Gestalt Academy of Secrets Table 1 (Inactive)

Game Master drbuzzard

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Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Irra rolls her eyes and pats Arvaldo on the shoulder sympathetically. "Take the ring Mister Arvaldo, but I'm afraid I'm married to my job already."

Entering the danger zone, Irra rises a few inches up off the floor, frowns and begins searching for auras.

Detect magic on the classroom
Would anyone like a casting of acute senses?


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

I could afford to take it if nobody else does, seeing as my Perception is decent but not great and I have no enhancement bonus to it yet. Also, are we all in the same hall/classroom? I got the feeling we were splitting up, but that might just be me.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

I'd rather it went to someone with a high bonus, adding it on can get you an extraordinary bonus and allow you to hear enemies from hundreds of feet away.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

you could retroactively cast it on gale :)


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Sure


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

sweet i now have a perception of 48 lol


GM stuff:

1d20 + 29 ⇒ (2) + 29 = 31

The device in the room radiates strong magic.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Take 10 on Arcana and Spellcraft for 16 and 18


Those 'rolls' are insufficient to determine anything about it.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Irra a-shimmys and a-shakes.

Spend 6 performance rounds for Pageant of the Peacock for the next hour
K Arcana 1d20 + 35 ⇒ (6) + 35 = 41
Spellcraft 1d20 + 29 ⇒ (4) + 29 = 33


OK, you recognize that it is a device that blasts out elemental storm when triggered (evocation obviously).


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

"Magical trap or weapon of some kind, blasts out elemental magics."


Rogard follows along and after casting a simple spell looks the thing over to see if something he knows could help in getting the key without anyone getting hurt, finishing off with sniffing it trying to make some sense of it.

detect magic just in case and the fact that Rogard does not have idea that Irra is as good as she is.
Take 10 on all.
Craft alchemy, just a guess but the substances might be raltaed to the subject check result 32
K Arcana 31 Well it is magical
K Nature 33 Pretty unlikely but on the off chance
Spellcraft 31
Perception 36 EDIT: I have scent hence the sniffing
I do have disable device +4 but not gona try anything with that.
Anyways the goal is more to get an understanding of the device so that someone with the skills could get it done slightly easier.

Spells active:
Extended Overland flight- Duration 26h
Greater age resistance-Duration 24h
Endure elements- Duration 24h
Barkskin- Duration 130min
Spellstaff Used with Changestaff- Permanent
Delayed consumption-Duration 13 days used with improved invisibility
False life-Duration 13h temp hp: 14
Commune with birds- 10min

All cast at the start of looking "keys"

Stats:
Wildshape duration 13h
Init +0; Senses Darkvision 60ft, low light vision, Scent Perception +26 +3 in bright light
------------
DEFENSE
------------
AC 30, touch 12 flatfooted 30 ( 10base 10 armor, 2 deflection, 1 insight, 4 natural, -1 dex -1 size +5enchament bonus to NA)
HP 120 (13d8+52) +14 Temporary HP
Fort +16, Ref +11, Will +17;
+5 against Spells and Spell like abilities
+4 bonus on saving throws against the spell-like and supernatural abilities of fey.
+4 against effects that target plants.
Immune to Poison
Improved Evasion when flying
------------
OFFENSE
------------
Speed 40 ft. Fly 40ft(good)
Melee
2 claws +21 (2d4+12 plus grab), bite +21 (2d6+12/19–20 plus grab) Gore +21 (1d8+12/20/x2)
PA -3 to hit +6 damage
Space 10 ft.; Reach 5ft
------------
STATISTICS
------------
Str 28 Dex 8, Con 18, Int 20, Wis 20, Cha 10

Base Atk +9; CMB +22; CMD 32
Notes: -4 to stealth size, -2 to fly size, +2 STR skills, -1 dex skills +6 to fly from overland flight


Rogard detects that it is definitely rapped with that perception check. Best not to touch it unless you can actually disable magical traps.


Female Human Monk(Sohei)//Paladin(Oath of Vengeance) 13.Perc. +14|Init +10|hp 134/134|AC varies, base 27, T 12, FF 25|CMD 29|Fort +22, Ref +19, Will +18

"Couldn't we just, you know, dispel it?"

She looked at the oversized tiger that was following them around. "You're a mage, right mr. Skybeard?" He was also sort of cute. She supressed the urge to pet the druid. That probably wouldn't go over well.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

"Okay everybody. Stand back." he says as he cracks his knuckles. This being good advice, he also takes it, standing back, but being where he can take a good view of the key and device. He waves his hands at the device as if conducting a strange orchestra.

