GM Tarondor's PFS #1 - Silent Tide (TABLE A) (Inactive)

Game Master Tarondor

GM Tarondor's PFS #1 - Silent Tide


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Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

"Let us see the safes."

Silver Crusade

DECEASED

Garret nods. "I agree to those terms."


You are escorted to a side room where stand five safes. You can address them in an order you prefer.

The Devil Dial The lock of this iron cask contains a laughing devil’s head.

The Box of Golden Faces This red box has been inset with a trio of golden faces: the first appears stern, the second angry, and the third fumes with hatred.

The Riddle Vault The lid of this stone chest is covered with a relief of carved ivy.

The Smooth Stone Chest This sealed stone chest has no visible lock or hinges. No decoration or writing of any kind can be found.

The Holed Chest A strange stylized writing wraps around the whole of this rectangular chest. Stranger still are the ten small pores that run along the box’s lid.

Liberty's Edge

"I'm afraid safe cracking involves a delicate skill set that I do not possess. However if you want me to crack one of these open the hard way just point and stand back."

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

If looks could kill, Donkey Teeth may have been hit with a thousand daggers after his suggestion of a "favour", the tengu not wanting another reason to be indebted to Torch for any period of time. Still--it turns out that the "favour" wasn't as bad as he expected. Mikhaere is nevertheless sullen and sulky as he follows the lot into the safe room.

Taking his time, Mikhaere views the cases from a reasonable distance, looking for anything odd (or dangerous) about them.

I'll take 10 for 23, or I could take 20 for 33 if we have the time to do so...

"Torch said he doesn't want a nutcracker," Mikhaere reminds Rekkr flatly. "If it was that easy to open 'em with a bit of nimble-fingered thievery, I'd say Torch has that down pat. Must be something else about 'em."


Examining the Devil Dial, Mikhaere learns nothing further.

Examining the Box of Golden Faces, he at first learns little, but notices that the eyes of the box's carvings follow him whenever he begins to get angry.

Examining the Riddle Vault, the tengu druid finds the individual letters of a riddle cleverly carved in between the leaves on the chest’s lid.
"Though different now sounds my name,
the spelling still remains the same.
Once prior leap of might, now becomes bird of white."

Examining the Smooth Stone Chest, Mikhaere learns nothing further.

Examining the Holed Chest, Mikhaere discovers a hidden panel on one side of the box, but no means to open it. A Performance (any) or Profession (musician)check (DC 7) may reveal more.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Perform (Untrained): 1d20 - 2 ⇒ (9) - 2 = 7

The only music Mikhaere cares about is frogsongs in the early morning haze of the swamp.


The strange lettering on the box is actually the notes to an ancient forgotten tune.

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

"Dove"

Donkey Teeth grins his stupid grin

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Perform - Sing (Untrained): 1d20 - 2 ⇒ (5) - 2 = 3

Mikhaere begins to caw out the tune. It sounds a little like this and is only remotely similar to the notes written on the box.

Silver Crusade

DECEASED

Garret nods at Donkey Teeth. "That would make sense."

"Stand aside, Mikhaere, if you please." Garret does his best to examine the holed chest.

Perform (Singing): 1d20 + 4 ⇒ (14) + 4 = 18

Once he's done with the examination, he will cast detect magic and look at the chests that way.

Spellcraft (Devil Dial): 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft (Box of Golden Faces): 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft (Riddle Vault): 1d20 + 6 ⇒ (16) + 6 = 22
Spellcraft (Smooth Stone Chest): 1d20 + 6 ⇒ (17) + 6 = 23
Spellcraft (Holed Chest): 1d20 + 6 ⇒ (3) + 6 = 9


When Donkey Teeth speaks the word "dove", the Riddle Vault pops open. Within is a collection of over 40 rare incenses along with a book.

Garret concurs with Mikhaere that the lettering on the Holed Chest is music. But Mikhaere's quorking does nothing to open the box.

Garret learns that all but the Devil Dial radiate magic. The Box of Golden Faces radiates abjuration and enchantment. The Riddle Vault radiates abjuration and divination. The Smooth Stone chest radiates abjuration and illusion. The Holed Chest radiates abjuration and divination.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Leaving the song box be for now (the designer clearly didn't understand the amazing orchestra of the crow-people race), Mikhaere returns to the Box of Golden Faces.

