GM Endless Forms' PFS 01-45 Delirium's Tangle (Inactive)

Game Master Mike Tuholski

A 1-5 PFS scenario played at the 1-2 tier. Maps!


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Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Random swings his sword again, expertly striking the creature's neck.

Longsword: 1d20 + 2 ⇒ (19) + 2 = 21
Crit confirm: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 2d8 + 2 ⇒ (3, 2) + 2 = 7

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Vander steps forward to flank with Omorose and slashes at the creature!

Attack: 1d20 + 7 ⇒ (11) + 7 = 18

Damage: 1d8 + 2 ⇒ (7) + 2 = 9


The Flaxseed Pathfinder Lodge

Random and Vander quickly finish off the morlock!

Out of combat!

Animal carcasses and insect carapaces litter the area.

DC 15 KN (nature) or Heal:
You verify that some of the remains are humanoid and many have been slaughtered within the past month.

The doors lead further on. A wealth of small bone and basalt idols crowd the floor around the doors. Though crude, they are nonetheless worth 45 gp each to an academic or collector. There are 20 idols total. You also find a wand.

DC 18 Spellcraft:
wand of water breathing (2 charges)

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Kn(Nature): 1d20 + 9 ⇒ (3) + 9 = 12
Nari cautiously avoids the carcasses littering the ground, sure that all manner of beasts make up the bones in the area.

Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
Coming across the idols and wand, Nari picks up the wands studying it intently. She has a feeling she has felt something similiar before but can't quite discern its ability.

"Anyone else have any idea what this does?" Nari calls back to the group.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Know nature: 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
Whew! Everything's back to normal! Was worried for a second there when I actually rolled higher than 10 twice in a row!

Random starts collecting the valuable-looking idols. "What?! They're not dolls! They're, um, 'action figures'!"

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose casts detect magic and peers at the wand, "Oh, it is a wand of how do I say it in your tongue? Breathing Water, but it has only two uses left."

Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge Nature: 1d20 + 3 ⇒ (4) + 3 = 7
Heal: 1d20 + 1 ⇒ (13) + 1 = 14


The Flaxseed Pathfinder Lodge

Heading through the doors, the party finds that the curving, branching halls of this structure are lined with the same stone as the natural caverns outside, and the arched ceiling meets high overhead. Nearly every surface boasts inscribed text—some of it delicate and flowing, but surrounded by a tangle of jagged and hastily etched scribbles. The endless twisting passageways inspire a faint sense of vertigo, as if the floor were swaying underfoot.

There are several checks you can make to navigate the maze. You will need 10 successful checks using any combination of skills listed below. For each check, one person is chosen as the leader and others can aid. Failing means no progress; failing by five or more could result in a hazard.

Princely Perfumes: Perception to pick up on the smell of Nuar's fine cologne, which cuts through the stink of the morlocks.
Solve the Maze: KN (dungeoneering) to rely on your wits over your senses and try to find your own passage through the twisting corridors. In making this check you may willingly succumb to the mental taxation this strategy takes and take 1d4 points of Wisdom damage in order to receive a +5 bonus on your check.
Understand the Maze: KN (arcana) check to navigate the maze according to its overall organization. Again you can willingly suffer 1d4 of Wisdom damage to receive a +5 bonus on the check.

The same person can lead all 10 checks or you can mix it up. Just let me know who is leading on which check.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

"succumb to mental taxation" sounds like Random's wheelhouse. I wouldn't mind taking the wis penalty (it is temporary, right? Is it 1d4 one time, or each check?), but I haven't been rolling for crap, lately. Random has +5 Perception, +7 dungeoneering, and +6 arcana.

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Nari likely wouldn't succumb to the mental taxation, but with knowledge(arcana)+9 hopefully she wouldn't need to... Percepetion and dungeoneering are not her strong suit however, going to be for better as an aid roll in those ones.

Just so we can get the postings correct, perhaps we let our ranger start (seeing as you should have the best tracking skills of us all (perhaps use dungeoneering so +7)) let him go till he fails, then I'll take over, Random's guiding hopefully giving me sufficient time to understand how the maze works (so arcana at +9), then Omorose can try and use perception as we get nearer to detect the cologne (should be stronger as we get nearer, at +7), and lastly Vander can use his abilities to get there if we haven't passed by the point (don't have character sheet to see what your skills are :)).

