GM Batpony's PFS PBP DwK (Beginner table) (Inactive)

Game Master Batpony

Maps & Handouts


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Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

"Would you have a list of buildings that have been built by this family?"

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

"Is there any chance you have a map hanging around here? I would like to draw something.

Edmund begins to place out each location mentioned in relations to the others- trying to see a pattern emerge.

Any roles here? I am assuming knowledge local, which for me is untrained. Hoping someone else will pick up the slack

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

I am the front line fighter of the group
Zero knowledge skills :-(

The oread monk fumbles around in his backpack looking for a map. He doesn’t find one...

Liberty's Edge

Mosquito Witch Handouts

There is no rolls here, just good old roleplaying and deduction reasoning. However, if you guys are unable to make the link, you can roll an Intelligence check for clues.

Queck looks funnily at Zarkuzet, clears her throat loudly, and repeats herself. "As far as I know, they built the Imperial Hall of Records, the Admiralty Citadel, and the Harbor Watch; laid the stone that makes up the square around Pharasma’s Pulpit; built retaining walls to shore up some of the ruins at Quickfall Abbey, and the swift prison.”

Some of the engineers easily produce a map, however, with the possible combinations, Edmund fails to make sense of any patterns.

Edmund, you're on the right track, but before we go there, there are six possible buildings. Based on the riddle, you should use only three to triangulate, meaning there possibly 20 different combinations.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

”Queck, are there monuments or statues in front of each of these buildings or only some? I think we need to visit each building that has a monument or statue in front, then look for an “I” and confirm if only 3 monuments have the “I”. Then we can triangulate. Additionally I would start with the Hall of Records and Quickfell Abbey, since those were the hints the madman in prison gave us. It may even be that we need to triangulate between Swift Prison, the Hall of Records and Quickfell Abbey.”

Kazmoro seems to be exhausted after that intervention, as he usually does not speak much.

On the map, triangulating between those three buildings, where does it point to?

EDIT: @GM Batpony: can you uncover the map legend of Cassomir, so that we can look at names of buildings 2-8. I have a feeling we are triangulating towards 7.

Liberty's Edge

Mosquito Witch Handouts

Queck explains that perhaps that is the only statue she knows of that was build by the Ismacco family.

Following Kazmoro's thoughts, triangulating the three locations seem to lead to the Admirality's citadel.

Map has been updated with locations of interest with the triangulated position.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

I mean, Edmund needs to average 7,000 steps a day to get a discount on his health insurance. I vote we just wander around the city for the next 1 1/2 months looking at every fountain we find...

"Great thinking Kazmoro. I was considering the I could be significant as well. Those buildings would be a great place to start. From what I see, we have a couple of options...

1. Go to the intersection of those three buildings first, on a somewhat hunch. 2. Each of us go to a different building on the list to see if we can find an inscribed "I" and then meet back up at a central location. 3. Stay as a team and bounce building to building

Grand Lodge

Hawk 2 | HP 16/16 | AC 15 T 14 FF 12 | CMB +1, CMD 14 | F: +4, R: +5, W: +2 | Init: +2 | Perc: +6, SM: +2 | Speed 10ft Fly 80ft | Active conditions: None.

Why is my friend still inside? There isn't anything going on out here! But, I love the wind beneath my wings and the freedom of soaring.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro votes to go first to the intersection of the three buildings:

"We might get lucky and catch up with the cultists."

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

Nadric nods along with Kazmoro's reasoning. "This makes sense. Those are buildings that the mad cultist made paintings of, and at the center stands the Admiralty Citadel, which was also constructed by the Ismacco family.

"But the legend also said something about monuments providing a combination needed to unlock the entrance," he reminds the group. "Granted, it's just a legend, but maybe we should first take another look at the statue outside the prison to see if we can learn anything from it."

He looks up at Kazmoro and adds, "Or else we could head straight to the Citadel to see if your hunch about the entrance's location is correct."

