[PFC] GM Granta's The Delirium's Tangle (#45) (Inactive)

Game Master Granta

Maps


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Sovereign Court

I'm about to pass out, so just a couple quick answers for now.
@Farlen: Yes, you may aid Khellek.
@Ironshanks: This round, Hellena is higher in initiative.

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Ember nods quickly in agreement to Farlen's suggestion. "Good idea. I doubt forcing a few tattered rags up these shoots will do us much good against the force of these flowing waters. Focus on figuring out the key to this mechanism. I'll repeat and hold your previous combinations so that we may hopefully maintain our progress."

We might be getting somewhere, aid: 1d20 + 2 ⇒ (12) + 2 = 14

He wades his way around Khellek, preparing to help the two of them repeat any successful sequences. "A herd of gnomes we may be indeed, Bronzeshanks," he calls out flippantly across the room. "For what sort of dwarf can't open a Dwarven door?!"

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

It would have been for THIS round, but I will do it again on the NEXT round too, so if you can roll twice on your NEXT roll too if you happen to post before I do

Sovereign Court

DC 10 Wisdom (Ironshanks only):
The maze is elven

GM Rolls:
text: 1d20 + 1 ⇒ (5) + 1 = 6

Maps

Round 4
Effects Difficult Terrain, Swim check for small creatures

  • 3 chutes
  • Farlen
  • Hellena
  • Ember
  • Khellek
  • Ironshanks

Farlen, Hellena and Ember each do something to aid their allies. Unfortunately, that isn't enough for Ironshanks to accomplish anything. Khellek successfully outsmarts the door though, and closes a chute.

Everybody is up.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Hellena continues to pump the blessing of Desna into Ironshanks....

Luck continues, can roll twice

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek continues his methodical approach to shutting off the chutes.
"I'll be having a word with the Technic league if ever I meet them. That said, it would be interesting to study the working of this at leisure."

INT: 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

I thought i had posted aiding khellek, but somehow my internet ate it. So here goes try 2.

"I think you need to turn that more and pull that up."

intel check aid : 1d20 + 4 ⇒ (3) + 4 = 7

same result

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Ember glowers at the still rising water for a moment before glancing over at the workings of Khellek and Farlen beside him, keeping his hands firmly on a newly lowered lever and freshly spun disk. "Keep it up, you two. A few minor adjustments and we may yet push onward along the weary road of progress."

Int Aid: 1d20 + 2 ⇒ (8) + 2 = 10

"I think," he adds quietly, feeling the lever tremble in his grasp and praying that the most recently closed chute was kind enough to remain that way.

Sovereign Court

DC 15 Wisdom check (Ember & Farlen):
There were a couple of times when you thought Khellek was making a bad move, and you turned out to be right. You feel capable of playing this game for yourself.

DC 20 Perception:
The water seems to be flowing at 2 feet per round, and the ceiling is 20 feet high.

GM Rolls:
Khellek: 1d20 + 1 ⇒ (17) + 1 = 18

Maps

Round 5
Effects DC 10 Swim check at start of turn

  • 4 chutes
  • Farlen
  • Hellena
  • Ember
  • Khellek
  • Ironshanks

Farlen tries to aid Khellek and fails, while Hellena and Ember successfully help their companions. Unfortunately, even with help Khellek can't keep up with the fast moving gears this time.

Everybody is up. Ironshanks may act twice.

NOTE: Everybody must now make a DC 10 Swim check at the start of their turn. Failure means you lose your turn. Failure by 5 or more means you start drowning.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

I return! Sorry for the absence.

Wisdom Check: 1d20 + 2 ⇒ (5) + 2 = 7

Turn 1
Ironshanks re-positions the crowbar for better leverage, hopefully, and puts his back into it Strength Check: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Reroll if necessary Strength Check: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 "How you gnomes doin over there!! I ain't doing shit!"

