[OutPost] GM Irish202 #09-07: Salvation of the Sages (Inactive)

Game Master Irish202

Pathfinder Society Scenario #09-07: Salvation of the Sages

This PbP is being run under OutPost 2018. Please check the link for further information about the convention.


251 to 300 of 572 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

As they reach the wet-floored room, Barnaby raises one hand to hold. Wait. Something's off. He points at the sigils around each pillar. I'm getting Conjuration and Evocation from those. Seem to be set to go off whenever something actually alive heads in.

He frowns. I can try to gum it up, re-scribing a few of the markers, but probably not quick enough to get it done before whatever it is goes off.

If no one has a better idea, Barnaby is willing to risk going in and trying to Disable it (currently at +25 v traps), but that will take at least 2 rounds and possible 8 - and that's assuming I succeed

Silver Crusade

Female LG Oracle (Dual Cursed) 7 Paladin 2 | HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4 | Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

"I suspect the fluid is flammable. Maybe we can burn it out before attempting to proceed.

Knoweledge checks to examine the fluid? Will it burn, how deep, attempt to judge how long it would burn, etc. Plus a look around the room to see if there is anything other than the fluid and magic pillars.

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Radek frowns at the sight, and shakes his head after Barnaby and Cassandra speak. "Might be th' other passage offers another route." If the others are willing, he leads the way and searches for traps or the like on the door, also taking a listen to see if he can hear anything on the other side before opening it up. However, if his companions decide to try and do something about the presumably magical trap in this room, the dwarf stands back and lets them do their work.

Just offering a head start on an alternative path, if we don't want to mess with this room just yet. If anyone wants to try disabling the apparent trap though, Radek will bide and let the others do their work.

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

That was a most peculiar memory, it seemed to live within the memory, or at least know that it was being viewed. That is a powerful artifact, I do not think it is safe to leave it here. We should take it with us on our way out.


Cassandra wrote:
Knoweledge checks to examine the fluid? Will it burn, how deep, attempt to judge how long it would burn, etc. Plus a look around the room to see if there is anything other than the fluid and magic pillars.

Craft Alchemy (Cassandra):
For some odd reason, you remember seeing a substance similar to this used in an alchemist's shop you passed by one time. It looks very similar to mediums used to culture bacteria and other small organisms. It is not exceptionally flammable, and only poisonous if ingested in copious quantities.

Further inspection of the moist room does not reveal additional details.

Perception (Radek):
You inspect the door for traps, and do not find any. You will note that this door is similar to the initial one to enter the complex, as there appears to be almost no gap between the door and the wall around it; possibly indicating that the door was meant to maintain an air-tight seal. Listening at the door, you hear a very faint noise of a slow-dripping liquid falling and coming in contact with another liquid surface. You look at the sliding panel near the upper half of the door and conclude it is a viewing port. Judging from the seal on the door, it is likely to open to a glass viewing port to see in the room beyond if you wanted to take a look.

Barnaby Rockford wrote:
If no one has a better idea, Barnaby is willing to risk going in and trying to Disable it (currently at +25 v traps), but that will take at least 2 rounds and possible 8 - and that's assuming I succeed

In the event no further clear decision is made by later this evening, I will proceed under the assumption that Barnaby will be entering the room to disable the trap.

Silver Crusade

Female LG Oracle (Dual Cursed) 7 Paladin 2 | HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4 | Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

"Careful, the muck on the ground likely harbors some disease and after our earlier discovery I doubt we want to catch it."

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

"If you would like, you can stand on Tiny's feet as he holds you around the waist, and then he can fly you slowly around the room to explore and try to disable any possible traps."

Tiny has 30' magical flight(perfect) from the evolution points I put into him.

Grand Lodge

Eidolon 10/L [HP: 104/104] [init: +2; perc: +12] [AC: 29+/13/26+] [saves:10/8/6(See Below] [cmb: 14; CMD: 27(24)] [Move: Magic Flight(Perfect): 30'] [Conditions: ]

"I would be honored to help in any way I can."

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby looks at the looming eidolon. Might help if the trigger ends up being one of the higher runes. He glances back at the moist room. If you're willing to risk it, wouldn't say no.


Jing & Tiny wrote:
"If you would like, you can stand on Tiny's feet as he holds you around the waist, and then he can fly you slowly around the room to explore and try to disable any possible traps."

Tiny, what height would you like to fly around at? The ceiling in the room is 20 feet, the bands of arcane sigils start around 1 foot off the ground and continue up to about 2 or 3 foot or so. Any preparations from Jing or Barnaby before flying in?

