PFS - PbP - Gameday IV - Siege of Serpents - Start November 5th 2015 (Inactive)

Game Master Revvy Bitterleaf

Grand Lodge

Monument Mayhem

The Quandrangle

Beetles

The Tapestry Chamber

The Chamber of the Sky key

Library

Arliss Hall

Floating Tower


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Scarab Sages

Ah well..I know what it's supposed to say....so continuing on. I hope the others can read it though..otherwise you might miss some info. I'll copy and paste it behind a spoiler so you can still see it if you can't get to the overseer post

Overseer post:
The voice of the Master of Scrolls Kreighton Shaine travels down the halls, carried by a magical breeze. “Pathfinders, we have determined that objectives in Skyreach are now secure and most Aspis Consortium forces within have been neutralized. There have been further developments of which you may or may not already be aware. Aspis agents have made off with the Sky Key and seem to be holding out in the tower floating above our
lodge. Our early experiments with teleporting in or flying to it
have met with no success, so I am gathering our forces to enter
through Arliss Hall, which has a permanent gateway to one of
the tower’s rooms.
“The gateway is finicky, though. Our Master of Spells Aram Zey
would be better able to explain it than I, but he is currently—”
The elf trails off as though searching for the right word before
continuing, “—indisposed due to the Consortium’s attack. Finish
your business and gather outside Arliss Hall for the final assault.
I shall guide you from there."

Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals. “Ah, you received my message?” he asks eagerly while pulling out a small notepad and making a single tally mark.
“Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower’s new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute.” He squints to the north before adding, “That would be unfortunate, as there’s a rather big match over there today. Best we take control of the tower before it misbehaves further.
“The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use.
The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it’s been changing its internal layout constantly.
Rather than waste time sending you to figure out a puzzle, I’ll lead you to the portal myself. We venture-captains are fairly used to it.”

Scarab Sages

Kreighton Shaine opens the door for you and follows you inside; however, when you turn around, the elf has disappeared.

“Of all the luck,” the Master of Scrolls voice echoes from thin air.
“We must have exceeded some capacity limit for this version of the hall and it moved me over to another… iteration of itself.
I’ll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room.
The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon!
One last thing—rarely can anyone find the Lost Room alone, so work together!”

Scarab Sages

As Pathfinders, you automatically know some basic information about Arliss Hall. Its passageways are known to shift in strange ways, and it often seems larger inside that it should from the outside. The majority of the rooms inside are modest but tasteful apartments that venture-captains (and maybe even the Decemvirate) use as personal apartments.

What do you want to do now? The map of the location is linked up top to give you some visual of your surroundings

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Any chance of resting before going in? Otherwise I should look into purchasing. Wand or scrolls.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

In which part of the map are we in? I would suggest we satart searching the main ballroom first.

Scarab Sages

@Velinov, no. Not unless you plan to stop the scenario. Right now there's an attack taking place on the Society ground by dozens if not hundreds of enemies. Resting or shopping isn't an option.

@Buri, you just entered through the main door at the south

As you look around at the main entrance you notice;

There is a guest registry near the entrance, identifying which rooms are available. Currently the registry lists nine rooms, including both room 8 and “room 8A. Room 8 is currently registered to the Pathfinder agent Osprey, while Room 8A is marked “Reserved—do not use.” At the top of the page are words written in delicate penmanship and red ink. “Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.”

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

I didn't think so, but I had to ask. I was just trying to find a way to be less of a liability in combat. @Team - all I've got is ghost sound and a few blinding rays left. I may enter the room a few spaces behind the group (to remain unseen) to try to play up ghost sound as your behind the scenes audio engineer. That's the last gimmick I can think of.

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

Careful guys, this place looks just too perfect for an ambush...

I don't think any of my characters has ever been on this flip-map without being ambushed :)

Myrayah reads the note:

8A. 8A... Aren't there only 8 rooms here? You guys all know the weird stories about this place. Is there another strange dimension thingy going on here? Have they hidden the room in some magical way?