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

"I vote for we going to the Cidadel all together. I was thinking the same thing he said. We managed this somewhat well but our friend got really injured, I don't like the idea of possibly meeting cultist while we're separated.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

"You lead, I will follow with."

Dark Archive

Male Human M Human Sorcerer (Infernal Bloodline) 2 [HP 17/17, AC 13 /ff 11 /t 12, Fort +2, Ref +2, Will +3, Init +3, Per 0, Spd 30'

"The Citadel seems the only logical point if it is in the center of the buildings that this madman you met painted and this family built it as well. They must have had something to do with the construction of the place to hide tunnels in it. I also vote we go there. Perhaps we already have the clues we need to solve the riddle and don't know it," Razka chimes in, seemingly without the least discomfort in following the guidance of a lunatic he didn't meet.

He'll bow low to Queck in his most extravagant manners. "Until we meet again, oh lovely wise one," he says to her before leaving with apparently every confidence the others will follow or catch up or take the lead.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

I am going to be out of town this weekend- in and out of internet access. I should be able to keep abreast of the story, but my post will probably be short/sweet. In general, I will go along with the plans of the team. If needed, you can roll for Edmund to aide another with diplomacy, bluff, intimidate etc. Senses Perc +7, SM +7, Bluff +6, Dip +7, Intim +7. Lets go get these cultists!

Liberty's Edge

Mosquito Witch Handouts

After much debate and discussion, the overwhelming consensus seems to be to visit the Admiralty's citadel. Queck wishes the group a farewell and good luck, but also thanks you for your services, and attempts to aid you the best way she can. She provides you with four potions of cure light wounds and a wand of detect secret doors (5 charges) in hopes it will aid you for the cause.

After asking around for directions, and following the map, you easily come to the place known as Admiralty's Citadel. A grand looking, and old monument, that is currently used to house some Taldorian soldiers.

You spend 1d6 + 1 ⇒ (2) + 1 = 3 hours scouring the place for any signs of clues, searching high and low for the mysterious entrance, and even a possible sign like the markings of the family, the I, or activity of cultist but the search seems somewhat futile. Out of frustration, you even decide to use one of the wand's charges that Queck provided. (4 charges left) But are unable to find anything secretive or worthwhile in the hunt for the engineers in this place.

Since the team has already though of this idea, I will be moving you guys forward in the right direction.

After much more deliberation, you come to a likely conclusion that you've missed a vital clue, and perhaps Nadric's nagging reminder throughout the search holds true. "But the legend also said something about monuments providing a combination needed to unlock the entrance." And having a strong affirmation that the statue indeed was something that was build by the Ismacco family with the strange I marking, you decide it be best to return and search the statue very thoroughly.

The return journey is uneventful, save for some hot and heavy debates among the group about the mystery at hand. The statue remains looking the same as you've left it.

Perception DC 15:
After a more thorough look, you notice that under her foot, there is a hidden compartment, locked of course, it does not really have a keyhole. You can still attempt to disable device, but the DC is high.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

”There is a secret compartment here that I missed earlier... Looks locked.”

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

 “A locked compartment you say? Let’s have a look.”

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Nadric peers at the place under the statue’s foot where Kazmoro is looking, and sees the compartment as well. He hums in thought. “This doesn’t look like any locks that I’m used to working with, but I might as well try to get it open. What have we got to lose, right?”

Disable device: 1d20 + 2 ⇒ (11) + 2 = 13

(Assuming that’s not enough, and he didn’t just spring a trap or anything)

Nadric struggles with it for a minute, but can’t make heads or tails out of a lock with no keyhole. He looks up at the group. “Any other ideas?”

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

"Hey, Nardic, you got theives tools? No? Borrow mine."

Liberty's Edge

Mosquito Witch Handouts

Assuming Nardric will retry (take 20)

Nadric attempts to unlock the compartment over and over. But it seems to be beyond his means, the design is clearly intricate, and has some use of magic. Perhaps there is a trick into opening it?

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

How does the secret compartment open? Since there is no keyhole, is there some other mechanism to open, like an impression against which a certain specific object needs to be pressed, or a light needs to shine on, etc?

