GM Fromper's First Steps Part 1 (Inactive)

Game Master Fromper

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The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

I think the imp's fast healing might not apply to damage dealt by silver weapons.

"Ah, it's you again! I have a present for you," Sirius says as he flourishes the letter opener.

attack of opportunity if permitted: 1d20 + 5 ⇒ (3) + 5 = 8
silver damage: 1d4 ⇒ 2

Fortitude save: 1d20 - 1 ⇒ (3) - 1 = 2
folio reroll: 1d20 - 1 ⇒ (18) - 1 = 17

normal attack: 1d20 + 5 ⇒ (8) + 5 = 13
silver damage: 1d4 ⇒ 4

Silver Crusade

Since it was invisible when it moved into Sirius's square, there's no AOO for that.

Sirius is unaffected by the imp's poison. Voarima and Sirius both take swings at the imp, but it's so small that it evades their attacks.

[ooc]Remember that Bless is active. With this thing's AC, you'll need the help to hit it.

Round 2 (go if bolded)
Orin - Preparing weapon
Osamu - Move and search
Sirius - Hide dagger
Davor - Readied sling (miss)
Voarima - Readied chakram (hits for 3 HP)
Devil (-3 HP) - Appears and attacks Sirius
Gunthur

Round 3 (go if bolded)
Orin - Still preparing weapon
Osamu
Sirius (-3 HP) - Attack with silver dagger and miss
Davor
Voarima - Attack with short sword and miss

Grand Lodge

Male Human Bloodrager 1 | AC 17 T 12 FF 15 | HP 9/13 | F +3 R +2 W +0 | Init +2

Gunthur steps up, rages, and swings.

Attack, Slashing, Reach, Bless, Ignore Allies Cover: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage: 1d10 + 9 ⇒ (6) + 9 = 15

Edit 1:
Crit Confirm: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Extra Damage: 2d10 + 18 ⇒ (1, 9) + 18 = 28

I'll use the Character Folio reroll on the crit confirm now.

Edit 2:
Crit Confirm: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

Silver Crusade

Gunthur lashes out with his horsechopper angrily, and cuts the little imp in half. Both halves of its body, along with the iron box it was carrying, fall to the ground.

x3 crits at level 1 are a sure way to end a fight.

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

"Gracious."

"Paracountess?" Sirius calls out to the other room. "Your problem is most decidedly solved."

Silver Crusade

The Chelaxian lady looks in through the doorway.

[b]"Well then, the box is yours. Take it back to Ambrus with my complements. But I don't suppose any of you would like to stay and help me keep my bedroom from getting too tidy when the servants clean up?"

Where to next?

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze
GM Fromper wrote:

"Well then, the box is yours. Take it back to Ambrus with my complements. But I don't suppose any of you would like to stay and help me keep my bedroom from getting too tidy when the servants clean up?"

It takes Sirius a second to figure out what Zarta's insinuating.

"Paracountess, in my line of work, I pride myself on leaving things as tidy as I find them. The room, that is...." He gives her a wink.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

Dazai blinks as the imp is split in two. "Well done."

Once the box is collected and all is finished with the Paracountess, the moon priest considers the list of assignments. "The Wise Quarter is closest, I believe."

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

"That could have been much more grueling, had the imp not decided to attack directly," Davor sighs gratefully. "Looks as if we are done here, if you say the Wise Quarter is the best option, Dazai, I will gladly follow."

Grand Lodge

Male Human Bloodrager 1 | AC 17 T 12 FF 15 | HP 9/13 | F +3 R +2 W +0 | Init +2

Gunthur breathes heavily. He seems unusually tired for a single swing of his weapon. For a little while, he doesn't do or say much, but occasionally grunts in agreement with various party members.

Silver Crusade

You make your way to the rich estate of Grand Councilmember Dremdhet Salhar, and are greeted by a guard who is expecting them as they reach the tall, wrought-iron gate. Once inside, a servant tells the group Salhar is not present, called away on important Council business, but his most trusted advisor is available to negotiate any business they may require. The servant explains this while leading the group down well decorated hallways, past expansive rooms.

After a few minutes, the group arrives at a simple study near the end of a long hallway. Inside Amenopheus, the Sapphire Sage, a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As the group approaches the open door, the wise sage silently gestures the PCs into the study with one thin hand, while closing the tome with the other after finishing what he was reading.

“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say. ”

“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet. ”

“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”

The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

"Very well."

Dazai turns to the others as they are led away. "What is so terrible that they need armed men--and women--to retrieve a map from their own vaults?"