Assuming everyone okay with above:

Aid Another(knowledge(dungeoneering)-untrained): 1d20 + 4 ⇒ (3) + 4 = 7
Nari looks around trying to notice any significant marks to help Random's navigation but fails completely at it.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

So how about Random leads for 4, Nari for 3, then Omorose for 3 as outlined by Nari's post - makes a lot of narrative sense to me. Omorose can give one reroll and will be constantly casting guidance on the leader. Are we being allowed to aid on Knowledge and Perception - I think it works, but some GMs don't allow it, and there's text giving GMs discretion over what works for aiding.

Perception: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Perception: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Perception: 1d20 + 7 + 1 + 4 ⇒ (12) + 7 + 1 + 4 = 24 And woot!


The Flaxseed Pathfinder Lodge
Random Derrick wrote:
"succumb to mental taxation" sounds like Random's wheelhouse. I wouldn't mind taking the wis penalty (it is temporary, right? Is it 1d4 one time, or each check?), but I haven't been rolling for crap, lately. Random has +5 Perception, +7 dungeoneering, and +6 arcana.

It is 1d4 each time. Ability damage is healed at 1 point per night so it is not permanent but if your Wisdom drops to 0 you are 'incapable of rational thought and unconscious'.

Omorose wrote:
Are we being allowed to aid on Knowledge and Perception - I think it works, but some GMs don't allow it, and there's text giving GMs discretion over what works for aiding.

Yes. I usually don't allow aids on Knowledges since it's supposed to represent what you know but this is a special instance since it is related to figuring out the maze.

---

Ok, so Omorose has rolled her three "Leader" rolls. Everyone can go ahead and make all ten rolls at once and I will figure it out afterwards, assuming you're following the plan above of Randoms leads the first 4, Naris leads the next 3, and Omorose leads the last 3. (This is assuming you don't get lost ;))

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Aid Another(dungeoneering-untrained): 1d20 + 4 ⇒ (4) + 4 = 8
Aid Another(dungeoneering-untrained): 1d20 + 4 ⇒ (19) + 4 = 23
Aid Another(dungeoneering-untrained): 1d20 + 4 ⇒ (17) + 4 = 21
Aid Another(dungeoneering-untrained): 1d20 + 4 ⇒ (9) + 4 = 13

Arcana: 1d20 + 9 ⇒ (2) + 9 = 11
Arcana: 1d20 + 9 ⇒ (15) + 9 = 24
Arcana: 1d20 + 9 ⇒ (18) + 9 = 27

Aid Another(Perception): 1d20 + 3 ⇒ (10) + 3 = 13
Aid Another(Perception): 1d20 + 3 ⇒ (18) + 3 = 21
Aid Another(Perception): 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Random starts hammering nails into the wall as he leads the way. "If one of you will use the chalk, too? Mark the halls leading back to the exit with figures and letters with sharp lines, like 'A' or 'H' or '4' or 'triangle' - don't repeat too often - and mark the other halls with a figure or letter with rounded lines, like 'B', '2', 'S', 'circle'. That's our code. Hopefully, the variety will keep anyone from figuring out what the markings have in common and keep them off our trail if we need to run out of here."

Dungeoneering: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Dungeoneering: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26
Dungeoneering: 1d20 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14
Dungeoneering: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30

Aid arcana: 1d20 + 6 ⇒ (9) + 6 = 15
Aid arcana: 1d20 + 6 ⇒ (20) + 6 = 26
Aid arcana: 1d20 + 6 ⇒ (17) + 6 = 23

Aid Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Aid Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Aid Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

So without Vander's potential aids that is...

Dung 23, 28, 16, 30 Arcana 16, 26, 29, Perception 31, 29, 28.

Misfortune Reroll Nari's 2: 1d20 + 9 ⇒ (5) + 9 = 14
Misfortune Reroll Random's 4: 1d20 + 7 + 1 + 2 + 2 ⇒ (4) + 7 + 1 + 2 + 2 = 16

Aid K Dung: 1d20 + 1 ⇒ (15) + 1 = 16
Aid K Dung: 1d20 + 1 ⇒ (15) + 1 = 16
Aid K Dung: 1d20 + 1 ⇒ (19) + 1 = 20
Aid K Dung: 1d20 + 1 ⇒ (4) + 1 = 5

Aid K Arcana: 1d20 + 1 ⇒ (3) + 1 = 4
Aid K Arcana: 1d20 + 1 ⇒ (1) + 1 = 2
Aid K Arcana: 1d20 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Vander doesn't know much about Dungeoneering...or arcana...or, well, any knowledge check other than nobility or religion... and his Perception is a -1! Sorry team! We'll try for that Perception aid!