Kazmoro remembers that the paintings all had a figure with a holy symbol. Would the symbol fit into somewhere along the secret compartment?

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund looks over the statue, attempting to find some evidence of wear or use out of character with a statue. Arms that move, objects in hands, etc

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

He says a quick word, and a subtle hand sign- hoping that any magical components would become visible to him. Detect Magic

Liberty's Edge

Mosquito Witch Handouts

Magic emanates from the locked door itself, one that is likely of made of the school of abjuration. There is no means or slots to fit a holy symbol along the compartment. But you're on the right track! And clearly the painting's holy symbol might not be as obvious as you recall. Was it Groetus that was being represented in the painting?

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

"I remember someone giving up two gold for the paintings and I did give up 10 silver. Did you buy it? Tell me you bought it!"

Taking a page of Edmund's book, Zarzuket casts detect magic and will attempt to identify the nature of the door's spell.

Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

"This is going to sound stupid, but I have a crowbar. Anyone want to just try to pry the door open?"

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

"Here are the paintings. We brought them with us. You can see that all three paintings have this lone figure fighting off the invading forces.” He points to the figure in the paintings:

Painting 1:

It shows a very twisted perspective of what Kazmoro described. The once-beautiful statue stares back transformed, her visage twisted into a demonic snarl. Short humanoids with large, black eyes torment cowering prisoners in the painting’s background. Brandishing a radiant holy symbol, a lone figure fails to fight them off.

Painting 2:

The second painting depicts a stately, white stone building. Three-foot-tall bas-reliefs circle the building’s outside walls at ground level, though they are warped and twisted in the crazed painter’s art. Derros stand atop the hall’s steps and seem to punish criminals—all of whom are wearing the robes of Taldan government officials. At the southwest corner of the building, the bas-relief glows a bright white. The same lone figure from the other paintings attempts to sooth a group of frightened children by playing a flute— the notes are actually painted above him on the canvas.

Painting 3:

The third painting depicts the northeast retaining wall upon the sea. It shows dozens of angry derros smashing brightly-painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape another group of menacing derros that seems to pursue him.

"I believe that figure means something... I just do not know what." He snorts in frustration.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund looks over the pictures for a second time, hoping that something new will stand out to him. What else in these paintings could trigger a magic door he asks hims. And then a thought comes to him

Its kind of crazy, but it might just work...

"Nadric! So you play the flute? Play the notes on the second picture, the ones right here"

Liberty's Edge

Mosquito Witch Handouts

Kazmoro has it on the right track!

After a while, you realise that the door itself is protected with magic, and attempting to force it open, will likely result in failure and an embarrassing destruction of property.

Zarzuket recognizes this magic to be an Arcane Lock, besides the trick to opening the door, it can be opened by means of Dispel Magic and Knock. (But that won't be very fun now. :)

Intelligence check DC 10:
Perhaps mimicking the lone figure is the key, what sort of energy does he produce from his holy symbol?

If you want a little push, feel free to use the spoiler above.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Intel Check: 1d20 + 2 ⇒ (16) + 2 = 18

"Someone go and look foolish and mimic what is going on in painting one. Otherwise, I still have my crowbar..."

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund is willing to do it, even if he is annoyed that Celas wont do it himself... but he can't do anything "radiant" or positive energy

Edmund rolls his eyes at Celas. "Great idea Celas! Why don't you give it a try?"

Assuming Celas doesn't replicate the posture, Edmund looks at the picture- walks out in front of the statue and attempts to recreate the posing, recognizing that he likely can't produce the radiant light from the holy symbol.

Liberty's Edge

Mosquito Witch Handouts

A certain easily accessible spell mimics the effects of Positive energy. Hint. Hint.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.
GM Batpony wrote:

A certain easily accessible spell mimics the effects of Positive energy. Hint. Hint.

As a non-caster Celas doesn't know. Honestly, I as a player don't know.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund casts light

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

"Hey Cilas, would you like to go there as well? I can cast light on something for you...

