GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

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Season of Ghosts

The siblings can't help but grin in response to Frankie's enthusiasm and unlike many of the folks you've encountered in your travels, they don't seem inclined to question or judge his presence in your group. Instead, they take it for what it is as return his fist bumps as he introduces everyone.

"A pleasure to meet you, though it's a shame about the circumstances," Olivia replies.

"Aye, that's right!" Jacek agrees. "A shame we couldn't be makin' deals of a different sort, eh? But them's the breaks sometimes, innit?"

Olivia coughs. "To answer your questions Miss Meredith, as we are one of the smaller 'families' in the area, we've recently gone on a recruiting drive to solidify our position here in the city's underworld, perhaps even more into more lucrative markets such as narcotics."

"We was contacted by a swain who claimed to be our cousin, a man named Titus Terliss," Jacek continues. "He told us that his gang was on the hunt for a perch in Magnimar to hide out for a season, and one of his fellows was a savvy alchemist, could help us cut in on the trade."

Here, the two siblings glance at each other and then back to you, both looking a bit sheepish. "Admittedly we've never actually made the acquaintance of this alchemist, but his underlings contend that he is a fearsome and feral individual," Olivia admits.

"Anyways, it all seemed to be on the level so's we allowed 'em to set up in an old crypt underneath Two-Lights," Jacek explains. "And for awhile, everything was comin' up roses. They set up their little alchemical shop and did a good job makin' product for us. But then they started doin' their own jobs on the side, jobs we didn't give no permission for - robberies and the like, for gods only know what reasons. And conscriptin' the rest of our people to help 'em!"

Olivia scowls. "They are indiscreet and coarse and their antics have caused nothing but trouble. If you eject them, you can help yourself to whatever spoils they’ve accumulated. Our excursion into the soporific trade has not been profitable, and we wish it - and our association with Titus Terliss and his people - ended."

Grand Lodge

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Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi smiles inwardly at the "fearsome" Shoanti guard's show of aggression. The man has no idea whom he faces. Likely Benedict or even the boy could take him out by themselves. He certainly does not compare to Turo, wraiths, samurai vampires, exploding diseased bears, or lightning dogs. I think perhaps he lacks the wisdom to know his place in the world. I hope we do not have to educate him. For his sake.

The potential trouble at the entrance avoided, Quang Chi listens attentively to the siblings.

"Fearsome and feral," they contend. Again, it is all relative to so many other more fearsome and far more feral things out there, he thinks.

"Apologies," he begins with a slight bow, "but you have not explained completely why they attacked Mr. Chert. Did this alchemist see him as competition, in spite of his alliance with you?"

Meredith:
Meredith notes from her lessons in bowing that Chi's bow is much smaller and therefore disrespectful than she would have expected. Possibly because these people are professed criminals and drug dealers, and therefore unworthy of true respect.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith can't help but grin at Chi's question. That was pretty spicy. "Glad to see you know the whole drug trade doesn't really work. Your er, cousin, tried to blame us for attacking Mr. Chert. That's why we're here. For your sake you'd better hope we flush him out, or our organization is going to come back with reinforcements."

Was this what you had to deal with, Frankie? She looks at the kid and shudders.


Season of Ghosts

"That is the thing, we have no idea why they have been targeting these people and businesses," Olivia answers. "Perhaps you will uncover something in their laboratory to explain it. To us, there is no rhyme or reason for any of it that we can see."

She looks at Meredith. "But you say they have attempted to frame you and your organization, hmm? Then perhaps it is with you that their true business lies?"

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"I guess the only to find out is to clean up your mess." Meredith shrugs. "Everyone else alright with this plan? Sounds like we have another crypt to raid."

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"She makes a good point, Meredith. They left a wayfinder. Do they have a grudge against the Society, or was it simply an item of convenience? Either way, I suppose this alchemist explains the potions we found."

Quang Chi looks back to the siblings and makes another very shallow bow before turning away. He opens the tent flap and holds it for the others in a sign that he at least is ready to move along.