Turn 2
Swim Check + ACP: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10

Barely managing to keep his head above water, thanks mostly to his penchant for heavy metal armor weighing him down, Ironshanks continues at his work. Strength Check: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 Best check so far

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen attempts his swim check.
swim check: 1d20 + 1 ⇒ (9) + 1 = 10
He attempts to aid in turning knobs to stimm the water.
"We are going to need luck now"
intel check aid: 1d20 + 4 ⇒ (5) + 4 = 9

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"My books!"
Khellek tries to stay above the water.
swim: 1d20 - 1 ⇒ (17) - 1 = 16

He continues to puzzle at the knobs.
INT: 1d20 + 5 ⇒ (2) + 5 = 7
"There must be a drain here somewhere."

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Swim 1d20 - 3 ⇒ (10) - 3 = 7

Perception 1d20 + 13 ⇒ (1) + 13 = 14

Hellena drops her shield.

Did the Str check do anything? Otherwise Hellena will pump the luck into Khellek

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

If the luck works

Khellek continues to try to understand the workings of the machinery.

roll, int, engineering, whatever: 1d20 ⇒ 3 plus whatever, (INT is 5, engineering is 12

hahaha sometimes the dice are just against you, even with lucky rerolls

Sovereign Court

@Hellena: Isn't that domain power touch range? You are multiple move actions away from Khellek.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Perception: 1d20 + 7 ⇒ (11) + 7 = 18 Lol I tried...

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

She has a move rate of 40'/round and can ignore terrain penalties as a swift action, but yeah I didn't double check the map... did the STR checks achieve anything though? Otherwise she needs to start moving to the other side to begin helping them

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Int Aid: 1d20 + 2 ⇒ (4) + 2 = 6

Ember frowns at Khellek and Farlen as they fumble about, beginning to lose track of in what order the seemingly growing number of levers and dials have been fiddled with. It appears my words of inspiration have had little effect... "You two may not mind this spontaneous bath, but I am not particularly fond of these freezing waters."

Wisdom: 1d20 - 1 ⇒ (17) - 1 = 16 Perception: 1d20 + 3 ⇒ (4) + 3 = 7 As much as Ember'd like to listen to the mysteriously dark voice in his head, the lord of dice has other ideas...

"Time is running short. Perhaps if we each try our hand at this simultaneously, we can open more chutes than this damnable mechanism can close so quickly."

Sovereign Court

@Hellena: The agile power allows you to ignore difficult terrain, but that's not the relevant effect. You're swimming. Note the change in the Effects line of my last round update; you're one round too late :-p

GM Rolls:
Swim (Ember): 1d20 ⇒ 13
Khellek: 1d20 + 1 ⇒ (14) + 1 = 15

Maps

Round 6
Effects DC 10 Swim check at start of turn

  • 5 chutes
  • Farlen
  • Hellena
  • Ember
  • Khellek
  • Ironshanks

Ironshanks keeps struggling with the door, but only overcomes his own patience with the damn metal. Farlen and Ember gulp some air before diving down to try and aid Khellek, who also manages to swim safely, but fails to conquer the door. A fifth, hidden chute suddenly opens. Hellena tries to swim over to the other side of the room, but swallows some water and ends up just coughing it out.

That is the status at the end of round 5. We will now move to the fast lane.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Swim 1d20 - 1 ⇒ (12) - 1 = 11

Hellena starts swimming across.

Sovereign Court

Everybody please give me five SWIM checks, followed by ten d20 rolls. Then say what general strategy you would like to try for the next five rounds. I will use the generic d20 rolls in order, and you probably won't need more than 5-6, but let's be on the safe side.

That will take us up to the point where the room becomes completely flooded, at which time we will reevaluate.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks is pretty stubborn so he continues trying to pry the door open if he can keep himself from drowning that is...

Swim, Please Swim!: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Swim, Please Swim!: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
Swim, Please Swim!: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Swim, Please Swim!: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Swim, Please Swim!: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8

Pry that damn door open!: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Pry that damn door open!: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Ya things go down hill... lots of failed swims and no higher Str checks than earlier.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen will swim then close chutes with the dials and levers.

swim check: 1d20 + 1 ⇒ (20) + 1 = 21
swim check: 1d20 + 1 ⇒ (2) + 1 = 3
swim check: 1d20 + 1 ⇒ (3) + 1 = 4
swim check: 1d20 + 1 ⇒ (3) + 1 = 4
swim check: 1d20 + 1 ⇒ (5) + 1 = 6

There are the aquatic activities.

generic d20 #1: 1d20 ⇒ 12
generic d20 #2: 1d20 ⇒ 18
generic d20 #3: 1d20 ⇒ 11
generic d20 #4: 1d20 ⇒ 6
generic d20 #5: 1d20 ⇒ 14
generic d20 #6: 1d20 ⇒ 17
generic d20 #7: 1d20 ⇒ 13
generic d20 #8: 1d20 ⇒ 2
generic d20 #9: 1d20 ⇒ 20
generic d20 #10: 1d20 ⇒ 15

Farlen will attempt to close chutes as applicable.