Not being too knowledgeable in the maze department, Vander nods in approval to Random's idea for the chalk. I'll mark up the walls! In all honesty, I'm so glad I've got you all here. You know I've got your backs, and, well, fronts, in any fight, but if it weren't for you all, I'd be lost in here for days! Soooo, in case that happens, great idea on the chalk drawings, Random!

Also... I'm not sure how much I can help you all right now, but I'll definitely keep my eyes open.

Aid Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Aid Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Aid Perception: 1d20 - 1 ⇒ (7) - 1 = 6

I think Vander *literally* fell asleep on his feet right after telling you all he'd look around. With a jolt, he woke up again and managed to provide some help.


The Flaxseed Pathfinder Lodge

Ok, I think thats:

D 23
D 30
D 20
D 32
A 16
A 26
A 29
P 31
P 31
P 18

The party starts out by Random making a wrong turn and the party spends 1d2 ⇒ 2 hours correcting themselves. For about an hour good progress is made. The passageway seems to continue ahead as far as you can see. The imprint of a single hoof stands in the dust gathered
along the left wall. Another wrong turn causes another 1d2 ⇒ 1 hour delay. The party then gets back on track and spends another hour on the right track. The tunnel makes four hard lefts before coming to an
intersection. The remains of a bronze mechanism, recently destroyed, lies on the floor. Further on, The walls angle inward more at this crossroads, but the ceiling soars to impossible heights above. A spatter of fresh blood marks the left wall.

1d20 ⇒ 3

Just when things seem to be going well Nari takes over and then 1d4 ⇒ 4 Nari steps on an arrow trap!

ranged attack: 1d20 + 15 ⇒ (6) + 15 = 21
damage: 1d8 + 1 ⇒ (7) + 1 = 8

After that, Nari recovers her senses and makes good progress in understanding the maze as she begins to realize that some sections resemble arcane glyphs. The constant, curving sides of this passage close in with every step. What was once a concealed door is broken and left ajar with a tuft of white hair caught in the latch. Six passageways flow together like a river in this chamber and seem to sublty shift and move. A large, bloody handprint is the only landmark that remains constant. The passage abruptly ends at a smooth, white wall.

Omorose then takes over and does well leading the party for the next two hours until. . .

1d20 ⇒ 13
1d4 ⇒ 4

Nari falls into a spiked pit trap!

falling damage: 1d6 ⇒ 5

spike attack: 1d20 + 10 ⇒ (8) + 10 = 18
number of spikes: 1d4 ⇒ 1
damage: 1d4 + 2 ⇒ (3) + 2 = 5

A skeleton lies against the wall ahead, a message crudely sketched in charcoal next to it: “Left is back but back is clockwise and right is too hot. I’m sorry, Garanel.”

Further on, a low, rhythmic hum buzzes through the stones of the floor, causing a jaw-rattling vibration. The leftward-curving passage deadends,
but turning around to backtrack reveals a brand new passage that slopes gently upward. The jaw-rattling vibrations cease as a giant, bronze door appears in the passageway ahead. This appears to be your destination.

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

During the maze

I've got this, this place doesn't look to bad Nari only slightly feels her foot depress before a whosh beside her draws her attention.

"OH DEAR GODDESS!" She yells as she realizes that a trip was just triggered, she stands transfixed at the arrow now wavering in her side, the blood starting to stain her outfit.

Nari at 6/14 health

she reaches for the arrow and pulls out the smooth tip from her side. Well this can't be good.

In a daze she reaches to the wand in her pouch, wobbly legs barely holding her upright.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Nari at 12/14 health

"...I'm normally a nice person, but these pathfinder captains have something else coming to them."

Nari is extremely careful from this time on in leading the party. Once her portion is done she breathes a sigh of relief and lets Omorose take over.

All seems to be good, until Nari once again hears the distinct click of a trap. Oh no whats going to happen to Omorose?

Reaching for her wand assuming the worse, Nari feels the floor fall out from beneath her.

"Really?" she cries as she plummets into the pit. Please have nothing down there, please have nothing down there. Oh goddess the floor is pointy!

The party hears sobbing come from within the pit as Nari lies crumpled on the pit floor, a spike protruding nastily from her side.