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Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

An aspiring gang! How fortuitous, perhaps after this mess we can come to a few arrangements. Fairly chuffed at the latest developments, Vosk ducks under the tent flap and waits for the others to file out.
________
Depending on how we want to play it, Vosk does have disguise self/charm person prepared. No worries if we want to play it straight either, just compiling options :)


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Meredith wrinkles her nose and shakes her head slightly. Denair knows what that means: The Boss is annoyed again.


Season of Ghosts

Seeing that you've come to an agreement of sorts, Ylandria and Eun hurry out of the tent after you. "Here, we'll show you where you need t' go."

The pair lead you over to a corner of Two-Lights where access to the ancient crypt may be had. Buttresses jut crookedly from the ground, between piles of shrub-covered stone. A narrow gap in one of the standing stone columns - just wide enough for a person to pass through - leads to a small, cylindrical chamber within. A sturdy block and tackle is mounted above a five-foot-wide pit, leading into the darkness below.

"Alright, here's where we go down," Ylandria remarks as she kneels next to the pit. "There's some handholds carved into th' stone so climbin' down won't be a problem. One of you got a light?"

Those among you that are blessed with natural darkvision and wish to take a look into the pit can see that Ylandria is correct; stone handholds jut out from the walls of the pit, which descends about 20 feet down into a dank-looking chamber below.
______________

It's completely dark down there so you'll need a source of light. Using the handholds will allow everyone to descend safely provided you make a DC 5 Climb check. Map to follow once you head down.


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Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Vosk sighs a little at the pit. Heaven and Hell forbid we use stairs like civilized people. "I've a light. I'll bear it as well, unless someone else wishes to," he offers.
________
If we can T10, even Vosk can't fail that check! :) If no T10, he'll feather fall himself and take a dive.


Season of Ghosts

Take 10 is fine!

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi picks a small stone from a pouch on his belt and tosses it into the air with a flick of his fingers. As it lazily orbits his head it sheds light like a torch and reveals the subtle change to his physiology as the Tiger fades away to be replaced by the Mouse. Handing one of his wands to Meredith, he asks her to activate it for him as they've done so many times before.

Preparations complete, Quang Chi gently and respectfully scoops up Benedict, and with his bow in his other hand, the monk simply jumps into the pit...

Acro to soften the fall: 1d20 + 10 ⇒ (1) + 10 = 11

but he misjudges the landing in the dark. His right foot comes down squarely on a sharp rock and he winces as he steps away from the opening to set the wolverine down.

Mage Armor wand. And I'll spend a charge off the same wand to give Benedict mage armor also if Zirt wants. Buff now, everyone!

Boots of the Cat = minimum falling damage and not prone. But a Nat 1 on the Acro means 2 damage. Oops.

Ioun torch in place. Cause it's hard to hold a torch and use a bow :)

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"Exploring an old temple hideout?" Frankie asks, looking up at the others before leaping up off the ground, fist in the air "Wooo! Let's GOOOoOOO!" He races out of the tent as only someone with the self given moniker of 'Flash' could do. "Bye new friends!" He waves at the Twin Candles, both the leaders and the pair they rescued from the sinkhole.

Once they get to the old temple Frankie tries to be first in line, getting out his own orbiting glow stone and a potion vial. In large print across the front of the potion reads SooPeR FlaSh! in a mix of upper and lower case letters. He looks it over, nods to himself then drinks it down, climbing down into the pit, his superhero cape whipping in the breeze behind him.

Potion of Heroism, 50mins. He'll have his glowing ioun stone out for the climb down then stow it away so he can operate off everyone else's light. As usual he'll try to stay near the front and put his Trapspotter to use. Taking 10 to climb down for an 11.

Oh ya, healing...

