushion of silk. "I’m not sure if you’ve picked up your own wayfinders yet, but when you do, you should have ones that prove that you belong. Now it’s official," she beams. "Welcome to the Pathfinder Society!"


Maps: Absalom Initiation

Gameday is nearing its end, and I feel that this game has dragged on too long. I'm going to write a closing post shortly. You did everything that's necessary to complete the scenario. It didn't quite go as well as I had hoped, unfortunately. The last part in particular felt very flat, and I'm sorry for my part in that.

I'll report the game tonight, and will have your chronicles ready later this week, for those who have chosen their Downtime activities by then.


Maps: Absalom Initiation

Hi folks, we're nearing the end of this game. It's just two or three more days, I think.

I'd like to get your chronicles done in advance, which means I need some input on downtime. You have 8 days of Downtime, or 12 if you're Field-trained. The most common downtime activity is using Lore, Crafting or Perform (Trained only) to Earn Income.

The DC is the same for everyone: DC 14.
- On a critical failure, you earn nothing.
- On a failure, it's 1 cp per day.
- On a success, it's 5 cp per day.
- On a critical success, it's 2 sp per day.

Hero points and other fortune effects cannot be used on this roll. Please make your checks below. If you select a different downtime activity, also please let me know.


Maps: Absalom Initiation

GM rolls:

Nature: 1d20 + 4 ⇒ (3) + 4 = 7

Lindevaile Tindome thinks she spots some chopped basil in the potion, but that doesn't give her any clue to its effects.


Maps: Absalom Initiation

GM rolls:

Search
Prillett: 1d20 + 6 ⇒ (13) + 6 = 19
Lindevaille: 1d20 + 4 ⇒ (10) + 4 = 14
Lleylo: 1d20 + 3 ⇒ (3) + 3 = 6
Sylvia: 1d20 + 7 ⇒ (15) + 7 = 22
Kramac: 1d20 + 7 ⇒ (14) + 7 = 21
Perception
Prillett: 1d20 + 6 ⇒ (1) + 6 = 7
Lindevaille: 1d20 + 4 ⇒ (7) + 4 = 11
Lleylo: 1d20 + 3 ⇒ (4) + 3 = 7
Sylvia: 1d20 + 7 ⇒ (5) + 7 = 12
Kramac: 1d20 + 7 ⇒ (10) + 7 = 17

Kramac leads the group through the double doors, which lead to an empty room. It might once have functioned as an anteroom, because immediately adjacent is what once was the drawing room. Everything this room once held now lies jumbled over the floor in a soggy mess: torn pages, scraps of fabric, and splintered remnants of furniture. The doors to the west hangs askew, but the door to the north has been smashed from its hinges.

Everyone notices a faint red glow between the remnants of paper in the drawing room: it turns out to be a potion, probably magical! A quick search of the room additionally reveals a secret compartment in the wall, containing a stack of papers. It would probably take a few minutes to see what they contain.

A quick peek into the next room to the north reveals it to be a study, as evidenced by an overturned and smashed desk.


Maps: Absalom Initiation

Please note that the upper floors are totally gone. The staircases end in rubble and are mostly open to the sky.


Maps: Absalom Initiation

GM rolls:

Prillett: 1d20 + 6 ⇒ (2) + 6 = 8
Lindevaille: 1d20 + 4 ⇒ (17) + 4 = 21
Lleylo: 1d20 + 3 ⇒ (12) + 3 = 15
Sylvia: 1d20 + 7 ⇒ (11) + 7 = 18
Kramac: 1d20 + 7 ⇒ (13) + 7 = 20

Lindevaile Tindome heads left and leads the group through the double doors. A large, long-cold fireplace stands in the east wall of this expansive parlor, but the furnishings are all rotted. A dank stench of mold lingers in the air. The ceiling overhead has collapsed, leaving the room open to the sky. The floor in the room’s western end has followed suit, leaving a gaping hole into darkness.

Everyone but Prillett spots the danger in this room: The floorboards around the pit are ready to give way when someone would step on them. Staying clear of the dangerous area, the Pathfinder do a quick search of the place. Besides lots of decaying furniture and an abandoned rat's nest, they find nothing of interest.

The other rooms on the western side of the manor are equally unexciting. The dining room has long-since been stripped of anything interesting. To its north, the Pathfinders finds an empty storeroom and a servant's corridor that leads back into the main hallway.

I've revealed several parts of the map, also indicated the hazardous area. Where to next?


Maps: Absalom Initiation

Sylvia's studies pay off. She knows the proper ritual for exorcising spirits of this kind. After a minute of work, the scratching sound recedes and stops. Kramac and Sylvia both realize that a haunt is not permanently dismissed by a ritual of this kind, but it should be safe for now.

Where do you want to go?


Maps: Absalom Initiation

Kramac's short prayer has little effect. Now that he's had the sounds pointed out to him, he can still hear the intermittent scratching beneath the floor.


Maps: Absalom Initiation
Lindevaile Tindome wrote:

Can I alternate? Move silently to next corner, then peek around it?

I am really surprised I must sneak around without looking...

Taking it to discussion, to that we won't clutter up gameplay. I've read a number of posts earlier on expressing surprise at this rule. It's a common trope for 'the rogue' to scout ahead in stealth while searching for traps. Still, this is what the rules say and I stick with those. The way I explain it (to myself, at least), is that if you're sticking to the shadows and avoid making any sounds, then you won't have the opportunity to actually search, prod the hallways with your feet to check for pressure plates, etc. That means you cannot effectively Search and Avoid Notice at the same time.

