First Steps

Game Master CRobledo

In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.


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Vermin* wrote:
Board so trying to role play.

I can step it up

6 minutes have elapsed since you entered the room...

Grand Lodge

Male Human Gunslinger/1

You misunderstand my intentions. I am merely notating my opinion of it's worth in my journal. This will be turned in upon the completion of our tasks. Dunn says holding up his journal.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus moves over to Vermin and looks over the chest... trying its 'solidity'.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin glances and the sand clock and watches the sand slipping quickly away and looks concerned. He points again to the dangling key near the 15 foot high ceiling, using his very fancy and new pointing device. When we opened this chest that little key, way up there, was released from some sort of box in the ceiling. I am sure we are gonna need it. Can someone get it? I bet it either opens the door out of here, or the last chest.


Vermin* wrote:
I bet it either opens the door out of here, or the last chest.[/b]

There is also still a visible key inside the bowl Dunn is fiddling with

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Hmmm... have someone stand on your shoulders? Anyone good at balancing?

Grand Lodge

Male Human Gunslinger/1

Perhaps we should investigate the metal box first. There are clear signs of a lid and key hole. Dunn points to these parts of the metal box showing the others. we can then stack the boxes and try to reach the hanging key.


9 minutes have elapsed since you entered the room...

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Very well but if that doesn't work maybe friend Vermin and I can hoist someone up on my shield like the warrior saga's of the North.

Grand Lodge

Male Human Gunslinger/1

We need to to get the key from the acid. Easy enough. Handling it is going to be a problem I would imagine. I will try the key from the scepter in the box first. Dunn says packing away his journal. He reaches a hand out for Vermin to give him the item. Glancing at the clock Dunn says Please Vermin, he havn't much time.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin will hand the scepter over to Dunn and move over to be directly under the hanging golden key. I am sure we are gonna need that little key. he concludes. Luccinus, lets try your shield idea. Who wants to ride?

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

"Perhaps my staff can reach the key? I'll give it a shot." Xavier says, his voice slightly on edge. "Also, should we just go ahead and break that glass jar to get the key out of it?"

Grand Lodge

Male Human Gunslinger/1

We can just dump it out. We don't want to cause any undo damage... Mostly to ourselves. Dunn takes the scepter and attempts to fit it into the lock on the metal box. I hope this doesn't backfire. If it fits he turns the key to unlock the box. If not well...


As Dunn tries to insert the scepter key in the steel box, he notices it a snug fit, but does go in with a bit of pressure. However, a blue light FLASHES out of what you assume is the crack of the lid on the cube.

Everyone but Sohali Will saves please

save less than 11:
Your skin is now a deep shade of blue! Styling! Vermin would now be somewhat purplish.

However, after the flash of light, the key will not turn any more.

Meanwhile, Xavier is attempting to bat the key with his staff. He manages to 1d20 + 3 ⇒ (7) + 3 = 10 barely smack the key with it, but it just swings on the string for a few seconds before coming back to a complete stop.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Lucinnis moves next to Vermin and extends his shield to him.

Grand Lodge

Male Human Gunslinger/1

A little unsure cuz of wording. So here is my save if it is still needed.
Will:
1d20 + 2 ⇒ (5) + 2 = 7
Uh oh Escapes Dunns lips as he sets off the trap...
Huh, interesting Dunn says examining the effects. I'm blue. Scratching his chin he thinks for a moment. Well that didn't work. With that he pulls the scepter free of the lock if able. He then heads over to the glass jar with the other key in it.


Clarification, everyone but Sohali (who is by the door) will need a will save on this trap. It affects everyone individually. Roll it, and if you roll less than 11, read the spoiler for what happens to you.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Will Save: 1d20 + 2 ⇒ (13) + 2 = 15

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin takes hold of his end of the shield and says Up you go Xavier looking expectantly at the Magus.

Will Save:
1d20 + 4 ⇒ (12) + 4 = 16

Shucks, Vermin wanted to be purple...

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Xavier climbs onto the shield with the help of Vermin. He attempts to balance and swing his staff at the key now that he is higher.

I'm not sure which of these checks are relevant, if any, so take both, one or none.

Reflex Save for Balance: 1d20 + 1 ⇒ (7) + 1 = 8
Attack on Chain holding key: 1d20 + 3 ⇒ (2) + 3 = 5 for 1d20 + 4 ⇒ (1) + 4 = 5

Welp...that doesn't look promising. Here's hoping our ingenuity gets us the key without the need for the dice.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Will Save 1d20 + 2 ⇒ (3) + 2 = 5

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

The Five Preserve!, Luccinus exclaims, his normally unflappable self coming unglued.

He looks at his skin a whiles... and waits with breath held.

No... obvious unpleasant effects, though the marking itself is unpleasant in its own right, he rumbles after a time, giving Dunn a 'look' but saying nothing else.

