GM FurtiveZoog's PFS First Steps, Part I: In Service to Lore (Omega) (Inactive)

Game Master FurtiveZoog

A PbP run of PFS 'First Steps, Part I: In Search of Lore'. (Map: Where on Golarion - Absalom) (Map: Absalom (pdf)) (Handout: Assignment 17) (The Map)


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Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Hey, give us the trinket and we won't have to use this one you!" shouts Boomkin as he shows the imp the dagger the paracountess gave them.


The iron chest is actually at Herman's feet, where he was examining it. It was there since the imp threw it and almost hit Amaruu.

The imp then turns invisible and you sense it may have moved...

Stealth while invisible and moving: 1d20 + 3 + 8 + 20 ⇒ (4) + 3 + 8 + 20 = 35

Block 3: Herman, Amaruu, Tromos
Then Block 1: Xeno, Boomkin, Storn

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3
GM FurtiveZoog wrote:
I figured as much, Tromos, but thanks for the good IC role-playing!

Yes... exactly. *wink*

So, did anyone take the powder from the boxes?


Not that I saw. No one ever takes the power from the boxes. It is, though, hard to use unless the creature/thing is stationary. Still, there is something else around (in the original description) that might work as well, or at least give you a bonus.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

"As much as I enjoy the task, we do not need to end this creature's life, if we can get the chest we will accomplish our mission."

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"I agree, are you willing to compromise now?"

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Herman grabs the box and tries to scoot out of the room before the imp notices.

Stealth?: 1d20 + 4 ⇒ (10) + 4 = 14


Herman grabs the box, but suddenly feels a sting as the imp reappears, now directly next to Herman and also attempting to grab the box.

An AoO on your movements.

Imp's sting: 1d20 + 8 ⇒ (19) + 8 = 271d4 ⇒ 1
Herman's Fort Save, DC 13: 1d20 + 0 ⇒ (1) + 0 = 1

Herman also feels a powerful tingling both painful and numbing spreading from the wound.

Poisoned, save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

"MINE!" it says in a hissing shout, but you are able to grab it and run, moving through the doors and closing them behind you.

It seems reasonable to allow 10 ft of move and opening and closing a door in addition to the grab. I'm always a bit fuzzy about what a simple door counts as regarding movement.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

So we are outside currently and we were able to grab the box right?

If not,

"Stop!" says Boomkin as he stabs the imp using the dagger given by the paracountess.

Dagger: 1d20 ⇒ 19
Crit Confirm: 1d20 ⇒ 10
Damage: 1d4 ⇒ 2
Crit Damage if applicable: 1d4 ⇒ 2

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu will move to the imp when it reappears and swings his mace with too hands.

attack 1d20 + 3 ⇒ (18) + 3 = 21
Damage, 2-handed 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

"There you are you little pipsqueak! RAAAA!"

Storn clambers up onto the bed, swinging wildly at the imp and missing by a mile.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13

Move action go to D7. Standard to attack. I'm going to assume the bed is difficult terrain.


Only Herman left the room, and he took the box with him.

Boomkin steps past the corner and stabs the imp with the silver dagger, causing it to hiss in pain and annoyance.

Amaruu strides around the bed and gives the imp a blow as powerful as before.

Storn clambers across the bed for the sheer joy of it, but misses the imp.

DMPCing Xeno, whom I haven't seen for awhile.
Rapier: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 221d6 ⇒ 3

Xeno steps forward and stabs the creature with her rapier, but it doesn't seem to notice.

Tromos is up, then the Imp.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Sorry and thank you, busy weekend.
Xeno briefly considers offering the imp the option to surrender but decides sending it back to he'll will make the world a better place, at least for little while. She attacks. Seeabove, damage is 1 more as rapier is current magic but still does nothing.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

The alchemist wrinkles his brow.

The imp possesses some infernal resistance to fire, he concludes, in addition to its defense against traditional weapons.

He briefly considers his options. With a shrug, he draws a morningstar from his bag, and advances on the cornered creature.

Draw morningstar, five foot step N, attack imp.

Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 ⇒ 8


Tromos misses with his strongest blow, for while the creature is still prone and more vulnerable, Tromos had to strike awkwardly at the creature around the corner.

Unfortunately, that position provides cover, for a -4 to hit, cancelling out the +4 for it being prone.

"Please stop, have mercy! I surrender!" the creature cries out as it turns invisible again before your feet.

