The Hidden Vault (Inactive)

Game Master DireMerc

A series of events leads to the discovery of a hidden vault under the city of Magnimar. Three keys are required to open it. Were are they? What is inside?
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OOC chat


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Hooray OOC chat!


Before I go haring off down the rabbit hole, am I to assume others will be joining me?


Of course between 5 to 6 other players have posted interest and master Gil will inform you that he has hired other adventurers as well and to wait for them before you go.

I was just doing Firebeard's intro while I wait for others to be ready


HP 25/25 AC 15 Touch 15 Flat 12; flurry unarmed +4/+4(1d6+3/1d6+3); shuriken +3/+3 (1d2+3/1d2+3); grapple +8; F +5 R +5 W +5 INIT +2 Perc +8 CMB +6 CMD 17

Good enough. I know what it's like to be left behind because I am a few hours out of sync with everyone else.


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

Xarol reporting for duty! Need to paste the stats into his profile then he should be good to go tomorrow.


(?)

Hi!


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

I finally finished skills and equipment. Xarol is ready to go.


Of course now that you've broken the door you can't close it again...At least not easily.


Game Master

Everyone likes a challenge! I'm assuming, as a player, there must be something nasty down there that wanted out... But Maximus want smash!!!


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

I'm almost done with Sputnikk's sheet.


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

I figure worst case scenario Maximus can hold the door against whatever critters are down there and then I can try to bomb the tunnel into collapsing or something.

Also, just wanted to say that I'm really excited for the game! Looks like we have a fun party.


Dotting for my familiar


well then you almost lost you resident gnome wizard there lol.


(?)

Waglinde's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7

First round: 5 foot step (trying to put back to a wall); Standard Action, Bardic Performance, Inspire Courage; No Move action

everyone should try to remeber to apply a +1 bonus on attack and damage rolls, and if we need to make saves versus fear or charm, we get a +1 on that as well


(?)

I would like a chance to make a perception check, before I state my action for round 2. Should I make the roll, or do you want to do it? I am just wanting to take a shot at detecting the presence of an illusion here, and if it is, I would change from Inspire Courage to Distraction


Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s stat block has “swarm” in the Melee entries, with no attack bonus given.

A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, or other Special Abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, blood drain, poison, or other special attacks in addition to normal damage.

Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Swarms possess the distraction ability. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.


The spiders are diminutive.


As for your question Waglinde if there is an illusion at any point I will indicated if there is a check to notice it if it comes up. In this case everyone would have gotten a will save when they were attacked by the spiders but they were quite real. At least the injuries they inflicted were real but then they vanished into smoke...


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

Let me know when I'm conscious!


Well that channel energy healed you by 1 so you;re at 0 so you're conscious!

:)


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

Yay my channel actually did some good! I was pretty saddened to see that 1 come up ;)
Also realized I only had 1 channel energy, not 7... its based off cha not wis... I'm glad we survived tho, swarms can be nasty at low levels and the alchemist really saved is there :)
I also figured out pretty quick that there was some private posting going on and that's just fine.


I had the swarm set to be there before anyone made characters I had assumed a good chance the group would simply ignore te collapsed tunnel and go the other way but if you didn't I also assumed that in a 7 person party at least 1 person would have aoe attacks in this case 2 of you did had Xarol not killed Wagline's spell would have.


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

Oh ya we survived fine, but it was harrowing a bit and a good first encounter ^-^
I had figured that the collapsed tunnel was probably ment to be skipped, partly why I suggested it, curiosity killed the cat and all that ^_-


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

Not nice to tempt a gnome wizard with magic stuff! :p


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

It sounds like a great idea actually!


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

hey, dm, out of curiosity, do i get another save at some future point to shake off the spider's poison?


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

Ditto!


Indeed everyone affected should roll a second save dc 11 or take another...1 str.


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

Spider poison only hurts you twice, so if you don't make this save you take 1d2 more Str damage and that's it.

Also, next time I will bring some antivenom.


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Waglinde, I just want to say that every time I imagine your character I picture David Bowie as Jareth from the labyrinth... An it's so freaking awesome lol


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

Hahahaha, great image.


(?)

Oh I am way sexier than that old wreck
but his "package" well, mine cannot compare, you now what I mean?


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Sexier than Jareth?????

8/ that's debatable lol


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

That reference = over my head.
Who is the most injured among us? I can cast cure light wounds twice. I imagine Sputnikk is the most hurt so I will target him at least.


Male Human Fighter, 2 | HP: 16/17 | AC: 19/13/16 | Fort: +5 | Ref: + 2 | Will: +2 | Init: +2 | Percept: +2 |

Stonz, you need to watch the labyrinth. Highly recommend it


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

Sorry brain cramped. Forgot I was at 0hp


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

I'm at 4/10 HP atm, and hopefully won't get any lower right now.


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

Sorry to disappoint you GM! Heheee!


If you wanna keep track of your experience give yourself 300 for defeating the swarm and retrieving the book.


Male Tiefling Alchemist 2 HP 20/20, AC 18(20), Init: +5, Saves: F+4, R +5, W +0

700 more to go!


1000 actually. Pathfinder fast track you reach level 2 at 1300. Odd know I'm also used to the 3.5 system were you level up at your level x 1000.


Goes like this:
Level -> xp needed to reach that level.
2 -> 1300
3 -> 3300
4 -> 6000
5 -> 10000
6 -> 15000
7 -> 23000
8 -> 34000
9 -> 50000
10 -> 71000
11 -> 105000
12 -> 145000
13 -> 210000
14 -> 295000
15 -> 425000
16 -> 600000
17 -> 850000
18 -> 1200000
19 -> 1700000
20 -> 2400000


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

How high are you taking this game Merc?


I can't say for sure but my calculations have you getting somewhere between 12 and 14 by the end


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

Ok cool


(?)

What is the DC to climb down there with a rope? Because man, I get no bonus to the roll and I don't want to fall.


Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0

The DC for a knotted rope with a wall to brace against is 0 lol
(adventurers are expected to be somewhat competent)

http://paizo.com/prd/skills/climb.html


Cleric, 2 | HP: +14/16 | AC: 15/11/14 | Fort: +4 | Ref: + 1 | Will: +7 | Init: +1 | Percept: +6 |

So as long as you don't have an obsene negitave str AND roll a 1 you should be alright.


Male Gnome Wizard 2 hp:12/12 Fort+2, Ref+1, Will+3, Init+1, AC:12(16),mage armor:16(20), Touch:12(16), Flat-footed:11(15) Str 10(0), Dex 12(+1), Con 14(+2), Int 17(+3), Wis 13(+2), Cha 14(+2)

Like ole Sputty ere!

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