Academy of Secrets (Inactive)

Game Master mathpro18


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Iorec:
As soon as you move with in 5 feet of a mirror you see a reflection of you're self. The reflection Iorec smiles and beckons you to follow, turning around and appearing to approach the orange light in the center of the reflected room. When you enter the center of the room you see that the orange key-light is now floating in the middle of the real room. You do sense a trap around the orb.

Do you try to collect it?


male Human (Varisian) Rogue (burglar) 13

Iorec:
Before collecting the key-light, Iorec tries to disarm the trap first.
Take 10 on Disable Device: 31 (Careful Disarm class feature)
Check if successful: Take 10 Perception 28
If not, roll:
Disable Device: 1d20 + 21 ⇒ (5) + 21 = 26


Iorec you're able to disable the trap and the key-light becomes visible for everyone. You collect it and your job in this hall is done.

*grumbles to himself*...that would have been fun if that went off...would have reduced you're int and cha to 8 for 2 weeks...


male Human (Varisian) Rogue (burglar) 13

When I GM I hate it too when players don't spring elaborate traps. As a player, it's a "phew!" ;-)

Iorec playfully juggles the key-light around for a few moments and then stuffs it in his backpack. "Well, that wasn't too hard! I guess we're off to a good start, wouldn't you agree?" The skillful Varisian walks back to the rest of his group. "So where would you suggest to go next? We shouldn't waste too much time. Even though this one was easy, I don't think it will stay that way. There must be a reason why the Breaching hasn't seen a winner in so many years, after all."


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Wow, Iorec...this could be the beginning of a beautiful friendship. Well done! How about you choose the next Hall, after your impressive performance here?"


male Human (Varisian) Rogue (burglar) 13

"Thank you very much, Rodolpho! Indeed it could!" Iorec replies with his ever-present smile. "I'd say, we'll simply pick the next one at hand. The Hall of Induction, I assume?" He looks around the group to find acknowledgement by someone more in the know of the Academae's layout.


Male Human Cleric 13

Antinous watches nervously as Iorec messes with the mirrors and then smiles broadly as the clever man bypasses the trap.

"Excellent job, good sir. Lead on with this," the cleric says.


As you approach the doors to leave the hall they suddenly open and the dwarf from the other party bursts through the door, almost knocking Antinous over. "Watch it mage" he says gruffly as he brushes his blood stained armor off. His face then turns red and he looks over his shoulder "Confound it they got this key-light already! he shouts and the other party turns and leaves.


Male Human Summoner 13

Great job there! Now let's hope the rest is this easy...Tho I doubt it. Jorge chuckles, eyeing the newly acquired key-light. The Induction hall sounds fine for m--- He blinks as the dwarf apears at the door, yells, then turns to run off. [b]"Wait! And who are you, sir?"[b]


male Human (Varisian) Rogue (burglar) 13

"Don't mind him" Iorec exclaims a little louder than necessary. "Those guys will certainly smash the mirror in no time, grab the key-light behind it and be right on our heels! So let's go!" He then hurries out of the Hall of Seeing and leads the group towards the Hall of Induction.

Obvious bluff is obvious:
Bluff: 1d20 + 19 ⇒ (6) + 19 = 25


The dwarf stops at Iorec's shout but you can't tell if he believes you or not, though the human female looks to be saying something to him. As Jorege catches up with him his question is rudely dismissed by a wave of the hand as they all walk away. Heading back to the group Jorge notices that the image on the door has changed. You now see the same dwarf who very rudely ignored you, his face frozen in fear and it looks as though all the blood has been drained from his body.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Lol. Nicely played, Iorec.


Male Human Cleric 13

The cleric brushes himself off and glares at the image on the door as the other team goes inside.

Once they are far away and out of earshot, the cleric mutters, "Mage indeed. I hope he finds whatever present the mages left in there for him."


Male Human Summoner 13

Frowns a little at the image, looking back at the dwarf and the rest of his group as they go by. Be sure to use you're noggin." He makes the simple comment, before heading off with his own group. Let's get going." Tylonick pads on after them, huffing softly, tail twitching lazily behind himg. Hopefully next room be more interesting." Jorge laughs. "I don't know...More interesting in this place probably means more deadly!"