"I'm done. Let's go home." She wails as she slowly tries to lift herself off the spike. Timid scrambles from Nari's pack, his body bruised and broken, trying valiantly to help his mistress off the spike.

Timid at 2/7 HP after fall. Nari at 2/14 HP.

Finally able to extricate herself from the spike impaling her Nari reaches for her wand again.

Timid
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Nari
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Nari at Timid at full health. 5 uses of CLW wand.

She reaches up letting her companions help her out of the pit. For the remainder of the trip Nari walks gripping Vander, tears periodically forming in her eyes, petrified every step is about to kill her.

You'll just get lost retreating. You'll just got lost retreating. Oh goddess why did you let me come down here? I want to go home now.

At end of maze
"Someone else try the door. It will probably end up biting me or something if I try." Nari cries, hiding from the door behind Vander.


The Flaxseed Pathfinder Lodge

Lol. Sorry Nari, you had the bad luck on my random-PC rolls!

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Vander follows the group and continues to mark the walls with chalk, his mind wandering a bit without having much knowledge of cave systems or the text scribed on the cave walls. This reminds me a bit of the olden days, wandering the streets of Eranmas with Syrune, finding hidden passageways... I knew those like the back of my hand, though. This place... I'd be so terribly lost.... Vander's thoughts are suddenly jolted back to the present as Nari takes a nasty arrow to the side. He keeps a better lookout after, but as fate has it, Nari yet again springs a trap.

"Shhhhh, shhhh." Vander gently pats Nari's hand. "We're going to make it through this, okay?. It'll be alright, we're going to figure this out yet, and we'll get out of here too. Looking to the fancy bronze door, Vander turns to Random and Omorose.

"I don't mind being the first to go through, but I think one of you should check that out and see if there are any traps. I don't have too keen of an eye for these things. Also, did any of you make anything of that message sketched in charcoal back there?"

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

"By the gods, Nari! Watch your step already! Nari? Nari!" Random breathes a sigh of relief as she moves at the bottom of the pit. By the time he starts pulling out some rope, she's pulled herself off the spike. He's glad he didn't watch that gruesome sight. When she's healed herself up, he helps her climb out of the pit.

Vander Tallahan wrote:
"Also, did any of you make anything of that message sketched in charcoal back there?"

"Not really. Was wondering if it was some riddle referring to a clock face, but I got bored thinking about it."

At the door, Random volunteers gladly to check for traps.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

"I don't see anything."

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

I'm not sure where you are getting 18 from on the last perception check it was 28 after aids.

Omorose shakes her head and moves forward anxious not to let anything else befall poor beleaguered Nari, she advances slowly scanning her path diligently and carefully examines the door taking a good couple of minutes to do so.

Taking 20 for a 27 or 28 vs traps.


The Flaxseed Pathfinder Lodge
Omorose wrote:
I'm not sure where you are getting 18 from on the last perception check it was 28 after aids.

Hm, I don't know. I must have used someone else's to lead. Oh well, you made it eventually so it doesn't really change things.

---

The party does not notice any traps and heads through the doors.

This chamber is lined with symbols like those near the entryway. There are obvious signs of a recent struggle, including blood and the corpse of a morlock. Drag marks slide through a pool of blood formed around the head of the morlock, indicating a large creature was pulled through the sealed door on the east side of the room. The door in the east wall is intricately formed from bronze. Four interconnected, circular windows reveal a confusing series of cogs and sprockets within. Levers, dials, and knobs protrude from the frames surrounding the window, but nothing appears to be an obvious latch.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose withdraws her picks and examines the mechanism intently before trying her hand at opening the door, chanting a spell for guidance before each attempt.

"Let me see... I've never understood why being in armour makes this so much more difficult..."

Disable Device: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Disable Device: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Disable Device: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Disable Device: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Disable Device: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Disable Device: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Disable Device: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Disable Device: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Disable Device: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Disable Device: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26


The Flaxseed Pathfinder Lodge

Omorose moves up to check out the door. As soon as she begins tampering with it, the door groans followed by a series of metallic clicks before the great circular plates on its face spin and rearrange at random. Levers spin and knobs turn, protrude, or retract, creating a rearranged mess of clockwork oddities. With a metallic creak, the bronze door in the west wall slams shut and bolts with an definitive clang. A few moments of ominous silence hang in the air briefly before a rushing, gurgling mass of water starts pouring in through several five-foot-wide chutes in the ceiling.