You could alternate (for instance, at every corner). But that means you run the risk of missing a trap that was halfway down the hallway at the point where you were using Avoid Notice. Similarly, if you want to get a good look around the corner (good enough to warrant a Perception check), that probably means you won't be able to avoid being seen.

I know there are a number of experienced GM's here. If you have anything to add (or correct) on this topic, please do!


Maps: Absalom Initiation

GM rolls:

Doorway, 1=left: 1d2 ⇒ 1
Prillett: 19 = 19
Lindevaile Tindome: 1d20 + 4 ⇒ (10) + 4 = 14
Lleylo: 1d20 + 3 ⇒ (15) + 3 = 18
Sylvia: 1d20 + 7 ⇒ (16) + 7 = 23
Kramac: 1d20 + 7 ⇒ (8) + 7 = 15

The group of Pathfinders carefully enter the manor and find themselves in the main hall. The tiled floor, ornate columns, and sweeping staircases of this once-grant hall evoke a distinctly Taldan aesthetic, though the finery has suffered greatly over the past years. The marble floor tiles are cracked and filthy, and the statuary lining the walls has been smashed. None of the three staircases climbs beyond head level before ending abruptly, debris from their fallen upper reaches scattered across the floor.

Several doors lead on from this hallway, most of them limp on their hinges. On door close to you is missing entirely. It leads to a room that must have been a dining room once. From peeking around the corner, it contains a lot of broken furniture.

Sylvia is the only one to notice something of interest in the hallway. She hears scratching beneath the floorboards, like fingernails or claws on wood. The sounds has an ethereal quality, which suggests the sound is caused by a haunt rather than an actual presence below. Soothing the haunt temporarily would require a short ritual by someone trained in religious affairs.

It's a Religion check (Trained only) to disable the haunt.
If you want to move on, there's a double doors to your left and three doors leading out of the dining room. Further on in the tiled hallway, there's one door to the left and two doors to the right. Finally, there's a double door to your far right.


Maps: Absalom Initiation

Kramac hasn't heard of this particular mansion, despite Calisro's mention that it's known as haunted house. And so the group of Pathfinders spend a few hours roaming the Precipice Quarter, looking for someone who knows about the Mavedarus estate. Lindevaile Tindome eventually finds someone who's heard about it, an older man who used to live here when it was still called Beldrin's Bluff. He can't recollect anything of interest about the house or its previous inhabitants, but at least his directions prove accurate.

After a few more minutes of walking, the Pathfinders enter the grounds. The Mavedarus home must once have been a grand, three-story structure that commanded the respect and envy of its neighbors, with a rooftop veranda and manicured grounds. Now, only the first floor remains standing, the second and third stories having collapsed during the earthquake, and in the years of neglect since, the grounds have grown into a wild disarray.

The single remaining story is cracked and crumbling. Whatever upper stories it had once have long collapsed, scattering stone and debris across gardens grown wild and weedy. Two curving staircases lead to a broad veranda bereft of its railings. Two openings that might have once been doors lead into the faint remnants of a solarium, while two more doors lead further into the creaking house itself. A whiff of rot and decay seeps from the structure.

See slide 2 for a map. I'd like all of you to let me know which exploration tactic you'd like to use when exploring the building. If you have any preference for marching order, please let me know as well.


Maps: Absalom Initiation

After some reassurances, Ribonal comes back to his senses. He's very grateful to the Pathfinders for rescuing. He takes some time to get readjusted to life and to get settled back into the Society, which has seen some changes in recent years. After a few days, he presents your group with a small golden idol of Acavna, the Azlanti goddess of magic.

--

After a good night's rest and various chores to keep them occupied during the day, the group of Pathfinders head out to the Precipice Quarter, with the intent to investigate and spend the night in the supposedly haunted Mavedarus estate. Their first order of business is to find the estate, and possibly learn some rumours.

Let me know how you'll approach, and please someone roll a Diplomacy check to Gather information. If you want to do some last-minute shopping, feel free to do so.


Maps: Absalom Initiation

We're at the end of the third mission. The only one left is the haunted mansion in the Precipice district. In your next post, please consider and discuss the following:

- Will you move on immediately, or rest and go the next day?
- Anything else you'd like to do before heading out?
- How will you try to find the Mavedarus estate? If appropriate, please my a Diplomacy check to Gather information.


Maps: Absalom Initiation

Prillet, you can attack around a corner. This invokes cover for a +2 AC, though.

Prillett finds a way to attack around the corner of the building. Unfortunately both his attacks swing wide. This doesn't save the daemonic creature, though. The combined might of Lleylo's bomb, Kramac's weapons, and Lindevaile Tindome's magic is enough to vanquish it. It vanishes it a puff of smoke, like its twin.

--

I'm going to skip ahead slightly.

With the two daemonic creatures defeated, a silence comes over the statue-filled square. All of the other people there had fled the area of the fighting. It takes the Pathfinders little time to find their colleague, an elf recognizable by his Wayfinder and bucket hat. Upon applying the salve received from Fola Barun, the outer stone starts flaking, like a thin mud shell that has dried up. Below that film emerges a pale elf that looks at you with bewilderment in his eyes. He looks around the square and understanding dawns on him. "Wha- Wha- What year is it?!"