I do have trap spotter, so I normally get a free roll to detect traps when I get close.
I will stay back as far as I can while actually observing the trap. I can disable devices within 90'

Disable device: 1d20 + 35 ⇒ (12) + 35 = 47


Arvaldo easily disables the trap and releases the key light without blowing everyone up.

You now have 1.


"No, I am able to cast spells however if that is what you mean by a mage. Dispelling also is not guaranteed to work unless the spell was cast by a much less skilled magic user."

Once Arvaldo has dealt with the trap he chuckles? or at least it seems to be something like a chuckle that comes from the tigers form. "Remind me to remake my security at home once we are finished." A short pause follows. "We should probably move onto the next one, the birds I talked to couldn't say anything beyond what we were already told. Though they were likely placed by the headmasters assistant so if it comes to dispelling attempt that might give a clue on the chances."


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Arvaldo will look shocked and hurt, "All this effort working on my skills as a performer, and he mistakes me for a common burglar?!" From his satchel a feline voice speaks up, "Well, you would make an extraordinary burglar if you set your mind to it." To which he responds with a sigh, "I forgot, one should never argue ethics with a feline."


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

So did everyone in the competition enter the same hall? Because I intended to follow the NPC dwarf fighter and take his key. Aramus is a good person, but not always a nice one after all. And the Order of the Flame explicitly states he needs to try and claim additional glory for himself whenever possible...


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Good work Arvaldo! now quick to the next building!

Gale races off as graceful as the wind


Aramus, The Brazen Fool wrote:
So did everyone in the competition enter the same hall? Because I intended to follow the NPC dwarf fighter and take his key. Aramus is a good person, but not always a nice one after all. And the Order of the Flame explicitly states he needs to try and claim additional glory for himself whenever possible...

Taking the light key from a competitor would count as a violation of the rules and you would be disqualified from the event.

Probably best if you stuck with the rest unless you want it to be a really short module.

The party heads into the next hall over, the Hall of Seeing.

You find the challenge in an intersection of two long hallways.

The two long hallways meet in a 15-foot-diameter circular room with a domed ceiling above. The walls of this room between the four hallways are decorated with several tall mirrors—the orange key-light appears to float 4 feet off the ground in the center of the room, but only in the reflections in the mirrors, not in the room itself.

Arvaldo detects it as a trap and disables it without any trouble (rolling a '1' would get him past it in both cases, so done and done) ). You get your second light key.

Off to the next.

Honestly I can probably just skill the light key section since Arvaldo is capable of detecting and dealing with all the 'challenges' (which are traps) on a roll of a 3 or less, and we might as well just move along.

You collect all the light keys your need and head for the hall of wards.

Placing the key-light on the eastern entrance to the hall causes the door to creak ominously open, revealing roiling darkness.

You step into the darkness and find yourselves in:

This stone room is nearly empty, save a sourceless, orange ambient light and a small table full of empty, stoppered crystal vials with peeling, faded labels. The outline of a door can be faintly seen in the north wall, though the wall is solid and seamless. A heavy iron door to the south looms ominously; a man’s horribly mutilated body lies in a patch of dried blood on the ground before this exit.

You all feel a bit funny now.

DC 35 knowledge planes:
You are now on a demiplane with the following characteristics.
Divinely Morphic:
Strongly Law-Aligned and Strongly Evil-Aligned
flowing Time
Altered Magic:
Locked Plane:


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Take 10 on K. Planes for 45

Irra fills everyone in.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

Oops. I did mean more "beat him to it" than "take his key out of his hands" but either way, sticking with the group probably does make more sense.

Once in the strange, evil-feeling room, Aramus draws his rapier and looks around, clearly unsettled. "So, what? It's basically what I don't like, huh?" He runs a hand through his hair and gives a short, uneasy chuckle. "Well, let's start with basics. Who's the corpse? And how long's he been here?"

Unless anyone stops him, Aramus jaunts over and shifts the body around with his rapier a little before reaching down to assess it further.

Assuming nothing happens, I guess a Perception check is in order?
Perception: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Gale will search the room for any signs of what has happened here or for any clues about to how to proceed

perception: 1d20 + 48 ⇒ (5) + 48 = 53

if needed she will also make a heal check to see what killed the corpse

heal check: 1d20 + 5 ⇒ (12) + 5 = 17

Also if it makes a difference, gale has "see in darkness" as a racial trait so she can see even in magical darkness


Map is updated. There is a door to the south.