Before he heads down Frankie tries to heal himself discreetly.
SoH: 1d20 + 14 ⇒ (11) + 14 = 25
UMD CLW Wand: 1d20 + 13 ⇒ (14) + 13 = 271d8 + 1 ⇒ (2) + 1 = 3
SoH: 1d20 + 14 ⇒ (12) + 14 = 26
UMD CLW Wand: 1d20 + 13 ⇒ (17) + 13 = 301d8 + 1 ⇒ (6) + 1 = 7

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

UMD for Chi, DC 20:

1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26

After granting armor to Chi, Meredith pulls out her own wand to help Denair.

UMD for Denair, DC 20:

1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26

Meredith casts light upon her longspear and straps it to her back so she can see.
Meredith can take 10 for a DC 13 Climb check, but...


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair buzzes about and scoops up Meredith, airlifting her to the bottom of the ladder.

She flies back to the top. "I can carry everyone else down if they want."


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Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Vosk shrugs and raises his arms in the air like a toddler waiting to be plucked off the ground.
________
Vosk will throw an Extended Mirror Image up before the first door/sign of trouble. I've been burned too many times by "an hour of walking later..." -_- I have a gripe about Eyes of the Ten, if y'all have played, related to that, but I never knew if it was the GM or no XD Otherwise and amazing time though.


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| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Whee! You're a lot heavier than the Boss. Oops, she said I shouldn't say that out loud!"


Season of Ghosts

Whether you opt to jump in, as Quang Chi does, climb down like Ylandria and Eun, or take up Denair on her offer to fly folks down to the bottom, it doesn't take long before each of you have descended the 20 foot shaft and stand in the chamber below. This 15-foot-by-20-foot chamber’s low ceiling is supported by an array of recently installed wooden spars. The room’s only point of interest is at the easternmost end, where a 6-foot stone stele, seemingly part of the chamber wall, stands. It’s etched with an eroded relief of a humanoid figure, positioned above a slightly less eroded inscription.

Ylandria gestures to the stele. "There’s a doorway here. When the Twincandles took over this camp, this door was open, and point a’ fact, we couldn’t figure how to move it at all. When the cousins came, that Terliss spent a little while tryin’ to read this writing. After that, this door was closed whenever we came down here. We were locked out."

Perception (DC 20):

What Ylandria says is true - the stele is actually a secret door.

Linguistics (DC 20; +5 bonus if you speak contemporary Varisian):

The message here is written in an ancient Varisian dialect: ‘As the storm’s fury bends the strongest tree, so can the wrath of man turn aside all obstacles.’

The Sodden Crypt

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Perception DC20: 1d20 + 14 ⇒ (9) + 14 = 23

Frankie pokes around the stele (whatever that is) "I'd bet two cookies there's a door here.. three if they're Vosk's!" He looks over the weird writing and wrinkles his nose "What's that say Vosk?" He waves the man closer and points.

Sleight of Hand for Vosk's Cookies/Snacks: 1d20 + 16 ⇒ (8) + 16 = 24

Nom Nom Nom "Whatcha find out?" As crumbs bounce off the man's shoes.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair buzzes up to the door, hovering near the ceiling.

Perception: 1d20 + 16 ⇒ (7) + 16 = 23

She definitely sees the outline of a secret door.

Meredith casts Detect Magic, focusing on the door itself.


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Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Vosk steps in to read the inscription. And then the crumbs fall. On his shoes. Crumbs from his cookies. Looking at Frankie, he recites it with fervor. "As the storm’s fury bends the strongest tree, so can the wrath of man turn aside all obstacles!"

"All obstacles, Frankie," he whispers to the boy, staring him right in the eyes. He looks to his other companions. "Presumably anger of some kind is the key," he concludes for the weak minded and steps away from his "ally."
________
Linguistics (Varisian), DC 20: 1d20 + 15 + 5 ⇒ (7) + 15 + 5 = 27 Idk what forms of Varisian there are, so I rolled in case knowing plain Varisian wasn't ok.
Intimidate (Size) vs Frankie: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
The only "anger" effect I can think of (when it comes to mechanics) is rage from a Barbarian, which none of us are... Maybe it can just be Disable Deviced like a proper door anyways? ;)

Grand Lodge

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Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"A wise man does not poke the dragon," Quang Chi says with a laugh to "no one in particular." Then adds in a stage whisper and wide smile to Frankie, "Nor steal the Dragon's cookies."

