[Freelance Forge PFS] #7-21 The Sun Orchid Scheme (Inactive)

Game Master Mike Kimmel


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Grand Lodge

Male Dwarf Barbarian 1
Mike the GM wrote:

The halfling glances around, then up at the dwarf. "Sure I'm supposed to be here!" he yells, and then in a lower voice he says, "I was sent to root out spies within the compound. You wouldn't know anything about that, would you? Hmm?"

[dice=mysterious GM roll]1d20
[dice=mysterious GM roll]1d20
[dice=mysterious GM roll]1d20

He seems to be telling the truth.

"Looking for spies could be quite dangerous I am sure, probably necessary in a case like this, but well above my pay grade to worry about such things. A simple guard is all Hol'Tos is."

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius notices the gruff demeanor of Duciar and tries to get a good read on him to better interact with him, or just interact at all.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Post roll edit: Cornelius approaches Duciar and simply says "Hey" motions to the workers and says "Help." Cornelius moves in and begins to inspect the chains and outer trappings already in place and gives simple tips and tricks on how the trappings could be better suited for the specific trip through the desert and what the terrain will mean for travel.
Knowledge (Nature): 1d20 + 8 ⇒ (10) + 8 = 18


FF 1-02

I believe Daverin intended to roll Knowledge (local) for the third day's check. I'll also roll it for the information above.

Knowledge (local) for Day 2 spoiler: 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge (local) for Day 3: 1d20 + 5 ⇒ (20) + 5 = 25

On the morning of the third day, Daverin shares with Hol'Tos and Tsadoc that, though the scoundrels from last night spoke highly of Prince Zinlo and the lifestyle in Aspenthar, most of the money they threw around was minted in Bloodcove and Cheliax. He knows that the settlement of Bloodcove is under Aspis Consortium control, and the Consortium is based out of Cheliax.

I'm sure they have absolutely no involvement with the scenario, though.... none at all...


FF 1-02

Guard Barracks Day 3 (3 successes)
At the barracks, the Pathfinders are able to identify the convoy's general route through the desert. They also discover an ideal ambush site along the convoy's path, and Daverin gets a pretty good look at Varnic's map, which indicates several points along the convoy's route. "Those are nothing. Just spots where I want to enjoy the scenery." Finally, Tsadoc's knowledge of desert animals is so impressive to the guards that he gains a reputation as a trustworthy scout and survivalist. When the Pathfinders look around for Varnic later on, they find that he has disappeared.

Transport Workshop Day 3 (2 successes)
Meanwhile, at the workshop, Cornelius manages to get on Duciar's good side with his no-nonsense communication. He learns the location of the transport's inner secret door, the only means of entering the inner chamber without teleportation magic. He also identifies which locks maintain the door's seal, and which of them are linked to a decoy lock. Enlil discovers several broken lockpicks and scattered thieves' tools hidden near the door, suggesting that someone had secretly practiced picking each lock but had to hastily abandon the task.

I'll put the mechanical implications of these developments in Google Drive, along with the previous days' developments, so we can easily refer to them later. Your recon mission is over!

Rendezvous with Lady Ziralia
Towards the end of the third day, each of the undercover Pathfinders receives a summons from a variety of people acting on Ziralia's behalf, excusing them from their duties in the convoy's first practice run the next day. The group meets where they first received their mission. Ziralia looks pleased. "Your careful efforts prevented any of the guards or officers from identifying you as intruders. Well done. I hope you were able to learn some valuable information over the last three days. I need not know all the details of your discoveries, but if you have anything in particular you wish to report to me, or any final questions, now is the time to ask. I've also brought along your promised supplies. These items should prove helpful. Spend the gold if you wish, but the items are on loan and must be returned at the conclusion of your mission."

Ziralia provides the party with an additional 600 gp (on top of the 600 she gave you earlier), an adamantine morningstar, a pair of eyes of the eagle, a horn of fog, and a vest of escape.

Grand Lodge

Male Dwarf Barbarian 1

"perhaps you should have people looking into what a Halfling we encountered is up to. He gave his name as Varnic and was asking lots of questions. He doesn't appear to be connected to the convoy in any way and claims he was sent to look for spies."

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

Enlil frowns at the princess. "I don't mean to be alarmist, but I'm concerned we're not the only ones casing the joint. I found broken lock picks in the transport workshop after hours and markings on the secret compartment that holds the real elixir. Maybe this Varnic was part of the scouting team?"

