GM Batpony's PFS PBP DwK (Beginner table) (Inactive)

Game Master Batpony

Maps & Handouts


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Liberty's Edge

Mosquito Witch Handouts

Sorry about that! Seem I missed out the question to the jailer. The jailer apologies earlier as he doesn't really know much about talking successfully to the prisoner.

As far as the group can tell, the man is mad, beyond all normal reasoning. After a few more burst of randomness, Edmund seems to finally be able to break through to him by turning the conversation to the paintings. In a somewhat lucid state, he turns to the group, and speaks out.

“Friends! Did the Master send you? Yes, he must have. Praised be he who ends the days! Do you seek my secret? Soon enough—but in return I ask something from you. You must give it to me as I need it to complete my collection.” He points to two paintings hung in a shadowy corner of his cell. A third canvas hangs next to them but is blank. “If you go outside this very prison you’ll find a statue covered in gold. You may have already seen her! Describe this statue to me in exquisite detail and I will tell you all I know.”

With regards to prisoner transfer, Garver relays that while it is possible, it's too much hassle and paperwork, you may not see it happen before the end of the week.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund speaks gently under his breath, reciting a prayer seeking guidance and favor from the Stag Lord.

"Garver. The artist says that there is a golden statue outside. One of a female? Does that seem right to you? It would appear that he wants to paint it and add it to his 'collection' on the back wall. Is there any chance you could describe it to him? I don't much feel up to going all the way back outside to take a look at it."

Diplomacy Garve, with guidance cast: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

By the way, do you recognize those buildings on his paintings at the back of the cell? They seem important to him, but I don't seem to recognize them

ooc question:
I struggle with the mechanism of using the level 0 spell guidance. I am allow to use it pretty much at will- so it makes sense to use it with every out of combat roll... but its also incredibly annoying to have to declare a casting before each event. How would you like me to handle it in the future? It gets even more complicated when I can/would cast it on other characters too (like before a pick lock attempt, etc). Let me know what you think

Liberty's Edge

Mosquito Witch Handouts

With regards to 'guidance', I am flexible about how you'd like to incorporate that into your game.

As a a player myself, I typically always declare, and offer it to other players openly, from a role-playing mechanic it makes sense to me, since it's a little bit of a divine intervention.

However as a GM, I'm flexible. You're free not to declare, and state it in your rolls as and when you see fit if it's easier for you. If you openly offer to others, they can follow suite. The only time I'll intervene is in a situation where you wouldn't be able to cast normally.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Celas stays out of the conversation. Listening in, sure, but not taking part. This place isn't one I would like to stay to long in.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

"I'll go study the golden statue."

Kazmoro will run back up and study the gilded statue watching sternly in front of Swift Prison.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

He looks for any special heraldry, items in her hands, patterns, etc.

He will then return and describe the golden statue to the madman.

Liberty's Edge

Mosquito Witch Handouts

The jailers looks funnily at Edumnd's request, but luckily, Kazmoro intervenes. He heads right up alone and comes back to provide the statue's description. The statue depicts a curvy Taldan female with short hair and wearing flowing robes open at the neck. She regards Kazmoro the with a blank, uncaring expression. Faint moons decorate her flowing robes, and she crushes a set of scales beneath her left foot.

Kazmoro:
You also notice the sculptor has left his mark on the work of art, a small letter carved into her left foot. 'I'.

As the description is provided, the painter seemingly ignores Kazmoro but continuous furiously painting the blank canvas on the wall, splashing paint wildly about his cell. Upon completing the painting, he brings the painting into the light. It shows a very twisted perspective of what Kazmoro described. The once-beautiful statue stares back transformed, her visage twisted into a demonic snarl. Short humanoids with large, black eyes torment cowering prisoners in the painting’s background. Brandishing a radiant holy symbol, a lone figure fails to fight them off.

Kn Local DC13:
The short humanoid creatures upon the painting are clearly Derros

Kn. Religion DC18:
The Lone figures seems to be a depiction of Aroden based of Taldan Lore.