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

Wary of catching any disease, Mr. Madison once more calls upon divine protection in the form of bestow grace.

You may as well do this invisibly, it can't hurt. Taking out a little gum arabic encasing eyelashes, he makes Tiney and Barnaby disappear.

Grand Lodge

Eidolon 10/L [HP: 104/104] [init: +2; perc: +12] [AC: 29+/13/26+] [saves:10/8/6(See Below] [cmb: 14; CMD: 27(24)] [Move: Magic Flight(Perfect): 30'] [Conditions: ]

Tiny will hover 6" above the liquid

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Jing Kwan has no action at this time


Tiny floats into the room, carrying Barnaby along with him. Even though both are cloaked in invisibility, a claxon sound goes off the moment the pair crosses the threshold. Walls of energy immediately spring up to block entry and exit from the room. A disembodied female voice speaks in a familiar voice, the same one that sounded in the group's minds as the sandstorm descended on Resa, though now audibly and in an odd language. The green band of runes on the pillars begin to increase the intensity of their illumination.

Barnaby, Cassandra:
The voice says: "Warning, contaminated material detected. Initiating cleansing procedures."

I am going to put you all in initiative, as this situation is time sensitive. Barnaby, your initiative roll puts you after the trap's trigger each round, but if you want to proc your heightened awareness you can shift to act before the trap. I am going to assume you want to do this, feel free to correct me if it is not the case.
Initiative:

Mr. Madison
Radek
Cassandra
Barnaby
(If proc heightened awareness)
Jing/Tiny
Trap
Psycho

Silver Crusade

Female LG Oracle (Dual Cursed) 7 Paladin 2 | HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4 | Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

"The cleansing procedures are beginning. Burn it to ash is standard procedure."

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

Thought about this for a second, but heck let’s do it. Mr. Madison reacts quickly, he sucks in a breath and then dimension doors into the room. I can take no actions until my next turn.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Yeah no, let's burn the Heightened

Barnaby swears as Tahari's presumably's voice begins talking about 'contaminated' things. Seeing the green runes glow, the detective quickly glances at them, then the blue, then the red up top. He spits out a word to the eidolon. Rule of thumb. Red equals bad. Bring me up! as he pulls out his thieve's tools and begins to try and disrupt the third band of symbols.

Beginning a Disable Device check to try and stop whatever's going on, starting with the red ring is that's important to cite. Disable Device should be +25 against magical traps right now, though it'll take 2d4 rounds to actually see if it works.

Grand Lodge

Eidolon 10/L [HP: 104/104] [init: +2; perc: +12] [AC: 29+/13/26+] [saves:10/8/6(See Below] [cmb: 14; CMD: 27(24)] [Move: Magic Flight(Perfect): 30'] [Conditions: ]

"Yes little one." Tiny says as he quickly flies over to the red rings.

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

There is no sound of combat behind him, but Radek hears calls of consternation and concern. Figuring that the trap must be causing problems, the dwarf readies himself should anything come out of that door to investigate. He backs up to watch from around the corner, so that he is out of view if something tries to use the little slot to check the corridor from inside (Stealth = 24).

Leave the door and the viewing slot alone for now. My position is just about right on the map, but please move Radek forward 5' so he can keep watch on that door. The Stealth check ('Take 10' for 24 if he can, otherwise you can roll) is for him to avoid unfriendly eyes from his hidden position, as he keeps watch.


Barnaby Rockford wrote:
Rule of thumb. Red equals bad. Bring me up! as he pulls out his thieve's tools and begins to try and disrupt the third band of symbols

The eidolon/detective duo float over to the nearest pillar and Barnaby begins fiddling around the the red band of arcane sigils on it. With a loud pop of displaced air, Mr. Madison teleports into the room just in time for the green band of sigils on each pillar to brilliantly flare up; filling the room with a flash of almost blinding green light. The light fades quickly, seemingly not causing any visible effect on the room itself. As the green light ebbs to a more normal radiance, the blue band of sigils on each pillar begins slowly increasing in radiance.

Barnaby, Tiny, Mr. Madison:
As the green light washes over you, you actually feel a very pleasant warmth wash over you. Any kind of dyspepsia or stomach cramping your character might be experiencing at the moment vanishes, almost providing a 'coating' sensation in your stomach (or appropriate organ, in the case of the eidolon).