Well, if the rooms are moving around in here, finding the actual place could be hard. Well, if 8A has anything to do with 8, we can probably guess that if we find Osprey's room, that room 8b will probably be nearby...

Nothing to it but to do it, I guess. Any magical aid here? Someone who knows detect secret doors, or sees an even more unusual magical aura?

Myrayah meanwhile carefully searches the entrance room.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4 And predictably sucks at it :)

Scarab Sages

Myryah takes a "good" look around the first room you entered and after bumping into a few walls stumbles across the guest registry that the rest of the party is just finishing reading out loud

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

"Master Myrayah I think you are on to something. Master Shaine said the mirror is in a reserved room, so it must be 8 or 8a, and one likely leads to the other."

Kajar joins Myrayah in searching the lobby area.

@Velinov, sounds like a good plan. Save those rays!

Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Additional +2 if this check involves humans

"Hey look- stairs!" dang dice!

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

"Let me have look. The best magic tricks use no magic at all. A hidden door often just makes use of the stonework"

Perc_Stonework: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

Scarab Sages

Neither Kajar or Ulfgar find something that hasn't been seen yet while looking in the entrance lobby

(Where do you want to go now? If you want to search every room, just let me know now and I'll assume you guys take 10 everywhere..since there's like 15 room or something..and that would mean you guys would take like 2 weeks to search everything if you go room by room and state you use perception there)

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

I'd say take 10 in every room, 20 even if time permits. If we find Osprey's room, then we take extra care searching the area in and around it for the hidden stuff.

Let's go upstairs then, and check the rooms. Myrayah says while giving a last suspicious glance to the stuffed owlbear in the corner and then going up the stairs.

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

"I propose we systematically inspect each room as a group to make sure there's nothing attempting to surprise us. Once we know it's clear, we can then split up and search further."

i.e., let's open all the doors as a group and if it's clear, move onto the next room. Once we have 6 rooms "clear" we can split up and take 10. This way we decrease the total time by 6 fold although it does put us at about a 12 for some location. I just have to hope that something this necessary isn't that difficult to find. Intriguing rooms we can come back to? i.e., I don't think we need a super high roll in the bedrooms?

Scarab Sages

Quickly clearing the corridors and garden as being empty and not containing secret doors you move on to the bedrooms numbered 1 to 8. Starting with doors 1 to 5 you open all of them before splitting up and one of you enters each room to a look inside, leaving the door behind you open so that the rest of the party can rush in in case it's needed.

@Velinov; there's only 5 of you ;)

As you open the doors nothing jumps out to attack you. All the rooms have similar furnishing. A double sized bed, a nightstand/cupboard for storing things (all empty) and a mirror. Two of the rooms (as seen on the map - F1 and F5 are a bit bigger and also contain a place to sit, but that's irrelevant at this point).

Having found nothing you move on to the last 3 rooms doing the exact same thing and having the same results for all 8 rooms.

Just moving in and looking around won't get you what you want, you need to be more specific to find what you are looking for. You have all the information you need.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri tries to more carefull search in rooms 8 and 8A if he can find it.
I am going to check room 8.

Using guidence.

Perc room 8: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

Perc room 8A: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19

Scarab Sages

Buri can't find a room 8A anywhere.

Going into room 8 he looks around inside. Leaving the door open so that the others can come in to rescue him if needed. Searching around he just sees the bed, nightstand and mirror. He notices that the same as with the other 7 rooms there's a lock on the door and in this case there's also a key inside it.

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

"Master Buri, it seems you have found the anomaly!"

Kajar pauses, trying to recall something.

"Master Shaine! Can you hear me? Master Buri found a key in the lock of Osprey's room."

“Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.”

"The guest registry says that if we lock the door we will not be disturbed, maybe this is the trick?"

Kajar turns to the others. "Perhaps the mirror in this room is the one we seek?"