Everyone can act again.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Fort DC 13: 1d20 ⇒ 2
Dex Damage: 1d2 ⇒ 2

After getting stung, but evacuating, Herman still feels quite queasy from the poison. He has a hard time, still with the numb feeling in his extremities.

However, while behind the door, he asks the lady if the box he carries is indeed the trinket the group needs to recover. Either way, he removes his wand of CLW and gives himself a little pick-me-up.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Herman is back to full HP with that dose, but his Dex goes down, making his AC16/13/14 for the time being.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

"Well it seems a little calmer." Xeno says and readies to attacl if the Imp come visible and attacks someone again.


"Ah yes, that is the trinket. Be careful with it on your way home, and I wouldn't go opening it if I were you." Zarta says to Herman with a wink.

Herman, I'll just finish up your saves/Dex losses so we're ready to go on to the next location.
Herman's Fort Save, DC 13: 1d20 + 0 ⇒ (8) + 0 = 81d2 ⇒ 1
Herman's Fort Save, DC 13: 1d20 + 0 ⇒ (14) + 0 = 141d2 ⇒ 2
So, only 1 more point of Dex lost.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn grunts at the imp as it surrenders.

"Hmph. Well that was fun. Let me know if you decide to steal anything else and need a beating."

Giving it a wary look, he heads out after Herman.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Just like with what I've said earlier, I didn't mean to kill you. You surrendered it already so I will take my leave. But before I do that, why shouldn't we open it?"


The imp wants it open, or destroyed; Zarta was advising you not to open it, although she apparently wanted it open herself.

The imp's disembodied voice hisses, "The chest contains a dark leather bag and a silver hook, and the hook can be used to draw imps straight from Hell. I am trying destroy it, to protect others of my kind."

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Tromos cocks his head.

"A display of altruism," he notes dryly, "a rare quality among devils. Much less common than, perhaps, deceit."

He steps out of the room after Herman. The aasimar gives a nod to the paracountess, and a quick glance to the dented chest in the halfling's hands.

If Valsin had expected her to mislead us, he would have been more specific in his instructions, he reasons, suppressing his own curiosity.

"Sparing the creature's life some would call gratuitous mercy. We have the relic, let us return it to the vaults, and visit the--and conclude our errands."

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

"I agree, let us complete our mission. I am hesitant to let this creature live incase it gets the idea to pursue vengeance. Or it may take vengeance on the owner of the box and then it would not be our problem."

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

"Hmph. Right. My heart bleeds for all the little minions of hell. Let's get out of here before I start to smell like flowers or something."


"Oh, just leave it be," Zarta answers, rather subdued, as if disappointed that the fun is over so soon. "You've got what you came for," she says - perhaps even more disappointedly? - "and I am more that capable of disciplining it myself."

I'll move on, but feel free to backtrack, as always. Sadly, there was no 'love connection' between anyone and the Paracountess, althouhg I can just imagine how annoyed Amaruu is going to be every time he receives one of his faction missions...

Sense Motive rolls:

Amaruu Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26
Boomkin Sense Motive: 1d20 + 0 ⇒ (20) + 0 = 20
Herman Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20
Storn Sense Motive: 1d20 + 7 ⇒ (11) + 7 = 18
Tromos Sense Motive: 1d20 + 0 ⇒ (13) + 0 = 13
Xeno Sense Motive: 1d20 - 2 ⇒ (15) - 2 = 13

At various point while traveling to your next destination, the estate of Dremdhet Salhar in the wealthy Petal District of Absalom, Amaruu, Boomkin, Herman, and Storn have that strange feeling they are being watched, but are unable to pinpoint who it could be or where it was coming from.

You make your way to the rich estate of Grand Council member Dremdhet Salhar, and are greeted by a guard who is expecting you as you reach the tall, wrought-iron gate. Once inside, a servant tells you that Salhar is not present, called away on important Council business, but his most trusted advisor is available to negotiate any business you may require. The servant explains this while leading you 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 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 you into the study with one thin hand, while closing the tome with the other after finishing what he was reading. Once you are all inside the study, he addresses your group.

“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.

(You have the distinct sense that questions and comments are inappropriate at this time...)

After leaving Amenopheus’ study, the servant brings you back through the spacious estate, leading them 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 opens the door, gesturing to the room with a bow, and waits silently for you to enter.

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.

After entering the room, the door is closed and locked behind you! Turning around, you see written on the back of the door is the message: “Within these cases lies your quest and your way out.”