He turns from the shenanigans at the turn to Meredith. "What about that potion we found at Mr. Chert's? Does it not cause one to rage as the warriors of Hongal and the Linorn lands do?"

"Or as wolverines might?" he asks Benedict with an acknowledging bow.

Potion of rage, diluted. Does someone drink it? Definitely not QC, as that's really not his way. Would a round of Benedict rage work, or does it have to be "the wrath of man?" Not recommending that, as the little guy doesn't get many rounds per day, just wondering.


Season of Ghosts

Even with Frankie committing grand theft cookies against him - or maybe it helped, as anger sometimes brings clarity - Vosk is certain that he's hit upon the key point of the writing on the stele. Some manner of heightened anger or rage should be enough to get the passage open...though it might be possible for Frankie to open it using his usual methods, too. But Frankie himself can tell that going that route will be tricky.

Meredith can also confirm that there's a magical aura upon the door - a very powerful magical aura. But it might be possible to dispel the magic and open the door that way.

Spellcraft (DC 17):

There's an Arcane Lock on the door, clearly cast by a powerful individual.

CL 10th strength.


______________

You've basically hit upon the easiest answer - someone drinking the diluted potion will be able to open the door. Benedict's rage (or anyone else's if you had someone with barbarian levels around) will also work. Alternatively, you can try Dispel Magic or Knock or you can attempt a DC 30 Disable Device or a DC 25 UMD to get it open.

Liberty's Edge

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Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

UMD, Heroism: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24 Hrm, a little after the fact luck for +2 more... bingo! I know not the smartest use for the last of his day's luck, but sometimes a good story is more important.

Frankie leans back away from the angry looking Vosk, holding out the remains of a half eaten cookie while he hides the other two nonchalantly in his 'pilfer pocket' along side some day old taffy, a biscuit from Meredith's breakfast, and a few tasteless things he's picked up from Mr Chi over the weeks.

"Sorry!" He says, you're pretty sure he meant it. Frankie can be quite apologetic when he puts his mind to it. Regardless, thanks to the insight from Vosk, Frankie puts on his meanest face and growls at the secret door, then accidentally/luckily flings some spittle on just the right plate and the door lock releases.

"Last one in is a rotten egg!" He whispers before heading inside as far as the group's light will go.

Perception, +2 vs traps/surprise: 1d20 + 14 ⇒ (16) + 14 = 30

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20

"Hmm... it's an Arcane Lock. Very powerful. It would take a lot to unlock this door-" She hops back a bit startled as it opens. She looks down and sees Frankie. "Good job, kid. You always surprise me." She looks up and wonders why Vosk is so mad. She shrugs.

Liberty's Edge

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Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Sorry... again... weekend got me...

Before the Pit

Benedict tilts his head and narrows his eyes at Quang Chi as the man begins looking downright mouse-like... but a moment later he gives a shake of his head and seems to remind himself that the monk isn't actually a delicious mouse. He allows the man to pick him up for the ride down, though at the rough landing he emits a sound almost like a sniff of annoyance...

Benedict has fancy barding, so no mage armor needed, but thanks for the offer!

Zirt, meanwhile, accepts Denair's offer of a flying trip down, calling out "Wheeeeeeeeeeeeeeeeee!" right when it will echo the most.

Cookies and Doors

Zirt grins conspiratorially at Frankie's prank, then starts off on a long-winded description of the cookies and tea that her aunt Salnivarinoskrznurt—Aunt Var, for short—used to prepare. The tea, it turns out, had a secret ingredient that Zirt spent years trying to discover, only to learn that it was actually just a pinch of oregano. Normal, plain old, everyday oregano, mind you! And that launches the wee gnome into a tale of long ago, when there were fifty different types of oregano, and how at one point the son of the Oregano King became enamored of a girl named Rosemary...


