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Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Vermin glances and the sand clock and watches the sand slipping quickly away and looks concerned. He points again to the dangling key near the 15 foot high ceiling, using his very fancy and new pointing device. When we opened this chest that little key, way up there, was released from some sort of box in the ceiling. I am sure we are gonna need it. Can someone get it? I bet it either opens the door out of here, or the last chest.
Dunn, Son of Absalom
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| Male Human Gunslinger/1 |
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We need to to get the key from the acid. Easy enough. Handling it is going to be a problem I would imagine. I will try the key from the scepter in the box first. Dunn says packing away his journal. He reaches a hand out for Vermin to give him the item. Glancing at the clock Dunn says Please Vermin, he havn't much time.
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Vermin will hand the scepter over to Dunn and move over to be directly under the hanging golden key. I am sure we are gonna need that little key. he concludes. Luccinus, lets try your shield idea. Who wants to ride?
Xavier Charlevesque
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| Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2 |
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"Perhaps my staff can reach the key? I'll give it a shot." Xavier says, his voice slightly on edge. "Also, should we just go ahead and break that glass jar to get the key out of it?"
| GM Nel |
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As Dunn tries to insert the scepter key in the steel box, he notices it a snug fit, but does go in with a bit of pressure. However, a blue light FLASHES out of what you assume is the crack of the lid on the cube.
Everyone but Sohali Will saves please
However, after the flash of light, the key will not turn any more.
Meanwhile, Xavier is attempting to bat the key with his staff. He manages to 1d20 + 3 ⇒ (7) + 3 = 10 barely smack the key with it, but it just swings on the string for a few seconds before coming back to a complete stop.
Dunn, Son of Absalom
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| Male Human Gunslinger/1 |
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A little unsure cuz of wording. So here is my save if it is still needed.
Will:1d20 + 2 ⇒ (5) + 2 = 7
Uh oh Escapes Dunns lips as he sets off the trap...
Huh, interesting Dunn says examining the effects. I'm blue. Scratching his chin he thinks for a moment. Well that didn't work. With that he pulls the scepter free of the lock if able. He then heads over to the glass jar with the other key in it.
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Vermin takes hold of his end of the shield and says Up you go Xavier looking expectantly at the Magus.
Shucks, Vermin wanted to be purple...
Xavier Charlevesque
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| Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2 |
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Xavier climbs onto the shield with the help of Vermin. He attempts to balance and swing his staff at the key now that he is higher.
I'm not sure which of these checks are relevant, if any, so take both, one or none.
Reflex Save for Balance: 1d20 + 1 ⇒ (7) + 1 = 8
Attack on Chain holding key: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d20 + 4 ⇒ (1) + 4 = 5
Welp...that doesn't look promising. Here's hoping our ingenuity gets us the key without the need for the dice.
Luccinus de Concorezio
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| AC19(22)/Touch13/Flatfoot16(19)/CMD 18||HP 12/[12]|Init +2|Fort:+4 ;Ref:+2 ;Wil+2|Percept +2/Sense Motive +3 Male Human / Cheliaxian Fighter/1 |
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The Five Preserve!, Luccinus exclaims, his normally unflappable self coming unglued.
He looks at his skin a whiles... and waits with breath held.
No... obvious unpleasant effects, though the marking itself is unpleasant in its own right, he rumbles after a time, giving Dunn a 'look' but saying nothing else.
He goes to steady the shield as Xavier stands on it and whacks unsucessfully at the key.
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Smirking slightly as the blue shade some his new friends have taken on Vermin comments Not everything needs to be swatted with a stick Xavier. Try to grab it with your hand. Vermin begins to slowly lift his end of the shield higher. Luccinus, lets lift him over our heads. He should be able to reach the key then.
Thinking is that both Luccinus and Vermin can reach 8 feet and Xavier can reach another 7, which equals 15 feet.
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Posting from my phone.
Strength check: 1d20 + 4 ⇒ (15) + 4 = 19
Dunn, Son of Absalom
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| Male Human Gunslinger/1 |
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We must hurry. Dunn says carefully draining the acid into the crack the snake slithered into. Taking out his water skin he refills the glass jar and swirls the liquid around. Hopefully this makes handling the key less... Hazardous. Once again pouring the liquid into the crack, and gingerly taking the key. Now lets give this a whirl. hes says heading over to the steel chest again. Everyone back away.
Xavier Charlevesque
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| Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2 |
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Xavier carefully jumps off of the shield and lands on the floor, key in hand. "Dunn, why don't you try this one, too. We'll just move over by the door while you try. And who knows, perhaps if the trap is still set, it will undo what has been done to you. At the very least, you can't get any bluer, right?" He hands Dunn the key and moves near the door.
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Vermin moves with Xavier.
Love that you remember to aid another Luccinus. Can I get you to come and talk to my home group? :)
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Standing by the door, Vermin glances at the sand clock and looks impatiently at his two companions holding keys.
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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So, Dunn holds two keys - the one from the acid and the one on the end of the scepter. Xavier holds the small golden key. I am correct?
| GM Nel |
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Xavier goes over to the steel cube and uses the golden key on the tiny keyhole. It goes it without too much trouble, and turns perfectly.
The lid of the steel box is now open, and Xavier finds a map, and a ledger with digging documents. Alongside the papers, there is a small wand in the box as well.
These look to be the permits the Pathfinder Society is looking for.
Vermin*
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Male Half Orc Druid (Saurian Shaman)/5 Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors |
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Vermin ponders aloud. It occurs to me that these challenges we have experienced are similar, but less deadly to those we would experience exploring an Osirian tomb. Realization shows on his face. The wise old sage is tutoring us.
| GM Nel |
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Luccinus takes the scepter back from Dunn, walks over to the vault's door and tries the keyhole. The key goes in easily, and turns without too much trouble. A loud *KTHUNK* is heard from above the door frame, and you can see the sand clock has magically stopped ticking.
After a few seconds, the door swings open by itself and you are "greeted" by seemingly the same servant that took you down to the vaults. He stands in front of you silently, and without saying a word extends out his hand openly, as if requesting you to hand him something. You think you caught him smirking for a second when he saw your skin color.
| 151 to 200 of 1,475 |
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