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Perheps. Lets check it out. Please come inside. Buri awaits for everybody to enter the room. Then he locks the door and searches the room again.

Taking 20 for 29.

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

Ulfgar joins in the search in the locked room.

"No old fashioned stone hidden door hey?"

Scarab Sages

As everyone enters the room and you lock the door behind you and begin to take another close look around while searching the room.

You notice that when you touch the full length mirror now that the reflective surface is insubstantial.

Buri with the help of Ulfgar also notices that there is a secret door in the north wall, which he previously didn't see.

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Nice!

I think it's safe to say that the party enters the secret door.

Scarab Sages

As you exit through the secret door you end up in the room next to it (7)

And just to speed things up a bit since you basically got it

As you exit room 7 and go back to the corridor you notice that the room leading to room 8 is open.

Looking inside you see what appears to be room 8 in every detail other then that the mirror isn't showing you a reflection anymore, but rather is a portal to somewhere else. The view is opaque so you can't see where it would lead.

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

And into the rabbit hole we go...

We're still using the Arliss Hall map, right? At least pre-portal?

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

So, in what order do we go through? I'd say Ulfgar with his reach weapon second, behind another melee person?

I'd suggest:

Buri,
Ulfgar,
Myrayah,
Kajar,
Velinov

Onwards, then! Glory awaits!

Scarab Sages

@Velinov, until you step through the portal yes. Just added the map for after you step through

As Buri steps through the portal the others have no indication if he survived or not and having little other choice quickly follow..just in case he ended up in a fight in which he could use a hand...or 8.

On the other side of the portal you step into a small room;

The southeast corner of this room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges.
Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. A solitary door is closed to the south and a full length mirror is bolted to northwest wall.

The mirror has the same opaque surface that the mirror which brought you here had, so it's a good assumption that you could step back if you wanted too.

As you try the door you immediately notice that all though it's not locked, it's stuck. It's like there's something heavy on the other side. As you look around the edge of the hole you see a large fallen pillar which is indeed blocking the door from being opened. As well as a corridor to either side of the hole, which might be reachable if you make it across the edge of broken wall(s).

You either have to push the door open - strength check, max 1 assist due to limited available space. Or try to climb through the hole - acrobatics or climb check. (Or get creative, but I doubt you guys have flight/levitate/polymorph effects or something like that)

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

"Well, let's try pushing the door first before we hang ourselves out over Absalom to get into the tower. I'll take the low position, Master Ulfgar or Master Buri could you lend your strength to help force it open? It's a tight spot, only two of us will fit."

Kajar drops into a low stance and leans his shoulder into the door, pumping his sizable legs to try and force it open.

Strength check: 1d20 + 2 ⇒ (19) + 2 = 21

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

"I'll help"

Assist: 1d20 + 3 ⇒ (18) + 3 = 21

Despite taking the higher position, the dwarf does manage to give a good push.

From what material is the door made off?

Scarab Sages

Kajar with Ulfgar besides him throw their combined weight and muscle against the door. With a lot of noise they manage to bash the pillar free and it rolls against the opposite wall, freeing up the door enough to be openend.

As you can see on the map, there's 4 doors you can try. Just place yourselves in front of one of them and open it and we'll go from there.

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

Shall we check the North-west room?

Myrayah listens at the door, and keeps an eye out for traps.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Scarab Sages

Just to state the obvious..Myrayah doesn't spot any traps

And to answer Ulfgar's question. The doors ar emade out of sturdy wood

Liberty's Edge

Regional Venture Coordinator - Online


**********************
Overseer Announcement
**********************

Overseer Announcement wrote:
The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri also checks that door, if he finds nothing he asks for his companions to step back and opens it.
Perc: 1d20 + 9 ⇒ (9) + 9 = 18

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Whoa, did you lads felt that?! I think we would better hurry, this place is going down!