See slide 2 for a picture of the petrified Pathfinder.


Maps: Absalom Initiation

GM rolls:

Fort save: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Attack Kramac: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Flat check vs. fire: 1d20 ⇒ 20

Lindevaile Tindome's spell doesn't strike the creature this time, while her companions catch up and Kramac interposes himself between her and the creature.

The flying daemon, still reeling from Sylvia's attack and on fire from Lleylo's bomb but presumably happy to still be alive, takes Kramac up on his offer. It retches first, clearing away the remnant of the spell clogging up its throat. It then tries to bite Kramac, but the strong man dodges easily. The smoldering of its skin stops, which is small consolation for the lone enemy.

I'm guessing you should be able to finish it this round...

--

COMBAT TRACKER - Round 3 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac
Monsters - blue (-18), red (dead)


Maps: Absalom Initiation

Sylvia uses her magic to shield herself and to guide Kramac on his next course of action. Lleylo isn't shy and runs after the flying creature. This time, his aim is accurate. The creature's skin sizzles and burns, prompting a high-pitched shriek. It's severely wounded, but doesn't seem like it's going to give up!

--

COMBAT TRACKER - Round 2 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac - Guidance this turn
Monsters - blue (-16. sickened 2, slowed 1, 2 persistent fire damage), red (dead)


Maps: Absalom Initiation

The movement was caused by the gust of wind spell. This is a push effect that counts as forced movement. Forced movement does not cause trigger an AoO.

Also, I have a small gaming convention tomorrow. Next update won't be until Sunday afternoon.


Maps: Absalom Initiation

As far as I can tell, that's a critical failure due to natural 1. for splash weapons, this means that neither the primary damage nor the splash damage happens.

Lleylo lobs the bomb right in the air, just as a pigeon flies overhead. By accident, the bomb strikes the animal in mid air. The effect against the unfortunate bird is rather dramatic, but the goblin's initial target comes away without any effect.

The vile daemonic creature's first order of business is to right itself and take flight once more, uttering a shrill howl out of frustration. It still gags, but refuses to retch. Rather, it retreats behind the temple. Prone and slowed is a pretty nasty combination. ;)

--

COMBAT TRACKER - Round 2 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac
Monsters - blue (-12. sickened 2, slowed 1), red (dead)


Maps: Absalom Initiation

Ah, I see that now. I'm not too familiar with all the abilities yet, so I mistook that for a description of what you were doing. For everyone: Please try to call out any rules elements you use, which makes it easier for me to follow along.

Regarding double strike: I think you're right that both attacks use your current MAP, so you're clear on that part. However, it seems like the second attack gets a -2 penalty unless it's an agile weapon. A shield with spikes isn't agile, as far as I can tell?


Maps: Absalom Initiation

Rereading yesterday's post, I noticed that Kramac didn't include multiple attack penalty for his second attack. I failed to pick up on that yesterday. The shield attack wouldn't have been a crit. I'm not going to retcon, since that would influence multiple actions resolved since then.


Maps: Absalom Initiation

GM rolls:

Fort save vs gust of wind, -2 sickened: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11

Kramac gets a chance to show his prowess and takes it with both hands. His flickmace strikes true and hurts the creature, but it's the attack with his shield that connects with devastating effect. The flying creature is pierced by the shield and vanishes in a cloud of smoke. Critical for maximum damage, that's pretty nice. :)

Sylvia then fires her ray of magic. She seems just as eager to prove her worth. The ray is timed right when the creature opens its mouth, and her sickening magic flies right into the creature's mouth. It start to gag and wheeze, obviously feeling the ill effects of the spell.Another crit.

Prillet next moves up. His first attack strikes true, though his second is too wild to connect.

Lindevaile Tindome then calls the magic from her blood to conjure forth violent winds. They are the perfect counter to the small flying creature, still gagging on Sylvia's magic. It tumbles and turns, caught helplessly in the winds and smacked into the nearby temple. It finally lands in the corner, flopping prone on the ground.

--

COMBAT TRACKER - Round 2 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac
Monsters - blue (-12. sickened 2, slowed 1, prone), red (dead)


Maps: Absalom Initiation

Initiative:

Prillett: 1d20 + 6 ⇒ (9) + 6 = 15
Lindevaile Tindome: 1d20 + 4 ⇒ (13) + 4 = 17
Lleylo: 1d20 + 3 ⇒ (10) + 3 = 13
Sylvia: 1d20 + 7 ⇒ (9) + 7 = 16
Kramac: 1d20 + 7 ⇒ (6) + 7 = 13
Monsters: 1d20 + 6 ⇒ (2) + 6 = 8

COMBAT TRACKER - Round 1 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac
Monsters (blue, red)

--

If any of you want to take an action to use Recall knowledge with the Religion skill, see the results below.

Recall knowledge as action, Religion DC 15+:
These are cacodaemons, the weakers of daemonkind. They constantly hunger for mortal souls and yearn to create suffering. Consumed souls are stored as gems in their mouth, and can be used to give them fast healing. Their bite comes with a disease.

Recall knowledge as action, Religion DC 5-:
These are a special kind of demon fish. Being creatures of water, they might be vulnerable to fire (an expection to the for demons).

Recall knowledge as action, Religion DC 5- (Sylvia only):
These flying creatures are a weak kind of daemon. They are known to have fast healing sometimes, maybe a form of regeneration. Focused fire might be warranted. It is unknown to you whether this fast healing can be stopped. Maybe acid or fire, like trolls?


