Radical Edward |
"Onward!!!"
I'm not entirely sure why everyone is differing to me, but it's flattering! Ed might be a tech specialist, but I suspect she's differing to Cap, Suli or Ember for mission instructions (Pinpi is too childlike). As a player, I've got no issue just following Tig, which is what I thought we've been doing the entire time. Although, I suppose...
"Hey Mr. T! So...what's supposed to be up ahead, and why are your walls holy?
Captain Steves Super Soldier |
"Onward indeed, it appears to be the only way forward to find the problems in the Forge."
Whoops, wrong alias
Venture Teller Play b'Post |
"Onward!!!"
I'm not entirely sure why everyone is differing to me, but it's flattering! Ed might be a tech specialist, but I suspect she's differing to Cap, Suli or Ember for mission instructions (Pinpi is too childlike). As a player, I've got no issue just following Tig, which is what I thought we've been doing the entire time. Although, I suppose...
"Hey Mr. T! So...what's supposed to be up ahead, and why are your walls holy?
"Error! Files:wallsection6-17A3.A4117.not found. Tig-O does not know why the wall sections are missing, only that they are. p"Ican’tansweryourquestion, thoughit’spossibletoupdatemyrecordsatthe Forgepowercontrolstation.”
The edges of the holes show signs of melting. The molten metal pooled down to create a ramp to the next level. The wall opposite has been similarly cut and so on down several lengthy halls. The created tunnel cuts from the top of the switchbacks to the bottom.Considering the first set of switchbacks took almost ten minutes to traverse, this could take even longer.
Captain Steves Super Soldier |
perception: 1d20 + 13 ⇒ (2) + 13 = 15
"There is a door up ahead, there are some symbols I don't understand around it, I'll advance and see if I can find any traps"
Take 10 perception for traps near the door, 23
Ember, the dark flame |
"I wounder what they are melting the metal for? Do you think they are making metal weapons and armor?"
perception: 1d20 + 7 ⇒ (2) + 7 = 9
To busy looking at the walls and not what is in front of me
Venture Teller Play b'Post |
The sloping hall ends at the door, juts sharply left then right then right again effectively wrapping around the small room. Once back on course the hall switches back the other way and earns its name.
Captain Steves finds no traps on the door, even with a thorough search.
Venture Teller Play b'Post |
A door can kill a PbP as everyone in the party waits for everyone else in the party to do something. So can a vacation weekend. Please ask questions if you have any. If not let me know what you would like to do :)
Radical Edward |
I think we will open doors after someone searches for traps. This is our future MO for doors as well. Maybe if a door is particularly ominous, someone will buff. But it's a door. We go through.
Ed will dynamically Dynamic Entry: 1d12 ⇒ 4 open the door.
Venture Teller Play b'Post |
The door is locked.
WooHoo for d12's and dynamic entrances!
Captain Steves Super Soldier |
I can't unlock this, but I do have these tools that were recovered near the ground floor of this place on a previous expedition, well I can probably get this door open with my shield if no one can open it. Maybe our friend can help us open this door?"
Captain Steves produces 2 brown e-picks both are fully charged and good for 10 uses each.
Edited - to post under correct alias
Radical Edward |
Looks like I need an 18 or better...but will try it once
After face-planting into the door, Ed smiles sheepishly at Ember and Roger, before taking the offered E-Pick and attempting to bypass the door.
Disable Device: 1d20 + 17 ⇒ (5) + 17 = 22
She mighta broken it. Maybe we need an adamantine key after all. If it's not broken, I can retry, but it's your E-pick.
Captain Steves Super Soldier |
"Ed, feel free to try as much as you like. I can always try to batter it down if we need to."
Looks like there is no penalty for failing other than a use from the e-pick. Feel free to use all 19 other uses in here, they have never been useful before and cost a whopping 60gp for both.
Radical Edward |
Ed pulls down her goggles and goes to town!
Disable Device: 1d20 + 17 ⇒ (10) + 17 = 27
Disable Device: 1d20 + 17 ⇒ (10) + 17 = 27
Disable Device: 1d20 + 17 ⇒ (19) + 17 = 36
Three strike and into the closet! Well, four.
Ed will inspect one of these onesies. Any in child sizes?
Venture Teller Play b'Post |
from the spoiler above
The room is a closet and Ed's dynamic entrance is cut unimpressively short as she rolls through the door and ends up tea-kettle up in a bundle of empty pant legs and arms of strange one-peice sets of clothes. She giggles a moment and then a pant-leg falls onomatopoeiacly over her beaming blush *blooop*.
Venture Teller Play b'Post |
Even the child-size onesie hangs over Ed's small frame. Her hands disappear into a too-long sleeve no matter how many times she pushes them up. The party also finds a peice of clear plastic with a crown and three straps made of cloth, a pair of clunky looking boots, three syringe vials with an active green liquid, and a padded jumpsuit interwoven with some strange metals.
If you have the technologist feat.
Once the room is finished the party continues (stop me know if you want to do something else first.) the switchbacks end at a double set of doors. While the captain checks for traps Tig-O reaches for the door's control.
If you speak Ignan:
Radical Edward |
Ed can take 10 to identify all those with the +5 from Technologist.
"Hmm...armor armor, good armor!" Ed exclaims as she examines the inssuit. She holds it up to Roger and Pinpi sizing them up. "And a cleric in a can!" She giggles, taking one dose of Cureall, before handing the other two out.