You see a wicker basket, a glass jar, and three chests: one copper-bound, one red lacquered, and one steel cube.

The 2-foot-round wicker basket has its lid resting gently atop its wide rim.

The gallon-sized clear glass jar is about half full with clear liquid. At the bottom of the vessel sits a jeweled brass key.

There is a rather plain copper-bound chest with a keyhole.

There is a smooth, red lacquered chest that looks devious: the solid metal plate surrounding the gaping keyhole pulses with glowing amber runes.

The steel cube has only the faintest crack where its lid meets the base, and would be completely featureless save for its narrow keyhole.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn stares stupidly at the closed door before he turns to look at the cases.

"Uh, okay. I wasn't expecting this."

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Before the group reaches their next location.

"I have a feeling we are being watched, most likely the imp. If we see it again I will not allow it to remain on this plane, this mistake of letting it live will not be re-made."

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

"or the halfing from before."

This Osirionian is crazy. I can understand some feel the need to test like this but locking us in? Really?"

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"If they locked us in here then there may be dire consequences if we open or use the wrong one,"

Detect Magic on everything.


Amaruu doesn't make the mistake of leaving things alive very often.
The Osirian is rich and powerful, which means he is not crazy but 'eccentric'.

The chests all appear magical. The basket and jar (and the key within the jar) do not appear magical. Nothing else in the room is magical except the lock on the door leading out.

Detect Magic, Red lacquered chest, Spellcraft DC 16:

It is faintly of the evocation school.

Detect Magic, Copper banded chest, Spellcraft DC 16:

It is faintly of the illusion school.

Detect Magic, Steel cube chest, Spellcraft DC 16:

It is faintly of the universal school.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Spellcraft, Red: 1d20 + 11 ⇒ (6) + 11 = 17
Spellcraft, Copper: 1d20 + 11 ⇒ (16) + 11 = 27
Spellcraft, Steel: 1d20 + 11 ⇒ (14) + 11 = 25

Or, wait, does only the detector get to roll?


Yeah, I believe only the detector would get to roll since that is the person seeing and interpreting the auras. Great bonus, though!

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Herman will start humming and singing an old Chelish song about the sea chests and the treasures. This action begins his Careful Teamwork Bardic Performance which adds +1 to all Perception, Disable Device, and Initiative rolls during the performance.

Careful Teamwork:
A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components. This performance replaces inspire courage.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"I'll try this the best as I can,"

Spellcraft, Red: 1d20 + 7 ⇒ (5) + 7 = 12
Spellcraft, Copper: 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft, Steel: 1d20 + 7 ⇒ (5) + 7 = 12

Can you aid in spellcraft?


I don't think you can aid in Spellcraft in this case, since it is tied to seeing the auras with Detect Magic and interpreting them with Spellcraft. Well, unless two people are doing both parts and can talk about it.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn waves a hand, muttering some words before he sits down.

"Gorum, show me the magic."

Spellcraft Red: 1d20 + 4 ⇒ (12) + 4 = 16
Spellcraft Copper: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft Steel: 1d20 + 4 ⇒ (9) + 4 = 13

His eyes briefly glow blue as he picks at his beard.

"Chests are magic, not the other stuff. Maybe traps. The red one has a uh... I forget what its called. The one where they make energy. I'm sure you smart people can figure the rest out. I'm good at asking questions, not so much for answering." He grumbles.

"Okay. Three chests and I bet three keys. Basket, cube, and the jar. Let's look at that basket first. If this is some sort of puzzle, then why shouldn't we just open the basket? Anyone with good eyes or - heh - good reflexes want to find out?"

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

While continuing his song, Herman will attempt to knock the lid off the basket warily.

Sleight of Hand: 1d20 + 9 ⇒ (4) + 9 = 13

Not sure that's the right check, but tell me what is


Sure, why not. It seems to make sense.

GM Roll:

1d20 + 9 ⇒ (3) + 9 = 12

Herman delicately knocks the lid on the basket, apparently without much disturbance to that within.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

"Probably evocation but there are a number types of energy you could make that would fall into other schools. Sounds logical, although given the lack in logic so far shown that might make it less likely. As long as the walls don't start crashing togething and boulder crushes us I'll be happy."

Xeno leans over to look in the basket while avoiding getting too close.