Season of Ghosts

As Frankie pops the door open - no real rage required - Ylandria coughs. "Alright, this's as far as we go. Some of our gang are likely down there. If they are, they might not’ve been able to get out, with this door in the way. I’ll keep it open so you can send them up."

"A shame...I wanted to hear the rest of the story..." Eun sighs.

Ever curious, Frankie is the first into the passage though he's mindful to stay close to the rest of you. He can see that a dark, damp stairway leads down to the south, slowly curving westward as it descends. Its walls are reinforced with wooden supports, and the western wall is set with empty alcoves, each several inches deep, suitable for displaying religious icons or similar small relics.

He quickly notices that there seems to be a secret door hidden behind a wooden support on the passage's eastern wall. But...the wooden support is in the way, blocking access.

The door is indicated by the red squiggles on the map.

Kn. Engineering (DC 13):

After looking around you realize that many of the installed supports are precautionary, and removing one or two will not unduly increase the risk of collapse. You should be able to simply remove the wooden support beam that blocks access to the secret door.

DC 15 Strength required.

The Sodden Crypt

Liberty's Edge

Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Knowledge (Engineering): 1d20 + 3 ⇒ (15) + 3 = 18

"And so just when the inventor of slippers was about to succeed, why—" the gnome stops, frowning thoughtfully at the beams and timbers propping up various sections of the crypt. "Now, that's interesting, isn't it?" she asks rhetorically. "I mean the way those two beams are just a little bit redundant, like the Towers of Trindol. I think we could move one just a little bit, and... err, move one of the beams, I mean, not one of the Towers! Rinalt the Fool tried that once, and everyone knows how that turned out. But we wouldn't be like him. I think if we were to move the left beam just a hair..."

Zirt frowns thoughtfully, her fine eyebrows drawing together, her head tilted as she pictures the new arrangement of the beams. After a moment, she nods as if to herself, and looks around at her companions as if to ask, Well?


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Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Vosk snags the half-eaten cookie and scarfs it down. Little twerp, if this weren't a Society mission, he'd have one hell of a reckoning for screwing with a noble wizard like that!

Dusting his hands of any crumbs, he gestures for the others to enter before him while he casts a spell over himself. Suddenly, there are four of the big fellow.

When Zirt asserts that the removal of the beam would be safe, he looks expectantly at the better-muscled of the group.
________
Extended Mirror Image: 1d4 + 2 ⇒ (1) + 2 = 3 Better than nothing...

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie leaves Zirt to pontificate the secret door and all things oregano, creeping down the hall a bit further to scout out the next room. He moves quietly, his soft soled sneakers making very little sound.

Take 10 Stealth, Heroism: 10 + 13 + 2 = 25
Take 10 Perception, Heroism, +2 vs traps/surprise: 10 + 14 + 2 = 26


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Wait, if we move the beam, what happens?" Denair is confused, but really curious about moving the beam.


Season of Ghosts

To avoid any confusion, feel free to read the Kn. Engineering spoiler in my previous post as Zirt shares her observations on the structural integrity of the stairwell :)

While Denair and Vosk decide to wait for the beefier members of the group to move the beam - should they deem it a good idea - Frankie decides to go ahead and scout out the rest of the small stairwell. He makes his way down until it opens up into a fairly sizeable chamber that runs from north to south. This sturdy 10-foot-by-40-foot stone chamber appears less damaged by the wet conditions than the damper areas of the crypt, and no supports are positioned here to hold the roof up. Eighteen standing crypts are set into the walls here, with several indistinct names inscribed upon each lid. A short passageway at the southeast corner leads to a sturdy, unlocked wooden door.

Kn. Religion (DC 10):

You recognize this as being an effigy crypt, a memorial for long-dead sailors whose bodies were either disposed of, or lost, at sea.