Maps: Absalom Initiation

Her emotional speech gives the barrister's son pause, who walks up to comfort Lindevaile Tindome. Her appeal to the barrister likewise hits home. "Well, I suppose if you have permission, then in this case our betters have seen fit to make this happen. Any objections I may have are no longer relevant then."

Lleylo's words are about to anger Mabel, but luckily Prillett and Sylvia find better words. The halfling's humble words shake her loose from her initial judgment, and cause her to look at the statues in a new light. Sylvia's words clinch the deal. "Very well, if you put it like that. We'll go home, and leave you to your work." She addresses the crowd, most of whom are still trying to get to grips with Kramac's speech. "Go home, good people. We'll see each other tomorrow. We'll still have our traditions, but maybe some of them deserve to change..."

The crowd mutters but disband, with two of them vowing to each other to strive to improve in life, and some muttering about young folks having no respect for the way things were. Still, the situation seems defused and the Pathfinders can look for their petrified colleague - until if turns out that one of the townsfolk has other plans.

He scowls at the Pathfinders, yells out "You're not getting away with this so easily!" and tosses a small purple crystal their way. When it strikes the ground it erupts in a large puff of smoke and two vile-looking creatures emerge. Flying, bloating, and fish-like with a row of wicked-looking teeth. "See how you deal with that!" the man yells as he runs away.

Second post incoming.


Maps: Absalom Initiation

Sylvia's argument doesn't make a dent in Mabel's anger. "What? You're saying I don't know my own business well enough?!" Lleylo is likewise brushed off, with her husband angrily complaining. "What are ya on about?! These aren't just statues! They're brave folks - fools some of them. But they took a chance when they saw it, and we salute them for their bravery."

Lindevaile Tindome has found a better tone. The barrister's son breaks loose from addressing the crowd to step closer to the elven woman. He laughs. "Yes, I suppose you adventurer-lot would be quite stricken with the likes of Cayden and Desna." Lindevaile Tindome recalls that, being a barrister, he would probably pay his respects to Abadar before all others. "Look, I don't know about all of them, but their sentences were varied. And they took the choice to run the Charge of the Gorgon, rather than face those sentences. Isn't that what freedom should be all about? Making your own choices and accepting the consequences?" He seems to consider his argument a challenge to her, and his anger has visibly been replacement be a sense of curiosity.

Prillet's words draw the attention of Mabel's husband. "I know they're people, and we try to honor their choice. But.. if I'm honest. It sometimes feels bad to look at their faces, seeing what they must have thought when they realized they weren't going to make it."

Kramac's words surely draw a lot of attention from the crowd, but they're not sure what to make of it. Various people start whispering to each other. [smaller]"Is he saying we should be facing a Gorgon as well? Or that we're less than him, just for being honest hard-working folks? I ain't got no time to go out adventuring and 'improving myself'. I've got four kids to feed!" Another couple seem to agree with him. "They're just here, the poor folks who failed the Charge. Wasn't me who told them to do it, but I'm no... no infernal enslaver of wills!"

Barrister Saufel isn't so easily impressed, apparently. He's an old man with a shrewd look. "We could debate right and wrong all you want. The Charge of the Gorgon was banned, but the Council didn't issue a full pardon to all that still stand here. That means you have to claim to come 'rescue one'. Next thing we know, everyone could come by the city stockades and claim to rescue a prisoner on account of... of whatever." Mabel likewise stands her ground for now, trying to reclaim some support from the crowd. "Don't listen to their fancy talk. It's us common folk who have to stand together!" The lack of arguments from her might convey a crumbling conviction.

You're doing well so far. I'd like one more round of skill checks, please.


Maps: Absalom Initiation

The group heads to Statue Street, waiting to see what kind of situation they might find and hoping to resolve this with words. For several blocks, the quiet lanes of Westgate’s residential neighborhoods feature small houses, low-key cafes and taverns, and the occasional specialty shop. The fragrant scent of tended flower gardens in the warm sunlight blends with the low hum of distant conversation over what would normally be a pleasant boulevard. But the stone statues—at first appearing only here and there, like odd decorations—now number several per block, and the otherwise plain square ahead is outright cluttered with stone figures. They take countless forms, from humans and halflings to orcs, lizardfolk, and even stranger, all forever frozen in acts of desperation, defiance, or despair. The quaint, statue-filled square is also filled with people; several dozen townsfolk shout and argue, their voices somehow out of place among the silent statues.

It is pretty apparent who are the most vocal of the group. On the edge of the fountain stand four people. Two of the men are dressed in modest black suits, next to them a woman wearing an apron and a scarf with a burly man at her side.

The woman with scarf - presumably Mabel - is speaking as the Pathfinders enter the square. "It's always outsiders like this, coming to take away our traditions! They don't understand what these people mean to us... How we care for them, and honor their boldness!" This is met with cheers from the audience. Suddenly, one of the crowd spots the group of Pathfinder coming round the corner. "That must be them. We'll not let them take one of our heroes!" A roar of agreement rises up from the gathered people. The mood is tense and could get ugly.

See slide 2 for the situation. We're not in combat rounds per se, but you have a limited time to defuse the situation. The barristers might most easily be persuaded with a Diplomacy or Legal Lore check. For the herbalist and her husband, Nature or Herbalism Lore might be most appropriate. Intimidation could also work on any of them, as well as any other creative solutions you come up with.