Round 1: knee-high water turns the entire room into difficult terrain

As a standard action you may make an opposed Intelligence check against the door. If you win, good things happen. If you lose, bad things may or may not happen. You have to be next to the door to do this.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Frowning at a trap that was obviously far beyond her abilities Omorose focuses on the door trying to figure out how to escape this...

Int Check: 1d20 + 1 ⇒ (18) + 1 = 19


The Flaxseed Pathfinder Lodge

1d20 + 1 ⇒ (5) + 1 = 6

Omorose continues to fiddle with the door and is able to close one of the chutes in the ceiling, slowing the water down somewhat.

Anyone else?

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

"I could use a little help here, I don't think I can get this swiftly enough on my own!" Omorose calls, voice tight with tension.

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

"I'll take a look!" Vander hurries over to the door, then turns to look at the others and motions with a wave for everyone to come near. "Come on, now, everyone get up by the door and help!"

Int check: 1d20 + 0 ⇒ (20) + 0 = 20

Well, that was lucky!

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Oops, I don't think I can get up there with the difficult terrain *and* do my check within the same round, so bump my check to the next round.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Random wades through the water to the door.

Double move.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Turn two.

Omorose studies the mechanism again and carefully applies pressure with a pick.

Int Check: 1d20 + 1 ⇒ (15) + 1 = 16


The Flaxseed Pathfinder Lodge

1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 1 ⇒ (3) + 1 = 4

Vander and Random move up to the door. Nari moves up to the door and is able to shut another chute! Three continue to pour water into the room, however, and the water is getting above everyone's knees!

Round 2

1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (14) + 1 = 15

Vander and Omorose mess around with the gears and levels and are able to close two more chutes! One more remaining!

Random and Nari!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

And now I'm about to drown. Nari looks around at the door. "Arrow, spiked pits, and now water traps. This place is worse then that museum."

Int: 1d20 + 4 ⇒ (8) + 4 = 12

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

"Don't forget the giant bugs! Come for the pit traps, stay for the giant bugs!" Omorose adds brightly.

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Nari breaks down in tears again. "Thank Omorose. I had forgotten about those beetles."

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose blinks, and replies gently, "Ah, Nari, we should look at this as a testament to our abilities, the greater that that we overcome the more worthy we are shown to be... Stop crying now we have enough water. At least it was not fire," as she says the last she glances at the long gloves that, as ever, cover her forearms and shudders.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

"What museum?" Random fiddles with the door a bit absentmindedly.

Int check: 1d20 + 2 ⇒ (18) + 2 = 20

"Hope that's a good click, and not a bad click. Here, you want to play, Nari?" Random wades aside to make room for Nari to squeeze in.


The Flaxseed Pathfinder Lodge

1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (19) + 1 = 20

Nari and Random are able to close up all of the chutes and water stops pouring into the room!

Over the next several minutes the room slowly drains of water and the entryway opens.

Once-cheerful mosaics of smiling children and adults running through the streets of Absalom line the walls, but age and water damage smear the faces enough to make it seem as though they weep. Sturdy work benches and bookshelves line the walls. An intricate mess of bronze chains, plates, pendulums, and gears that form a sort of astrolabe dangle high above the room. Catwalks spin out from the walls in three places, curving on a horizontal plane and meeting in an open circle in the middle of the room. Between the catwalk circle dangles the body of a desiccated elf, ragged and dusty scraps of clothing barely covering his thin, bony body. He seems to be dangled in a maze of chains connected to the massive astrolabe above and the chains clank silently as he lolls his head from side to side.

Nuar the minotaur prince is chained to a dusty couch in the northern spiral of the room and is barely conscious.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose takes a second to activate her Sleeves of Many Garments, revealing her old explorer's outfit before it is transformed into an opulent hieroglyphic covered gown. She casts a spell and scans suspiciously for magic auras, paying particular attention to the strange elf.


The Flaxseed Pathfinder Lodge

Omorose detects several magical auras spread throughout the room. The device dangling high above the room seems particularly potent.

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

When Omorose changes her Sleeves, Random accidentally reacts aloud. "Awww... well, that answers that." He turns to Nari and Vander, "She's wearing her mission outfit underneath."

