(PFS) GM Alice's First Steps Part I: In Service To Lore [Group 2] (Inactive)

Game Master Alice Margatroid


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Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Yarg mutters out a prayer (orison - Guidence) before finally turns his burning eyes on the old woman.

You're a drunk - we can smell it on your sweat, and we see the empty bottles around your house.

This - maybe - is forgivable. The old need some prop to help with the pains of age - but unless you come clean about where the children are being sent during the day and for what tasks I can tell you that Ollysta Zadrian will use ALL of her influence to not take her aid away but also launch into measures that will ensure you lose everything you have... Everything.

Your only chance is to come clean with me... and beware I have the blood of demons in my veins. I can SMELL lies.

Intimidate 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

Sense Motive 1d20 + 7 ⇒ (20) + 7 = 27

Seems that karma is favouring all that time I spent observing her... maybe this will shake something lose that I can pick up on

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik will walk up to the two boys arguing. And after a few moments will intervene in their discussion, what are you boys arguing about exactly? This is just a game, isn't it? What could I do to resolve this little scuffle? Should I get Ms. Baldwin to settle the disagreement? as he make a slight turn towards the door.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Sorry guys, although Garret's stealth is not bad at all, he is not the type to snoop around the house of someone else without specific orders to do so by the Society

Garret helps auntie Baldwin get the cookies out and sits quietly sipping his tea.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak, a smile appearing on his face as Yarg begins to put the screws in, steps up next to him and adds his own fearful countenance to the effort. "I'd listen to him, old woman. You don't want to make him angry. You wouldn't like him when he's angry." he says.

Intimidate to Aid Yarg. 1d20 + 1 ⇒ (10) + 1 = 11

Grand Lodge

Male Dwarf Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

Grymlind jumps as the teiflings suddenly begin to interrogate the woman. His cup clinks loudly, along with the sound of snapping static, which turns into a low hum emanating from the dwarf.

Woo! Oh! Demons? Oh my, perhaps you should listen to them. I wouldn't want to see what demon blood can do.

Assist Intimidate: 1d20 + 3 ⇒ (13) + 3 = 16

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Makes 15 to 19

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret shrinks back in his chair, trying not to get noticed. He obviously is uncomfortable with the harsh language used by his companions.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Clacent will not do anything to stop them, but instead he will sit by and listen to what Auntie Baldwin has to say,

"Every action is done with a reason, good or bad," says Clacent as he turns to Auntie.


Chasik,

The boys' eyes widen and they hurriedly shake their heads. "No! Don't call Auntie!"

"I just reckoned Tomas bumped me when I was playing just now..."
"And I told you I didn't!!"
"Shh!" The third says, jerking his head towards Chasik. "Shaddap or else he'll go get Auntie!"

----

Gilga seems rather taken aback by the sudden change in attitude of the men in her living room, and she shrinks back into her chair, a look of fear crossing her old, wrinkled face. She nevertheless bites back with a glare, "I knew I shouldn't have let you demon-tainted freaks into my home! You monsters!!"

If looks could kill, the room would be filled with corpses now as Gilga continues, her tone of voice flinty. "I send the healthy orphans into town from time to time to do simple work. It pays for their board here, and it develops their skills as well! When they get older and move out they'll have something to fall back on!"

"I may..." she heaves a sigh. "I may drink a little too much than is healthy, sure. I admit that much. Seems most days I need it just to make it through the day in this house. These children are killing me! But maybe I can... go talk to this Ollysta woman and get some help. How about that?"

"Is that it? Are you done now, bullying an old woman? How about you just get out of my house right now before I call the guards!"

GM:
1d20 + 8 ⇒ (10) + 8 = 18

Yarg or Sense Motive DC 18:
It's clear that she's very shaken up by all this, and angry that you would start accusing her of things all of a sudden.

You are also fairly sure that she's not telling the whole story with regards to why exactly the children are being sent out to work. For one you are not 100% sure that's legal, but at the same time, it IS a good point that the children would learn skills out on a job no matter what. Either way you sense that she's reticent to say much more on the matter.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Sense Motive 1d20 + 7 ⇒ (16) + 7 = 23

"What else?" Balak asks. "You are still holding back. What about those payments you receive with your tea and games?"

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Why does Auntie scare you, does she get physical when you misbehave or argue? he says staring them down in hopes to get the truth and nothing else.

sense: 1d20 ⇒ 9

intimidte: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

Male Dwarf Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

Ma'am, please tell us all of your story before these two become unhinged, what is this simple work you talk of and what skills are they learning?

