[GD5] GM Lari's Serpents Rise (Core) (Inactive)

Game Master Dhenn

Grand Lodge Campus Map

Sky Key Chamber

Tapestry Chamber

Skyreach Vaults: Core


351 to 376 of 376 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Rataji could use a shove (i.e. healing). He is at 7 HP. He should be dead right now, but a couple of very lucky ST made up for the fact that Zey pretty much ignored the dispel Rataji tried to do to him and his infallible concentration.


HP 28/66

Gazwyr draws a flask from his bag of holding and gives it to Rataji

Potion of CSW, assuming minimum level: 3d8 + 5 ⇒ (6, 5, 4) + 5 = 20

Well it's hard to be more average than that...


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

"Nice! Much better thank-you. Now, lets see if we can find that sky key and lets, please, make sure Zey cannot be raised from the dead."

He heads towards Zey's body with 322 standing over it with some strange lantern thing.

And loot the body. Maybe I can get to the spell book before Gazwyr.


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

"What is that thing Teresa?"

Silver Crusade

Looting the body!

Aram Zey doesn't seem to have a spellbook on his person, but he does carry a flask of acid, a non-masterwork dagger, and a bunch of magical items:

Amulet DC 20:
Natural Armor +2

Headband DC 23:
Vast Intelligence +4

Ring #1 DC 20:
Protection +2

Ring #2 DC 20:
Spell Storing [Minor] Containing CL 12 Cure Serious Wounds

Rod DC 32:
Lesser Quicken Metamagic Rod

Wand DC 20:
Magic Missile, CL 5, 9 Charges

As a reminder, the Sky Key is in a glass case in the middle of the room, but some of you may wish to do things before dealing with that.

If you're done what you need to do, please post a confirmation of that.


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Rataji takes 10 on all of them unless you need him to roll. That will cause him to fail with the rod though. But with the speed with which he was casting spells I can guess what it is.

You can all open the spoilers for everything except the rod.

Rataji would love the headband. What skills are in it?


Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

Shohiraj wants to examine the sky-key case. She is looking for traps and the like.

Trapfinding: 1d20 + 14 ⇒ (1) + 14 = 15

Wow. Just wow.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

A minute later, still Marnarius remains unconscious, although his wounds do not look quite as immediately life-threatening.

Still on -3 after 10 points of healing.


Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

I have a cure moderate potion I can pour into Marnarius' mouth if need be.


Female elf Oracle 7 HP: 59/59 | AC:21 T:15 FF:19 | CMB:+7 CMD:19 | Saves F:+6 R:+7 W:+10 (+2 vs enchantment)| Init:+2 | Per:+2

Realizing the angry man still isn't stirring, 322 casts another curative spell on him.

Cure Mod: 2d8 + 7 ⇒ (8, 6) + 7 = 21

The elf then draws out a dagger and fumbles about to feel for Zey's body. "It is something that means Zey won't stop us."

GM:
Does 322 know how to activate the lantern? I'm assuming an issue may be that Zey is unconscious but not dead, which she plans to rectify next turn, but if I'm missing something else, let me know what check is needed.

Silver Crusade

Shohiraj can tell that the glass case holding the Sky Key is a glass case, with a Sky Key inside.

The headband has Perception and Knowledge History, as well as the languages Sylvan and Undercommon.

322:
Yes, you'll get the sense for how to use the lantern instinctively when you hold it. Activating it within a round of Zey's death will be sufficient.


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

"He is out of action, how would he stop us now?"


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)
Ietsuna Shohiraj wrote:

Shohiraj wants to examine the sky-key case. She is looking for traps and the like.

[dice=Trapfinding] 1d20+14

Wow. Just wow.

Do you have a reroll? shirt, player folio, anything?


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Rataji will don the new headpiece. He looses one of his skills (I randomely picked knowledge nature at the beginning of the scenario) and picks up heightened perception and knowledge of history.

"Let me take a look!"

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Female elf Oracle 7 HP: 59/59 | AC:21 T:15 FF:19 | CMB:+7 CMD:19 | Saves F:+6 R:+7 W:+10 (+2 vs enchantment)| Init:+2 | Per:+2

Feeling the bulk of Zey's dropped body, 322 holds the lantern in one hand while plunging the dagger down in the other.

damage: 1d4 + 2 ⇒ (1) + 2 = 3

"We aren't out with the Key yet. And any mage worth his salt has contingencies. He would track us down. And I am tired of being followed."

GM:
If that kills him, 322 will activate the lantern. If not, rinse and repeat next round.


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

GM, can you confirm that Zey is now visible again, we looted his body, so that would make sense. Thanks!

Silver Crusade

It takes almost a minute after combat ends for him to become visible.