The Sodden Crypt

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Noticing Vosk and the others looking at him expectantly, Quang Chi raises one eyebrow but says nothing. He steps up to the beams in question and consults with Zirt as to exactly what needs moved where. The monk focuses on the image of a bull and centers his mind. He puts his back into it...

Strength, Bull: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18

With the beam moved, he shifts his focus back to the mouse.

"Likely they have a trap set along the "obvious" entry route if they also have a hidden secret entrance. Perhaps we take this way," he gestures to the now unobstructed door.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Yay, doors! Come on, Frankie!" Denair buzzes down the corridor. Meredith follows closely.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Untrained Religion, Heroism DC10: 1d20 + 2 ⇒ (20) + 2 = 22

Huh. Frankie mumbles to himself as he looks in on the hallway before heading back to the others now that they have the other door open.

He quietly tip toes back, getting down on one knee to peak into the room under Mr Chi's legs. He pokes and prods and tries to open the door a crack while he shushes the others.

Perception, +2 vs surprise/traps, heroism: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30


Season of Ghosts

Quang Chi easily lifts the beam out and away from the secret door, allowing Frankie to give it a good once-over before gently cracking it open and revealing another small chamber. This dark, 5-foot-square room contains one remarkable feature: a 3-foot-wide window resembling the inside of a humanoid’s mouth, which provides an excellent view of what appears to be a large, open chamber to the south. On each side of the window is an inscription, both written in an ancient Varisian dialect.

Linguistics - Inscription #1 (DC 20):

‘May the lightning raze the lands of my enemies, while the tempest churns his ships to flotsam.’

Linguistics - Inscription #2 (DC 20):

‘May the storm spare us in our humility.’

Frankie also spots yet another secret door hidden in the opposite wall (indicated by the red line) that seems to lead further to the east.

The Sodden Crypt

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie's face lights up as he stands on tip toes to look into the open room before moving towards ANOTHER secret door, waving the others along for the fun.

Frankie will continue to be sneaky, also searching the door, etc. Taking 10 to keep things quick and easy.


Season of Ghosts

Frankie is the first to see it, as he peeps into the open room before waving the rest of you in, but the view from the small window reveals the entirety of a very large chamber below. This massive room’s most striking feature is its thirty-foot-high vaulted ceiling, decorated with faded frescoes of storm clouds. Motes of flickering light occasionally flash into being within the painted thunderheads, giving the imperfect impression of watching a distant storm.

Centered on the north wall of the chamber is a massive sculpture of a wrathful feminine face, mouth open in a silent roar. The sculpted curls of her wild hair seamlessly merge with the painted storm clouds above, creating the impression that the howling face emerges from a storm-filled sky. On the room’s south side is a similarly positioned face, resembling an ancient, bearded man. From between his defiantly clenched teeth issues a trickle of murky fluid, which runs down the knotted coils of his beard to pool onto the stone floor, which has been cut to resemble a fanciful variety of coastlines and islands, each raised an inch above the rest of the stone surface.

The fluid pouring onto the floor fills the low-lying areas between these “islands,” which function as eccentrically positioned stepping stones across the center of the room. The water and islands create another illusion - that of looking out across a great reflective seascape from the peak of an incredibly high mountain.

The grandeur of the room is somewhat undone by the two makeshift worktables positioned in its center, surrounded by benches and stools. The worktables are littered with a variety of small objects, statues, bits of pottery, and assorted relics. On the east side of the room, a split staircase leads to a wide platform ten feet above the floor, where a similarly cluttered worktable stands. Sturdy wooden doors are set into the east and west walls.

The chamber is also very much occupied. Six sallow youths dressed in Twincandles colors work silently at the two tables, using soft brushes to clean and sort the bits of ephemera laid before them. Several of what must be Terliss' men oversee the work from the raised dais on the room’s eastern end, each dressed in a chain shirt and bearing a crossbow.