You have no idea what killed the corpse. It does appear to have been looted already. Perhaps you are in a Pathfinder Society guild hall?(jk)


Rogard lifts up a little into the air deciding it is best to be safe from any possible pressure plates. He then moves next to the corpse with the same idea as gale. His head then turns towards the empty vials. "Any ideas on the significance of those?"

Perception: 1d20 + 26 ⇒ (3) + 26 = 29
K nature substituting as heal check(vivisectionist ability): 1d20 + 23 ⇒ (13) + 23 = 36

Spells active:

Extended Overland flight- Duration 26h
Greater age resistance-Duration 24h
Endure elements- Duration 24h
Barkskin- Duration 130min
Spellstaff Used with Changestaff- Permanent
Delayed consumption-Duration 13 days used with improved invisibility
False life-Duration 13h temp hp: 14
All cast at the start of looking "keys"

Stats:

Wildshape duration 13h
Init +0; Senses Darkvision 60ft, low light vision, Scent Perception +26 +3 in bright light
------------
DEFENSE
------------
AC 30, touch 12 flatfooted 30 ( 10base 10 armor, 2 deflection, 1 insight, 4 natural, -1 dex -1 size +5enchament bonus to NA)
HP 120 (13d8+52) +14 Temporary HP
Fort +16, Ref +11, Will +17;
+5 against Spells and Spell like abilities
+4 bonus on saving throws against the spell-like and supernatural abilities of fey.
+4 against effects that target plants.
Immune to Poison
Improved Evasion when flying
------------
OFFENSE
------------
Speed 40 ft. Fly 40ft(good)
Melee
2 claws +21 (2d4+12 plus grab), bite +21 (2d6+12/19–20 plus grab) Gore +21 (1d8+12/20/x2)
PA -3 to hit +6 damage
Space 10 ft.; Reach 5ft
------------
STATISTICS
------------
Str 28 Dex 8, Con 18, Int 20, Wis 20, Cha 10

Base Atk +9; CMB +22; CMD 32
Notes: -4 to stealth size, -2 to fly size, +2 STR skills, -1 dex skills +6 to fly from overland flight


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

While others are dealing with the corpse, Arvaldo is examining the door. He's not going to open it until everybody is ready. But He wants them to be ready to move if it becomes necessary.


The door is not trapped.

A closer examination of the body reveals that it was mutilated after death. Some necromantic effect seems to have been the real cause of death.


"Necromancy most likely, also mutilation after he died. Ritual of some sorts perhaps? Though I seriously doubt the university would allow such things..."


Female Human Monk(Sohei)//Paladin(Oath of Vengeance) 13.Perc. +14|Init +10|hp 134/134|AC varies, base 27, T 12, FF 25|CMD 29|Fort +22, Ref +19, Will +18

Mi'al listens to Irra's explanation with rapt attention. "So, this is like, hell? Maybe we can save the souls of the people who went in the other years."

That was why she'd been called here, obviously.

She briefly rifles through the table, looking it over for anything like a Clue, or that might be useful, then moves on to stand by Irra by the door.

Perception: 1d20 + 14 ⇒ (16) + 14 = 30


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

"Saving souls, eh? Usually I save folks before the killing. Their killing, I mean. The killing of them. I usually do my own killing of whatever the problem is." The swordsman chatters away senselessly, clearly agitated by the surroundings, the situation at hand. "Well, sleep well, friend. Hope you went somewhere nice. Cayden's halls always have an open seat." He pats the corpse's shoulder and rises.

"So... Through the door?"


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

"The door is safe." He'll rise into the air and fade to be ready for whatever is out there when it's opened.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Gale draws her bow and will stealth anticipating danger, staying at the back of the group

stealth: 1d20 + 35 ⇒ (17) + 35 = 52

also was there an link to a new map?


Female Human Monk(Sohei)//Paladin(Oath of Vengeance) 13.Perc. +14|Init +10|hp 134/134|AC varies, base 27, T 12, FF 25|CMD 29|Fort +22, Ref +19, Will +18

The link is above the campaign info tab, where you usually have a blurb about the campaign.


Yes, same link works. Map is updated.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Gale, with your Acute Senses buff, could I suggest a perception check? As per the rules, following the DCs for hearing across distances and through closed doors, you should be able to hear many enemies ahead if they're there.