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14

Suddenly Garret speaks up

Guys, relent. I can understand that it is more difficult than we can imagine to run a home for orphins. I think misses Baldwin should be praised for preparing these youngsters for an adult life. I am satisfied by the answers given and suggest we leave the package and report back to the temple

;-)

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

pussy. :)

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

He's just a gentleman, after all who wants to beat up an old drunkard lol

Now this is amusing, I'll let them do the talking while I sip my tea.


Chasik,

The boys seem rather scared by your looming stance, and they rapidly shake their heads even as they take a few steps away from you. The game of marbles has been completely forgotten by this point.

"Auntie... Auntie can be mean," one of them says fearfully, obviously having trouble weighing up who was scarier - Gilga or Chasik. "B-But I love her cooking and she tells fun stories at bedtime!"

"Yeah! She just gets angry easily is all, yells at us..."

"She gets especially mad if we're too noisy when we go help out at her friends houses... or if we tease her cats."

---------

Everyone else,

Auntie Baltwin glares at everyone except for Garret. "The halfling is right on the mark! You monsters just don't get it! So used to just forcing your way around the world!"

"The kids are learning practical skills. Cleaning, mostly, but some light handywork or yard work for the bigger ones, sometimes even cooking. I get payment for the work they do to help offset their board here - you know, it ain't cheap feeding a dozen mouths by myself!"

"Now GET OUT!"

GM:
1d20 + 8 ⇒ (18) + 8 = 26

Sense Motive DC 26:
The story you heard doesn't add up with what she's saying. After all, why would legitimate employers be coming up in secret? You strongly suspect that there's something else she's getting money for, but also that she's incredibly reticent in saying anything about it...

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Sense Motive 1d20 + 7 ⇒ (4) + 7 = 11

Balak glowers at the woman. "You're not fooling us. You're up to something. I think the Temple will be happy to listen to our report." he says before walking out.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Help at her friend's houses huh? What work do you do there? Is it difficult work?


The boys shrug and shake their heads.

"We go help out in other people's houses... cleaning and stuff, you know? Auntie says it's good to help out, and I'm happy to have something to do in the daytime."

"Plus, we get pocket money if we do real well! That's where I got these marbles from!!"

Grand Lodge

Male Dwarf Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

See? Just a little house work, no need to continue with all the fuss. That's all these gentlemen wanted to know. Now,if we can all just settle down and maybe have another of those wonderful cookies, things I'm sure will be better.

Grymlind smiles broadly, as he looks around for the plate of food, somewhat oblivious to the severity of the scene.

Diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

I apologize madam. We will take our leave, thanks for your patience

Garret gets up, places his cup carefully on the table and leaves the house

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

You get pocket money if you clean real well, well that sure is nice of the people and Auntie. How about you kids go finish that game of marbles, and no more "bumping" into each other alright, play nice Chasik says with a warm smile to relieve the stress on the boys, giving them each a "penny candy" for being honest

sense: 1d20 ⇒ 11 to sense motive of the boys last answer.

diplomacy: 1d20 ⇒ 3 to calm the boys down and send them away happy with a candy...or not lol


You don't sense they're lying, Chasik.

Grymlind pockets a few biscuits before he is forcefully scooted from the house by his wiser comrades, and Gilga Baltwin slams the door in your faces as you leave. You meet up with Chasik outside who is rather unsuccessfully trying to give a couple of scared-looking kids some cheap candy.

You report what you learned back to Ollysta Zadrian in a rather damning report, speaking of the old woman's drunkenness and the shady rumours you've heard; the Sarenite paladin seems more disappointed rather than angered, on the whole. She promises to look into things further with the resources of her church, and thanks you profusely for your efforts.

Now you have three more tasks remaining: where to now, Pathfinders?

Three more tasks on the list.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Osirian nobleman?

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Fine with me


Excuse the railroading and text dump. There's just not really much in the interaction for the next part so I thought I'd fast forward you to the interesting part. :)

Travel to the Wise Quarter from the religious centre of Absalom is quick and easy. The population wandering the streets soon changes from a veritable mix of laypeople and religious sorts to primarily scholars and students garbed in robes and often carrying around large tomes or chatting away about some esoteric subject to their peers as you pass. A few give you a rather disapproving look indeed. The district is home to many prestigious academies and troves of knowledge, such as the Arcanamirium - the largest school of magic in Absalom - and Forae Logos - the largest library in the city.

The rich estate of Dremdhet Salhar is visible from a distance, standing out with its ruddy sandstone walls and tendency towards curved, Osiriani-style architecture. A guard greets you as you reach the tall, wrought-iron gate at the entrance; he seems to have been expecting you, and allows you passage into the mansion grounds. The front lawns are kept cut short, and numerous meticulously maintained low-lying shrubs and wide-boughed trees are arranged in very particular intervals. A rectangularly-shaped man-made pond is set in the very centre, water tricking out of the mouth of a statue of a woman bearing a vase.