I think Farlen swims like a rock

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Those are some rough swim checks, haha. Maybe we should've packed some floats and lifebelts.

As much as Ember hates water, he continues to duck beneath the surface to mess around with the array of widgets in the hope of closing a chute or two or unlocking the door, memorizing whatever successful combinations he can while doing so.

Glub glub: 1d20 + 0 ⇒ (19) + 0 = 19
Glub glub: 1d20 + 0 ⇒ (6) + 0 = 6
Glub glub: 1d20 + 0 ⇒ (12) + 0 = 12
Glub glub: 1d20 + 0 ⇒ (13) + 0 = 13
Glub glub: 1d20 + 0 ⇒ (16) + 0 = 16

Guess Ember really doesn't wanna be in the water for much longer...

:thinking: 1d20 ⇒ 4
:thinking: 1d20 ⇒ 5
:thinking: 1d20 ⇒ 12
:thinking: 1d20 ⇒ 13
:thinking: 1d20 ⇒ 7
:thinking: 1d20 ⇒ 15
:thinking: 1d20 ⇒ 4
:thinking: 1d20 ⇒ 11
:thinking: 1d20 ⇒ 16
:thinking: 1d20 ⇒ 7

Coulda been worse. I'll take it!

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Swim 1d20 - 1 ⇒ (8) - 1 = 7
Swim 1d20 - 1 ⇒ (17) - 1 = 16
Swim 1d20 - 1 ⇒ (4) - 1 = 3
Swim 1d20 - 1 ⇒ (10) - 1 = 9
Swim 1d20 - 1 ⇒ (20) - 1 = 19

14 Int
Random 1d20 ⇒ 17
Random 1d20 ⇒ 4
Random 1d20 ⇒ 9
Random 1d20 ⇒ 1
Random 1d20 ⇒ 15
Random 1d20 ⇒ 16
Random 1d20 ⇒ 13
Random 1d20 ⇒ 13
Random 1d20 ⇒ 6
Random 1d20 ⇒ 13

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Dang, I thought I did this last night, post must have been eaten

20 INT; Trying to work out how the machine works, so I guess know(engineering) is the skill he is looking to use if it is helpful. +12 bonus

swim@-1: 5d20 ⇒ (14, 9, 15, 5, 2) = 45
others: 10d20 ⇒ (3, 20, 14, 17, 11, 9, 19, 19, 14, 2) = 128

Sovereign Court

Wow, the dice are not being kind.

GM Rolls:
Ember 1: 1d20 + 1 ⇒ (10) + 1 = 11
Ember 2: 1d20 + 1 ⇒ (16) + 1 = 17
Ember 3: 1d20 + 1 ⇒ (1) + 1 = 2
Ember 4: 1d20 + 1 ⇒ (18) + 1 = 19
Farlen 1: 1d20 + 1 ⇒ (16) + 1 = 17
Hellena 1: 1d20 + 1 ⇒ (3) + 1 = 4
Khellek 1: 1d20 + 1 ⇒ (10) + 1 = 11
Khellek 2: 1d20 + 1 ⇒ (5) + 1 = 6
Ember 1: 1d20 + 1 ⇒ (18) + 1 = 19
Ember 2: 1d20 + 1 ⇒ (7) + 1 = 8
Ember 3: 1d20 + 1 ⇒ (1) + 1 = 2
Ember 4: 1d20 + 1 ⇒ (13) + 1 = 14
Ember 5: 1d20 + 1 ⇒ (15) + 1 = 16
Farlen 1: 1d20 + 1 ⇒ (18) + 1 = 19
Farlen 2: 1d20 + 1 ⇒ (11) + 1 = 12
Farlen 3: 1d20 + 1 ⇒ (9) + 1 = 10
Farlen 4: 1d20 + 1 ⇒ (11) + 1 = 12
Farlen 5: 1d20 + 1 ⇒ (15) + 1 = 16
Hellena 1: 1d20 + 1 ⇒ (12) + 1 = 13
Hellena 2: 1d20 + 1 ⇒ (12) + 1 = 13
Hellena 3: 1d20 + 1 ⇒ (9) + 1 = 10
Hellena 4: 1d20 + 1 ⇒ (19) + 1 = 20
Hellena 5: 1d20 + 1 ⇒ (2) + 1 = 3
Khellek 1: 1d20 + 1 ⇒ (7) + 1 = 8
Khellek 2: 1d20 + 1 ⇒ (11) + 1 = 12
Khellek 3: 1d20 + 1 ⇒ (6) + 1 = 7
Khellek 4: 1d20 + 1 ⇒ (13) + 1 = 14
Khellek 5: 1d20 + 1 ⇒ (8) + 1 = 9