Grand Lodge

Female Elven Transmuter Wizard *Ench/Illuson* | HP: 6/6 | AC/FF/TCH: 17/14/13 | F/R/W: 0/3/2 Initiative +9, Perception +0, Spellcraft +11

Voarima raises an eyebrow at the Chelish's remark of "staying".

We have other business to attend to as she walks out and down the street.

She wonders what the next 'issue' will be.

She walks into another plush house.

Holy crap?! Does everybody have AND flaunt their wealth?

So, all we need to do is grab the map. Easy-peezy, but that does raise a question. What is guarding the map, because last time we had to fight something called an "imp". Little devilish bastard got what he deserved though

Silver Crusade

The servant leading you to the basement overhears your concerns, and smiles just a bit, rolling his eyes, but remains silent.

He brings the group back through the spacious estate, leading you down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plain wooden door. The servant unlocks and opens the door, gesturing to the room with a bow, and waits silently for you to enter.

Assuming you enter, just to keep things moving.

The plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.

Once you all enter the room, the servant shuts the door and locks it behind you. Written on the back of the door is the message: “Within these cases lies your quest and your way out.”

Visual aid to keep track of the items you’re dealing with:

    [1] Copper banded chest
    [2] Red lacquered chest
    [3] Cube of solid steel
    [4] Glass jar half full of liquid
    [5] Covered wicker basket

What do you do?

Grand Lodge

Male Human Bloodrager 1 | AC 17 T 12 FF 15 | HP 9/13 | F +3 R +2 W +0 | Init +2

Gunthur looks at the items. He looks at his weapon for a moment and then looks back at the party. "Well, I'm out of ideas. I hope one of you can pick the locks on the chest. I guess I'll cover you." He hefts his weapon once again.

Grand Lodge

Female Elven Transmuter Wizard *Ench/Illuson* | HP: 6/6 | AC/FF/TCH: 17/14/13 | F/R/W: 0/3/2 Initiative +9, Perception +0, Spellcraft +11

She enters, reluctantly after she doesn't get any response, he hand at her side ready to grab her shortsword just in case. As she hears the door lock behind her, she curses at in Elven.

Ughhh. Picking locks is not in my repertoire. I am gonna look at the chests, while you formulate a plan m

She goes up to the copper banded chest and looks it over.

perception: 1d20 + 10 ⇒ (3) + 10 = 13

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Sirius claps his hands in delight.

"They're toying with us! What fun!"

He looks almost like a child at play as he immediately sets to work on the chests...

At least to start off with, I will take 10 on Disable Device for a result of '19' on both chests. In case it matters, I try the copper-banded one first.

Silver Crusade

Secret GM rolls:
Voarima: 1d20 ⇒ 7
Sirius: 1d20 ⇒ 11

Voarima examines the copper banded chest. It's made of smooth wood, and has a keyhole, but there's nothing particularly interesting about it.

Sirius attempts to pick the lock on the same chest, but he can't seem to get his lockpicks to latch on to any of the inner workings to unlock it.

Giving up on that one temporarily, Sirius moves on to the red chest. This smooth, red lacquered chest looks devious. The solid metal plate surrounding the gaping keyhole pulses with glowing amber runes. Sirius tries and fails to pick the lock.

    [1] Copper banded chest - Sirius unable to lockpick
    [2] Red lacquered chest - Sirius unable to lockpick
    [3] Cube of solid steel
    [4] Glass jar half full of liquid
    [5] Covered wicker basket

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

"It looks like they need to be opened in order."

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Sirius looks at his lockpicks with a reproachful expression. "Well, THAT was embarrassing."

His attention then turns to the mysterious metal cube. "And what secrets do you hold, hmm?"

He gingerly attempts to pick it up, and not so much shake it as roll it about in his hands, to get some inkling of what may be inside.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

Dazai inspects the glass jar. "Maybe there is an invisible key inside, or we need to pour the contents into or onto something."

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

Orin examines the 5 containers and shrugs. "Not my bailiwick, you know? Still I suppose I can try to help... " He walks over to the glass jar and examines it carefully... picks it up and pours out the liquid in a corner of the room, carefully in case there is a key in it, he doesn't want to decant that with the water. Once all the water is out, he'll check for a key, both in the jar and on the floor...

perception: 1d20 + 7 ⇒ (14) + 7 = 21

Silver Crusade

Sirius examines the metal cube closely. This steel cube has only the faintest crack where its lid meets the base, and would be completely featureless save for its narrow keyhole.

Osamu and Orin both get the idea of checking out the jar. This gallon-sized clear glass jar is about half full with clear liquid. At the bottom of the vessel sits a jeweled brass key that you couldn't see until you got closer.