This next religion check should be a separate roll from the previous

Second Kn. Religion DC18:
The moon iconography in the painting belongs to that of Groetus.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund glances at the picture, and back to the pictures hanging on the back wall. Why does none of this make sense? he frets to himself. I really hope someone else from the group can make out what all of this is. Otherwise, we are going to be stuck wandering around town asking strangers about a madman's paintings...

"None of this looks familiar to me. Does anyone here have any ideas?

Both Local/Religion are untrained- so I can't hit any of the three DC's. Would Knowledge Nature fit any of the spoilers?

He turns his attention back to the painter.

"That is a very unique painting, you have quite the eye for the surreal. You had promised that you would tell us everything you know, if we provided you the opportunity to paint this statue. I need you to answer a few questions..."

Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15
Bluff: 1d20 + 6 ⇒ (9) + 6 = 15

"Can you help us find OUR master? We only just got here- what is he planning to do? Those other pictures on the back wall, what are they paintings of?"

Liberty's Edge

Mosquito Witch Handouts

Unfortunately Kn. Nature does not fit into the Knowledge rolls at this point.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

I hope there is more to this... I am out of league here with this crazy painter and his indecipherable clues.

He starts speculating about the painting asking questions about each figure, ”Is she your master? Who is this man with a holy symbol? Are you afraid of him?”

He hopes this helps his colleagues make sense of this. He does suddenly exclaim, ”The statue has a small ‘I’ sculpted on her left leg. It’s probably the artists’s mark.”

Kn. Local, untrained: 1d20 ⇒ 12 Aid / assist another. Max 10

Kn. Religion 1, untrained: 1d20 ⇒ 19 Aid / assist another. Max 10

Kn. Religion 2, untrained: 1d20 ⇒ 17 Aid / assist another. Max 10

Liberty's Edge

Mosquito Witch Handouts

Sorry to burst your bubble Kazmoro, but as a GM I typically do not allow Knowledge check aid anothers. I recognize It is not consistent ruling across GMs as it is up to rule interpretation.

CRB, Aid Another wrote:


In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

My interpretation of this for this case, The knowledge check is for someone to recall if they have learnt about this, they either know it themselves or they don't. I treat this as an individual check. For example if a character does not know (i.e. does not meet the DC) about a historical artefact, how would someone aid that character in knowing the subject if he never knew it to begin with?

An example of where I would allow aid for kn checks, is research work, you are both working together to learn something through reading books. It makes sense, in a study partner way.

I'll be happy to discuss this further in the discussion thread if anyone wants to have a healthy debate about this.

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

While the others stand around discussing the artwork, Nadric takes a close look at the imagery to see if it sparks any memory for him.

Knowledge local: 1d20 + 7 ⇒ (16) + 7 = 23
Knowledge religion #1: 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge religion #2: 1d20 + 7 ⇒ (1) + 7 = 8

He points to the figures in the foreground. "I'm not sure who the heroic figure is supposed to be, but those squat-looking creatures are derros. It seems the venture-captain's suspicions about their involvement were correct."

Liberty's Edge

Mosquito Witch Handouts

Everyone else, please feel free to keep making the earlier checks, but there is more now!

You notice that all the paintings bear the same moon iconography, and slowly even the abstract paintings on the floor seem to reveal various reflections of the iconography.

"Painting speak, painting answers all!" He proclaims joyously spinning himself around before bringing forth the other two paintings on the wall into the dim light of the room, clear enough for you to study it.

The second painting depicts a stately, white stone building. Three-foot-tall bas-reliefs circle the building’s outside walls at ground level, though they are warped and twisted in the crazed painter’s art. Derros stand atop the hall’s steps and seem to punish criminals—all of whom are wearing the robes of Taldan government officials. At the southwest corner of the building, the bas-relief glows a bright white. The same lone figure from the other paintings attempts to sooth a group of frightened children by playing a flute— the notes are actually painted above him on the canvas.

2nd painting Kn. Local DC12:
This is a representation of Cassomir's imperial Hall of Records.

