[PFS/DMK/YSK] 6-01 Trial by machine (Inactive)

Game Master Kludde

Google drive combat map

Handout
Tactical Map
Other

Faction Missions
Liberty's Edge
Dark Archive
Grand Lodge
Scarab Sages
The Exchange
Silver Crusade
Sovereign Court


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Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Appraise: 1d20 + 3 ⇒ (1) + 3 = 4

Boram wanders into the room and, after a full five seconds of looking, decides he is bored and this whole task is beneath him anyway.

Silver Crusade

Female Elf Magus (Bladebound) 9 | HP 68/68 | AC: 26 T: 16 FF: 21 CMD: 23 | F+11 R+12 W+9 | Init +9 | Perception +13

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Aetherys attempts to manipulate the magic map to turn the rooms clockwise in the circle.

"What if we manipulated the map to change the room the eastern door accesses? It's just a theory, but it might work."

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

"Looks like the workshop of a Gnome!"

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

"Hey, I'll have you know-- no, actually that's totally fair." Cacumattus walks around the image, examining it closely. "Doesn't feel like an illusion. Some kind of evocation maybe?"

Detect Magic, Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15


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Aetherys finds a box, with numbered buttons. She's seen a similar configuration, near the door to the north. The underside of the box has a sequence of numbers painted onto it '92746', and a message.

Goblin:

“The commander will kill the next guard he catches using a note to remember the lift code. Just use this when needed.”

You might want to search some more

Cacumattus investigates the projection. Strange, though, it is isn't quite magical. It would be an illusion-like effect - a spell could do this - but there is no trace of illusion here.

Scarab Sages

Female Human Monk 5 | AC 19 T 18 FF 15 (Mobility) | HP 38/38 | F +6 R +7 W +7 (+2 vs enchantment)| Init +3 | Perc +13

Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Appraise: 1d20 + 1 ⇒ (2) + 1 = 3

Adrianna follows Marra into the storage room and looks around. Her master taught her that one person's junk is often another one's treasure...


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I just grilled one of the minions over a fire for making a juvenile remark.

Adrianna finds a hand-held disk with indentations that hum softly when pressed, as well as two sets of tools that looks a bit like lock picks, except that they seem to be wired to interact with technology in some way.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra looks around in the room as well.

perception: 1d20 + 7 ⇒ (13) + 7 = 20
appraise: 1d20 + 2 ⇒ (9) + 2 = 11

(DM, is the circle thing at the north part of the map in the control room a separate room? Can we see into it?)

if the left room has been fully explored, Marra will check the right side room look at the door first.

perception: 1d20 + 7 ⇒ (8) + 7 = 15


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The circular pillar at the back of the main room has a single door in it. If opened, it leads to a small room, that has a keypad, numbered 0 through 9, next to a panel with an imprint of a five- fingered hand with fingers splayed.

The circular room is vertically directly below 'b6' on the map, though the room itself is only as high as 'b3'

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

(OK, so the since the main room with its two side rooms are below the level of the rotating rooms, the room to the right of the control room doesn't connect to the rotating room above at the 3 o'clock position. Correct?

Scarab Sages

Female Human Monk 5 | AC 19 T 18 FF 15 (Mobility) | HP 38/38 | F +6 R +7 W +7 (+2 vs enchantment)| Init +3 | Perc +13

"Hey, Marra - come here with that box you found! There is a thingy here with numbers on it. Maybe your code will work..." She will then look at her devices to see if they would have any use here.

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

"The markings on that thingy," indicating the box with the numbers and message on the underside "look like goblin scratch! Must have been pretty important, for them to give up the words like that. Let's see... 'The commander will kill the next guard he catches using a note to remember the lift code. Just use this when needed.' Not very bright, goblins."

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Frost maintains alertness in case of ambush.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram adjusts some of the dials on the control panel to see if the text changes at all.


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Boram fiddles with the control, and the character displayed change into:

WARNING!
Deployment carrousel halted between positions.

Caroussel must be realigned to access exits from security sub level.

Manual realignment systems: offline
Holographic controls: functional

Holographic interface apparatus: not detected in vicinity

Holographic interface apparatus last logged in monitor room to access atmospheric controls for atmospheric nullification.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

"Well, that's interesting..." remarks Boram. He calls out to the others, "I'm not sure what magic this is, but I was able to get the words here to display something more readable. Of course, it doesn't help much - it's still gibberish."

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra reply to Adrianna, "Aetherys found the box."