Maps

Drowning Rules

Round 11
Effects Underwater

  • 3 chutes
  • Ember - holding breath (1/28)
  • Farlen - holding breath (1/26)
  • Hellena - holding breath (1/24)
  • Ironshanks - holding breath (2/30)
  • Khellek - holding breath (1/24)

Ember, Hellena and Khellek each manage to close a chute, but then Ember misses a beat and one reopens. Ironshanks has a rough time of it, sinking underwater a round before the room floods.

At this point, I am going to say there is no need for further Swim checks. Success allows you to breath and move, but you can't do one and don't need to do the other. Failure penalizes your combat abilities, which you aren't using. So, Swim is irrelevant now.

Round 12
Effects Underwater

  • 2 chutes
  • Ember - holding breath (3/28)
  • Farlen - holding breath (3/26)
  • Hellena - holding breath (3/24)
  • Ironshanks - holding breath (4/30)
  • Khellek - holding breath (3/24)

Farlen closes a shoot, only to see Hellena open it back up--and Khellek close it again.

Round 13
Effects Underwater

  • 0 chutes
  • Ember - holding breath (5/28)
  • Farlen - holding breath (5/26)
  • Hellena - holding breath (5/24)
  • Ironshanks - holding breath (6/30)
  • Khellek - holding breath (5/24)

Ember and Farlen close the final two chutes! The water drains away quickly, then the bronze door in front of Ironshanks opens slowly.

For the record, you guys were making opposed Intelligence checks against a 12. All four of you were smarter, yet failed the majority of rolls. You need new dice.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Phew

Khellek waits for the water to drain. For a moment he considers checking his precious books, but decides against it - opting to wait for everything to dry out first.

After shaking himself off, he does what he can to regain his dignity.

"Are you all okay?" he asks.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Dicebot can be vicious.

Hellena breathes deeply and begins wringing out her gear. "That was an unwelcome puzzle but it seems we prevailed today. Here's hoping the rest is a bit drier."

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen is very thankful to still be alive. His life flashed before his eyes for the second time in as many days.

"I am starting to wonder if this line of work is for me. I seem to have a knack for trouble. I sincerely appologize for activating that trap. I will do my best to stim my curiousity in the future. What in the 9 hells was I thinking?!!"

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

As the water drains away, a very soggy and grumpy dwarf is left standing near the door, crowbar in hand. Water slowly dripping from his beard, one eye quivering in what you assume is anger. He drops his crowbar with a loud clang then proceeds to slowly remove one boot at a time, pouring out large amounts of water from each before strapping his feet back inside. He stows his crowbar then recollects his shield, strapping it to his arm and drawing his axe and waiting for the rest of the group at the next door... eye still quivering... his silence only broken by the sucking sound of his feet in wet boots.

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Nice

"Heh, no worries, friend," Ember chuckles to Farlen. "It was an exciting diversion, though not one I suspect any of us wish to relive." The half-orc raises a hand and smiles at the flames that lick his fingers, reassured by the heat that surges once more through his body. After an affirmative nod at Khellek's question, he steps towards Hellena with a frown and places a warm palm to her shoulder.