He goes to steady the shield as Xavier stands on it and whacks unsucessfully at the key.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Smirking slightly as the blue shade some his new friends have taken on Vermin comments Not everything needs to be swatted with a stick Xavier. Try to grab it with your hand. Vermin begins to slowly lift his end of the shield higher. Luccinus, lets lift him over our heads. He should be able to reach the key then.

Thinking is that both Luccinus and Vermin can reach 8 feet and Xavier can reach another 7, which equals 15 feet.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Ah, sounds good - I thought I might still be too short. I'd prefer to grab the key than whack it anyway.


If vermin gives him a boost he can reach it. Str check from either vermin or Luc should do it.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Posting from my phone.

Strength check: 1d20 + 4 ⇒ (15) + 4 = 19

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

aid another1d20 + 4 ⇒ (16) + 4 = 20


Yep. You make it. You have a key!

15 minutes since you entered the room...

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Careful climbing down friend Xavier, Luccinus cautions.


Male Human Paladin/ 1

"It seems that half our alloted time has passed" Sohali adds, keeping an arrow nocked as he watches over his allies.

Grand Lodge

Male Human Gunslinger/1

We must hurry. Dunn says carefully draining the acid into the crack the snake slithered into. Taking out his water skin he refills the glass jar and swirls the liquid around. Hopefully this makes handling the key less... Hazardous. Once again pouring the liquid into the crack, and gingerly taking the key. Now lets give this a whirl. hes says heading over to the steel chest again. Everyone back away.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Xavier carefully jumps off of the shield and lands on the floor, key in hand. "Dunn, why don't you try this one, too. We'll just move over by the door while you try. And who knows, perhaps if the trap is still set, it will undo what has been done to you. At the very least, you can't get any bluer, right?" He hands Dunn the key and moves near the door.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin moves with Xavier.

Love that you remember to aid another Luccinus. Can I get you to come and talk to my home group? :)

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Pay the airfare and I'll be glad to

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Standing by the door, Vermin glances at the sand clock and looks impatiently at his two companions holding keys.


Dunn takes 1d4 ⇒ 2 acid damage. the crack is on the wall, not the floor, so since you don't have poison use you got a little on you.

Let me know if you are trying the blue jeweled key or the metal one from the ceiling

18 minutes have elapsed since you entered the room...

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

So, Dunn holds two keys - the one from the acid and the one on the end of the scepter. Xavier holds the small golden key. I am correct?


Vermin* wrote:
So, Dunn holds two keys - the one from the acid and the one on the end of the scepter. Xavier holds the small golden key. I am correct?

Xavier handed it over, so technically Dunn has all 3. Although he has already tried the scepter key on it.

Grand Lodge

Male Human Gunslinger/1

Busy @ work. Sorry. Jeweled Key in steel box.

Grand Lodge

Male Human Gunslinger/1

Are there any signs of what key goes to what box? Or any instructions or doors we missed? Is the box even locked? After quickly examining the key Dunn attempts to open the lock.


Jeweled key goes into the steel box and turns, but a few seconds later turns into dust and dissolves into the air...

it has been 21 minutes since you entered the room...

Grand Lodge

Male Human Gunslinger/1

I think someone else needs to do this. I am not making out well. Dunn says irritably indicating his blue skin and dusty hands.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

In a frustrated impatience, Xavier walks over to Dunn, takes the golden key and attempts to unlock the box with it.


Xavier goes over to the steel cube and uses the golden key on the tiny keyhole. It goes it without too much trouble, and turns perfectly.

The lid of the steel box is now open, and Xavier finds a map, and a ledger with digging documents. Alongside the papers, there is a small wand in the box as well.

These look to be the permits the Pathfinder Society is looking for.

Spellcraft 14:

wand of knock (CL3, 11 charges)

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Nice work friend Xavier. Use that other key on the door and let us be out of here then.


Male Human Paladin/ 1

"We can only hope there is not yet another trick to this room" Sohali adds, keeping his bow drawn and a watchful eye on the room.


24 minutes have elapsed since you entered this room...

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin ponders aloud. It occurs to me that these challenges we have experienced are similar, but less deadly to those we would experience exploring an Osirian tomb. Realization shows on his face. The wise old sage is tutoring us.

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus takes the last key from Dunn's hands as manages his now blue appearance, and, heedless of his own coloured appearance, tries the doors.


Luccinus takes the scepter back from Dunn, walks over to the vault's door and tries the keyhole. The key goes in easily, and turns without too much trouble. A loud *KTHUNK* is heard from above the door frame, and you can see the sand clock has magically stopped ticking.

After a few seconds, the door swings open by itself and you are "greeted" by seemingly the same servant that took you down to the vaults. He stands in front of you silently, and without saying a word extends out his hand openly, as if requesting you to hand him something. You think you caught him smirking for a second when he saw your skin color.

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