Before you make it up the stairs to the front door, the portal swings open to reveal a bald-headed servant of Garundi descent who bows deeply to you and directs you inside.

"Grand Councilmember Salhar is unfortunately not present currently," the servant explains calmly with an apologetic bow. "Earlier this morning he was called away on important Council business. However, his most trusted advisor--Amenopheus, the Sapphire Sage--is available to negotiate any business you may require."

The servant leads you down well-decorated hallways and past expansive rooms, all featuring artwork from around the globe. You walk by an enormous library filled to the brim with books of all shapes and sizes, and an opulent dining hall with a table that could practically seat an entire army. After a few minutes, the group arrives at a simple study near the end of a long hallway. Politely knocking at the door, the servant opens it and allows for you to enter.

A tan-skinned old man sits behind a desk here, flipping through pages in a large, leather-backed tome. Scraps of paper jut from the book marking over two dozen different places. The wise sage silently gestures you into the study with one thin hand while closing the tome with the other after finishing what he was reading. After you're given a chance to enter, he addresses you with the barest hint of a smile.

"Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. It is a pleasure to meet you." He nods his head to you. "I understand you were sent here to discuss archaeological permissions, correct? I spoke with Master Salhar at length on the subject before he had to leave; I should thus be able to assist you with what you need."

Amenopheus sighs a little as he continues. "Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organisations cause Osirion to veritably bleed relics into the Inner Sea--something we, the descendants of Ancient Osirion, cannot afford. We Osiriani have thousands upon thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet..."

"Ah, but I ramble too much. Please do forgive an old man's obsessions." And thus returns the thin-lipped smile. "Master Salhar remains impressed by the Pathfinder Society. He has orated in your favour a handful of times in front of Absalom's Grand Council, in fact. His previous relations with the Society has caused him to agree to grant permission to the Pathfinder Society to explore his family's vaults below Sothis, which I imagine your venture-captain would be most pleased to hear. The only thing he requires is that you retrieve the map of the vaults from his own vault here."

Amenopheus nods to the servant, dutifully waiting in the hallway with his head turned from the room. "The servant here will lead you to the basement and show you the room." The Sapphire Sage's eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.

Amenopheus appears to not be interested in answering any questions, and so the group follows the servant back through the spacious estate. He leads you down study stone steps into the cool basement, and from there down a curving hallway. Eventually, you wind up in front of a plain, wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for you to enter. Once you do so, the servant suddenly shuts the door, and you hear the loud and scraping sound of a lock being set behind you.

The plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket. Written on the back of the door is the message: "Within these cases lies your quest and your way out."

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Now what is this? I thought we just needed to get a map, it seems not as straightforward as it sounded.

Let's be very careful, it may be that there are other things that are not as they seem.

With that Garret starts examining the copper-banded chest. He takes care not to touch anything at this stage.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Yarg prods the basket with his sword carefully.


GM:
1d20 + 8 ⇒ (4) + 8 = 12

Nothing much happens, either when Yarg cautiously pokes the basket or when Garret inspects the copper chest. Neither notice anything particularly interesting about their targets.

Grand Lodge

Male Dwarf Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

Oh, what! Did they just lock the door? Why'd they do that, I wonder?

Grymlind stays in the rear of the group with his back to the door.

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

He sniffs at the glass jar.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret tries to open the copper-banded chest


GM:
1d20 + 8 ⇒ (6) + 8 = 14
1d20 + 5 ⇒ (14) + 5 = 19

Just as an fyi, you should probably be rollin' Perception checks, Yarg. Or else trust in the GM's horrible dice luck. :P

Yarg doesn't smell anything funny about the glass. It seems to be filled with water... maybe?

Garret, when you touch the copper chest, it suddenly fades away into a faint outline. The others in the room still see it as normal, though. Looks to be an illusion.

Grand Lodge

Male Dwarf Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

Grymlind mutters quietly from the back of the group while peering around his companions.

Cast Detect Magic.
Spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17

Once satisfied, he takes a small step forward and points a wand at Garret, then Balak, before retreating to back of the group once again. As long as no one notices his actions, he takes a hit from the wand as well...just for safety sake.

Grymlind will use Garret's wand on Garret, then Balak and finally himself, as time allows.