Maps: Absalom Initiation

After a good night's rest and a hearty breakfast, the group of Pathfinder head to Westgate to save one of their colleagues from petrification. Lindevaile Tindome asks around for direction, which isn't hard. Anyone from Westgate knows where the aptly named "Statue street" is. The local hawker she's talking to seems to have a soft spot for her and leans in to warn the group. "Now, I don't mean to put my nose in other people's business, but I've heard that a group of Pathfinders was supposed to drop by one of these days to take one of the statues with them. There's people here who don't agree with that - Westgate'ners who think the statues are 'theirs'. I hear there's quite a crowd of them at Baldo's Square, whipped up by Barrister Saufel and his son. Herbalist Mabel and her husband have been very vocal about it as well, and their word carries quite a bit of heft around these parts." He shrugs. "You'll prob'ly know what's best, but I just figured I'd warn you that you might meet with some resistance..."

--

You have directions to Statue Street and Baldo's Square. How would you like to approach?


Maps: Absalom Initiation

Sylvia finds that the flask doesn't contain a magical potion. It's not something that she can identify with any of her magical tradition skills. Rather, the fluid seems alchemical in nature.

Craft (Trained) DC 19:
This is a lesser mistform elixir. When applied with an interact action, a faint mist emanates from your skin, making you concealed for 3 rounds. As usual being concealed when your position is still obvious, you can’t use this concealment to Hide
or Sneak.

The group decides to take a well-earned rest after their adventures aboard the ship in the Flotsam Graveyard and in the Blakros Museum. With the help of Lindevaile Tindome's magic, everyone is fully healed up before retreating for the night.

Two missions left. See slides 2 and 3. Which one would you like to do first? If you've picked one, let me know how you'd like to start. There's probably some gathering information involved, in which case (if you want to take the lead) roll a Diplomacy check.


Maps: Absalom Initiation

Lindevaile Tindome's healing spell does some healing to everyone present, except those who are now in Pharasma's hands. Tavvar gratefully accepts the healing, but is still deflated. Her colleague with the braids seems stunned, too shocked to speak. Tavvar gets up and searches for some cloth to cover the two of her assistants that didn't make it. She silently suffers Kramac's rebuke, then starts explaining what she was trying to do.

"It started when I came upon this ritual that involves memories and shadows," she starts. "It was supposed to bring a person's memories back, replayed by shadows. I..." she hesitates for a moment. "I saw an opportunity to dig back into my past. I'm from Nidal. I can't remember much from my childhood, but there must have been something... something more. Something good." She looks at the covered bodies of her two assistants and take a few breath to steady herself. "I added some Shadowtongue glyphs to the rituals, words from a half-forgotten children's rhyme. I never could have guessed that they'd react so violently to the ritual. The entire thing would have spiraled out of control. I... I can't thank you enough. I'll bury what knowledge I have of the ritual, it's never going to work..."

She looks around, aimlessly. "I will go back to the College, gather some friends to help me here. She takes a look around as she helps up her colleague up on her feet. [b]"Come, Alta. It's over now." Tavvar then turns back to the Pathfinders "If there's nothing else...? You're welcome to take that flask with you. I used it as a focus for the ritual, but I won't be needing it any more."

--

Status summary

Sylvia (12 hp)
Lleylo (12 hp)
Kramac (5 hp, wounded 1)
Lindevaile Tindome
Prillett

That concludes this part of the scenario, but feel free to make some closing remarks. Also, someone might like to identify the potion Tavvar pointed out to you. Next, please consider how you'd like to proceed. Several of you are wounded, and it's rather late at night, in game. Once you feel ready for more, please pick the next mission and let me know how you'd like to go about it.


Maps: Absalom Initiation

It's been about 24 hours since the end of the encounter. I wanted to give you all an opportunity to react, speak to Tavvar, heal up, etc. But there's only been one post since then. What do you want to do?


Maps: Absalom Initiation

Once the initial shock is over, Tavvar looks up to the group of Pathfinders, still panting from exertion and wide-eyed with shock. "It's... I never thought it would... I'm so glad that you got here. Who are you?"


Maps: Absalom Initiation

Kramac manages to shield one of the assistant's from the ritual's effect. However, the effort wounds him gravely, leaving him unconscious and dying. Two of the assistants weren't shielded from the surge, however. They are struck and cry out while clutching their chest, before crumpling to the ground. Their absence in the ritual is felt immediately, with more flaws in the ritual flaring up. Tavvar managed to hang on by the skin of her teeth, but things look dire!

Fortunately, Lindevaile Tindome's spell hits at that moment and brings Kramac back to consciousness. Still on the floor, Kramac manages to erase two of the Shadowtongue runes, negating those flaws in the ritual. Sylvia then finishes the job, using her occult lore to dissipate the remaining energies.

The strange shadows on the walls stop moving, sucked into a vortex in the center of the room. The two wisps are drawn back as well. Very soon, the light level returns to normal and the chilling cold dissipates. The ritual has been stopped! Tavvar and her remaining assistant sag to the ground, exhausted. All that remains of the ritual is a stoppered bottle at the center of the room, gently spinning like a top before coming to a rest...