Looking at the display the halfling comments, "So, we need to find the Holo interface Thingee . also, I don't like the sound of atmospheric Nullification, I'm sure I like my air. Unnullfed ."

-Posted with Wayfinder

Silver Crusade

Female Elf Magus (Bladebound) 9 | HP 68/68 | AC: 26 T: 16 FF: 21 CMD: 23 | F+11 R+12 W+9 | Init +9 | Perception +13

Aetherys brings forth the box and tries entering the code found on it.

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

"What is this sorcery!?"


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[ooc]I've added the eastern room, since it's visible in the projection anyway. It's not connected to the outer ring of rooms.[/ooc

Upon closer inspection of the holographic projection, the outer ring seems to have twisted somewhat, ever since the warning message appeared.

Aetherys enters the code, but nothing happens, which might have something to do with the five-fingered hand imprint below the keypad. Perhaps some kind of imprint is needed?

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra looks in the right side room, just to make sure there isn't anything weighting to jump us from there.

perception: 1d20 + 7 ⇒ (6) + 7 = 13

Scarab Sages

Female Human Monk 5 | AC 19 T 18 FF 15 (Mobility) | HP 38/38 | F +6 R +7 W +7 (+2 vs enchantment)| Init +3 | Perc +13

"I think this may be the in-yer-face thingy you're talking about, Marra." Adrianna holds up the tools that look like lock picks, except that they seem to be wired to interact with technology in some way, as she walks back into the main room.


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A K(engineering) check may reveal some info. Other, you could attempt a disable device check on the control panel using the strange lock picks.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram attempts to use the strange lockpicks to manipulate the control panel.

Disable Device (Take 10): 10 + 8 = 18

If that doesn't work, he'll take his time (take 20)


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Boram easily manages to rig the device to activate, though he also notices that the spread palm-shape corresponds to the shape of those iron gauntlets the skeletons were wearing.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

"Hey - someone go grab one of those gauntlets off the skeletons. I think we may need to have one to operate...whatever this is."

Scarab Sages

Female Human Monk 5 | AC 19 T 18 FF 15 (Mobility) | HP 38/38 | F +6 R +7 W +7 (+2 vs enchantment)| Init +3 | Perc +13

"Got it!" Adrianna calls out as she runs back to where the skeletons lay. She will grab a set of the gauntlets and test them for fit. Perhaps her punches would have more power with these?

When she returns to the main room she will look at Boram, and then place the gauntlet in the impression. If it needs to be twisted or pressed, she will attempt a variety of motions to make the device work.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra picks up another gauntlet from one of the other skeletons just in case we need a spare.

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

As Marra picks up the gauntlet, Cacumattus comments, "Good idea, looks like those might come in handy." He grins at his own pun.

To Adrianna he asks, "do you think you can use that to realign the ring in that image?"

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Frost maintains her vigilance, only occasionally glancing over to see what is unfolding.


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Adrianna touches the palm-shaped depression with the gauntlet. (Remember, this is inside the small chamber at the back of B3).

With a lurch, this circular chamber begins to rise, but it jolts to a halt after a dozen seconds or so. A flashing red light appears next to the door-opening panel, accompanied by a faint buzzing sound.

An audible voice sounds, which says something in Goblin, and then in common: Negligible atmosphere detected. Do you wish to proceed? Push open button twice for yes.

Who all are inside the chamber?

Silver Crusade

Female Elf Magus (Bladebound) 9 | HP 68/68 | AC: 26 T: 16 FF: 21 CMD: 23 | F+11 R+12 W+9 | Init +9 | Perception +13

Aetherys is standing next to Adranna inside the chamber.

"Are you sure you want to proceed? It might not be the best idea if we're going to suffocate."

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra is in the main control room, shakes her head "This is like trying to fix a clock from the inside. Sounds like something is wrong with the atmosphere. That thing said something about atmospheric controls in the monitor room. This seems to be some sort of control room."

Marra looks around for anything that looks like atmospheric controls on any of the panels around the main room, or clues to where the monitor room may be.

Taking 20 on perception for 27


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From the model, it was clear that the shaft (that the moving chamber is in) leads up toward another room (which must be the control room). The moving chamber inside the shaft only went halfway up before the warning sounded, and the room on the upper level is not yet visible (and would be blocked behind a door anyway).

I might have missed this: did anyone (intend to) investigate the eastern side room (the one labelled 'B4'?

Meleren eyes the warning message suspiciously. I'm not sure the pay is good enough to move into an airless room.