He stares at it for a long while, neutral. Then he glares at it sternly. Then, recalling just how dumb this task was and how much Torch annoyed him, he starts getting angry. Finally, he starts thinking again about just what he'd like to do to the old cursed man's smug grin, he feels the hatred building up inside of him. By the end of his forced focus on negative feelings Mikhaere is in quite a state and takes out his irritation by kicking the box with a squawk.

Silver Crusade

DECEASED

Garret attempts to see through the illusion surrounding the Smooth Stone Chest.

Will Save: 1d20 + 3 ⇒ (12) + 3 = 15

He looks closer at the Holed Chest. Do the holes seem related to the holes in, say, a pipe/fife/etc.? Is it possible to blow through one and see if music comes out?


Mikhaere, give me a Will save.

Garret doesn't perceive anything he can determine as illusory on the Smooth Stone Chest, but he does think that the Holed Chest might be -played- like an instrument. It requires a DC 12 Perform (Wind Instruments) check.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Will: 1d20 + 7 ⇒ (17) + 7 = 24

Silver Crusade

DECEASED

Perform (Wind Instruments): 1d20 + 4 ⇒ (16) + 4 = 20


As Mikhaere manages to focus all his anger and fury at the box, it snaps open in response to his emotion. Within lies a collection of ancient stone miniatures of a Viking army from the Land of the Linnorm Kings. Coincidentally, the tengu finds his anger is simply gone, replaced by a smooth calm.

Garret finds that the pores on the safe are actually the openings of a simple wind instrument which has been built into the workings of the safe. Blowing on the first hole while covering the correct pattern of the remaining holes allows him to to replicate the light an airy tune inscribed on the box, causing the hidden panel on the side to iris open. Inside rests a rolled and ancient scroll.

Three down! The Devil Dial and the Smooth Stone Chest remain closed.

Liberty's Edge

Rekkr considers the two remaining chests. "Do you want me to break them open?" He seems slightly giddy at the thought of doing so.

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

Donkey Teeth examines the other two boxes

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

"Torch only wanted at least three of the chests open," Mikhaere comments dryly, feeling surprisingly calm after taking out his anger on the box. But that would never remove the sarcasm and bitterness. "And I needn't remind you that we've a sweeping omen of doom to take out. Let's not waste any more time with the old fool's requests."

Silver Crusade

DECEASED

Garret moves to the Devil Dial and, hoping the name is meaningful, turns the devil's face like a dial. Assuming it turns, he will listen to the dial and try to hear if there are any telltale clicks or noises.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21

One way or the other, when his examination of the other chest is complete, he moves to the smooth stone chest and feels around it for a catch, hinges, and the like. He knows there's an illusion spell, which won't stop him from opening it if he just opens it...right?

Perception (Touch): 1d20 + 2 ⇒ (19) + 2 = 21


Donkey Teeth observes exactly what Mikhaere observed.

Garret finds that the devil's head does indeed spin both right and left, like a combination lock without any numbers marked on it. He can also hear the distinct but faint clicks of tumblers moving in the lock as he slowly spins the dial.

Garret can easily feel the lid of the smooth stone chest. There is no lock that he can see or feel.

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

Maybe this will give me some insight.

Donkey Teeth detects magic on the remaining chests. He takes as long as he needs to get as much information he can gather.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

I'm going to hazard a guess that you'll get the exact same results as Garret...

Silver Crusade

DECEASED

If nobody has disable device, and nobody can penetrate the illusion on the smooth stone chest, then I guess we're done here.

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

will vs chest: 1d20 + 2 ⇒ (16) + 2 = 18

-Posted with Wayfinder


Yep. Donkey Teeth learns with his detect magic exactly what Garret did with his.

He stares at the chest, but it looks no different to him after that.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Mikhaere goes to find Torch and inform him that they'd gotten three of the chests open. "And unlike you, who has the time to namby-pamby around with magical lock-boxes, we unfortunately are on a mission. Now spit it out - where's Nessian?"

Silver Crusade

DECEASED

Garret follows Mikhaere, but, frustrated by his lack of success with the last two safes, says nothing.