--

Status summary

Sylvia (shield, 10 hp)
Lleylo (10 hp)
Kramac (3 hp, prone, wounded 1)
Researchers (Tavvar 4 hp, blue 7 hp)
Lindevaile Tindome
Prillett

Congratulations! It was a difficult encounter and for a moment it looked to be spiraling out of control, but a few good rolls at the end by Kramac and Sylvia clinched it. Kramac earns a hero point for valiantly defending one of the assistants and doing to much to stop the ritual in the end.


Maps: Absalom Initiation

I've updated the permissions on the maps document, everyone should now be able to edit.

GM rolls:

Damage: 2d6 ⇒ (5, 5) = 10
Attack 1 on Prillet from Black: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 ⇒ 3
Concealment DC 5: 1d20 ⇒ 1
Attack 1 on Kramac from Yellow: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 ⇒ 5
Concealment DC 5: 1d20 ⇒ 5
Attack 2 on Kramac from Yellow: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Damage: 1d6 ⇒ 2
Concealment DC 5: 1d20 ⇒ 12
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9

Sylvia knows her spells and grabs the shadowy wisp where it hurt. It shudders in agony, but doesn't make any sound at all. It's wounded, but not critically so. Sylvia then also manages to stabilize an additional flaw in the ritual. Despite Sylvia's spell, Kramac has a lot of difficulty in getting rid of the wisp. However, he eventually manages to wrest free. The rules don't say either way, but since Kramac is using a move action I'll rule that he steps out of the wisp's square.

Lleylo strikes at the wisp three times with his dagger, but finds the creature quite elusive. None of his attacks connect. Prillet and Lindevaile Tindome get in position and prepare for their next turn.

--

The ritual surges again, strikes Tavvar and her assistants, as well as Sylvia. Anyone not hit by the ability can intercept an attack with a reaction. If so, you take the damage and associated Fort check. In your next post, please let me know if anyone intercepts and attack, and from whom.

Fort save, Sylvia and anyone intercepting:
DC 16, basic save vs. 10 negative damage. No damage on crit success, half damage on success, full damage on fail, double damage on crit fail.

The surge has another effect: A second wisp emerges! It materializes in the far side of the room and flies to Prillet. It attempts to strike the halfling, but misses. The wounded wisp continues to attack Kramac. It first attack misses, but the second connects (for 2 negative damage). The wisp again tries to hold on to Kramac, but this time fails.

--

ENCOUNTER, Round 1/2 - People in bold may act.

Kramac (7 hp)
Sylvia (shield, 12 hp)
Lleylo (10 hp)
Ritual (Three flaws corrected, two to go)
Wisps (yellow -13, black)
Researchers (red 11 hp, blue 4 hp, green 4 hp, purple 4 hp)
Lindevaile Tindome
Prillett

CONDITIONS
The stairs are difficult terrain.
The entire room is dimly lit, giving everyone concealment.

PENDING
* Sylvia - Fort save
* Damage to Tavvar and her assistant, that might be intercepted with a Reaction. In that case, please see the Fortitude check spoiler. As said, the assistant cannot take another hit.


Maps: Absalom Initiation

GM rolls:

damage: 2d6 ⇒ (4, 6) = 10
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 ⇒ 2
Acrobatics: 1d20 + 5 ⇒ (11) + 5 = 16

Prillett moves forward into the room to take stock of the situation. His skill set doesn't lend itself to dealing with the ritual, so he holds to deal with anything else that might pop up.

With many people now tampering with the ritual's erratic energies, the shadows suddenly surge, lashing out at those participating. Tavvar and her assistants cry out in in pain as the bolt of energy strikes them, but they stand fast. The assistants seems to be in critical condition, though. They might not withstand another surge like this.

Fort save for Kramac, Sylvia and Lleylo:
This is a basic Fort save vs DC 18. On a failure, suffer 10 negative damage. On a crit fail, double that. On a success half damage and on a critical success no damage.

The surge has an additional effect. Some of the swirling shadows coalesce into a semi-physical form, a tiny creature made of pure shadow. It flies through the air to Kramac and attempts to lash on to the strong man. Its strike lands (for 2 negative damage) and its shadowy tentacle then latches on to Kramac, clinging close to him. Attached like this, it moves with Kramac.
The wisp is flat-footed to Kramac while attached. He can spend a move action on its turn to attempt a Reflex save against the wisp’s Acrobatics DC to escape the shroud.

--

ENCOUNTER, Round 1/2 - People in bold may act.

Kramac (19 hp)
Sylvia (shield)
Lleylo
Ritual (Two flaws corrected, three to go)
Researchers (red 11 hp, blue 4 hp, green 4 hp, purple 4 hp)
Lindevaile Tindome
Prillett

CONDITIONS
The stairs are difficult terrain.
The entire room is dimly lit, giving everyone concealment.

PENDING
Kramac, Sylvia and Lleylo - Fort save


Maps: Absalom Initiation

Lleylo's reluctance to engage with the Shadowtongue glyphs shows. He initially fumbles around when trying to come to grips with the ritual. He begins to understand the energies involved after a while, but still fails to stabilize them.

Because it's the weekend, I'm giving Prillett just a bit more time to post. I will move forward in about 12 hour.

--

ENCOUNTER, Round 1 - People in bold may act.
Prillett
Kramac
Sylvia (shield)
Lleylo
Ritual (Two flaws corrected)
Researchers (red, blue, green, purple)
Lindevaile Tindome

CONDITIONS
The stairs are difficult terrain.
The entire room is dimly lit, giving everyone concealment.