Silver Crusade

Female Elf Magus (Bladebound) 9 | HP 68/68 | AC: 26 T: 16 FF: 21 CMD: 23 | F+11 R+12 W+9 | Init +9 | Perception +13

Didn't we explore it? If not, we should definitely do that before moving on.

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

'hmm, all beyond my understanding" Frost doesn't want to suffer an airless chamber and steps away.


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Exploring the side room:

Two shiny metal tables or beds stand across from one another in the center of this oval room, with metal restraints positioned at the head, foot, and middle of each table. Metal racks along the north and south walls hold assorted sharp-looking implements. A rounded hutch protrudes from the eastern wall. The implements on the racks are a mixture of surgical and mechanical tools.

The hutch on the eastern wall is locked, with another five-fingered “handprint” panel on it.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Yes, Marra checked the east room out a couple of post back.

'Marra looks in the right side room, just to make sure there isn't anything waiting to jump us from there.

perception: 1d20 + 7 ⇒ (6) + 7 = 13'


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I had a hunch I missed something. Feel free to read the spoiler then, while you're stuck in that elevator.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra uses the glove she picked up to press her hand to the hand-print panel on the locked hutch to see if unlocks it and if anything interesting is within.

perception: 1d20 + 7 ⇒ (10) + 7 = 17


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Marra touches the imprint with the ion gauntlet, and opens a compartment, which contains three vials of glowing blue liquid, and a wand-like device that contains a reservoir at one end and a small pad at the other.

That's an interesting find Meleren comments. That device - it looks like it might be used to administer healing potion, and the like, from a distance. Then, looking at the adventurers hopefully I'm sure it would fetch a good price on the market.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra cast detect magic on the three potions

spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25

Scarab Sages

Female Human Monk 5 | AC 19 T 18 FF 15 (Mobility) | HP 38/38 | F +6 R +7 W +7 (+2 vs enchantment)| Init +3 | Perc +13

"Does anything look like it can fix this problem and let us keep moving?" Adrianna says as she looks around the small room.

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

"Not sure, this strange place is more suited to dwarves or gnomes"


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Marra identifies the potions as magical healing brews (CLW).

Meleren still eyes the potion and the lance are you going to keep all of that to yourself? he finally asks bluntly. Surely, this man -and his companion - are mere bandits, but not completely beyond redemption

Just dropping a subtle Silver crusade hint

Silver Crusade

Female Elf Magus (Bladebound) 9 | HP 68/68 | AC: 26 T: 16 FF: 21 CMD: 23 | F+11 R+12 W+9 | Init +9 | Perception +13

"Of course not, I expect we're working together, so it is just if the benefits are shared as well. That would be even better if you renounced the ways of banditry and learned an honest job, like joining the Pathfinder Society for example. We tend to find many riches like that one that the Society lets us keep."

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

[b]"Well now we know what they are, and that they are safe, perhaps we need to share the resources required to sustain life"{/b]

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

Are Aetherys and Adrianna stuck in the lift? Or did it let them back out the bottom when they didn't push the button?

Ignoring the debate over the wand-like device, Cacumattus thinks aloud, counting out points on his fingers. "So, a) in order to interact with the controls, we need the interface. But b) by the looks of that message, the interface is in the room above, which c) has no air. And, d), since the interface seems to have been needed to remove the air, we can probably assume it's needed to restore it as well. Which is a problem, because, b) and c), the interface is in the room with no air. Does that about sum up our situation?"

He looks up at anyone that is paying attention, and with a pained expression suggests, "How long can you hold your breath?"


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The cairn lands are harsh surroundings to make a living. It is true that we were looking to find an easy score here - we thought that other pathfinder team left a treasure here, but we found nothing but hardship. And that amulet.. Meleren points to the amulet Shecheren is wearing. Shecheren, who seems to much less open to comment than Meleren, simply snorts.

You get another set of diplomacy rolls: two for Meleren and two for Shecheren. Only one person can make the roll (without aid)

Cacumattus' assessment of the situation is right. The warning message describes an 'interface glove', i.e. an item that can be moved and retrieved.

Swim rules, including holding breath:

You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. [ooc] Or choke, faint, etc...

Grand Lodge

Pal 9, HP92 - AC 24, T 12, FF 23/ F +14, R +10, W +12 (+2vEvil)/ CMD 26, CMB +13/ Per +15(Dk Vis), Init +5, Move 20ft
Ragnar:
Celestial Horse, HP76 - AC 25, T 12, FF 22/ F +10, R +9, W +6/ CMD 26, CMB +13/ Per +5(Dk Vis), Init +2, Move 50ft

Who wants the roll? Diplo 7 here.

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