Enlil keeps mum about how frequently Aspenthar's paraphernalia popped up during his investigation, unsure of the potential ramifications for Ziralia or her father...

Shotgun on the vest of escape! I would also do well with the eyes of the eagle if I'm the one set to disarm the traps and find the elixir.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

"Can anyone use a scroll of dancing lights? asks the shaman. "If so we should make sure we can communicate with the caravan. Or mimic a caravan when its not really a caravan, just like the tiger-eyed moth."

No preference on the magic items.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"Sem, I can certainly use the scroll, but could also prepare the spell and use it as needed. If I will need to see the lights from the caravan I might be able to put those eyes of the eagle to good use. Thankfully I have some help from Archimedes here, but could use a little more I suppose."

Cornelius reveals for the first time his familiar, a surprisingly small brown owl. He tells you that "After many years I finally found what is known as a diurnal species who is also active at dawn and dusk... "

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

"A diurnal owl? that's so cool!" the shaman gesturing a thick finger in a tickling motion at Archimedes. "I started breeding diurnal skinks at one time. Most skinks are nocturnal, but these are unique in being active with daylight..."

Sem makes a copy of the caravan's route as best he can.

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

"I don't know the desert well, but Varnic noted several points on the convoy's route. He claimed he wanted to admire the scenery, but I suspect they could be points he's considering for ambushes of his own," Daverin says, noting the locations for the others. "Perhaps we could investigate them before the caravan arrives and make sure no one is lurking in wait there."

Thanks for the good rolls, GM. Want to make all my rolls for me? I think I'll be much more successful that way.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

"Good idea soldier," the jovial shaman agrees.


FF 1-02

I updated the infiltration tracker so that it includes all of the benefits you gained from your infiltration as well as information about the items you have borrowed.

Lady Ziralia thanks you once again for your information and says that she will have her people investigate the strange halfling you found. Unfortunately, there is not enough time to investigate the locations marked on Varnic's map.

The convoy acquires its decoy sun orchid elixir outside the Citadel of the Alchemist at daybreak, then sets out for Pashow via a meandering route. Dozens of soldiers, battle mages, and Thuvian desert dogs guard the convoy from the hazards that haunt the desert. Daverin takes up his place as one of the guards nearest to the transport. The rest of the Pathfinders make their way through the desert to the agreed upon ambush point. Because they know its route, it is not difficult to find the convoy. They catch up to it shortly after it enters a switchback trail passing between 100-foot tall sandstone cliffs, just south of a buried ruin.

You will need a Stealth check to determine how far away you are when you are noticed by the guards. If you want to use any tricks (like dancing lights), now is the time. Map coming soon.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

We can be at the ambush point early enough for a surprise round right?
Sem's stealth abilities are minimal, but fortunately he has enough of a reputation he won't need it.

"Do we want to strike the caravan as a whole or just get the elixer and run?" The shaman will be best placed keeping the dogs & guards occupied in either case and employ the horn of fog to cover the retreat.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius looks around at the group, and says"I know we are all able bodied individuals, but I doubt we could take the entire caravan guard. I could use dancing lights to either halt the convoy or have them disperse and search around. Maybe if I play my cards right I could convince them to investigate a side opposite where we are all hiding?"

Is the Google doc missing day three for the workshop for the benefits gained?

Grand Lodge

Male Dwarf Barbarian 1

"I agree with the wizard, this is a smash and grab job, not a kill them all job."

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

"Force them to disperse, I think. I should be able to disable the second mage to ensure they're not called back before we can grab the elixir and retreat," Daverin says. "The sooner we're done with all this skulking about, the better. It's not seemly."


FF 1-02

I updated the sheet to include Day 3 of the workshop. I also cleaned it up so that it is sorted primarily by area rather than by day, since that is more likely how you all will remember what you discovered!

From looking at your plan it sounds like Cornelius is going to use dancing lights to draw away some of the guards. Daverin is already right next to the transport, thanks to his reassignment.

Daverin signals for the caravan guards to spread out and search for danger in the surrounding dunes. Most of the guards, dogs, and mages disperse to obey the order. Daverin stays behind along with one mage, two soldiers, and two desert dogs.

I placed everyone else off to the side. You can place yourselves in the north, south, or east entrances to the valley, either together or by yourselves, depending on how you want to approach.