Maps: Absalom Initiation

Kramac studies the ritual and identifies some of the flaws that wreak havoc on the stability of the ritual. There's some Shadowtongue glyphs included in the runes written on the floor, and they're amplifying the energy. He manages to correct one of the flaws, and the energy seems to lessen slightly. He also thinks that identifying other pieces of Shadowtongue could help in controlling the ritual.
With this knowledge, a Trained Society or Religion check could also work.

His angry words draw a pained grimace from the white-haired woman opposite the stairs, who might be the leader of the ritual. She wants to say something, but is too strained by keeping the ritual from collapsing that to spare the words.

Sylvia spots another part of the ritual that isn't working properly, and patches it with some of her knowledge.

--

ENCOUNTER, Round 1 - People in bold may act.
Prillett
Kramac
Sylvia (shield)
Lleylo
Ritual (Two flaws corrected)
Researchers (red, blue, green, purple)
Lindevaile Tindome

CONDITIONS
The stairs are difficult terrain.
The entire room is dimly lit, giving everyone concealment.


Maps: Absalom Initiation

Initiative:

Prillett: 1d20 + 6 ⇒ (19) + 6 = 25
Lindevaile Tindome: 1d20 + 4 ⇒ (1) + 4 = 5
Lleylo: 1d20 + 3 ⇒ (7) + 3 = 10
Sylvia: 1d20 + 7 ⇒ (8) + 7 = 15
Kramac: 1d20 + 7 ⇒ (15) + 7 = 22
Ritual: 1d20 + 0 ⇒ (9) + 0 = 9

--

ENCOUNTER, Round 1 - People in bold may act.
Prillett
Kramac
Sylvia
Lleylo
Ritual
Researchers (red, blue, green, purple)
Lindevaile Tindome

CONDITIONS
The stairs are difficult terrain.
The entire room is dimly lit, giving everyone concealment.

The occult ritual is spiraling out of the control if you don't intervene. Each of you start on the stairs, as indicated on the map. The ritual takes up almost the entire room, so positioning is not important if you want to interact with it in any way. Interacting with the ritual will probably require an Occult check, and can be done for one action (repeatable).


Maps: Absalom Initiation

Further on, a gigantic reptilian beast is on display in the center of an expansive gallery, ferociously leering over the collection of taxidermy animals and monsters. Shadows flit between the displays, meandering and shuffling shapes reminiscent of museum patrons. Then a distant shriek echoes off the walls, as the shadow of a stuffed owlbear lashes out at one of the shadow-visitors with its talons. The shadow of the tyrannosaur in the room’s center departs from its source and snaps at the misty image of another patron, tossing its head back and seeming to swallow its meal nearly whole. Other shadows snarl and hiss, scuffling among themselves as shadow-guests panic and run toward the exit.

The group hears drone echoes voicing down the stairs and hurry along, harassed by the shadows of the creatures on display.

--

Kramac is first up the stairs. Droning voices echo off the mahogany walls and domed, plaster ceiling of the luxurious room. The sumptuous furniture has been pushed to the sides of the room, making space for eldritch markings and mystical paraphernalia laid carefully over the plush carpet. The chamber seems muted and dim despite the crystal chandelier overhead, and a bone-numbing chill seeps through the space along with a metallic scent. A ritual is obviously underway here, but it doesn’t seem as though it’s working as planned. Shadowy energy lashes out from a twisting breach in the center of the room, and indistinct shapes flit and scuttle along the walls.

Around the circle stand four people, all chanting and sweating. They look frightened, tired and hurt, but also determined. They hold up the chants and gestures to keep the ritual from unraveling further.

We're going into Encounter mode. Details in the next post, coming shortly.


Maps: Absalom Initiation

Following Lindevaile Tindome, the group presses on. Halfway down the corridor, to the group's left, is an exhibit called the 'Hall of Incantation'. Carefully framed spellbook pages hang along this room’s walls, while eldritch relics stand in small display cases in the room’s center. In the far corner, shadows hang thicker than the rest of the room, and it seems a boisterous half-orc woman stands there, surrounded by a few vague figures as she welcomes newcomers. Her voice is thin and reedy, but eerily familiar. "There you are! I was wondering when I'd get some time to get to know you. ... If anyone wants a little 'extra', let me know."

Let me know if you want to linger and investigate, or push on towards the third floor.


Maps: Absalom Initiation

GM rolls:

Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14

Lleylo tries to touch one of the shadowy figures, but finds that his hand glides right through. The shadowy figure doesn't even seem to notice and keeps on listening to the speaker. Prillett studies what little he can make of the hazy figures. All he can figure out, is that they're behaving in every possibly way as a real audience would have.

When Kramac jumps at the shadowy speaker, his result is the same as Lleylo's: His attacks slide through the shadowy figure as if he weren't really there.

With this information, it becomes sufficiently clear that the shadows cannot be interacted with in any way. It's like they're not really there at all, merely shadows of actual figures that are gone already.

Moving on this evening, unless you have something else you'd like to try.


Maps: Absalom Initiation

Yikes. Thanks for the heads up, stay safe!


Maps: Absalom Initiation

GM rolls:

While stopping their progress through the museum to investigate, more fragments of speech can be heard. They seem to come from the shadow standing at the lectern near the front of the room. "...six flashes of red light to initiate an attack on the granary..."