The third painting depicts the northeast retaining wall upon the sea. It shows dozens of angry derros smashing brightly-painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape another group of menacing derros that seems to pursue him.

3rd painting Kn. Local DC12:
This is a representation of Cassomir's ruined Quickfall Abbey.

"Yes. Yes. Painting tell you. Master is in Crypt of Fools! Deep below Old city. Find master!"

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4
GM Batpony wrote:

Sorry to burst your bubble Kazmoro, but as a GM I typically do not allow Knowledge check aid anothers. I recognize It is not consistent ruling across GMs as it is up to rule interpretation.

No problem with your ruling. New to PFS here on PbP, and other GM’s allow it, so to help move action along and have character participate in some way made the untrained checks.

Since Kazmoro does not have Knowledge Local nor Religion, he will just wait in the background for those who do to figure the clues out. I am still reading the Gameplay, just may not post until he can add value.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

"Crypt of Fools! Celas states, then, mumbles under his breath "Look who the foolish one is."

Untrained in the appropriate Knowledge skills.

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

"Painting answers all, is it?" Nadric mutters. The man seems unable or unwilling to answer their questions directly, but if he's using the paintings to communicate... Nadric leans closer to look at the two more images that he brings out to show them.

Knowledge local #2: 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge local #3: 1d20 + 7 ⇒ (14) + 7 = 21

"These are both places in Cassomir. This one is the Hall of Records, and that's Quickfall Abbey, though it stands in ruins today" he says, pointing out the second painting and then the third. He grins. "I still don't know who that man is, but he appears to be a fellow flautist. I think I like him."

He takes a step back to think through what they've been shown. "So the paintings are about derros tormenting and punishing people in Cassomir, and he says we need to go under the old city to meet this master of his. How to find the Crypt of Fools, that's the question. Do you think it's related to the Abbey?"

Liberty's Edge

Mosquito Witch Handouts

Just a tip, you may still interact with the NPC's if you're not sure what to do next. :)

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

How big are the paintings? Could they be removed from the frames and rolled to be carried without occupying too much space?

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund still seems completely confused by the paintings, and doesn't seem to be able to connect the dots between the city and the pictures. He turns to his companions.

I still don't really see the connection between all of this. I see the Derro, and I can see the uprising against Taldor... but what does this have to do with the kidnappings

He turns back to the painter.

Do you know who made this statue? Edmund points at the golden statue . Who is this "I" person, who sculpted it? How do all of these building connect?

Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

Turning to the guards:
"Is there a connection between these buildings? The Hall of Records and Quickfalll Abbey? Are either of these building built into hills or have old dungeons?

Liberty's Edge

Mosquito Witch Handouts

The paintings are not that large, I would say A3 size, they can be rolled and carried around in your bags.

Before Garver is able to recall anything useful, the crazed painter screams from his cells. "Engineers! The engineers know! You find them in Hall of Wonders."

Garver adds in after "Well, I know nothing of the buildings you speak of, but perhaps the engineers know?" He looks gravely perplexed at the knowledge of the prisoner.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

"Hall of Wonders, Crypt of Fools, can you be any more vague?"

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

"This is going to sound dumb, but why don't we affix his release, let him go, and just follow him? He might just lead us to where we want to go."

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

The gnome takes 10 silver pieces from his component pouch...

"It was said each painting was 5 silver? Could we arrange for us to take the three of them for 10? For the good of the city, of course"
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

"I think the gnomes request is a very fair one

Diplomacy (Aid Zarzuket): 1d20 + 7 ⇒ (13) + 7 = 20

"Garver- What is this man's crime? Beyond being a few paints short of a full pallet- what crime has he been convicted of?

I know the rules of the Swift, and I know the tremendous freedom provided to some of the "prisoners" here. How is it that you track those who roam throughout the city? Surely the same could be provided for this man in an effort to help us.

I fear that the engineers who are now missing may have been the same engineers who would have been able to help us.