GM rolls:
Orin reflex: 1d20 + 2 ⇒ (4) + 2 = 6
1d6: 1d6 ⇒ 6

Orin carefully pours the liquid out of the jar in a corner of the room. Unfortunately, some of the liquid splashes on to him as it hits the floor, and he finds out the hard way that it's acidic. 6 HP acid damage

For his trouble, Orin manages to successfully recover the jeweled brass key from the bottom of the jar. I'll assume you carefully wipe it off with a cloth or something before touching it, so no more acid gets on you.

Items in the room (bolded still left to deal with):

    [1] Copper banded chest - Sirius unable to lockpick
    [2] Red lacquered chest - Sirius unable to lockpick
    [3] Cube of solid steel - Examined, has a keyhole
    [4] Glass jar half full of liquid - DONE - Recovered jeweled brass key
    [5] Covered wicker basket

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

Orin pulls out his shiny new wand and taps himself with it a couple of times.

clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Male Human Bloodrager 1 | AC 17 T 12 FF 15 | HP 9/13 | F +3 R +2 W +0 | Init +2

"Huh. Let's see if any of these can be broken into." Gunthur pulls out his morningstar. He heads up to each of the chests (copper, red) and taps each one a few times with the weapon, listening to the sound that each one makes.

Silver Crusade

Secret GM roll:
Gunthur: 1d20 ⇒ 20

Gunthur taps the pair of chests with his weapon. He confirms that the red lacquered chest is just wood with a coating of resinous varnish, so he could probably break it open the hard way, though you don't know if that would damage the contents.

Surprisingly, he becomes convinced that the copper banded chest isn't actually there, and his weapon passes right through it unhindered. No wonder Sirius's lockpicks couldn't touch it the internal mechanisms!

Items in the room (bolded still left to deal with):

    [1] Copper banded chest - It's an illusion!
    [2] Red lacquered chest - Sirius unable to lockpick
    [3] Cube of solid steel - Examined, has a keyhole
    [4] Glass jar half full of liquid - DONE - Recovered jeweled brass key
    [5] Covered wicker basket

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

"It makes the most sense that this key will open the chest or the cube, but at what cost for the trial? If I may examine the key..." Davor turns the key over in his hands, then scans it for magic.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Also casting detect magic. Won't be able to identify specific auras and effects, but it could help.

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

Orin hands over the key of course, willing to let anyone who wants to examine and use it. While Davor is checking out the key, he'll give the wicker basket a once over... and then shake it... if nothing happens, he'll flip it over to see if there's another key inside.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

"I suppose this is a test of ingenuity," Dazai considers, "But it may also be a test of how Pathfinders handle treasure. We should try to do this wisely and without damaging anything, if possible."

Grand Lodge

Male Human Bloodrager 1 | AC 17 T 12 FF 15 | HP 9/13 | F +3 R +2 W +0 | Init +2

Gunthur seems surprised as the copper chest fades away. "Huh. That's never happened to me before." Standing in front of the red chest, he holds the morningstar, thinking for a moment. After a moment, he shrugs, puts away the weapon and just tries opening the red chest.

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Sirius looks at the red lacquered chest as though from across a chessboard.

"I went too easy on you. Let's try this again, and this time, I'm going to mean it...."

Disable Device on red lacquered chest: 1d20 + 9 ⇒ (15) + 9 = 24

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

"Sirius, you didn't want to try the key first?"

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Sirius gives Osamu a look.

"I would, but this is now personal. I have a matter of honor to settle with this chest."

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

"I see," Dazai says in a tone that suggests that he does not see.

Silver Crusade

Davor casts Detect Magic on the jeweled brass key. The key itself isn't magical, but scanning the room, he does discover some other magic items:

    [1] The red lacquered chest gives off an aura of faint illusion magic.
    [2] The copper banded chest that you now know is an illusion is definitely giving off an illusory aura.
    [3] The steel box seems to have both a weak universalist aura and a transmutation aura.

attack: 1d20 + 5 ⇒ (18) + 5 = 23

Orin picks up the wicker basket, and gives it a shake. This seems to be his day for walking into traps. A snake sticks its head out from under the covering and bites Orin's hand. 1 HP nonlethal damage, and give me a fort save vs poison

Initiative:

Davor: 1d20 + 4 ⇒ (15) + 4 = 19
Osamu: 1d20 + 3 ⇒ (5) + 3 = 8
Orin: 1d20 + 1 ⇒ (3) + 1 = 4
Sirius: 1d20 + 4 ⇒ (5) + 4 = 9
Voarima: 1d20 + 2 ⇒ (11) + 2 = 13
Gunthur: 1d20 + 2 ⇒ (1) + 2 = 3
viper: 1d20 + 3 ⇒ (4) + 3 = 7

No battle map. Just assume everyone's adjacent or within a 5 ft step of Orin and the viper, who are sharing a square.