Liberty's Edge

Mosquito Witch Handouts

It's not light, most people typically buy a wand for this.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

” Kazmoro- did you happen t drink that potion yet? If we need to channel positive energy, that’s the only other thing I can think of”

If this isn’t it, then... someone else needs to try for a bit!

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

positive energy is either bless or clw

Liberty's Edge

Mosquito Witch Handouts

Bingo! Briefly looking through your character sheets, I believe Nadric is probably the only person with the ability to cast spells, and most of you have no got your first PP, so no wand of CLWs purchased either.

I will accept if anybody wants to purchase a wand of CLW with their 2 PP (If they have any) to use on this quest, else we'll assume Nadric volunteers to open the lock with his spell slot.

After much confusion, and some trials, Nadric bestows some "positive" energy through channelling a cure light wound upon the lock. Inside, a piece of parchment awaits with a curious looking symbol drawn on it. Updated clue into handouts link.

Regardless of what you make of the symbol, you also decide that it's best to start moving to the other locations determined on the paintings to search for more clues.

Furthering the journey for answers, you find yourself next at the Imperial Hall of Records, attempting to match the specific location depicted on the painting.

Perception DC 10:
Another letter “I” symbol is found in the heart of that relief that is depicted glowing in the picture, similarly the hidden compartment right by it.

Feel free to continue discussions about the clue you just picked up. I've just moved us to the next location so that you guys aren't waiting on me to make advances in the scenario.

As you've guessed, this is a skill check that requires singing. A Perform (sing) check will have to do.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Since Celas is (I think) the only one who CAN purchase a CLW wand, he will do so. Not that he can use it, but....

"Here, Nadric, try this..." and hands over his wand.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Another letter “I” symbol is found in the heart of that relief that is depicted glowing in the picture, similarly the hidden compartment right by it.
Perform(Sing) - untrained: 1d20 ⇒ 20

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

I shouldn't post from my phone anymore... sorry about the double/ooc post. Edmund can also cast CLW 2xday, but he has already used a casting on Kazmoro after the first battle.

I'll give other players a chance to participate for a bit- since Edmund posted roughly 7000 times in the past 24 hours.

Liberty's Edge

Mosquito Witch Handouts

Sorry Edmund, I saw infiltrator and I had made the wrong assumption of ranger, whoops. With regards to purchasing CLW wands, you will find typically most experienced players do purchase it and provide it to the casters to use it on themselves. It's more a courtesy thing to have your own source of healing than rely on other people's resource. But don't hold yourself to the norms, feel free to play the game how you want to play it. :)

The sing check made the DC, I will update as soon as I can.

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

I couldn't buy it, but if there is a wand it would be helpful...

"That was lovely singing, you should do it more often... It'll make the walk more pleasant..."

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.
GM Batpony wrote:

Sorry Edmund, I saw infiltrator and I had made the wrong assumption of ranger, whoops. With regards to purchasing CLW wands, you will find typically most experienced players do purchase it and provide it to the casters to use it on themselves. It's more a courtesy thing to have your own source of healing than rely on other people's resource. But don't hold yourself to the norms, feel free to play the game how you want to play it. :)

The sing check made the DC, I will update as soon as I can.

Very true, and most of my PC's have at least one. And, honestly, I thought I had one on this guy already. I probably did get one when I put in his first scenario into Hero Labs, but forgot to update it here. That's what happens when you can't do hero labs from work.....lol

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8
GM Batpony wrote:
Sorry Edmund, I saw infiltrator and I had made the wrong assumption of ranger, whoops. With regards to purchasing CLW wands, you will find typically most experienced players do purchase it and provide it to the casters to use it on themselves. It's more a courtesy thing to have your own source of healing than rely on other people's resource. But don't hold yourself to the norms, feel free to play the game how you want to play it. :)

Don’t worry about it. I used my first two PP (this is only Edmunds second pathfinder adventure) on a MCLongbow purchase. Since we have done such an awesome job with this scenario, Edmund was already planning to pick up a CLW wand with the 2 PP that’s we are sure to earn here!