MAP LINK Will add to my profile if possible

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

How high are the cliffs? Is the climb difficult? I placed my avi with the 'trusted scout' in effect. Tiger should be next to me too (I will see if I can find an avi for the little guy. red spiky thing found. If the cliffs are too high I will change to a different location.


FF 1-02

I think I mentioned earlier that the cliffs are 100 feet high.

Grand Lodge

Male Dwarf Barbarian 1

Hol'Tos will recommend the east entrance.

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

Enlil prepares himself in a crevasse on the eastern front of the transport's path, hiding to avoid detection by the guards. He carries with him one of the desert dog treats and wears the vest of escape and eyes of the eagle provided by Ziralia. He knows the location of the secret compartment where the real elixir is likely stored, plus details about the heat trap and the locks on the transport's exterior. He plans to quickly take out the guards alongside his comrades, break into the transport, disarm the trap, and locate the hidden compartment.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Stealth: 1d20 + 13 ⇒ (14) + 13 = 27

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

Enlil can go strait for the lock. With only two guards & two dogs, the rest of us should be able to distract them. Tsadoc Seminole can even give him a hide from animals if you want. The quicker we're in, the quicker we're out & the less chance of anyone getting hurt.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius will try and move the guards back through the snaked path by casting dancing lights in the right order to signal that they disperse in that direction. Cornelius will want to move back to the side and observe what is left of the caravan guard.

Not sure if we are going to do initiative, so I will hold off on more actions. Very excited for the next part of all of this!


FF 1-02

I'll post initiative shortly and we shall begin!

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

"What do you think it is?" Daverin asks the caravan's wizard, approaching calmly as he glances over at the man.

Can I study him before combat begins?


FF 1-02

Initiative
Enemies: 1d20 + 2 ⇒ (2) + 2 = 4
Party: 1d20 + 5 ⇒ (7) + 5 = 12

See this alias' profile for how I do initiative. Looks like the PCs go first! I placed everyone in their starting positions on the map, which did involve moving a few people ever so slightly.
Yes, Daverin can study the mage before combat.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

I guess I'll start...

Tsadoc steps up to the dog and throws a treat down. "No Tiger, these aren't for you.

dog'show square: 1d20 + 2 ⇒ (2) + 2 = 4
HaHa! Couldn't hit the broad side of the ground!


FF 1-02

Thanks for getting us started. It is the PCs' turn first. Maybe everyone was just busy for the weekend. Hoping folks post by tomorrow. :)

Grand Lodge

Male Dwarf Barbarian 1

Hol'Tos will charge at the soldier closer to the party, power attacking.

charge attack: 1d20 + 5 ⇒ (11) + 5 = 16 for dmg: 2d6 + 7 ⇒ (3, 6) + 7 = 16

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

Sorry. Craziness must subside at some point, right?

Status:

HP 11/11
AC 18, touch 12, flat-footed 16
Fort +3, Ref +4, Will +0 (+1 vs. fear); CMD 14
Consumables:
Effects: Studied target (mage)

"Sorry, friend, no hard feelings," Daverin says, slamming the hilt of his blade into the mage's head.

Move to target (I'm guessing that's the one in the red robe, so that's where I moved my icon), who I've previously studied, and attacking to do non-lethal damage.
Longsword: 1d20 + 3 + 1 - 4 ⇒ (10) + 3 + 1 - 4 = 10
Damage (+1 when flanking): 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius steps forward behind Hol'Tos. He calls upon his arcane knowledge and summons forth an eagle above the cart. He commands the eagle to fly towards the far guard, and attack.

Talon Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Talon Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Crit Confirm Roll: 1d20 + 3 ⇒ (2) + 3 = 5
Extra Talon Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

Enlil retrieves one of the desert dog treats from his pack (move action) and tosses it to the nearest beast (standard action).

Ranged touch attack: 1d20 + 4 ⇒ (2) + 4 = 6


FF 1-02

The remaining mage is looking around, trying to figure out what is going on, when Daverin approaches and speaks to her. "We can't be sure until we get more signals, or reports from the sco--" but she is cut off when he thwacks her with the hilt of his sword, nearly knocking her unconscious. She reels from the blow and steps backward, barely managing to stammer out an incantation. A flash of dazzling colors sprays from her hands into Daverin's face, but he blinks it away. It's not much worse than the sun reflecting off the sea on a clear day, after all.