Lindevaile Tindome pays close attention to the shadows of the speaker and the listeners in the room. They are hazy and indistinct, although she can sometimes recognize some features. Most seem to pay close attention to the speaker, with a few occasionally jotting down some notes. They do not acknowledge her or any of the other Pathfinders in any way.

Let me know if you'd like to try anything else here, or want to move on.


Maps: Absalom Initiation

Sylvia's mention of the Pathfinders puts a smile on the man's face, although he takes some more distance because of her volume. At one point he tries to interrupt her, but he seemingly decides against it. Kramac's plan seems to be working: his sketching is met with blank stares and head-scratching. Lindevaile Tindome clinches the deal with her well-voice request. "Yes, well. If you put it like that. I'm just a caretaker for the exhibitions, but this sounds dangerous! And if you're Pathfinders... Well, you've helped out here earlier, didn't you?" He steps aside to let the group in. "She's on the third floor. Up the stairs over there, and then back to the south end for the circular stairs to the third." He watches the group enter and go up. "Good luck," he calls after them while continuing his sweeping of the floor.

--

The group of Pathfinders enter the deserted museum, which is peacefully quiet. However, upon ascending the stairs to the second floor they hear sounds coming from the left as they walk through the empty corridor. The long, narrow presentation space has seating for around thirty guests, all facing a low stage at the south end of the room. At first glance the room seems empty, but a moment later, it seems as though the shadows of an audience still fill the plush seats. A chill draft sweeps through the room, and a whispery voice echoes from the podium. "...and rather than engage in a responsible, controlled study of the codebook, Yargos Gill decided—imprudently—to simply execute the signals listed therein..." The voice trails off into a looming silence.

We're in exploration mode. See slide 3 for the map. Please let me know what your 'standard' exploration tactics would be while moving through the museum, and if you'd like to do anything in particular based on what you saw and heard just now.


Maps: Absalom Initiation

The man with the broom notices the group at the entrance and approaches to open the door. "Hello," he greets you. "You don't have to shout, I'm not deaf." His voice is slightly loud, suggesting that he might, in fact, be a little deaf. "The museum is closed for today. We do rent out to private groups occasionally, but I don't think you are with her party."

The man will have to be persuaded to let you in, either with the proper arguments or by other methods.


Maps: Absalom Initiation

I've been in contact with Travin. He's back on the forums after a very busy time, but figures that he's already missed quite a bit of the scenario. As such, we'll be continuing with five characters from her on out. I'll be adjusting the difficulty based on your current party strength.


Maps: Absalom Initiation

Sylvia and Prillett find that the College of Mysteries has a large and respectable library, but unfortunately large parts are restricted to admitted member of the prestigious school.

Lindavaile Tindome and Lleylo don't seem to make a good impression, but their persistence at least gets the job done. The janitor quickly points the troublesome Pathfinders to a professor that he says might be able to help them (a petty act of payback on the part of the janitor for some perceived lack of respect from the professor). The professor is running late for his class and has very little time for delay. The upside is that he'll quickly answer any questions the group has, as it seems the fastest way to get them out of his way. "Ms. Hamavsi? Yes, I know her. She's working on some shadow-stuff. Foolish business, if you ask me. And she's cutting corners as well! SLoppy work, I say! What you'd want with a careless researcher like that is beyond me. No, don't bother explaining! I'm late as it is... If you have business with her, visit the Blakros Museum after hours. She's rented the place to perform her rituals. Now, let me through!" And he storms off to his class.

Kramac takes a little longer to find the proper person to talk to. He eventually finds someone who direct him to Tavvar Hamavi. "If it's shadow-stuff you're intested in, you should talk to Tavvar. She's from Nidal, you know? I heard she's trying to bring some of that into her ritual. Not sure how I feel about that, tampering with stuff like that. She's usually at the Blakros Museum during the evenings, if you want to meet up with her."

--

Between e late start after yesterday's party, the exploration of the ship and finding their way around the College of Mysteries, it's already evening when the group arrives at the Blakros Museum. It's an imposing structure that houses all manner of curiosa, and has quite a bit of a reputation among Pathfinder stationed in Absalom after several unfortunate incidents. The front doors are closed, but there's still light on inside. Through the door an older man can be seen sweeping the floor.


Maps: Absalom Initiation

The group decides to investigate the ritual that researcher Tavvar Hamavsi has been experimenting with.

Please let me know how you'd like to approach. This will likely involve using Diplomacy (or possibly other abilities) to Gathering information. In that case, please make me a check. This could be done my multiple persons if they're using a different avenue of approach. It's also possible to aid some else's check.

In addition, some bookkeeping between part of the scenario might be in order. Is there anyone who would like to perform some activities, such as restoring focus or making purchases? Finally, there's some scenario items that I'm not sure of who holds them:
2 Crying angel talismans (found on the boat just now),
a scroll of magic missile (gotten from Gorm Greathammer),
a lesser silvertongue mutagen (gotten from Fola), and
a small crystal flask with red fluid (gotten from Calisro).


Maps: Absalom Initiation

GM rolls:

Kramac Religion: 1d20 + 5 ⇒ (17) + 5 = 22

Kramac recognizes the magic items. They're talismans meant for trained healers, to be affixed to their armor. When they administers first aid, the talisman (also called a Crying Angel) will protect the owner from accidentally making matters worse. This activates as a reaction on a critical failure when Administering First Aid.

--

See slide 2 and 3 for summaries of your missions.

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