Diplomacy Garver: 1d20 + 7 ⇒ (7) + 7 = 14

Liberty's Edge

Mosquito Witch Handouts

Garver clears his throat, "Actually, it's 5 silver for the abstract ones on the floor, the wall murals are 1 gold each, no discounts. I may have been able to help you get in here, but getting this man out is far beyond my abilities, he is wanted on the crimes of humanity, the cult he serves has killed and robbed many people of their lives and freedom." He responds firmly, indicating that his release is out of the question, or perhaps you have not enough gold for the feat.

"And, acutally, the Hall of Wonders is a known building in this town, I could give you directions to if you need."

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

"Garver please tell us where the Hall of Wonders is located. Also I think we should purchase all the artwork he has in case they provide new leads. The 'engineers' may be able to help us figure this out, or at least where to locate the Crypt of Fools. I can contribute 2 gold coins towards the purchase of the paintings."

He seems relieved to finally have a solid lead to follow. Two gold coins appear in his hand.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Seems worth it to me . Edmund pulls out a few coins and contributes to the cause. If nothing else, perhaps it will buy someone around here a little bit of freedom

The conversation has been erratic, but much has been gained by talking to the painter. It always seems to be a random question or a reference that sends him spouting off and uncovering more, good, information. [i] What questions have we left unasked? [i]

Edmund turns back to the painter- patiently engaging in conversation regarding the pictures, the scenes depicted, or the role of the "cult" in all of these proceedings. He says a quick prayer- asking that the Stag Lord would help him find what needs to be found. That Edmunds success would help to counteract the obvious defiling of the natural order.

"What is the master doing with those he takes? You know, the masons and engineers. Is he building something? Breaking something down?

"If he wants to bring the end, why would the master return those he takes as undead? Do the undead have special meaning for him?

"What happens in the crypt of fools?"

"Can you paint a picture of the Crypt for us? Of the master?

Diplomancy (just in case) plus Guidance: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Party: I am running out of questions guys- is anything else worth a try?

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Celas has nothing more to offer. His idea of spring the person and letting him lead us was my best idea....

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

Nadric is a little surprised when the others start collecting coin to purchase the paintings. "They're interesting and all, but a little too unsettling for my taste. Give me a good impression of a fruit basket hung above the hearth any day." He laughs weakly, trying to conceal his increasing discomfort at their proximity to the man's evident madness. He waits nervously while Edmund continues to question him, but then lowers his voice a little and adds, "I think we might be wasting our breath with this one. I say we head to the Hall of Wonders to see if we can find out anything about this crypt. He'll still be here if we need to come back later."

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

"I don't think he's unfriendly, so I don't think my magic can help right now, unless...

Zarzuket starts making gestures and reciting an incantation

Detect Magic:
School: Divination
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

(tables for aura strength and lingering aura on page 267 of the core rulebook (5th printing))

The gnome's eyes glow with a bright blue light while he examines the prisioner and the cell.

It's a long shot, but who knows...

Can't think of other questions either

Liberty's Edge

Mosquito Witch Handouts

"Dalirio want to hide the crypt! Only Engineer know how to find the crypt."He nods. He goes on the explain he does not know what the crypt nor what master looks like or it's purpose. Zarzuket finds absolutely no magical aura's around the prison cell.

You really have got all the information you need, but if you'd still like to ask questions, go ahead and ask and I'll retcon as appropriately.

With the directions from Garver, it's not difficult to find the Hall of Wonders. Smoke and steam pour through many openings of this misshapen building. Gears and gizmos can be heard clicking against one another in a rhythmic cadence. A loud “chunkchunk” sounds as several pistons churn up and down, powering some unknown machine. A cacophonous symphony of grinding metal plays on. An enormous sign, nearly the entire width of the building, declares it to be the Hall of Wonders. There are many windows across the building.

Perception DC20:
You hear faint sounds of screaming from the inside.

I have linked the Maps & Handouts at the top of the page, it is also linked in my header under "W1-2". There is a current Map of you and the Hall of Wonders, and a general map of the city of Cassomir and where you are currently are. I also request that you fill in the first page for your character's perception and initiative for my easy reference.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Walking around the Hall of Wonders, well, to be honest, its far to wondrous for Celas to notice much of anything.