Magic detects on:

Kn. Arcana: 1d20 + 4 ⇒ (10) + 4 = 14
The copper chest (a faint purple aura that you can't identify; you would guess illusion, however)

Kn. Arcana: 1d20 + 4 ⇒ (11) + 4 = 15
Something inside of the wicker basket (a faint orange transmutation aura)

Kn. Arcana: 1d20 + 4 ⇒ (5) + 4 = 9
The steel chest (a kind of shimmering faint white aura - you're not sure of the school, however)

Kn. Arcana: 1d20 + 4 ⇒ (10) + 4 = 14
The red lacquered chest (an aura the exact same colour and shade as the thing inside the basket - you guess transmutation)

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik will sit towards the back of the room and turn around abruptly when the door is suddenly shut and locked , Really, you had to lock the door?! Well this is certainly not good

Chasik will then walk up to each chest and then finally the jar and basket and looks them over.

perception: 1d20 ⇒ 11 copper
perception: 1d20 ⇒ 13 red
perception: 1d20 ⇒ 1 steel
perception: 1d20 ⇒ 8 jar
perception: 1d20 ⇒ 12 basket


Chasik doesn't determine anything odd or unusual about the chests and the rest, although when Garret points it out to him he does indeed see the copper chest largely disappear.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak nods in thanks to Grymlind and walks around the room, examining the chests and other items in the room.

Perception; Basket 1d20 + 7 ⇒ (19) + 7 = 26
Jar 1d20 + 7 ⇒ (15) + 7 = 22
Copper Chest 1d20 + 7 ⇒ (9) + 7 = 16
Steel Chest 1d20 + 7 ⇒ (4) + 7 = 11
Red Chest 1d20 + 7 ⇒ (20) + 7 = 27


Herp a derp, I forgot to actually post a proper description of the chests... thought I did.

The two-foot round wicker basket does not appear to be restricted in any way, its lid resting gently atop its wide rim. Balak hears a low hissing coming from the basket when he draws near it.

The gallon-sized clear glass jar is about half full with clear liquid. At the bottom of the vessel sits a jewelled brass key. Balak can smell a faintly acrid scent lingering around the liquid in the jar.

The copper-banded chest has very little that is remarkable about it, except for the fact that it is illusionary.

The smooth, red lacquered chest appears devious. The solid metal plate surrounding the gaping keyhole pulses with glowing amber runes.

The steel cube chest has only the faintest crack where its lid meets the base, and would be completely featureless save for its narrow keyhole.

Grand Lodge

Male Dwarf Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

Grymlind looks closely at the red chest and tries to read the runes.

Cast Read Magic.


The runes don't read anything in particular; they're more like the sigils that appear around a summoning circle, or perhaps the designs in the border of a scroll.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret tries to touch the copper-banded chest again, when it disappears for a second time he points it out to his companions:

Check this out, this chest is not entirely real, must be one of those illusions we were taught about in that session with the Scrolls.

Seeing his companions moving about a lot more carefully than him, Garret follows their example and goes on to examine the other items.

Perception, Basket: 1d20 + 8 ⇒ (7) + 8 = 15
Perception, Glass Jar: 1d20 + 8 ⇒ (12) + 8 = 20
Perception, Steel Chest: 1d20 + 8 ⇒ (10) + 8 = 18
Perception, Red Chest: 1d20 + 8 ⇒ (12) + 8 = 20


Garret discovers nothing else that hasn't already been pointed out by one person or another.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret carefully tips the lid from the basket.


Inside the basket, a blue stone key rests atop a pile of crumpled linens. The hissing sound Balak and Garret heard is now much more audible.

Grand Lodge

Male Dwarf Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

C-c-careful with what's ever in that basket. There's some magic around it...somethin' to hide its true form, I think

As Grymlind speaks to the group, static charges snap around him and his hair begins to lift on his head and beard.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

"Something hissing inside there." he says, pointing at the basket. "Snake maybe. And that one, I don't think that's water in there." he says. He picks up the jar and pours it out in the corner, leaving the key in the jar with as little of the liquid as possible.


With the lid off, Grymlind can see magic on the key - in fact, the magic appears in otherwise invisible rune shapes that match the keyhole of the red-lacquered chest.

Balak pours the liquid out in the corner, but it splashes on him a little, searing the flesh on his hand. (You take 1 point of acid damage - iirc you traded out your resistance, right?) It's probably good he didn't stick his hand in the jar!

Nevertheless, he's able to pour it all out and get the jewelled key inside out without a problem.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Does anyone have the means to lift that key from the basket without overly disturbing any other contents?

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik will visibly tense up when the lid is lifted from the basket and the hissing is very much audible. When asked about a way to retrieve the key without disturbing its contents, he ponders for a moment. While thinking, he watches Balak dumps out the liquid and singe his clothes as the acrid fumes burn his nostrils.

Well, what if the hissing is the illusion? What if the key is real? I have heard of magic deceiving ones senses. I don't know if it true? I will stick my hand in to test out my theory. With that, Chasik will stick his hand in the hissing basket and grab the key, expecting the worst and hoping for the best.

how many chests done?

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