I would describe this sensation as if you had heartburn or an upset stomach and just took a rather nice dose of Maalox or Pepto-bismol.

Disable Device (Barnaby):
As you are picking away at the runes on the pillar, you realize that this might take you sometime. With your current understanding of this room's function, you would have to finagle each red band of sigils on every pillar. On top of that, the sigils are written in a very unique local dialect of Ancient Osirani, causing you to have to spend a little more time 'translating' over the local idioms used. You estimate this might take about thirty to forty more seconds at the current rate you are going.

*Map Updated*

Initiative:

Psycho
------------ End Round 1
------------ Begin Round 2
Mr. Madison
Radek
Cassandra
Barnaby
Jing/Tiny

Trap

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby shakes his head as his stomach feels...different. The detective tries not to pay it much mind as he continues frantically trying to halt the runes' glowing progression.

The speed at which the blue runes begin brightening shakes him however. Barnaby looks around and almost loses his balance against Tiny as he sees Mr. Madison suddenly with them.

Madison! You have anything that might be able to speed me up or slow it down? Because otherwise you may want to 'pop' back out of here - I don't think I'll be finished here before we get to see what all of these do.

Barnaby grimaces, but continues his work, hoping his math is wrong.

For now, continuing to disable

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

If you want out of here have tiney bring you down, this is your opprtuntiy.
Delay until Tiney acts, if Tiney and Baranby come down then I’ll d-door them out, if not, then I’ll d-door myself out.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

I can use Maker's Call to dimension door Tiny

Silver Crusade

Female LG Oracle (Dual Cursed) 7 Paladin 2 | HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4 | Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

"I'm ready for you.", Cassandra calls as she digs an antiplague from her pack.

Haunted curse makes it a standard action.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Psycho looked into the room to see what is going on inside.

Know. Arcana, Religion, dungeoneering, History: 1d20 + 15 ⇒ (13) + 15 = 28


Knowledge Check (Psycho):
You are not learning anything new since your last Knowledge check on this room. You can confirm that the flash of light that occurred was probably related to a Conjuration effect of some kind based on the sigils you saw flare up, but beyond that you are not sure of any further information.

There are a couple "possible" actions out there; if we could firm up intentions so I don't make an unwanted assumption, that would be great. Radek, do you want to continue watching the southern door?

Initiative:

------------ Begin Round 2
Radek
Cassandra (Takes out antiplague)
Barnaby (Continuing to disable or agree to teleport out?)
Jing/Tiny (Possibly teleporting Tiny out)
Mr. Madison (Dimension Door out, possibly taking Barnaby)
Trap
Psycho

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Yes, Radek doesn't want to get in the way and can't help with the magic traps anyway, so he will watch the southern door in case others in this place have been alerted and move on us from that direction. He is still keeping an ear out for developments behind him, though.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

..ummm...not to be a jerk, but I believe Barnaby and Tiny had Invisiblity cast on them. While Barnaby can easily direct Tiny where he wishes to go (both direction and height), none of the rest of us have a clue. All we have seen are what the rest of the room is doing. Perhaps Mr. Madison should be able to re-consider the action of D.Door into the room if he wishes.

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

Thats why tiney would have to come to me. It’s a one shot opportunity to get out. But it’s one Mr. Madison felt he needed to give.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Still, possibly probably foolishly staying and Disabling for at least one more round. If Madison doesn't want to wait I'd understand.

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

I have one more option.
If you need me come knock.
After waiting just as long as he can, Mr. Madison casts emergency force sphere, protecting himself from the room.


As the detective continues to work, the blue band of sigils flare brilliantly, filling the room with their light. It washes over Barnaby and Tiny, not piercing through the sphere of force now near the doorway. Once again, the light does not seem to cause any visible changes and fades away. The female voice speaks once again in the odd language, as the red band of runes begins to gain glow stronger.

Barnaby, Tiny:
As the blue light effects you, you feel...great! It is as if an almost imperceptible sense of malaise that had been lingering since you entered the complex had been lifted, lending a sense of wellness (for lack of a better word).

Barnaby, Cassandra:
The voice says: "Decontamination process complete. Beginning cycling procedures."

Initiative:

Psycho
------------ Begin Round 3
Radek (Assuming continuing to guard southern door)
Cassandra
Barnaby
Jing/Tiny
Mr. Madison

Trap

Silver Crusade

Female LG Oracle (Dual Cursed) 7 Paladin 2 | HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4 | Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

"Decontamination complete. Cycling is starting. I don't know how much time you have left."