Acrobatics: 1d20 + 6 ⇒ (16) + 6 = 22 Trying to stick with the theme of under used skills


lol

Xeno does a graceful backflip over the basket, looking down in and seeing a blue stone key resting on top of a wadded pile of cloth - although it is hard to see what might be among or under the folds.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Xeno smiles after showing off "Looks harmless, but probably isn't. A key on some cloth."

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu casts Detect magic and inspects everything.

Perception 1d20 + 6 ⇒ (20) + 6 = 26 to see if he notices anything new that was missed.
Spellcraft 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft 1d20 + 6 ⇒ (9) + 6 = 15
Spellcraft 1d20 + 6 ⇒ (3) + 6 = 9

Amaruu explains what kind of magic is on the items if any were not already detected and deciphered.

I grow tired of these games. Drunks, rats, pompous nobles and now crazy foreigners... my skills are wasted here....

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

The Sapphire Sage...

Since reading of their assingment at the Salhar estate, Tromos had been anticipating to the opportunity to meet Osirion's voice on the Grand Council. He had not prepared himself, however, for an introduction to Amenopheus himself. Among the manifestations of an aasimar's angelic ancestry is the gift--as most would call it--of long life.

Slow aging, more like. Despite his 70-odd years, the alchemist had the distinct sense that their host was, in every meaningful sense, many times his elder.

Shaking off the introspection, he turns his attention to the puzzle before the group.

GM FurtiveZoog wrote:
Yeah, I believe only the detector would get to roll since that is the person seeing and interpreting the auras. Great bonus, though!

Hurray for alternate race features! Fair enough, though. Tromos will instead attempt to "identify a spell effect that is in place" with Knowledge (Arcana). DC = 20 + Spell Level

Red chest: 1d20 + 9 ⇒ (20) + 9 = 29
Copper chest: 1d20 + 9 ⇒ (14) + 9 = 23
Steel cube: 1d20 + 9 ⇒ (11) + 9 = 20
Lock on exit door: 1d20 + 9 ⇒ (4) + 9 = 13

Hopping on the uncommon skills bandwagon: Craft (Alchemy) to identify the liquid in the jar? Maybe?

Craft (Alchemy): 1d20 + 9 ⇒ (17) + 9 = 26


Hmm. Interesting take, on spell effects that are already in place. I don't know if it will work in this place, since they don't seem to be distinct spells, but spells used in construction of items.

Peering into the liquid in the jar, it looks like water but is actually a concentrated caustic cleaning solution. It would cause 'acid' damage if reached into or poured without care. (Well, probably 'base' damage, since it isn't dissolving the jeweled brass key in it.)

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Well I guess we know who's buying a wand of detect magic.

The alchemist examines the jar of caustic liquid. Many times while learning his craft, he had spilled this reagent or that catalyst with a careless movement. Even when a mishandled ingredient sizzled through his gloves or sleeves, however, he found that substances could be slicked from his bare flesh with only mild tingling and irritation.

Trusting that the Sapphire Sage would not pose to the Pathfinders an exceptional risk of bodily harm, Tromos rolls up his sleeve and dips his hand into the jar.

Unless he can perceive that the acid is of incredible potency, Tromos reaches into the jar and attempts withdraw the key. As an aasimar, he has acid resistance 5.


Reflex save, DC16; damage: 1d20 + 5 ⇒ (11) + 5 = 161d6 ⇒ 3

Tromos rolls up his sleeve, reaches in, and quickly withdraws the jeweled brass key. Little drops of solution come off his hand and drop to the table, sizzling and burning small holes.

It could have damaged you, you find, and especially if you weren't quick, but it didn't.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Now the question is, which chest will that brass key open?"

Any inscriptions on the key or chests?

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Tromos will examine each of the chests through mundane means.

Perception, Red: 1d20 + 4 ⇒ (20) + 4 = 24
Perception, Copper: 1d20 + 4 ⇒ (7) + 4 = 11
Perception, Steel: 1d20 + 4 ⇒ (4) + 4 = 8

If he discovers no new information, he will attempt to unlock the copper chest with the jeweled key.


There are only runes around the red lacquered chest's keyhole, but there is nothing else on the jeweled brass key or the chests. There appear to be inscriptions (or carvings of some kind) on the key in the wicker basket, but no one has gotten too close.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Are you adding the bonus for Herman's teamwork bardic performance to Perception?

Making sure the the healing cleric is near Herman grabs the key from the basket.

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