The hall of induction is a rather simple building with three walls made up of smooth iron while the fourth wall is made up of riveted plates. It stands five floors high. As you enter from the northern side of the building a strong smell fills the entire hall. You make your way to a spiral stair case in the middle of the first floor. As you walk through this floor you notice the complete lack of interior walls. The only walls you see are shimmering walls of force which generally give an outline to the classrooms.

You make your way to the stairs and start climbing and eventually you find the source of the smell. In one of the outlined classrooms you find a large brazier of burning incense in the corner and a curious set of glass pipes connecting two vats of bubbling liquid. You make your way to the classroom but the wall of force prevents you from entering.


male Human (Varisian) Rogue (burglar) 13

"Huh, curious" Iorec says. "Did the headmaster say anything about us not being allowed into certain areas before passing another? I don't recall so." He folds his arms and slowly rubs his chin with one hand. "Or maybe..." he trails off and takes out the key-light the group have just acquired, holds it with an outstretched arm in front of himself and carefully tries to penetrate the wall of force again.


Very good thinking on your feet there Iroec.

The key-light comes in contact with the wall of force, the wall immediately dissipates and another key-light becomes visible in the room. Its traveling back and forth inside the glass pipes. The light its self seems to be changing colors between a crimson red, a mossey green, and then a yellow color as it travels through a sort of liquid.

As you make your way into the room you're eyes begin to burn and water and the smell is almost unbearable. You trace the source of the smell to the two vats of bubbling liquid. The vat on the right contains a red liquid while the vat on the left contains a green liquid.


male Human (Varisian) Rogue (burglar) 13

Thanks, but it's called KEY-light after all... :) will step back for now though and wait a little with my next post, don't want to steal anyone's spotlight.
Iorec stuffs the key-light back in his backpack and for a moment you can spot a little smugness that snuck in his perpetual smile but it's already gone when he states: "Well, what a lucky guess! Now let's get to the bottom of this smelly challenge..."


Male Human Cleric 13

"Perhaps if we move the brazier closer to the glass pipes, the change in heat might cause its route to change? Or the color, that seems to be important."


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Good thinking. The heat could very well be the key to this challenge,"Dolph adds, coughing a bit at the acrid smell.


You guys move the brazier closer to the glass pipes but nothing seems to happen.


Male Human Cleric 13

"Well, anyone else have an idea? I'm a bit worried about touching the whole thing in case something happens."

The cleric takes a close look at the room to see if he missed anything.

Perception 1d20 + 21 ⇒ (18) + 21 = 39
Knowledge:arcana on the fluids 1d20 + 5 ⇒ (17) + 5 = 22


male Human (Varisian) Rogue (burglar) 13

"Huh", Iorec states curtly. "So this one is running with the streams of these strange liquids..." he says while carefully examining the whole apparatus. More to himself than to the others he mutters: "Basically the light has been put in there by some way so it can probably be taken out again. The glass does not seem to be impressed by heat. Maybe it must be magically expelled?" With a concentrated air he looks for an egress from the pipeworks, be it mundane or magical.

Perception Take 20:
42 (48 vs traps)
Disable Device Take 10:
31 (37 vs traps)


Antinous:
You feel that these fluids would mix to create a rather nasty explosion. The only thing that's keeping it from happening is the glass tube its self. You don't really see anything else in the room.

Iorec:
You feel that the best way to disable this trap is to break the glass tube.


Male Human Cleric 13

"it seems to me that this chemicals will explode if they mix. Perhaps we could do something to break it while we hide behind these walls of force?"


Male Human Summoner 13

Sorry for the delay in posting, RL games distracted me way too much this weekend.(Level to 21 and rebuilt a complicated character sheet for a mystic theurge xD)

Hmm...Looks interesting. Well, could try the explosion while hiding behind something. But how to break, and are we able to hide behind these walls?" He takes another looks around. He then snaps his fingers. "Aha! Yes, we can hide behind something, but I can summon something to break it."


male Human (Varisian) Rogue (burglar) 13

"Actually, I don't even think these precautions are necessary" Iorec chimes in. "This contraption should be safely and harmlessly disabled as soon as the glass tube is shattered. Here, I'll show you!"

He then uses his rapier to smash the glass tube into pieces with a single strike.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Hold on a second," Dolph yells as he ducks behind one of the walls of force after Iorec's striking of the pipe.


Male Human Cleric 13

"As you wish," the priest says, stepping to the side so he's behind one of the walls of force. He prepares to cast a healing spell, just in case.