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Psycho is waiting to see what's going to happen. Like a real coward.

Maybe we should pick the south passage.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby curses inwardly as the red runes glow too fast in preparation for the 'cycling'

Barely scratched the thing. Not enough time!

He glances at a nervously waiting Mr. Madison then, cursing, taps Tiny hard on the shoulder. Down, quick. I can't do it fast enough and I don't know what that's going to mean.

As they descend, he calls out to the mage beneath his sphere. I failed. We should go. Now!

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

Mr. Madison drops the shield, standard action moves over a couple feet, and puts up a new one surrounding the three of them Immediate action. Ill have us out of here quickly. . Ill d-door is out on my next standard action, I think the shied will hold till then.

Grand Lodge

Eidolon 10/L [HP: 104/104] [init: +2; perc: +12] [AC: 29+/13/26+] [saves:10/8/6(See Below] [cmb: 14; CMD: 27(24)] [Move: Magic Flight(Perfect): 30'] [Conditions: ]

Tiny's eyes glows red and he lowers Barnaby to the ground within the bubble and releases him.

"Master, we have finished here."

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

"Very well, my friend, come back to me."

Jing Kwan then moves down the passage a little, and uses Maker's Call to bring Tiny to him.

Move action 10' South, Maker's call(SU)(standard) to bring Tiny to the space directly South between Jing Kwan and Radek


Going to fast-forward a bit since we have nullified the worst part of the trap, for now at least.

As Barnaby and Tiny squeeze into Mr. Madison's force sphere, the red sigils flare up violently. The entire room is engulfed in raging flames, intensely scorching anything not protected. The force sphere manages to withstand the inferno during this time. The flames diminish and vanish after six seconds, and are replaced by what sound like hurricane-strength winds shooting up from the floor, surely venting into holes in the ceiling, for about 12 more seconds afterward. The winds cease, and the walls of force barricading the room vanish. Should the force sphere be dismissed, the group will see the room free of any debris or liquid that was covering the floor; though it looks like the liquid appears to be slowly replenishing itself magically out of nowhere.

Barnaby:
Based on your brief study of the sigils, you know that when the fluid completely replenishes in this room the trap will reset. You estimate that this process will take maybe about a minute. You can certainly continue your tinkering you were attempting earlier if you wish. You believe that you might be able to finish before it resets...maybe.

Out of initiative.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby ducks to match Mr. Madison right as the mage throws up his barrier. As a torrent of fire and heat roars above them, the detective finds himself shaking. That...Nine that was too close

When the fire finally relents, he looks cautiously out into the room. Thank the gods you're as reckless and stubborn as I am, or else you'd be scraping me up right now. he says to the well-dressed man. Though no one can see it, he winces slightly as the words come out, then follows it up with a quieter tone. I think you might've saved me here. Not sure I can repay that, but I damn well won't forget it.

Barnaby notices the floor of the room slowly becoming moist again and jumps up. Now, let's not deal with that again.

Barnaby will attempt to pick up where he left off as quickly as possible, hoping to be able to shut down the red 'fire' runes before the 'cycling' comes around again. But just in case I'm slow on the draw once more, the rest of you should hurry to the other side now while it seems temporarily safe.


Should a party member peek through the exit on the other side of the room, there appears to be a hallway that leads either back to the southern room or continues onwards to a chamber to the north. No unusual sounds from either direction.

Sczarni

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)

Acknowledging Barnaby’s thanks, At least we know what the room does, if it starts to go off again, I’ll stay here. But this time I would like to know where you are.
With a flick of the wrist Mr. Madison dismissed the invisibility.
I think you can get it this time.

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Radek finally stalks back to join the others when he hears the strange, disembodied voice and the howling sounds of the various elements. "What in blazes be goin' on back 'ere? I thought tha' disarmin' a magic trap would be a bit more quiet than tha' ruckus!" He growls, taking a look around the room. He finally snorts. "Well? Looks clear, eh? Safe to head over there? I figure these traps musta' been guardin' somethin' interesting."

Unless the others advise against, Radek leads the way to the opposite hall, taking a peek to the north and south and reporting that both corridors appear empty. The dwarf waits for Barnaby to finish dealing with the resetting trap before going one way or the other, though.

North, or south? Radek would advise we first deal with the chamber he can glimpse to the north.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Psycho runs to the other side of the room and keep watching what's going to happen.
YOu guys are great at this!