Scarab Sages

As the tower tilts you all experience a sudden shift in your balance

First, the tower tilts approximately 30 degrees to the east, which causes any creature standing on the floor to fall prone unless it succeeds at a DC 12 Reflex save. - not a huge issue since you are not in combat right now and can just stand up without any problem.
This also causes any movement to the west difficult terrain unless the PC also succeeds at a DC 10 Acrobatics check. A creature that can fly or is under the effects of spider climb ignores these effects.

You hear a loud grinding noise behind you and as you look you see that the stone pillar that was blocking the door is slowly rolling towards the edge of the wall...Finally,as you watch it the fallen column blocking the door to area G1 rolls out of the tower.

I forgot to give you a more detailed description of the rest of the area, not that it matters ..but might me nice to know for flavor- G2;
This floor is clear except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.

Buri also doesn't detect any trap on the door and quickly discovers it's not locked and after opening it reveals stairs which wind upward past tight corners.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
Buri holds the door knob for balance and manages to keep standing.

What does Buri see at the other side of it?

Scarab Sages

Since it seems we ended up cross-posting a bit I'll repeat

Behind the door Buri (and the rest) sees a staircase which winds upwards past tight corners

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Whoops sorry.

Should we open the other doors here before moving up? I think we should check for survivors here first.

Buri will go with what ever the majority of the group decides. He votes for checking this whole floor before moving up. I am rolling some search for traps checks for the other doors if we stay. Buri will open one after the other as long as there are no dangers inside.

Perc NE door: 1d20 + 9 ⇒ (6) + 9 = 15
Perc SE door: 1d20 + 9 ⇒ (4) + 9 = 13
Perc SW door: 1d20 + 9 ⇒ (4) + 9 = 13

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

We should make sure this floor is cleared of loot before we proceed. I don't fancy a knife in the back.

Scarab Sages

None of the others door are trapped ..at least as far as Buri is able to tell

Just so you know, take 10 is allowed (all though you can always roll for it if you think that you might need a higher number). And repeats on perception are also allowed. All though that get's a bit weird rp wise..why would you keep looking at something when you don't see anything there?

Behind the SE door is a staircase leading to open sky

Behind the other door is a room which contains ancient siege supplies stored here when Skyreach was considered a fortress in the traditional
sense. Barrels of oil and a decrepit wheelbarrow are here,as well as several crates of serviceable arrows. You can also find mundane versions of almost any weapon or ammunition
If it's in the Pathfinder RPG Core Rulebook it's here.

Behind the SW door;
Old cots and moth-eaten blankets smothered in a thick layer of dust confirm that no one has been posted atop this tower in years. The cots are nevertheless are sturdy and the door is functional.

Scarab Sages

If you go up the stairs you end up in front of a closed, but unlocked door.

Giving you some time to pre-buff if you want, pick up weapons and set a marching order (I assume the same as Myryayah already proposed?) etc

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri will use his totemic transformation to increase his natural weapon and cast barkskin on one of the group's front line warriors before opening the door.

Who wants Barkskin? First comer first served lol.

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

In the most logical order

Kajar follows Buri and Myrayah's lead, alert to traps. Perception: 1d20 + 5 ⇒ (16) + 5 = 21

He grabs a morningstar and a case of crossbow bolts from the decrepit armory.

As the tower tilts, Kajar turns greener and sneers,"Gozreh's Guts! I HATE flying!"

"Master Buri, if you are offering magic tricks, I will defer to Master Ulfgar. His fighting style would best benefit from your gift."

Defer to Ulfgar the Barbarian for Barkskin, he could benefit more than I due to Rage. Barkskin would cover what he loses in AC.

Do I need to make any saves/Acrobatics checks here?

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Ok, Buri casts Barkskin in Ulfgar. By the way I meant to say "to increase his natural armor" in my post, not weapon. Current AC 22.

