GM Fuzzfoot's PBP Gameday IV: Siege of Serpents 1-11 (Inactive)

Game Master PJP

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Map of Arliss Hall : Tapestry Room | Restricted Library Map | Menagerie Run Amok | Mausoleum

Grand Lodge of Absalom


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Liberty's Edge

Regional Venture Coordinator - Online


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Overseer Announcement
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Overseer Note: ACT IV – The Floating Tower is now open and Code Red. Table GMs Please begin ACT IV. You have until December 20th, 2015 at 3:00 PM EST [UTC-5] to finish this act.


Male Ulfen Skald/4

Will Save, Superstition: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23
Will Save, Superstition: 1d20 + 6 + 3 ⇒ (4) + 6 + 3 = 13

Hakon swings at the yeti with both axes.

Handaxe, Rage: 1d20 + 9 ⇒ (3) + 9 = 12
for: 1d6 + 4 ⇒ (2) + 4 = 6

Handaxe, Rage: 1d20 + 9 ⇒ (19) + 9 = 28
for: 1d6 + 4 ⇒ (3) + 4 = 7


Male Ulfen Skald/4

HP at 17/35. Darn clerics!

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Will: 1d20 + 9 ⇒ (20) + 9 = 29
Will: 1d20 + 9 ⇒ (15) + 9 = 24

Mors ignores the channels, but his throw is pretty stinking bad.

target the damaged cleric
javelin: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

I'm guessing we need to finish this fight? Or can we assume victory?

Dark Archive

F Aasimar Shaman 4 | Perception +13 | AC 16 | reach weapon | 60 feet Darkvison | HP 35/35 | CMD 13

Until Fuzzfoot returns, we can't really do much else

will1: 1d20 + 10 ⇒ (16) + 10 = 26
will2: 1d20 + 10 ⇒ (3) + 10 = 13

spritual weapon attack on cleric: 1d20 + 8 ⇒ (8) + 8 = 16 and since he is flying he cannot be knocked prone. damage: 1d8 + 1 ⇒ (7) + 1 = 8

Sereniti will drop long spear, pull out crossbow and load it

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thaddeus shrugs off the negative energy and takes advantage of his size, stabbing at the northern cleric with his longspear.

Will: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Will: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

Longspear, Inspired Rage, Enlarge Person: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The clerics, while having the advantage of flying, find that many of this group are able to get at them anyway. Thaddeus skewers one with his spear, taking him down. Sereniti's attack is enough to cause the other to lose consciousness and drop from his height.

Fall Damage: 1d6 ⇒ 4
Fall Damage: 1d6 ⇒ 3

Between the wounds and the falls, they are both dead.

Hakon, meanwhile, continues to hack apart the fallen yeti.

Combat over.

Each cleric had a potion of cure light wounds on his person.

You quickly work to close the portal using the notes you found from Aram Zey. While he lies dead on the table, he still has provided to be useful!

It takes about 10 minutes, at the end of which you hear the voice of the Master of Scrolls Kreighton Shaine travels down the halls, carried by a magical breeze. “Pathfinders, we have determined that objectives in Skyreach are now secure and most Aspis Consortium forces within have been neutralized. There have been further developments of which you may or may not already be aware. Aspis agents have made off with the Sky Key and seem to be holding out in the tower floating above our lodge. Our early experiments with teleporting in or flying to it have met with no success, so I am gathering our forces to enter through Arliss Hall, which has a permanent gateway to one of the tower’s rooms.
“The gateway is finicky, though. Our Master of Spells Aram Zey would be better able to explain it than I, but he is currently—”

The elf trails off as though searching for the right word before continuing, “—indisposed due to the Consortium’s attack. Finish your business and gather outside Arliss Hall for the final assault. I shall guide you from there.”

I suggest healing up if you can, and then proceed to Arliss hall.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo leaps onto the chair next to him, using the extra height to strike at the cleric with his kusari gama, and try to bring it down to his level.
Get over here!

Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
Trip or Grapple, whichever will bring it to the ground: 1d20 + 7 ⇒ (5) + 7 = 12
Flurry of Blows Second Trip/Grapple Attempt: 1d20 + 7 ⇒ (12) + 7 = 19

Move action to five foot step onto the chair, full attack to flurry with kusari gama.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Hanzo! Good to ahve you back. As it turns out, I ninja'd the ninja, and the combat is at an end. But we are ready to move into the next part!

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

for 3hp it ok for me.

-Posted with Wayfinder

Dark Archive

F Aasimar Shaman 4 | Perception +13 | AC 16 | reach weapon | 60 feet Darkvison | HP 35/35 | CMD 13

Away from any enemies (because she doesn't have selective Sereniti will channel positive energy and cure everyone everyone heals: 2d6 ⇒ (3, 3) = 6

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1
DM wrote:
"but he is currently—”

"That answers that," grunts Mors with a look at the body on the table. "Never met the man, but I hate to see the Society lose someone important."

He nods thanks to Sereniti, "Ready to roll when you all are."

I'm good to move on.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Blanmieux chuckles he hears Mors.

There just gonna raise him after the event, no problem.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo nods.
They would be fools not to. The man is the Master of Spells, after all. Let's move on. They may need our help.

Dark Archive

F Aasimar Shaman 4 | Perception +13 | AC 16 | reach weapon | 60 feet Darkvison | HP 35/35 | CMD 13

"If they wanted him not raised they would have made him less whole. So either they wanted him out of the way, but not done - or they have done something to him that prevents him from being raised, that we cannot see Sereniti says.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Now back to his normal size, Thaddeus Wipes his spearpoint on one of the fallen cleric’s robes. “We should go to the tower, then. Of course, the Aspis will defend that gateway heavily. We should be prepared for a bloodbath.” Poking around his bandolier, he identifies a particular vial, and withdraws it.

Pulling an extract to drink right before we go through the gateway.


Male Ulfen Skald/4

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Hakon fusses with his stuff and pulls out a rather beaten up looking wand, and uses it an interminably long time. He stashes an axe and pulls out two vials.

"Well, fellow heroes, let us go see who shall be Master of the Flying Fortress," he says with a broad Ulfen grin. "The Aspis may find themselves defenestrated."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Yeah we go. "

-Posted with Wayfinder


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You heal up and head for Arliss Hall.

Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals. “Ah, you received my message?” he asks eagerly while pulling out a small notepad and making a single tally mark.

“Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower’s new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute.” He squints to the north before adding, “That would be unfortunate, as there’s a rather big match over there today. Best we take control of the tower before it misbehaves further.

“The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use. The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it’s been changing its internal layout constantly. Rather than waste time sending you to figure out a puzzle, I’ll lead you to the portal myself. We venture-captains are fairly used to it.”


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Kreighton Shaine opens the door for the you and follows you inside. After you enter, though, you notice he is no longer with you.

“Of all the luck,” the Master of Scrolls voice echoes from thin air. “We must have exceeded some capacity limit for this version of the hall and it moved me over to another… iteration of itself. I’ll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room. The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon! One last thing—rarely can anyone find the Lost Room alone, so work together!”

Map of Arliss Hall

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Search the first place we are.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

This entrance room is very much like a hotel lobby, complete with waiting chairs, tasteful decor, and a registration desk.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"A book? Let's see what inside."

-Posted with Wayfinder

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Mors gives a quick scan of the main room. "A full-length mirror ain't easy to miss, i'd think."

I'm assuming it' snot in this lobby room.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Assuming it's not, he eyes the strange place. "Best if we make sure we stick together." He makes sure the team is following closely, then stomps up the stairs, takes two rights, and begins methodically checking the rooms.

Let's move counter-clockwise, sticking together.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

yep.

-Posted with Wayfinder

Liberty's Edge

Regional Venture Coordinator - Online


**********************
Overseer Announcement
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Overseer Announcement wrote:
The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You begin searching the rooms, one by one, and find nothing. It is taking longer than you would like, but you don't see any full length mirrors.