As Frankie goes to inspect the secret door on the opposite side of the small room you're currently in, he doesn't detect any traps or anything else amiss. But as he carefully cracks it open to have a look he's greeted by the sight of piles and piles of stone rubble that look to be impassable.

Diminutive or smaller creatures may navigate the rubble as well as folks subject to certain magics such as Gaseous Form.

The Sodden Crypt

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith comes to take a look. First she smiles, impressed with the mural's beauty...

But then she bares her teeth as she watches the overseers. Frankie could have wound up like this. She backs up.

"I can turn a few of us invisible. It will end once you attack, but we won't be a sitting duck on the approach." She turns to her friends. "Unless someone has a better plan..."

Liberty's Edge

Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Linguistics: 10 + 10 = 20
Linguistics: 10 + 10 = 20

Zirt stands quietly, staring at the inscriptions and tilting her head this way and that, clearly deep in thought. Finally, after at least a full thirty seconds, the little gnome shakes her head. "These don't make any sense," she opines. "'May the lightning raze the lands of my enemies'? What does that even mean?! Was this some temple created after two warring lands were forced to make peace with each other, but neither one wanted to and so they left this as a permanent monument to their war? Or perhaps two brothers, sons of a great king who split his kingdom..."

Feel free to assume that at some point during her soliloquy, she says the actual translations behind the spoilers.


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

"Zirt, there are innumerable storm and destruction-based dieties, perhaps it is one of them they beseech?" Vosk suggests with a shrug.

"I've a nasty spell to open up with as well, but your invisibility is best served on the others!"
________
Glitterdust from Vosk looks like a nice choice on our grouped up baddies! Perhaps: Invisibly, y'all sneak in. Vosk prepares to cast the spell once y'all make your opening strikes.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi kneels down by the mouth-window and leans over Frankie's shoulder to take a good look at the strange room. He nods to Frankie and jerks his head to signal that they should move back into the main hallway to discuss tactics.

"I am concerned that there may be some kind of magical or ancient mechanical trap in the room. I cannot imagine how or what, but the inscriptions give me pause. Perhaps humility is required to pass safely," he adds with a shrug.

Or maybe I'm just worrying too much. Maybe my desire to return home after this mission could be making me overly cautious.

"That said, I think it best for me to stay up here and simply pick them off."

@GM Is the window large enough to fire arrows thru? Does it have line of sight to all the crossbowmen?


Season of Ghosts

The window is three feet wide so someone could shoot through it, yes. We'll say that you'd have direct LoS to most of the room except for the northwest and northeast corners. So you could fire at Green, Pink, Orange, and maybe Blue but not Red or Yellow.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"Ooo a maze, cool!" Frankie doesn't hear or just plain ignores the ambush tactics, instead trying to crawl through the rubble filled tunnel to see where it goes.

Escape Artist, Heroism, Derring-Do: 1d20 + 9 + 2 + 1d6 ⇒ (5) + 9 + 2 + (3) = 19


Season of Ghosts

Frankie tries really hard to squeeze himself through the rubble in this newest passageway but finds that nooks and crannies and cracks are too small, even for him.

Maybe there's another way to wherever it might lead?

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi watches curiously as the boy tries to fit himself into spaces in the rocks too small even for Benedict. "Perhaps you should join the others. I think Meredith wants to make you invisible," he whispers to Frankie hoping to appeal to the lad's penchant for mischief.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie stands up, dusts himself off and nods in agreement, racing off to find Meredith and Denny.

"Ooo can you make me and Denny invisible too? Then she can fly me in and drop me down like a real super hero!"


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair manages to keep herself from bouncing giddy at the idea. Meredith just sighs and casts Invisibility on Denair, then Frankie.

Once everyone is ready, Meredith casts Shield on herself.

Liberty's Edge

Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Zirt nods and prepares to wait just out of sight until it's time to move in. Benedict could take an invisibility if you've got any extra.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith casts Invisibility on the bundle of berserker barrage. She looks to everyone, readies her spear and gives a thumbs up to see if everyone is ready.

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