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Velinov will roll the reflex since a modifier of +0 doesn't do much.

reflex: 1d20 ⇒ 13

Velinov will pick up caltrops, flasks of oil, and holy water if available.

perception: 1d20 + 2 ⇒ (3) + 2 = 5

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

I'm assuming my mage armor has worn off by this point? Is there any rope in the supplies? If this tower tilts anymore, it might be good to have a safety net.

"I agree with Buri. Let's make sure the floor is clear before proceeding upwards."

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

"I'm with you Kajar, nothing better than being safely 150ft underground not aboveground. If we were made for flying, the Gods would have given us wings."

Feeling a lot more secure when fighting enemies, instead of flying, Ulfgar eagerly goes first in each of the rooms. Especially when his skin hardens by Buri's spell.

It's "only" +2 right, so my armor goes from 17 to 19, not 22 as per your post? Or do you cast it twice, once on me and once on yourself?

"Lets not be here too long on this floor though, I don't know how long the tower still lasts."

Can someone heal me back to 15/15? It is my first adventure and don't have my CLW wand nor potions yet?

Scarab Sages

@Velinov if you cast mage armor as a lvl 2 wizard it last 2 hours..you've spend roughly 1 1/2 hours so far..so unless you cast it from a wand or scroll you should still have it. No rope in the supplies, just weapons and ammunition. I think caltrops and holy water are also out, since they are not listed under mundane weapons. But since it especially mentions barrels of oil ...oil you can have (not achemical fire..but oil you can have.

@Kajar; technically you need to make the reflex save to avoid going prone...but since you can get right back up it's more to show how awesome you by not going prone then that it will effect anything. Acrobatics checks are needed if you move west and don't want to spend double movement to get there, which will most likely only matter during combat

As Ulfgar kicks open the door..confidant that his though skin will protect him he sees:

The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder.
Faint, multi-colored mist roils within the southern circle.
Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.

I'll assume you know about the devices since you are pathfinder;

SKYLANCE:

The northwest tower also has two stationary defenses
known as skylances, installed here after being recovered
from a Shory ruin. When a creature casts scorching ray
while adjacent to a skylance, the spell’s range increases
to long (400 ft. plus 40 ft./level). A creature adjacent to
a skylance can also spontaneously convert any spell with
the fire descriptor and that is 2nd-level or higher into
scorching ray. Finally, once per day a creature can use the
skylance to fire a single scorching ray (CL 3rd) without any
spellcasting required, though in Subtier 1–2, this ray only
deals 2d6 fire damage.

There are also 3 Aspis agents present..you can just make out one of them - a half-orc -downing a potion from a bottle before tossing it over his shoulder and it rolls down the floor over the edge as he wipes his mouth with the back of his hand before getting a good grip on his great axe.

The other 2 are humans with short swords and daggers

Init Buri: 1d20 + 6 ⇒ (11) + 6 = 17
Init Kajar: 1d20 + 5 ⇒ (1) + 5 = 6
Init Ulfgar: 1d20 + 2 ⇒ (15) + 2 = 17
Init Myrayah: 1d20 + 4 ⇒ (5) + 4 = 9
Init Velinov: 1d20 + 6 ⇒ (3) + 6 = 9
Init Half-orc: 1d20 + 2 ⇒ (1) + 2 = 3
Init Human Aspis: 1d20 + 3 ⇒ (10) + 3 = 13

init
Buri, Ulfgar
Human Aspis
Myrayah, Velinov, Kajar
Half-orc

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

"For PFS! I'll come up with a good battlecry soon

Ulfgar starts raging and attacks the nearest human Aspis agent.

PowerAttack: 1d20 + 5 ⇒ (3) + 5 = 8 vs Flatfooted AC

"I'll protect this skylance, someone protect the other!"

Scarab Sages

Ulfgar starts raging and attacks the nearest human Aspis agent, but the uneven floor throws of his balance and aim and he ends up slamming his axe scrapping on the stone floor

init
Buri
Human Aspis
Myrayah, Velinov, Kajar
Half-orc
Ulfgar

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