"Very well," says Torch. "Three will have to do. A deal is a deal, after all. Nessian lairs in a new base of operations nicknamed the Pyramid of the Dog which he has carved out of a ruin of half-collapsed siege towers, just outside of Absalom."

"I remind you," he continues, "that should Nessian ever discover I disclosed this information, I would view that as most unprofessional and
would spread the word. I do trust we understand each other."

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

"We understand"

-Posted with Wayfinder

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Mikhaere apathetically waves Torch off without even looking at him. "Whatever. I don't imagine he'll be telling many people anything after we're through with him."

"Let's get going, quick as we can."


ACT 4: The Hymns of Oathday

You hasten out of the Siphons and head through the city towards the Pyramid of the Dog.

Rekkr's Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Garett's Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Machaero's Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Donkey Teeth's Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Mikhaere's Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Everyone but Donkey Teeth notices an interchange of flashing green and orange lights coming from the cliffs in the distance. Once again Nessian carefully plants his signals away from his lair to prevent anyone from zeroing in on his hideout’s location.

Silver Crusade

DECEASED

Garret grunts. "Of course there's another signal. Well, we've no idea what the signal means, so we can only hope that we can find the codebook in his lair, interpret it quickly, then find the target before he achieves his objective."


No!" says Yargos when he sees the signal.

"It is one of the final and most important signals! The lights will
send a team of Black Echelon operatives to attack the Metro-Cathedral, an old church of Abadar. Although worshipers of Abadar have traveled to new parishes ever since the earthquake that laid low the Puddle District,
the Metro-Cathedral still has one use: every Oathday morning, the priests of Abadar still play the ritual tune on the Metro-Cathedral’s giant pipe organ to remind all of Absalom to honor its pacts."

"According to the codebook, when Black Echelon shuts down the giant organ in midtune, the sudden disruption becomes the signal for Silent Tide; the awaiting Armada is to approach to the city and begin its attack run!"

"Please, you must go to the Metro-Cathedral and stop the attack!"

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

Mikhaere shoots Yargos an irritated glare. "If you remember so much about what's going on with the signals, why didn't you just send us to those places in the first place?"

He turns to the rest of the group. "Sounds like Nessian will have to wait. Back to the Puddles we go..."

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

"That place smells worse than the tengu"

"Great let's go"

-Posted with Wayfinder


"There are dozens of possible signals," says Yargos. "Until he uses them, we won't know which ones Nessian plans."


As you approach the cathedral, a magnificent tune is playing inside. As you get closer, the sound starts to break down and become patchy. Then a creepy moment ensues as the sound becomes a cacophony of off-key noise and then suddenly comes to an end.

Yargos screams "We have to hurry and continue the music, lest the attack ensue!"

______________________________________________________

Terrain Rules in the Metro-Cathedral

• The Metro-Cathedral’s massive organ is played by dancing upon the gigantic white keys. Traveling from white key to white key requires a DC 5 Jump, Tumble, or Perform (dance) check. The DC increases by 2 for each additional key someone attempts to cross in a given round.

• To play the more slender black keys, one either needs to stand on an adjoining white key and reach up and yank the key down with a DC 5 Strength check, or climb directly on top of the black key (Climb DC 10). Leaping from black key to black key requires a DC 10 or 20 Jump check depending on the distance between the keys as indicated on the map.

• Anyone who successfully depresses multiple keys in a round may also make a Perform (keyboard) check as a free action. A success of 10 or more contributes to the hymn and keeps the music alive. The higher the result, the more melodious and impressive the contribution. Provide each PC with a +2 circumstance bonus to their check for each key they manage to depress in a single round. If the same PC can further succeed on a DC 5 Knowledge (Religion) check, they can actually play the correct popular morning hymns.

• The organ keys are elevated 15 feet off of the ground. Anyone bull rushed off the keys falls to the stone church floor below, taking 1d6 damage.

• Climbing the giant twisting maze of brass pipes requires a DC 10 Climb check each round.

______________________________________________

Donkey Teeth's Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Mikhaere's Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Garett's (and Machaero's) Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Rekkr's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Black Echelon's Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

MAP OF THE METRO-CATHEDRAL

Anyone, go!