Ed explains what the Magboots do (walk on metal walls/floors), before glancing down at her own bare feet, and offering them to the group. The filter mask she slips on and chases Ein up the hallway after Tig (but staying with the party) exclaiming in a deep voice "Einie, I am your father!"
Someone can have the mask if they want
Radical Edward |
"He he he he...ummm? There's a button?" Edward responds to Ember with sheepish embarrassment.
I'm not sure. I think once you know what it is and how it works, you know the activation procedure. It just says "a standard action."
She adds "Edward thinks you should take a step back before the button button...in case you blow up!"
Pinpi |
Waiting casually, inspecting the armor but shrugging it off as unnecessary. "I can't bounce around very well if I'm wearing that stuff!" Mind you, she barely recognized the suit as armor to begin with. It was obviously made to protect the body... but its design was unlike anything she'd seen before. Usually she was at least selectively intelligent, but ever since entering this place she's felt... more ignorant than usual. She began to nervously sip some of her tasty suger-laced extracts.
Figure I'll go ahead and put on a couple of other long-term buffs before transversing this door.
Using extract of See Invis. and Resinous Skin
.
.
HP 67 out of 59
Init +7
AC 21 (t: 17 / ff: 14)
CMD 20
Fort +11 (+4 vs. Poison)
Ref +16
Will +6
Perception +11
[dice=Explosive Bomb (Vs. Touch)]1d20 + 14[/dice
[dice=Fire Damage]4d6 + 15[/dice
[dice=Splash (10ft) Reflex DC(20)]14[/dice
Precise Bombs (Ignore allies if i hit)
Active Effects
Ant Haul (Triple carrying capacity)
Heroism
Ablative Barrier (Armor and non-lethal conversion)
See Invisibility
Resinous Skin (DR and sticky skin!)
Prepare Extracts
Mutagen(Dex) [x]
Bombs (13 left)
1st
Ant Haul [x]
Shield [ ][ ][ ]
Expeditious Retreat [ ]
Blank [ ]
2nd
Ablative Barrier [x] (35 out of 35)
Barkskin [ ]
False Life [x]
See Invisibility [x]
Blank [ ]
3rd
Heroism [x][ ]
Resinous Skin [x]
Sulii |
"If there danger of blow up, then Suli press button. Blow up not hurt Suli much."
The large figure strides for the door, oddly at ease with being injured.
Venture Teller Play b'Post |
The Door slides open and an argument can be seen inside. The southern edge of this rectangular room is damaged, offering an obscured view of vertical red lights that suggest a massive, bottomless, circular chamber beyond. A wire mesh catwalk encircles most of the room, accessible by three ladders and a staircase. Discarded scrap sits in tall piles around the room, casting long shadows to the west, and two long tables stand in the center of the floor with various components spilled across their surfaces. The piles part to the east around a circular, fifteen-foot-wide pit. A large button stands by the pit’s edge. At the eastern extreme of the catwalk, a wide, metallic red slab serves as a door.
Three woman, with fire for hair, argue who will get to present some important item to someone named Jethzerai. The women can’t agree on what, exactly, the item is, but it’s clear that each of them believes she found it first, and thus has the right to present it to their leader for a reward.
Radical Edward |
"Eh?" Peeking around the group, Edward spies the interesting item. She attempts to "appear" in front of the firey-haired people.
Stealth: 1d20 ⇒ 1
and takes a look at the item in question:
K. Engineering: 1d20 + 21 ⇒ (6) + 21 = 27
Lol, so bad!
Venture Teller Play b'Post |
The door doesn't translate Ignan, but if you speak Ignan you can hear the argument and work out the details listed above. EDIT: four player adjust means there are two people arguing not three.
Ember, the dark flame |
Appropriate KN check?
If known to be hostile I will not call out to them. If unknown then will speak
Spoken in Ignan
Hello, sisters of the flame. Is there a way that we can help you decide who delivers the item in a non-biased fashion? I would love to help in any way possible. said with a smile on my face.
diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Sulii |
"Hello" Suli says in Ignan, waving innocently.
Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13
Diplomacy assist
Venture Teller Play b'Post |
The two women stop their arguing for a brief minute, surprised at being addressed in their own tongue. "It's been a while." but they agree to hear the dark flame out. "I found it. It's for me to give," says the one on the left and the one two her right. The room grows a little brighter as they glower at each other. "Well?" they both say as one pokes the other and then gets poked back so she pokes a little harder and gets shoved back. And things continue to escalate. as they wait for "non-bias us already."
Captain Steves Super Soldier |
"Do you understand common? I am unsure of what we can do to assist you ladies, please let us know" (in Common)
Diplomacy Assist: 1d20 + 4 ⇒ (5) + 4 = 9
dang, so close
Radical Edward |
"argue who will get to present some important item to someone named Jethzerai."
Is that item not present? Even if I couldn't understand them, I figured it'd be at the center of things...
Venture Teller Play b'Post |
The two woman's bickering seems to be over a one-foot oblong box, it has several large holes in one side and a series of smaller holes on the other. Unique item, but make a techno-check.
I assumed with two ignan speakers, someone was translating. If for any reason someone would not share the information with the other pathfinders it is too late. but let me know for future referance.
They do speak common and take the chance to use curse words they have not called each other yet as their bickering begins again.
A terrible racket starts from the catwalk, where a third sister is chopping into the metal parts of something. This gives the two by the table a chance to yell even louder at each other.
-5 to perception involving sound.
Ember, the dark flame |
First addressing the woman on the left and then the right
"Well ladies. Let's start from the beginning. What were you doing when you found the box?"
Listen to her side
"and you?
Listen to the other side of the argument