Daverin's Will save: 1d20 ⇒ 15

Meanwhile, Hol'Tos charges in from the east and cuts down one of the guards, who falls to the sand, bleeding heavily from the gash in his torso.

Cornelius' eagle claws at the guard on the far side, and he swipes at it desperately...

1d20 ⇒ 1

... to no avail.

Tsadoc's treat lands too far away for the desert dog to notice, but Enlil's hits the spot. The dog spends a few moments hungrily gobbling up the tasty morsel.

The dog nearest Daverin lunges at the Pathfinder...

1d20 ⇒ 1

... and clamps his powerful jaws down onto thin air.

Sheesh. Looks like it's time to clean house.


FF 1-02

Party is up! MAP

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

The shaman casts a spell to keep the guard from dying then steps up and commands the desert dog "Heal.

or down or some other command that I might have learned the dogs already know. Oh and that is a stabilize spell. Handle Animal: 1d20 + 3 ⇒ (11) + 3 = 14

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

Dog's going to be confused. Why are you telling him to heal when you already stabilized the guy, Curaigh? ;p

Status:

HP 11/11
AC 18, touch 12, flat-footed 16
Fort +3, Ref +4, Will +0 (+1 vs. fear); CMD 14
Consumables:
Effects: Studied target (mage)

Wincing as the lights seem to make the pain in his head worse, Daverin slides forward, again trying to put the mage down.

He knows he's in dire straits with the dog nipping at his heel and another guard too, but duty is duty, and it would take a lesser man than him to shirk these responsibilities.

Assuming that hits and puts the mage down:

The thud impacts up the former sailor's arm as hilt meets skull with devastating impact.

"I do not envy you the headache you will have when you awake. But for now, rest well," Daverin says, turning his attention to his other foes.

Longsword (non-lethal): 1d20 + 3 + 1 - 4 ⇒ (16) + 3 + 1 - 4 = 16
Damage (+1 when flanking): 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Grand Lodge

Male Dwarf Barbarian 1

Hol'Tos double moves so he is in position to fight the second dog next round and take some pressure of Daverin.

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

Enlil darts past the distracted desert dog, immediately relocates the secret door and its actual lock, and tries to disarm it.
Disable Device: 1d20 + 11 ⇒ (7) + 11 = 18

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Not sure how you want to handle familiar actions. Also, since I chose Cojuration as my school I have the Summoner's Charm a add a round to my summoned eagle.

"Time to take to the skies my friend, bu be mindful of not being seen." Cornelius let's Archimedes the owl know that she should head up in the air and check to see when the rest of the caravan guard is beginning to return. While the dog is distracted by the meat Cornelius calls forth an acid dart, and attempt to hit the nearest dog with it.

Cornelius also has the eagle make another set of attacks against the far guard before fading back to where it came from.

Stealth for Owl: 1d20 + 15 ⇒ (9) + 15 = 24

Acid Dart Ranged Touch: 1d20 + 2 ⇒ (20) + 2 = 22
Acid Dart Damage: 1d6 ⇒ 5
Critical Confirm Roll: 1d20 + 2 ⇒ (14) + 2 = 16
Critical Acid Dart Damage: 1d6 ⇒ 3

Talon Attack 1 eagle: 1d20 + 3 ⇒ (7) + 3 = 10
Talon Damage: 1d4 ⇒ 3
Talon Attack 2 eagle: 1d20 + 3 ⇒ (13) + 3 = 16
Talon Damage: 1d4 ⇒ 3
Bite Attack eagle: 1d20 + 3 ⇒ (5) + 3 = 8
Bite Damage: 1d4 ⇒ 1


FF 1-02

Sorry for no post yesterday. I spilled coffee on my laptop.

Daverin knocks the mage unconscious and Cornelius' summoned eagle makes short work of the remaining guard, who falls screaming to the desert floor and then blacks out from pain and blood loss. The dogs, seeing their masters defeated, quickly gobble up the treats and then flee into the desert.

That was quick.

Enlil's knowledge from his reconnaissance at the workshop allows him to quickly distinguish the real locks from the false ones. Opening the door reveals the hidden extradimensional interior of the transport.

The transport's interior shimmers with heat as unseen gears within the walls grind and whir. A heavy black curtain splits the room in two. In each half of the room, four chairs surround a round table.