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

are black echelon members playing the organ? Are they really undead or are those just markers?

-Posted with Wayfinder


Sorry. They're Black Echelon. And it appears they've just slain the priests who were playing the organ. Others are climbing the organ pipes, with the result that their silence aura is causing the great organ to fall into silence.

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

What an interesting scene! Wow.

Mikhaere hurries down the aisle of the cathedral, frowning up at the Black Eschelon members crawling all over the organ.

NW-N-N-N-N-N-N-N-N-W-W-W, putting me at the lower-left corner of the square thing.

Silver Crusade

DECEASED

Go, Machaero, stop them! Garret sends a mental command to his eidolon, then breaks into a run himself.

Machaero
Full round action: Charge and Pounce agent C. (Move NE - N - N - N - N - N - N - N - N - N - N - N - N)
Climb (Altar), if needed: 1d20 + 2 ⇒ (8) + 2 = 10
Acrobatics (Altar to Keys): 1d20 + 6 ⇒ (19) + 6 = 25

Attack (Bite): 1d20 + 3 ⇒ (13) + 3 = 16
Damage (Bite): 1d6 + 2 ⇒ (5) + 2 = 7

Attack (Claw 1): 1d20 + 3 ⇒ (12) + 3 = 15
Damage (Claw 1): 1d4 + 2 ⇒ (1) + 2 = 3

Attack (Claw 2): 1d20 + 3 ⇒ (17) + 3 = 20
Damage (Claw 2): 1d4 + 2 ⇒ (1) + 2 = 3

Garret
Full round action: Double move. (Move E - NE - N - N - N - N - N - N)

Scarab Sages

Male Tengu Druid (Swamp Druid) 4
Stats:
HP: 34/34 || AC: 19 (21 w/ shield), touch: 12, flat-footed: 17 (19 w/ shield) || CMD: 17 || Fort: +5, Ref: +3, Will: +8; pond scum || Init: +4 || Perception: +15; low-light vision, carrion scent

??? He wouldn't be able to charge the agent... the keys are 15 foot high, for one, and then C is on top of the organ, plus charging means you travel in a straight line with no interruptions (and there are definitely things stopping you from getting there with this - I mean, you're stopping to climb something!)

Pounce can be stupidly good, but you have to take into consideration its limitations, that is, when you're in non-flat/open terrain...

Sczarni

M Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft Witch 1

W-W-W-W-W-N-N-N

DT has a long way to go yet

-Posted with Wayfinder

Liberty's Edge

Rekkr charges forward looking for purchase to climb the organ.

Nx9,Wx7


I agree. Machaero can't charge and attack in this instance. Also, I see nothing in the Acrobatics rules that would let him leap the 12 or so vertical feet from the altar to the keys. Finally, the Black Echelon operatives shown on the pipes are climbing a further 15 ft. up the organ pipes. As a result, Machaero makes it to the base of the organ.

Rekkr and Donkey Teeth spot a single cowering human female, tucked in beside the organ.

A moment later, the eastern side door opens and three more Black Echelon operatives pour out, running toward Machaero and Mikhaere.

Rounds of organ silence: 1

MAP OF THE METRO-CATHEDRAL

Anyone, go!

Liberty's Edge

Do the ops on the keyboard have any sort of cover against ranged strikes?

Silver Crusade

DECEASED

Okay, so I got a bit overzealous on the pounce, but how do we get to the keys if they're 15' off the ground? I see no stairs, nor do I see any mention of that in the movement descriptions.

Garret
Standard action: Cast grease on the 4 squares directly in front of him (N, 2N, NW, 2NW from him). DC 16 Reflex save, or agents G and I fall.

Machaero
Full round action: Attack agent H

Attack (Bite): 1d20 + 3 ⇒ (6) + 3 = 9
Damage (Bite): 1d6 + 2 ⇒ (3) + 2 = 5

Attack (Claw 1): 1d20 + 3 ⇒ (15) + 3 = 18
Damage (Claw 1): 1d4 + 2 ⇒ (1) + 2 = 3

Attack (Claw 2): 1d20 + 3 ⇒ (19) + 3 = 22
Damage (Claw 2): 1d4 + 2 ⇒ (3) + 2 = 5

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