On the other side he looks if there is something unusual in hallway.

perception: 1d20 + 12 ⇒ (18) + 12 = 30

Silver Crusade

Female LG Oracle (Dual Cursed) 7 Paladin 2 | HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4 | Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

Cassandra will cross the room to join the others, waiting just beyond the threshold, ready to translate if the room begins making further announcements.

Grand Lodge

m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Jing Kwan steps up on Tiny's feet and says.."Follow the others and put me down on the other side of the room"

Grand Lodge

Eidolon 10/L [HP: 104/104] [init: +2; perc: +12] [AC: 29+/13/26+] [saves:10/8/6(See Below] [cmb: 14; CMD: 27(24)] [Move: Magic Flight(Perfect): 30'] [Conditions: ]

Tiny says.."Yes, Master" as he wraps his arms around Jing Kwan, floats 6" off the ground, and flies after the others.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)
Radek Angdur wrote:
Radek finally stalks back to join the others when he hears the strange, disembodied voice and the howling sounds of the various elements. "What in blazes be goin' on back 'ere? I thought tha' disarmin' a magic trap would be a bit more quiet than tha' ruckus!"

Barnaby grunts as he stretches towards a new set of red runes. The real doesn't always match the ideal. he tosses back over his shoulder at the dwarf. And let's hope there aren't any more guards. Especially mobile ones: too much to hope there's still an element of surprise after that.


Barnaby Rockford wrote:
Barnaby grunts as he stretches towards a new set of red runes. The real doesn't always match the ideal. he tosses back over his shoulder at the dwarf. And let's hope there aren't any more guards. Especially mobile ones: too much to hope there's still an element of surprise after that.

Barnaby finishes tinkering with the runes, but the room continues to reset as the fluid level replenishes in the room and the runes continue to glow. Getting the sense that whatever efforts he is trying is not successful, the two remaining party members may wish to exit the room with the remaining moments before a full reset occurs.

Radek Angdur wrote:
Unless the others advise against, Radek leads the way to the opposite hall, taking a peek to the north and south and reporting that both corridors appear empty. The dwarf waits for Barnaby to finish dealing with the resetting trap before going one way or the other, though.

The dwarf sees another door to the south, of similar make (with the sliding peep hole) as the one in the previous hallway. To the north, the hallway opens up into a large room with numerous wall alcoves. More of the soupy liquid covers the floor of the room, spilling continuously into rust-colored stone pits in each alcove. On the far north side of the room, a complex framework of gold wires and bones link together to form an array of dozens of crystals set into the stone wall. Before this array lie several plates in the floor, each one bearing a set of rusty blood-stained manacles bolted to each plate. There are bronze plaques on the walls exiting the trap chamber, near the entrance to the chamber with the alcoves, and near the door to the south.

Barnaby, Cassandra:
The plaque on the exit of the trap chamber reads "Cleansing Room," the plaque near the door to the south reads "Laboratory," and the plaque to the north chamber reads "Memory Extraction."

Perception (Radek):
Your inspection of the area does not reveal any traps, it looks like no-one has been through here for a very long time. You continue to hear the dripping noise beyond the door to the south, even on this side of the trap chamber, though still no actual movement indicating any presence in that room.

Psychic Sensitivity (Barnaby, Psycho):
As you come closer to the northern chamber, you start to develop a low grade headache. Your grasp on your psychic abilities falters slightly as your senses become assailed by intense waves of anguish and terror; brief flashes of villagers being dragged into the room and being hooked up to the apparatus flood your mind's eye. These experiences come quickly, though you are able to relegate these senses back into your subconscious so that they are less debilitating and allow you to act normally.

This room has a significant psychic impressions upon it, to the point you do not even have to perform any occult skill unlocks to know it is present. If you wish to perform any specific actions to follow-up, let me know.

Map Updated.

Silver Crusade

Female LG Oracle (Dual Cursed) 7 Paladin 2 | HP 66/66 | AC 11(20[s]) T 11 FF 10(19[s]) | CMB +4, CMD 15 | F: +16, R: +13, W: +18 | Init: +1 | Perc: +0, SM: +4 | Speed 30ft | Channel Energy: 6/11 6d6 | Spells: 1st 4/8 2nd 4/8 3rd 5/6 | Active conditions: Bless | Speed 30ft | Channel Energy: 11/11 |

"South is the Lab. North is Memory Extraction."

1 to 50 of 572 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [OutPost] GM Irish202 #09-07: Salvation of the Sages All Messageboards

Want to post a reply? Sign in.