Surprise round:
Viper - Bit Orin

Initiative round 1 (go if bolded):
Davor
Voarima
Sirius
Osamu
viper
Orin - Need a fort save
Gunthur

... And Sirius still fails to pick the lock on the red lacquered chest.

Items in the room (bolded still left to deal with):

    [1] Copper banded chest - It's an illusion!
    [2] Red lacquered chest - Mocks Sirius's rogue skills
    [3] Cube of solid steel - Examined, has a keyhole
    [4] Glass jar half full of liquid - DONE - Recovered jeweled brass key
    [5] Covered wicker basket - It's a trap! The viper attacks.

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

fort save: 1d20 + 3 ⇒ (13) + 3 = 16

Silver Crusade

Orin feels the sting of the viper's bite, but shakes off the poison.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

Grim faced, Dazai stomps at the viper with his booted foot.

Actions:
Imp. UA: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

"Alright, fine, we can use the ke-wait, what?" It takes a moment, but Sirius springs up, draws a wicked blade, and attempts to julienne the poor serpent.

kukri: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d4 + 1 ⇒ (2) + 1 = 3

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Davor starts and whips a mace off of his belt, trying and failing to smash the snake.

Morningstar: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Female Elven Transmuter Wizard *Ench/Illuson* | HP: 6/6 | AC/FF/TCH: 17/14/13 | F/R/W: 0/3/2 Initiative +9, Perception +0, Spellcraft +11

Voarima steps up with her short sword and tries to behead the tiny thing.

1d20 + 3 ⇒ (15) + 3 = 181d6 + 2 ⇒ (1) + 2 = 3

Silver Crusade

Sirius wounds the viper with his kukri, but the creature seems just barely able to continue fighting until Voarima finishes it off.

Inside the wicker basket, a blue stone key rests atop a pile of crumpled linens. It radiates faint transmutation magic.

Oops! Quick note - I made a mistake on the Detect Magic above, because I missed this item.

Items in the room (bolded still left to deal with):

    [1] Copper banded chest - It's an illusion!
    [2] Red lacquered chest - Mocks Sirius's rogue skills
    [3] Cube of solid steel - Examined, has a keyhole
    [4] Glass jar half full of liquid - DONE - Recovered jeweled brass key
    [5] Covered wicker basket - DONE - Recovered blue stone key radiating faint transmutation magic

Grand Lodge

Male Human Bloodrager 1 | AC 17 T 12 FF 15 | HP 9/13 | F +3 R +2 W +0 | Init +2

With the snake dead, Gunthur goes back to the red chest and simply tries to flip the lid open.

Tried that earlier, but it looks like it got lost in the shuffle with the basket.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

"We have keys. We should try them," Dazai advises Gunthur, "The ruby key to the red chest, perhaps?"

Silver Crusade

Gunthur confirms that the red chest is locked, but at least it doesn't try to bite him or spill acid on him.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

"Orin, may I?" Dazai borrows the ruby key from Orin and tries it in the red chest's lock.

If it does not fit, he'll try it in the steel cube.

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

Orin of course hands over the key.

Silver Crusade

Which key are you trying? There's a jeweled brass key and a blue stone key, but no ruby key, so you've got me confused.

Sovereign Court

HP 11/11 | AC 18 T 12 FF 16 | F +2 R +2 W +4 (+2 vs. charms, compulsions) | CMD 15 | Init +3 | Perc +2 SM +2 | History +4 Nobility +4 | Channel 3/3 | Touch of Darkness 5/5 | Touch of Madness 5/5 | Speed 30 ft | Active Conditions: ---

Sorry, the jeweled brass key.

Silver Crusade

Osamu inserts the jeweled key recovered from the jar into the red chest, and gives it a twist. It seems to fit perfectly and moves freely within the lock, but doesn't seem to interact with the locking mechanism at all.

When that doesn't work, he tries the jeweled key in the steel cube. Again, the key seems to fit perfectly, as the keyholes are about the same size. When he turns the key, it breaks, and unexpectedly crumbles to dust.

Items in the room (bolded still left to deal with):

    [1] Copper banded chest - It's an illusion!
    [2] Red lacquered chest - Mocks Sirius's rogue skills
    [3] Cube of solid steel - Examined, has a keyhole
    [4] Glass jar half full of liquid - DONE - Recovered jeweled brass key, which has since crumbled to dust
    [5] Covered wicker basket - DONE - Recovered blue stone key radiating faint transmutation magic

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