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Adventures from Absalom Discussion


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Female Human Monk (zen archer) || HP 10/10 (10/10 nonlethal) || AC 16/16 Tch/12 FF || F+4 R+6 W+4 || CMB +1 CMD 17/13 FF || Init +4 || Perception +2

My condolences to you and your family.


Fighter 1 | AC 18 FF 16 T12 | HP 13/13 | Fort +5 Ref +1 Wis +1 | CMD 17 |Per +6 | Init +1

Sorry to hear that about your uncle. You have my condolences.

Grand Lodge

Male Elf Immune to Sleep +2 vs Enchantments Wizard/1 AC 12 FF 10 HP 7/7 Fort +1 Reflex +2 Will +3 Intiative +2 Percp +3

Thanks all. I'm back and am as ready to go as I can be.


Ianfir: Druid 1| AC 15, T11, FF 14| HP 8/11| F+3, R+1 W+7 | Init +3 | Perc +9 || Three Toes Wolf 1| AC 14, T 12, FF 12 | HP 12/12| F+5, R+5 W+1 | Init +2 | Perc +1 (scent, low-light)

I will be away for the next week or so. Please NPC Ianfir and Three-Toes as necessary.

Grand Lodge

Male Elf Immune to Sleep +2 vs Enchantments Wizard/1 AC 12 FF 10 HP 7/7 Fort +1 Reflex +2 Will +3 Intiative +2 Percp +3

Fellows, I'm going to be away this next week. Please play me as needed.


Male Human Rogue 1| AC 16 T 14 FF 12 | HP +3/8| F +0 R +6 W +1; | Init +4 | Perc +7/8 Traps | DD +11/13

Been rather ill lately so haven't posted much. We seem to have decided to try to rest maybe some clues will come in the evening?


Female Human Monk (zen archer) || HP 10/10 (10/10 nonlethal) || AC 16/16 Tch/12 FF || F+4 R+6 W+4 || CMB +1 CMD 17/13 FF || Init +4 || Perception +2

Or more jurors will disappear...


Sorry to hear you aren't feeling well hope all gets better


Fighter 1 | AC 18 FF 16 T12 | HP 13/13 | Fort +5 Ref +1 Wis +1 | CMD 17 |Per +6 | Init +1

I'll be honest, my interest is flagging in this campaign. The unending horror flick plot with seemingly nothing we can actually do about it has gotten about to the point where I don't really want to bother to click on the link. This just isn't my style of play. The fact that we've been at this for close to a year and are still first level doesn't help the cause very much.

I happen to like fairly simple beer and pretzel type of games where you fight baddies and make like heroes. Making like trapped animals just isn't my bag.

So unless my impression of this campaign is wrong, and something drastically different is going to happen pronto, I think I will be bowing out.


This is more of a mystery than a dungeon crawl. You have to figure out what happened and what to do about it. I will admit I am beginning to think this might not be the best type of adventure for pbp.

Just to give you some idea of where you are information wise you've only missed I think two clues in rooms. Where you missed more information was in the NPCs. Not being diplomatic with them made them more hostile and less likely to help and offer information. This module is a "locked room" one on a timer.

I'd hate to see you leave but I understand. The adventures I planned for followup were more of a hack and slash. I've had the same feeling about one of my games I was in before, it's the only one I dropped out of.

I haven't run the XP on this module. From the modules I've run before it seems that you run three and level. I recently saw someone say this goes from level 1 to 3. I'll have to check the XP on this.

Grand Lodge

Male Elf Immune to Sleep +2 vs Enchantments Wizard/1 AC 12 FF 10 HP 7/7 Fort +1 Reflex +2 Will +3 Intiative +2 Percp +3

I'm willing to hang in there for a bit, but I would think if the NPC's are being killed off and people are asking for information they'd have a good incentive to tell all.


Fighter 1 | AC 18 FF 16 T12 | HP 13/13 | Fort +5 Ref +1 Wis +1 | CMD 17 |Per +6 | Init +1

Modules in PFS are what gives you 1/3 a level. If this is more extensive than a PFS adventure (and it seems to be) then there should be more leveling than that.

However, I don't really know that you've allayed my concerns since it doesn't really sound like we're going to be much more than observers of a horror exhibition. If the witnesses are being obstinate in the face of death, my character would fully not care (though of course he's charmed, so he has to care about at least one of them).

The feel I have is I get no information of use, do nothing of use, and I can't even leave. This is rather more railroady than I like.

The fact that something I might like is planned for after this sounds nice, but I'm not sure I want to get past this hurdle.

I'll linger a bit more, but not a whole lot at this rate (dearth) of progress.


Female Human Monk (zen archer) || HP 10/10 (10/10 nonlethal) || AC 16/16 Tch/12 FF || F+4 R+6 W+4 || CMB +1 CMD 17/13 FF || Init +4 || Perception +2

I'm in if only to see where this character goes, though I agree that playing a horror movie is more fun than watching one.


I'm going to try and speed things up some. Spoiler; you are not going to get to sleep through the night. There is a belfry up from this level that hasn't been explored and several rooms on the floor below behind the steel door that you now have the key for.


Male Human Rogue 1| AC 16 T 14 FF 12 | HP +3/8| F +0 R +6 W +1; | Init +4 | Perc +7/8 Traps | DD +11/13

There are many points raised here about the adventure most I agree with and don't need to recount but there is something of a problem with the adventure's accounting for character motives.

Basically Seldion said the the other jurors have a motive to cooperate. That is not true, they never had, and really now, do not have any motive to say anything; I'll explain in a moment.

TDM Trawets said that we were not diplomatic enough with them. Given that we did not know anyone when we woke up and it very quickly became apparent that they were lying their behinds off, it is understandable that we were not happy with them and saw little reason to conceal that fact.

But lets look at Volta's motivations. The DM asked for heroes, and I am playing the "Reluctant Hero" archetype. Whiny as he is, Volta is trying to do the right thing most of the time.

So in regards to Seldion comment and why Volta has stopped asking anyone questions about the past, EVERY time anyone gives info about the past they immediately die a horrible death at the hands of an unstoppable power.

When Volta did get someone to confess what really happened, that person died right after, horribly, and it was, in part, Volta fault; at least that's how Volta would see it as a good, if cranky, person. So Volta is not going to ask anyone anything like that again because they will die for it.

So I think, it's not because of bad diplomacy, but rational thinking on the other jurors' part not volunteer info, and to even refuse it. Maybe that will not work and they die anyway. But if they give information the only people that could benefit is innocent people and that is a level of unlikely self sacrifice. That goes double because I strongly suspect that most of the other jurors were in on it and are not good people.

Okay this is overly long but I think that the fact that we can't even pretend to anyone that we can protect a confessing witness kills cooperation, realistically, even among the PC's, is a serious adventure design flaw. (Note: it's not a always a flaw in a horror flick, but the characters in such films are suppose to die entertainingly. Less fun when a player, no scope for decisive action.)


Cleric (Abadar) 1 | AC 18 T 11 FF 17 | HP 10/10 | F +4 R +1 W +6; (+2 vs Poison or Spells) | Init +1 | Perc +4

Leaving in the AM to take my oldest kiddo to college for Freshman year. Will be gone till Thurs PM, and will likely be too busy (or emotionally wrecked) to post.

Feel free to bot Finngarth until I return.

Grand Lodge

Male Elf Immune to Sleep +2 vs Enchantments Wizard/1 AC 12 FF 10 HP 7/7 Fort +1 Reflex +2 Will +3 Intiative +2 Percp +3

Good luck with that!

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