So, the posting over the weekend was pretty low, and I know peoples schedules are getting really busy these days, but we are close to the end. However, what you face now is a puzzle, and not necessarily an easy one to solve via PbP. If anyone is holding back because you already know the trick, don't wait too long before jumping in, because I am afraid you might miss the ending if we don't get into the tower by tomorrow...

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

What happens if we check all the doors on one side at once, then—if it's not there—leave one person watching those rooms as the rest of the team simultaneously opens the remaining doors all at once?

Dark Archive

F Aasimar Shaman 4 | Perception +13 | AC 16 | reach weapon | 60 feet Darkvison | HP 35/35 | CMD 13

Are the rooms occupied - are people's stuff in them - you said there was a registration desk - can we see who is assigned to each room? Maybe there is a Senor Mirror listed.


Male Ulfen Skald/4

"We need to find out room reservations for this 'Lost Room'. Or as Mors suggests, a pattern of door opening."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"Maybe we can reseve the room?"

-Posted with Wayfinder

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thaddeus checks the pool in the courtyard, wondering if the reflections there are tied in any way to this mirror they search for.

And later...

“That pattern in the floor... does that look like a wayfinder, to you?”


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The registration information doesn't show much of use, except that you notice an odd thing. There are rooms numbered 1-8, and then also an 8a.


Male Ulfen Skald/4

"Well then. Perhaps it's near Room 8."

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Let's destroy the walls of chamber 8!

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo mutter quietly.
We should split into two groups and search both rooms that could be room 8. If it's a mirror, then we may have to emulate something of a mirror effect.

Considering burning one of my boons that allows me to ask the GM a question. Opinions?

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

I have done this section. in my core section So go use it.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
GM Fuzzfoot wrote:

The registration information doesn't show much of use, except that you notice an odd thing. There are rooms numbered 1-8, and then also an 8a.

Are the rooms themselves numbered? Could we see that on the map, please?

“Everything seems tidy, except for that one room...”   (Is that #8?)


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The rooms are numbered 1 thru 8 (no 8A).

Number 8 is the southwest (lower-left on the map).

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Perception: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (2) = 27

Thaddeus searches room 8, focusing on the south wall. “Aren’t there two small spires out there? I see no way to enter them.”

I’m not sure if we are supposed to be able to get to those, or not. Seems as good a place to look as any.

Also, should we split up? Everyone take a room ?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The rooms are actually on the second floor (which is nearly impossible to intuit from the map). They each have an outside window. The entrance to the spires must be on the main floor - but you don't think they are part of the puzzle).

Thaddeus does notice that inside of room 8, there is a key in the lock of the door (on the in-side, so you can lock the door behind you). The other rooms do not have this.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Have you found anything?

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

While Thaddeus searches Room 8, Mors does the same in room 7.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

"Hey guys! Two of you check out the other two rooms while we're in here." He thinks, "Then why don't we see what happens when Thaddeus locks the room he's in."

Basically, let's get people searching all rooms on this west side at the same time, then have two people watching from the outside as Thaddeus locks himself into Room 8.


Male Ulfen Skald/4

"Or close the door and open it again," says Hakon.


Male Ulfen Skald/4

Hakon pops into Room 6.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo goes into the room opposite room 8, and shouts for Thaddeus to lock room 8, trying to see if anything changes.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thadd closes the door from within room 8, turning the key in the lock.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

So far, none of you notice anything different.

You are on the right track, though!

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.
GM Fuzzfoot wrote:

You begin searching the rooms, one by one, and find nothing. It is taking longer than you would like, but you don't see any full length mirrors.

So, the posting over the weekend was pretty low, and I know peoples schedules are getting really busy these days, but we are close to the end. However, what you face now is a puzzle, and not necessarily an easy one to solve via PbP. If anyone is holding back because you already know the trick, don't wait too long before jumping in, because I am afraid you might miss the ending if we don't get into the tower by tomorrow...

ok time to finish this..

Blanmieux finds the secret passage that connect 8 to 7. Goes outside Find 8a. Open the door 8a witch become accesible to all now.

I will stop for the next section but it resume at Do you want to use adamantine or the portable belier?

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