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

The rhythmic creaking and pounding get louder as they approach through the city, until they get close enough to read the sign and it becomes clear that all the noise is coming from the place they're looking for. "When I heard that it's called the Hall of Wonders, I didn't expect it to be something so... mechanical. Well, one way to find out what's making all that racket - shall we head in?"

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

While he has been in Cassomir many times, Edmund has never payed much mind to the Hall of wonders. Mechanical things never much captured his interest, but now he had to care.

As he walks through the streets and up to the building, he tries to size up the building and it’s function.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

As they approach, something seems off. Over the roar of machinery, there is a quiet but audible scream.

”Anyone else hear that? There is definitely screams coming from inside. Best to be ready for anything...

Edmund takes a split second to string his bow and tightens the quiver on his hip.

Grand Lodge

Male Gnome Arcanist 1 | HP 7/7 | AC: 11 T: 11 FF: 11 | CMB: -3 | CMD: 7 | Saves F: +1 R: 0 W: +1 | Initiative: 0 | Perception: 1 | level 1 spell slots: 2/3 | Arcane Reservoir: 2/4

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

The gnome turns to Edmund

"Really? Couldn't this be just a simple visit? Why does it need to be screams?"

Maybe I should change spells... But again, it could be helpful if we need to talk with someone...

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

"What? Screams?" Nadric cocks his head to listen, but hears nothing over the general cacophony. "I don't hear anything, I mean apart from the obvious, but if you're sure..." He grimly takes out his bow as well and tries to prepare himself for who-knows-what.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

The oread monk walks with determination towards the Hall of Wonders, needing to occasionally jog to keep up with the longer legged humans. As they approach their target he listens to the sounds of machinery:

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

But seems blissfully unaware of any issues, until Edmund warns the group about hearing screams.

He unwraps his double-chained kama and readies to enter the building.

Liberty's Edge

Mosquito Witch Handouts

Do line yourselves up and let me know how you want to proceed to enter the building.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

The steam and mist pouring out the building works like an oscusing mist spell? Meaning we can only see 5 feet in front?

Kazmoro is willing to go into the building first.

The monk leads the way towards the doors, and first checks to see if the doors are locked and if he sees any sort of traps or dangerous devices around the entrance.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Moved token to front of doors

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Ready and set- character updated on the map. It seems we are a little bit light on the melee fighter front. This could get interesting with three ranged characters...

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Ready to go.

Scarab Sages

Male Human Bard 2 | HP 17/17 | AC 17 Tch 13 FF n/a | CMD 15 | F+1 R+6 W+3 | Init +5 | Perc +6 SM +0 | Speed 30ft | Archaeologist's Luck: 6/6 Spells 1st: 3/3 | Active conditions: none

Haha, I was just noticing that we're a bunch of archers and casters... and a monk. I guess we'll see what the situation is and adapt as necessary. Nadric is in position to follow Kazmoro in.

Dark Archive

Male Human M Human Sorcerer (Infernal Bloodline) 2 [HP 17/17, AC 13 /ff 11 /t 12, Fort +2, Ref +2, Will +3, Init +3, Per 0, Spd 30'

A young, but obviously confident man strides up to the group as they prepare to enter the building.

"You must be the Pathfinders. The Venture Leader was afraid you would mess it up, so I'm here to make sure everything goes well," he says.

He waves indolently at the door. "Carry on," he says, taking up a spot in their line as though it was everyone's plan all along.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

If no traps detected

Kazmoro nods his head in acknowledgement at the arrival of the arrogant human, does the silent countdown using his left hand ...three, two, one...

He opens the door, looks around and if he sees no immediate threat, walks in.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Liberty's Edge

Mosquito Witch Handouts

The door is seemingly safe, and opening it only reveals thick smoke ahead. It's difficult, almost impossible, to see anything further than 5 feet ahead of you. As you walk through the smokey hallway, you encounter an opening in the wall. The wall adjacent to you are 20 feet high.Refer to map, and let me know in which direction you want to move towards.