Dark Archive

Male Human M Human Sorcerer (Infernal Bloodline) 2 [HP 17/17, AC 13 /ff 11 /t 12, Fort +2, Ref +2, Will +3, Init +3, Per 0, Spd 30'

Well, I missed all the discussion but I have had one adventure and am one of those people who normally buys a wand of CLW. Since this is my -1 character, I have the one from the Welcome to Pathfinder Society Boon, though (which you should all download and apply to these characters if they're your -1's. We'll have lots of CLW wands then (though with only 10 charges each.) And, as the DM pointed out anyone can buy any kind of wand, you just can't use it. You could all buy wands of magic missile and hand them to me for the duration of the adventure if you just wanted me hurling magic missiles around nonstop. They just go back to the person who bought them at the end of the adventure because you can't give away stuff you've bought. Oh, and Nadric, Celas and Edmund can use the CLW wand because it's on all of their spell lists, even if Celas can't cast the spell yet.

Razka is strangely silent throughout the investigation of the statue. He seems distracted and wanders away to talk to one of the prisoners who is begging.

"What are the chances of meeting an old friend on a mission, right guys? I never thought I'd see him, again. Can't say I'm surprised at where he ended up, though."

He'll actually applaud Celas' performance. It's obviously meant to be sarcastic but just as obvious that the ranger's song truly touched him.

His brow will furrow for a moment and he'll pull a wand out of one of his pockets. Given what he's proven he can do, it might be expected that he's going to throw around some destruction.

Instead, he hands it to Celas. "I'd appreciate if you could use this on me if I need it. Or yourself, I suppose. It's useless to me without someone who knows how to use it. It was a welcome gift from the Society."

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

Yikes! Things moved quickly over the weekend when I wasn't looking. Nadric can cast CLW twice per day, and he would certainly have wanted to do so to solve the puzzle rather than use up a wand charge. (Especially since puzzle-solving is his favorite activity.) I also have 2 PP I can use to get a wand, but haven't officially done so yet. I'm sure I'll want one sooner or later so I might as well, although now it seems like we have a surplus of cure wands (!)

Nadric puzzles over the scrap of parchment they pulled from the statue, while they walk over to the Hall of Records. "What is this, a map? A glyph? Some bizarre alphabet? I hope it becomes clear when we find the others."

He applauds along with Razka at the beautiful melody that Celas sings, although in his case the appreciation is completely un-ironic. He claps the ranger on the shoulder. "From one musician to another, that was quite well done, sir! I had no idea you were keeping such a talent hidden."

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

"That rune looks like the part of the city of Cassomir where Pharasma's Pulpit is located!"

He points on the map to Area 8 Slide 2, Location 8

Liberty's Edge

Mosquito Witch Handouts

Kazmoro makes an astonishing discovery to connect the clues to landmarks (built by the Ismacco family nonetheless) found on the map. Updated in handouts.

Celas sings the notes perfectly to the tune as describe on the painting, and soon after the compartment unlocks itself revealing another piece of parchment. Updated in handouts

Kn. Local DC15:
You recognize the song hummed as a popular children's lullaby from the locality.

Following suite, you make way to the northeastern retaining wall that shores up some of the ruined towers of the ancient Quickfall Abbey as depicted in the final painting. The actual sight is a little different from what you imagine, the doorway in the painting is not a doorway, but part of the uninterrupted smooth wall.

Perception DC10:
In the area where the "door" is depicted, there is another symbol "I", and as you guessed another secret compartment.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

”The second rune looks like the towers of the Admiralty Citadel.”

Slide 2, Area 7

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Kazmoro notices the “I” on the wall, then looks at the third painting and mimicking the figure pushes against the wall pressing against the same areas on the wall as depicted in the painting.

Hope this works

Liberty's Edge

Mosquito Witch Handouts

The mimicking doesn't produce the results needed, perhaps Kazmoro isn't making the act "real" enough?

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