Just wondering who might be opening the door.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

can i just take 10 on my perceptions for a 58. can you let me know if i notice anything, also i vote the brazen fool to be opening the door :P


In the interest of moving things along. Besides rogard has decent HP and pretty good saves+improved evasion(when flying) so not that bad of a choice anyways.

Not seeing much of an option to do otherwise Rogard flies up to the door and uses his frame to try to open it up.

Spells active:
Extended Overland flight- Duration 26h
Greater age resistance-Duration 24h
Endure elements- Duration 24h
Barkskin- Duration 130min
Spellstaff Used with Changestaff- Permanent
Delayed consumption-Duration 13 days used with improved invisibility
False life-Duration 13h temp hp: 14
All cast at the start of looking "keys"

Stats:
Wildshape duration 13h
Init +0; Senses Darkvision 60ft, low light vision, Scent Perception +26 +3 in bright light
------------
DEFENSE
------------
AC 30, touch 12 flatfooted 30 ( 10base 10 armor, 2 deflection, 1 insight, 4 natural, -1 dex -1 size +5enchament bonus to NA)
HP 120 (13d8+52) +14 Temporary HP
Fort +16, Ref +11, Will +17;
+5 against Spells and Spell like abilities
+4 bonus on saving throws against the spell-like and supernatural abilities of fey.
+4 against effects that target plants.
Immune to Poison
Improved Evasion when flying
------------
OFFENSE
------------
Speed 40 ft. Fly 40ft(good)
Melee
2 claws +21 (2d4+12 plus grab), bite +21 (2d6+12/19–20 plus grab) Gore +21 (1d8+12/20/x2)
PA -3 to hit +6 damage
Space 10 ft.; Reach 5ft
------------
STATISTICS
------------
Str 28 Dex 8, Con 18, Int 20, Wis 20, Cha 10

Base Atk +9; CMB +22; CMD 32
Notes: -4 to stealth size, -2 to fly size, +2 STR skills, -1 dex skills +6 to fly from overland flight


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Seeing the tiger try to muscle open the door, Arvaldo takes pity and turns the handle from well behind the muscular kitty. Meanwhile Stravolo is peeking out and silently gloating about having magical hands to help out.


The door opens into a fairly long hallway going east. There are six other doors in the hallway.


Also, just so it is clear, this is a well lit area, and it is not possible to use stealth to hide behind your fellows. So unless you are in a room which offers things that provide cover, you cannot use stealth (unless you have a hide in plain sight ability, and I see no such thing on Gale's character sheet).

You can use doorways and such of course (hard cover).


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Any result on Gale's perception check?

Irra quietly glides over and taps Gale with a spell, causing her to vanish from sight.

Invisibility for the next 13 minutes, should get you through to the next combat or two


"Shall we use scouting tactics?" Rogard asks none in particular.

As I predict encounters happening in near or not so near future you might want to change Rogards token to 10x10 size.


There are a variety of different noises from behind doors in the hallway. But there is such a thing as hearing too much. Rather hard to sort it all out.


Male Human Fighter (Learned Duelist) | HP 49/49 | AC 24, touch 17, FF 17; CMD 26 | Fort +5, Ref +6, Will +1 | Init +5, Perception +0

"If you think it prudent. Otherwise, why not just check the doors and move ahead? Search for traps, I mean, but we must have to find something here." Aramus shrugs and continues walking forward, rapier still at the ready. "Unless it's a trick to get us on edge, freak us out, and then pop the real surprise later. Wear us down first, then go for the kill. Not a bad way to go about things."


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

"Let me to a quick scout." He will hide himself away and float down the hallway, checking for traps or other threats.


Your trap radar doesn't trigger on any of the doors. They appear to be clean.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

I cast beast of Ill omen on my air elemental familair.

I would like to listen at the door to the south of the room we just exited, then i would like to open it.

Currently invisible :)

Beast of ill omen DC 21 will:

beast of Ill-Omen (Su): The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it. The enemy must make a Will save or be affected by bane (caster level equal to the witch's level). The witch can use this hex on her familiar at a range of up to 60 feet. The affected enemy must be no more than 60 feet from the familiar to trigger the effect; seeing the familiar from a greater distance has no effect (though if the enemy and familiar approach to within 60 feet of each other, the hex takes effect). The bane affects the closest creature to the familiar (ties affect the creature with the highest initiative score). Whether or not the target's save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this hex ignore that creature when determining who is affected).

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