The screams become much more audible, but on top of the noises of the machinery, it's difficult to tell who or how many people are screaming. In the centre of the room , beyond the mist you can vaguely make out three great structures piercing from the centre of the room.

init:

Initiative,Celas: 1d20 + 6 ⇒ (9) + 6 = 15

Initiative,Nadric: 1d20 + 5 ⇒ (3) + 5 = 8

Initiative,Zarzuket: 1d20 + 0 ⇒ (4) + 0 = 4

Initiative,Kazmoro: 1d20 + 2 ⇒ (18) + 2 = 20

Initiative,Edmund: 1d20 + 6 ⇒ (11) + 6 = 17

Initiative,Razka: 1d20 + 3 ⇒ (4) + 3 = 7

TI,NCT: 2d20 ⇒ (14, 16) = 30

While we are not technically yet in combat, as you can guess from the audible screams, danger is about! So to keep it simple for this part, we shall not move into combat rounds immediately.

Combat? Round 1
Conditions:

Kazmoro , Edmund, Celas
Nadric, Razka, Zarzuket

Bold characters may post your actions.

Grand Lodge

Hawk 2 | HP 16/16 | AC 15 T 14 FF 12 | CMB +1, CMD 14 | F: +4, R: +5, W: +2 | Init: +2 | Perc: +6, SM: +2 | Speed 10ft Fly 80ft | Active conditions: None.

I'm not going in there, I will fly around above the area and keep watch. To smokey, to dark!

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Celas will make his way foreward to the first intercetction and see what he can see, delaying his attack. until the GM reveals the map

Liberty's Edge

Mosquito Witch Handouts

It's not practical revealing only 5 ft at a time for PBP, so i'll reveal a section at a time, from what I believe is reasonable amount of information for you to make an informed decision.

Celas moves in through the smoke cautiously, He is soon able to make a little bit sense of the room. A vague outline of a balcony can be seen above your heads, perhaps 10-15 feet above the ground.

He can partially see two of the three great structures. One seemingly made of out gears, and another outlined like a giant crab.

Combat? Round 1
Conditions:

Kazmoro , Edmund, Celas (Moved 25ft)
Nadric, Razka, Zarzuket

Bold characters may post your actions.

Grand Lodge

M Human Ranger (Falconer)2 | HP 18/18 | AC 18 T 14 FF 14 | CMB +2, CMD 16 | F: +3, R: +7, W: +2 | Init: +6 | Perc: +8, SM: +2 | Speed 20ft | Active conditions: None.

Celas decides that the best course of action is to wait for his teammates to catch up, in case something comes out and attacks him.

  • Readied Action: Attack

  • Silver Crusade

    Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
    Skills:
    Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

    As soon as the door opens, Edmund moves down the corridor- following close behind Celas. He has an arrow knocked and light tension on the string. Thoughts flitter through his mind as he moves through the fog. Everything here feels completely unnatural. I have to stay alert...

    Perception: 1d20 + 7 ⇒ (15) + 7 = 22

    He pulls up short behind Celas and sees the hall open up to his left- and notices the hallways continues ahead. He calls to Celas as he slips by I'll go straight. Stay alert , and then proceeds down the open hallway taking care to be quiet and hidden. Might as well take advantage of whats here...

    Stealth, -5 for movement: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
    Used wrong modifier. +4 Stealth so final roll is a 11

    OOC:
    Roll Perception. Double move, 40ft. Stealth check at -5 (Double move greater than 30 ft, but less than 60ft)

    Grand Lodge

    Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
    Skills:
    Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

    Moved Kazmoro 20ft. into the Hall of Wonders

    Moving in cautiously, Kazmoro enters the smoke and mist filled corridor with his companions following closely behind. As the corridor opens to his left he strains to see through...

    Perception: 1d20 + 7 ⇒ (12) + 7 = 19

    He moves on through the opening in the corridor trying to make out what is making the screams, and with his weapons ready to stop any threats.

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