Turning to look at the injured minotaur across the room. "Hold on. Let me see if he's responsive. Ispering-way essage-may!" He points at the minotaur prince, and begins whispering to him, "Hello, Prince Nuar? We're Pathfinders sent by Blaze, or Burny, or Torch. Torch! That was it. We're here to find you. But we're not really here. Get it? We're discreet like that! Anyways, you conscious? Is there some crazy trap in here? There've been traps the whole way through here. Little wary of anything that could keep you here. We're already wet from the last room. Oh, and Nari got impaled on a spike."

Casts message aiming at Nuar.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Raising an eyebrow at Random and chuffing a laugh Omorose calls, "Greetings Master Elf are you conscious? Do you need help?"

Out of the corner of her mouth she whispers, "Ten gold says he's a crazy murder monkey, reminds me of Lady Blackros."

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

"I don't know... he probably fell down a trap or got carried away by a giant spider. Whatever it was it was likely horrible." Nari replies, thinking of various horrors.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

"Pffft, as if those are mutually exclusive possibilities - we are no that lucky," Omorose replies, still eyeing the elf warily.


The Flaxseed Pathfinder Lodge

The minotaur doesn't respond to Random but as Omorose speaks, the desiccated elf’s head lolls to the side again and his eyes flutter open. He stiffens and tugs at his tethers, screaming with rage. “You! You ungrateful, short-lived insects! I was betrayed and dragged on this altar of pride! Mortality is all you crawling beasts deserve!”

He is 20 feet up in the air.

gm rolls:

abysiel: 1d20 + 2 ⇒ (10) + 2 = 12
Random: 1d20 + 2 ⇒ (6) + 2 = 8
Nari: 1d20 + 6 ⇒ (15) + 6 = 21
Omorose: 1d20 + 4 ⇒ (18) + 4 = 22
Vander: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative:

1. Omorose, Nari, and Vander
2. Abysiel
3. Random

Omorose, Nari, and Vander are up!

Sovereign Court

Female Human Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Nari looks at herself worried, checking her arms and legs, before breathing out in relief. "Oh thank the goddess. for a second there I though I had turned into a beetle or something. Wouldn't put it past this place."

"And hey! That's not a very nice thing to say!" Cast Hypnotism on him. DC 15. He may get +2 due to "If you use this spell in combat, each target gains a +2 bonus on its saving throw" but not sure how that works on first round of combat."

"Why are you so angry with us? Who betrayed you? Please don't eat me." Nari yells back at the elf.

Scarab Sages

HP 17/17 | AC 20 | T 12 | FF 18 | CMD 11 | Fort +1 | Ref +2 | Will +4 | Init +4 | Perc +7 | SM +5

Omorose moves forward and withdraws a wand from her wrist sheath with a twang of springs pointing it at the elf and calling, "Hctib Llorer!"

"You are not dead, and if you behave yourself we would be willing to help you..."

Since Omorose is first in init this should mean he needs to roll twice vs hypnotism.

Ill Omen:
PFSRD wrote:

You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

Grand Lodge

Male Half-Elf (Human-raised) Paladin 2 | HP 20/20 | AC 18 T 11 F 17 | CMD 15 | F +8 R +5 W +6 | Init +1 | Perc -1 | SM 0

Vander moves forward and looks to the elf. "You would be wise to listen to the ladies! That scenario will play out much better for you." He focuses in, testing whether he detects an aura of evil surrounding the elf.

Detect evil on the elf.


The Flaxseed Pathfinder Lodge

Will: 1d20 + 6 ⇒ (18) + 6 = 24
Will: 1d20 + 6 ⇒ (13) + 6 = 19

Omorose calls down an ill omen on the elf. Nari tries to hypnotize him but he resists. Vander moves forward and notes that the elf is not evil. The elf screams back at Vander, "Mortal, drop your weapons and die!"

DC 16 Spellcraft:
hypnotism

DC 14 Will save on Vander (with a +2 bonus) or you find it very reasonable to toss down your sword.

Initiative:

1. Omorose, Nari, and Vander
2. Abysiel
3. Random

You guys are up!

Grand Lodge

Male Human Rgr2/Sor1 | AC 15 T 12 FF 13 | HP 23/23 | F +4 R +5 W +2 | Init +2 | Perception +6 | SM +0 | CMD 14 | conditions: none

Random pulls out a scroll and casts the magic from it. "nvisibleiway quiresay!"

Casts unseen servant.

"Just get the Prince and get out!" Random calls to the party.

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