I've placed you all inside the transport, which you entered by a trap door in the floor; if you didn't want to go in, you can remove your token. The secret door leading into the inner storage room is marked on the map (you learned about it during your infiltration). There is another secret compartment in the northeast that you learned about. Don't forget the other things you learned while scouting! Check the infiltration document if you need a reminder.

MAP

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

Tsadoc quickly casts stabalize on the second guard and drags all three into the shade.

Then he follows the others inside.

If rounds matter, I am not inside yet. Should be on R4 though.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"There is a heat trap in here that will get us more than hot under the collar. We need to disable it, but that is by no means my personal forte. Also, one of the people in the workshop had people walk around the transport's interior. I have no idea why that happened, but searching around couldn't hurt ... or it could, time to see." Cornelius moves to the door to the south and opens it to see if there is anyone else in that room.

Grand Lodge

Male Dwarf Barbarian 1

Hol'Tos will take 10 searching the room. Giving him a 16 on his perception

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.
Cornelius Darksmith wrote:
"There is a heat trap in here that will get us more than hot under the collar. We need to disable it, but that is by no means my personal forte. Also, one of the people in the workshop had people walk around the transport's interior. I have no idea why that happened, but searching around couldn't hurt ... or it could, time to see."

Enlil cracks a grin at the dwarf. "That's where I come in. See if you can spot anything as a product of walking in Temeera's circles. I'll handle the trap."

Can I take 10 to search for and disarm the trap, since I know it's there? Results would be Perception 20 and Disable Device 25.

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

Daverin nods, helping Tsadoc as he makes sure the guards don't suffer.

"Well thought of," he says, before joining the others in the transport.

He looks around, clearly still uncomfortable at what happened outside.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


FF 1-02

Sure, Enlil can take 10. Also, we're not on combat rounds any more... for the time being.

Also, the location I originally marked on the northeast corner of the map is not a secret compartment. I put it in the wrong place. You know the secret compartment is in the interior room. But it is one of the places where you find a switch for the trap! I marked the switches as "T."

As the group starts moving around the interior of the transport, the temperature grows suddenly oppressive. The Pathfinders quickly move clockwise through through the bedroom, storage room, and kitchen. Enlil discovers a pair of switches; flipping them causes the trap to disarm, and the heat returns to a normal, comfortable temperature.

Everyone needs a DC 15 Fortitude save, and if you pass, a DC 16 Fortitude save. Failure on either save results in you becoming fatigued. Wearing heavy clothing or armor imposes a –4 penalty on the saves.

After walking around the transport in search of the trap's switches, in the same direction that Temeera had her artificers walk, a trap door opens revealing the inner chamber. The spot marked "S" on the west wall of the inner chamber is now open.

The steel plates lining this chamber reflect the light cast by six vials of glowing fluid, sealed within a glass case atop on imposing altar wrapped in chains.

You know from your investigation that the altar is animated to attack intruders.

MAP

Grand Lodge

Male Dwarf Barbarian 1

Fort saves: 1d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (6) + 5 = 11

"Anyone else find this heat oppressive?

What do you mean by intruder?


FF 1-02
Hol'Tos wrote:
What do you mean by intruder?

You ;)

More accurately, anyone who enters the inner chamber. There is likely a command to deactivate it, but you never learned it. You do know that it can use its chains to attack and trip anyone next to it (two attacks per round), it can move around, and it has hardness 5.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

Tiger grunts at Hol'Tos' question and Sem looks at him with a studying eye. "Relax your fine," the oread tells the dinosaur.
Sem's Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Tiger's Fort: 1d20 + 3 ⇒ (12) + 3 = 15

"It is the glowing liquid? Or is that not what we came for? Let's get it and go," the shaman says looking around the dwarf.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"It is far too hot for my liking. Starting to fog up my glasses." Cornelius removes them, wipes off the condensation, puts them back on only to take them off a second later in a huff.

Fortitude Save: 1d20 + 2 ⇒ (14) + 2 = 16
Fortitude Save #2: 1d20 + 2 ⇒ (6) + 2 = 8

"If we don't know how to turn the box off we are going to have to put it down. Unless someone else has a better idea?" Cornelius seems to be using his frustration with the heat to be his motivation.

Given that this is an extradimensional space I would have lost connection to my familiar Archimedes, correct?

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