322's blade rises and falls two more times before Aram Zey breathes his last breath.

1d4 + 2 ⇒ (3) + 2 = 5
1d4 + 2 ⇒ (3) + 2 = 5

His soul visibly tears from his body and spirals into the lantern, which begins glowing faintly.

Anything else people wanted to do?


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

"Sorry for that Teresa. What will you do with the lantern?"


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Rataji downs his own potion of CSW (forgot I had one - a dangerous mistake in a scenario like that!) and renew his mage armor from a scroll.

CSW: 3d8 + 5 ⇒ (6, 4, 1) + 5 = 16

"Contingencies, huh?"

Rataji will cast detect secret doors from his scroll and check the area out.


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)
GM Lari wrote:
Anything else people wanted to do?

Did Rataji's 29 perception roll reveal anything about the sky key and casing?


Female elf Oracle 7 HP: 59/59 | AC:21 T:15 FF:19 | CMB:+7 CMD:19 | Saves F:+6 R:+7 W:+10 (+2 vs enchantment)| Init:+2 | Per:+2
Aspis Agent wrote:
"Sorry for that Teresa. What will you do with the lantern?"

"I'm...I'm not sure yet." the elf says feeling the weight of the light in her hands.

Absent-mindedly, she suddenly remembers an elephant in the courtyard and thinks on it. 322 imagines that she can hears the faint yells of surprise from below. "Of course it does not matter if we can't bring that back. Is the case clear? Can we not just smash it? The rest will not keep the Pathfinders busy forever!"


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

"I guess your contacts higher up in the chain know what to do with the lantern. But you are right, back to business! Shohiraj and Rataji, can we take the cover off or are there traps?"


Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

Shohiraj steps closer to the case.

Do I get another look at it with Trapsense?

Silver Crusade

The case seems safe to open to all inspectors. When you do, though, the clocks in the room begin malfunctioning, hands wildly swinging backwards and forwards independent of one another. This causes some discomfort and mild inconvenience, but ultimately does not prevent you from evacuating.

As you work your way through the corridors of Skyreach, you come across a group of men and women, standing over a robed corpse with several arrows jutting out of its back.

One turns and flashes a silver badge to you. "Nicely done. I figured we’d be late to the party, but it's still five fingers till Oathday."

Handing the Sky Key off to that team, you're able to make your way out of the tower and onto the grounds without further incident.

Wyvarans, yetis, extraplanar humans, and more rush about the walled campus attacking their Pathfinder oppressors, releasing more of the caged menagerie, and setting fire to structures.

Animals and magical beasts run wild, and many of the refreshment tents lie trampled in the wake of a massive bronze mammoth, its trunk replaced with a hideous, tentacled maw. A pillar of smoke rises from the dormitories on the far side of the grounds, and you pass many people wracked by intestinal pain, unable to offer significant resistance.

As you cross the grounds, you hear a deafening boom as the northwest turret of Skyreach tower tears free from the main structure, bobbing gently in the air as it slowly orbits the tower.

Despite all this, there are signs that the tide is turning. Many of those who emerged from the Tapestry are abandoning the fight, concerned more with embracing their newfound freedom than seeking revenge on their captors. Pathfinders have increasingly had time to arm themselves with spells and swords, and have begun reclaiming parts of the grounds. It is clear that they will eventually restore order, but you have little difficulty escaping in time.

The reclamation of the Grand Lodge is nonetheless a hollow victory for the Pathfinders, for the Society’s access to the Hao Jin Tapestry demiplane is crippled, the Master of Spells is forever dead, along with many invaluable field agents, allies, and promising new recruits, and the Grand Lodge that was once the pristine home for Pathfinders worldwide is scarred and scorched.

In the coming days, each of you receives word from your contacts in the Consortium, congratulating you on a job well done, ending an era of Pathfinder Society aggression and heralding a new age of Aspis Consortium dominance.

This marks the end of Serpent's Rise, unless there's any remaining RP or things you wish to do. You had about as complete a success as possible, so well done! Chronicles will be in the discussion tab.


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Yea! What was the twisty clock thing about or won't we know until a future chronicle?

Silver Crusade

Because the Sky Key messes with time, once it's out of its case everything around it gets affected by Time Shudder every round. Because you were out of combat it doesn't really impact anything, but if you had tried to grab the Sky Key during the fight it could impact the dynamics.

If you have played the multi-table special #6-97 Siege of Serpents, you've already seen how some of the mayhem you caused plays out. If you haven't, I hope you get the chance sometime.

351 to 376 of 376 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GD5] GM Lari's Serpents Rise (Core) All Messageboards

Want to post a reply? Sign in.