Iorec you smack the pipe with your rapier in such a way that the liquid drains out of it with out combining and no explosion occurs. The glass shatters and disappears, leaving the key-light floating in the air.


Male Human Cleric 13

"Excellent job!"

The priest briefly wonders just how difficult everything else will be since getting the keys appears to be simple enough so far.


Male Human Summoner 13

Begins wondering himself as well. It's almost like the ones who set these traps up were teasing them. "Hmmph...This is almost too easy. I've seen worst traps hunting goblins." He laughs.


Male Human Cleric 13

"Where shall we go next?"


male Human (Varisian) Rogue (burglar) 13

Iorec grabs the key-light and stuffs it in his backpack with the first one.
When Antinous' asks where to go next he suggests: "I'd say we continue with the closest hall if noone objects. So follow me!"

He then leaves the Hall of Induction quickly to lead the way to the Hall of Wards.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Remind me not to make you want to take any of my stuff," Dolph jokes, clearly impressed by the talents of the rogue.


male Human (Varisian) Rogue (burglar) 13

Iorec chuckles at Rodoplho's remark and says casually: "Oh, don't worry. I've already taken everything I like." Once the group reaches the Hall of Wards he leads them around it towards the Hall of Crafting.

I just remembered that the Hall of Wards is our final destination once each member of the group has got a key-light.


I'm sure I don't need to ask but I just want to make sure. You're going to distribute the key-lights to everyone once they're collected right Iorec? Just an FYI while there are 7 keys you only need to collect enough for everyone in the party to have one.

The enter the hall of crafting and as hard as you search you don't find any key-lights.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph casts True Seeing on himself, hoping that something appears, helping guide the team tot he light key.

True Seeing: http://paizo.com/pathfinderRPG/prd/spells/trueSeeing.html


Nothing appears.


male Human (Varisian) Rogue (burglar) 13

"Huh" Iorec states as usually before letting his companions know his opinion and then continues: "Maybe someone else was here before us? Or maybe there wasn't even one to begin with. Anyways, shall we try the next one?"
If noone gives a reason to do otherwise the Varisian then leads the group onward to the Hall of Lies.

Thanks for reminding me. Yes, you can assume that the key-lights are distributed between us once we get them. Right know Iorec and let's say Rodolpho already have one


Male Human Cleric 13

"I suppose the other group found this one. Let's hurry to the next one, unless someone see the tools to build a key-light here?"

is there any skills I should roll in here? If not, let's move on.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"I didn't see anything, even with magical vision. That spell normally sees pretty much everything," the mage states, quite disappointed that he wasn't able to find an answer to the secret facing the group.


Male Human Cleric 13

The cleric looks around to see if anything was recently built or magicked into existence that might contain the key light.

Perception 1d20 + 21 ⇒ (4) + 21 = 25


Male Human Summoner 13

Does seem odd nothing is in here..." He glances at Tylonick, who also looks around, sniffing as well.

Perception: 1d20 + 13 ⇒ (16) + 13 = 29 + Scent


You guys can't find any sign of a key-light and it becomes clear that there never was one in here.

You make you're way to the hall of lies. The hall of lies is where Acadamae students learn the art of Illusion. It is known to shift its appearance on a daily basis but today its apperance undulates much more rapidly. These rapid shifts make exporing many of its room a difficult task because it seems just as you get into a room the building shifts and you will be standing in a hall way. Eventually you guys enter a hallway that has a dead end. A green key-light dances and weaves about at the end the hall, taunting you.

I will need will saves from anyone who will try to approach the key-light.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

DM, not sure if 13 minutes have passed yet or not, so if not True Seeing wll still be active, if that happens to reveal anything else of note to Dolph.


Male Human Cleric 13

"I wonder what happens if I just close my eyes and walk up to it?"

The cleric closes his eyes, walks forward and opens them again near where he saw the key light.

Will save 1d20 + 21 ⇒ (19) + 21 = 40


Rodolpho you're able to see the key-light at the end of the hall just like everyone else.

Antinous you make you way towards the key-light and eventually make it towards the end of the hall. The key-light is standing in front of you, do you try to touch it? If you do I will need a spellcraft check.


Male Human Cleric 13

Spellcraft 1d20 + 5 ⇒ (6) + 5 = 11


ouch not a good time to fail that roll

You reach out and try to collect the key-light. I need a will save and a fortutide save from you Antinous. You touch the key-light and you see the most horrible creature that you can imagine materialize in front of you.

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