"Hold still," Ember rumbles gently as warmth courses through fabric and steel, drying out some of the cold and damp that clings to her clothing. He repeats the process with Khellek and Farlen provided they don't refuse, making sure to keep the spreading heat well away from their bags and books and scrolls to avoid unintentionally starting a small bonfire. With a blank expression he finally offers the smoldering hand to Ironshanks, staring into the dwarf's twitching eye expectantly.

The dwarves may not appreciate Sarenrae's warmth, but exceptions can be made for the sake of comfort.

Prestidigitation, hopefully it's reasonable. :)

Sovereign Court

@Ember: Prestidigitation can clean and/or warm materials, so you're good. It would take multiple castings and a fair amount of time, but it's a cantrip and you're in no hurry.

DC 21 Perception:
Nuar is chained up in the northern spiral, around the corner.

Maps

Once everyone is ready, Khellek takes another look at the clockwork door, and easily opens it.

Once-cheerful mosaics of smiling children and adults running through the streets of Absalom line the walls, but age and water damage smear the faces enough to make it seem as though they weep. Sturdy work benches and bookshelves line the walls. An intricate mess of bronze chains, plates, pendulums, and gears that form a sort of astrolabe dangle high above the room. Catwalks spin out from the walls in three places, curving on a horizontal plane and meeting in an open circle in the middle of the room. Between the catwalk circle dangles the body of a desiccated elf, ragged and dusty scraps of clothing barely covering his thin, bony body. He seems to be dangled in a maze of chains connected to the massive astrolabe above and the chains clank silently as he lolls his head from side to side.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Eww Khellek cannot quite keep quiet at the scene.

"I assume that the elf is dead..." he calls out loudly.

"[b]Hello in there![/]b"

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Perception 1d20 + 13 ⇒ (19) + 13 = 32

Hellena nudges her fellows, "That will be Nuar chained up over there"

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Where?" says Khellek looking around, but not seeing anything.

He takes out his monocle and gives it a dry and a polish and then puts it back in.

Carefully, and wary of further magic, he checks the room for auras.

"I still don't see him. Is he invisible?"

Can't make that roll even on take 20!

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks stares at Ember, eye still twitching when he offers his warming and drying touch. He continues to stare at him for as long as he remains, not saying a word. Then walks off, boots sucking and sloshing as he goes into the next room.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

His eyes, twitching and all, are immediately locked in on the source of the mission. "Aye, he's back there, chained up. Look lively people." He grips his axe tightly and continues to look around the room as he heads slowly in the Bull's direction.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen, cautious not to repeat his trap finding skills (the hard way), waits for others to enter.
"If you say he is over there, I will follow and take your word for it." "I can't see anything but a really unfortunate elf." "Is He still alive?"
Farlen readies his quarter staff and follows.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek approaches the hanging elf - careful to stay out of range of the creature. He looks round for something to prod the unfortunate with from a safe distance.

"Hello... are you still alive?"

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Ember shrugs at Ironshanks' refusal and hefts his crossbow over one shoulder, following the others into the room.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19

He squints at the area of the room Hellena and Ironshanks point out, eventually deciding to simply take their word for it. "Be wary," he whispers to the scholar as he cautiously approaches, in as quiet a volume as his booming voice can manage. "The elf does not appear to have passed on to his afterlife quite yet, and the horror of this torture seems to be taking its toll," he comments, glaring up at the chains that clink gently together with each lazy roll of the elf's head. "Whoever committed such an atrocity may still be lurking nearby."

He nods at Farlen's question before glancing at Hellena to echo the concern in a gravelly whisper. "I doubt our friend is in a pleasant state considering the stains we saw across the stone outside. Can his wounds be tended to?"

Sovereign Court

@Khellek: Reflex save for the chains trying to wrap around you.

GM Rolls:
Initiative (Ember): 1d20 + 3 ⇒ (20) + 3 = 23
Initiative (Farlen): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (Hellena): 1d20 + 2 ⇒ (1) + 2 = 3
Initiative (Ironshanks): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Khellek): 1d20 + 1 ⇒ (17) + 1 = 18
Initiative (GM): 1d20 + 1 ⇒ (16) + 1 = 17

Sense Motive (Ember): 1d20 - 1 ⇒ (7) - 1 = 6
Sense Motive (Farlen): 1d20 ⇒ 8
Sense Motive (Hellena): 1d20 + 7 ⇒ (13) + 7 = 20
Sense Motive (Ironshanks): 1d20 + 2 ⇒ (15) + 2 = 17
Sense Motive (Khellek): 1d20 - 2 ⇒ (11) - 2 = 9
Bluff: 1d20 + 2 ⇒ (11) + 2 = 13

DC 23+ Knowledge (history):
This must be Abysiel Greensummer; you read about him once in a musty tome. He was an aberrant sorcerer.

DC 28+ Knowledge (history):
His attunement and attachment to the maze gives him specials defenses and attacks, including protection against precision damage and the ability to attack anywhere in the room with the chains and pendulums.

Maps

Round Surprise
Effects none

  • Ember - surprised
  • Khellek - surprised
  • Abysiel
  • Farlen - surprised
  • Ironshanks
  • Hellena

"I assume that the elf is dead..." Khellek calls out loudly, but the desiccated elf's head lolls to the side again and his eyes flutter open. He stiffens and tugs at his tethers, screaming with rage, "You! You ungrateful, short-lived insects! I was betrayed and dragged on this altar of pride! Mortality is all you crawling beasts deserve!" The elf pulls a lever and chains whip out at Khellek, snaking around his body.

Ironshanks and Hellena are up.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Hellena smacks Ironshanks on the shoulders - "Desna bless you!"

- Bit of Luck (Sp): Touch allows a creature to reroll any d20 roll for the next
round twice, taking the best.

Looks like I have one more left for the day

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks grumbles as the chains and Elf spring to life "Leave it to an Elf to get all kinky and lose his own keys! We got business to finish and ain't got no time to deal with yer games Nancy!" He moves up dropping his axe on the way and drawing out instead a javelin that he lets fly at the Elf, hoping to avoid the mass of chains.

Javelin: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 4 ⇒ (2) + 4 = 6
Lucky Reroll Javelin: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 4 ⇒ (1) + 4 = 5

Looks like the 19/6 has it. Axe dropped at the pink X.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Don't forget your reflex save! :P

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

He only asked Khellek for a save as far as I see?

Scarab Sages

1 person marked this as a favorite.
Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft
Ironshanks Magee wrote:
He only asked Khellek for a save as far as I see?

Derp, disregard - I was doing 22 thread updates and my mind is scrambled

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Now may be the time for that reroll
three star reflex: 1d20 + 4 + 3 ⇒ (15) + 4 + 3 = 22
Phew
Khellek almost stumbles into the chains that he really just didn't see. Luckily his stumble ended up taking him right under their grasping links.
history, so I don't forget: 1d20 + 18 ⇒ (15) + 18 = 33
Guess I have something to say when it is my turn!

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

I will take a shot at the history check. Maybe it will help me understand the situation.

know hist: 1d20 + 8 ⇒ (11) + 8 = 19

Oh well. When its my turn I guess I attack the elf???

"Hey! That's not very nice."

Sovereign Court

@Ironshanks: You did miss the whole surprise round thing though. You won't be able to launch the javelin until next round, at which point you won't have bit of luck anymore. Also, javelins are a one-handed weapon, so you don't need to drop the axe.

Maps

Round 1
Effects none

  • Ember
  • Khellek
  • Abysiel
  • Farlen
  • Ironshanks
  • Hellena

Khellek successfully avoids the chains, then Hellena offers Ironshanks some of her luck, and the dwarf draws a javelin while moving closer.

Ember and Khellek are up.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"I say.. This must be Abysiel Greensummer!" exclaims Khellek.

"He was, that is, is an aberrant sorcerer. Perhaps he controls those chains. It is almost as if he has become the maze itself. I suspect he has some specials defenses and methods of attack, such protection against precision damage and the ability to attack anywhere in the room with these chains and pendulums. It's like it is half golem.."

Which should hopefully count as useful information for delivering his inspire courage]

Khellek, having delivered his lecture fumbles a bolt into place in his crossbow.

Everyone +1 to hit and damage

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