Play by Post - First Steps fo SSWAG (Inactive)

Game Master Helaman

Map for Gameplay


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Ping Uk'Tang wrote:
Ping asks for the rune key steps up to the rune chest and inserts the key but doesn't yet turn. He waits to see if anything happens first.

Making the roll for Ping... 1d20 + 6 ⇒ (2) + 6 = 8... it seems Ping doesn't notice anything


AC12, touch 12, FF10, HP 13/[13], Fort:+4(+2 vs Ench);Ref+4(+2 vs Ench);Will+1(+2 vs Ench),Init +2, Perc +7, Sen Mot +2 Male Elf Ranger/1

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


AC12, touch 12, FF10, HP 13/[13], Fort:+4(+2 vs Ench);Ref+4(+2 vs Ench);Will+1(+2 vs Ench),Init +2, Perc +7, Sen Mot +2 Male Elf Ranger/1

Eyes up! Another trap!

Sorry I haven't posted for a few days. It seems that the rss feeds for this site are currently borked, so I didn't see any new posts :/


AC15 Touch10 FF15 HP:9/[9]|Fort +4/Ref +0/Will +6 Init:+0|CMD12 Male Human

Jericho casts Guidance on Achernar.

My friend have a look and see if I have missed anything.

Jericho cast Guidance on Sidhion,

perhaps you could use a little two.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Perception: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23

Achernar gingerly turns the key and watches and listens for every detail.

He sees ...


and a key drops 6 inches from the ceilings surface suspended by a thin wire...


AC 16, touch 13, flat-footed 13 HP 12/[12] Fort +3, Ref +4, Will +2 +2 vs. enchantments, +2 trait bonus vs. charm and compulson Inititative + 6 Female Half Elf Paladin (divine hunter) 1

How high is the ceiling again?


15 feet


AC12, touch 12, FF10, HP 13/[13], Fort:+4(+2 vs Ench);Ref+4(+2 vs Ench);Will+1(+2 vs Ench),Init +2, Perc +7, Sen Mot +2 Male Elf Ranger/1

Using guidance to try shoot the wire out and drop the key

attack: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Edit: if needed, damage roll:
damage: 1d8 + 2 ⇒ (1) + 2 = 3


AC:16 Tch:16 FF:12, HP:9/[9], Fort:+5 Ref:+5 Will:+4, Init:+5, Perc:+6 Sen mot:+2, Shuriken:10/[10] Male Half Orc Monk 1

Ping turns to the gnome and with a lighthearted growl says I think it would be no problem to toss the dwarf, I mean gnome, high enough to grab the key

With that he grabs the gnome and tosses her as accuately as he can towrds the key and positions himself to catch her.

You had better tell me what I have to roll.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

...Or we could just have gotten the priest to stand on the chest and use his scythe to get the key....I suppose we still can try that if the gnome misses.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Just because I am nerd, I calculated the physics and Ping probably could throw her that high. He would probably have to accelerate her at about 2.5 times gravity.
It's comparable to a Highland games weight toss, for which the record is nearly 5 metres height for 56lb. The gnome is about 36lb (about 1kg less than the average 3 year old) + items, so she's in the ball park, unless she's carrying a real lot of stuff. You might have to assume she takes off her bed roll etc before you throw her.
I almost want that to succeed for the comedy value.


The elfs arrow widely misses.

Ping allows Andelyn to strip off her pack then throws her up.

Strength: 1d20 + 4 ⇒ (8) + 4 = 12

The result is weak. Maybe a question of leverage?

Strength: 1d20 + 4 ⇒ (17) + 4 = 21

His next attempt is strong and accurate and the gnome is able to snatch the key.


AC 16, touch 13, flat-footed 13 HP 12/[12] Fort +3, Ref +4, Will +2 +2 vs. enchantments, +2 trait bonus vs. charm and compulson Inititative + 6 Female Half Elf Paladin (divine hunter) 1

Just picturing it, so funny!

Are you alright, small woman? Not feeling nauseous or anything like that?


AC:16 Tch:16 FF:12, HP:9/[9], Fort:+5 Ref:+5 Will:+4, Init:+5, Perc:+6 Sen mot:+2, Shuriken:10/[10] Male Half Orc Monk 1

Ping folds his arms with a satisfied look on his face.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

when Achernar was looking intently as he turned the key, did he notice enything about the runes, or the chest? Perhaps there was another keyhole he had previously missed? Did anything else about the room itself or the other chest change?


AC15 Touch10 FF15 HP:9/[9]|Fort +4/Ref +0/Will +6 Init:+0|CMD12 Male Human

Jericho is doubled over with laughter.


Achernar wrote:
when Achernar was looking intently as he turned the key, did he notice enything about the runes, or the chest? Perhaps there was another keyhole he had previously missed? Did anything else about the room itself or the other chest change?

The steel chest could likely be opened with this key.

The runic chest seems be openable now... and contains a bejellewed sceptre. The end of the sceptre seems to be crafted into a key. The key would seem to open the door that you entered the room from... the very same door that the servant is still standing petrified next to.


AC15 Touch10 FF15 HP:9/[9]|Fort +4/Ref +0/Will +6 Init:+0|CMD12 Male Human

Jericho casts detect magic on the sceptre


AC12, touch 12, FF10, HP 13/[13], Fort:+4(+2 vs Ench);Ref+4(+2 vs Ench);Will+1(+2 vs Ench),Init +2, Perc +7, Sen Mot +2 Male Elf Ranger/1

Sidhion smirks dryly at the two solutions to the "trap" of getting locked in this room.

You solved it your way, I solved it my way.

Lowering the bow.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

OK, so who would like to open the next box?

So we have a sceptre key for the door, the key that the bard gracefully collected, and which is for the steel chest, the runed key which we have used, and the key I levitated from the acid. What does that key unlock?

Is the door with the servant still open? Also, can we take 20 on perception to look as carefully as we can and for as long as we can while we unlock the steel chest? We have already seen some cunning artifices now, so can we be on the lookout for them?


The door to the room is still open - you'd guess that the sceptre was the way for you to exit.

The key from the acid... could it have been for the illusionary chest?

The steel chest? Try it and see :)


AC 16, touch 13, flat-footed 13 HP 12/[12] Fort +3, Ref +4, Will +2 +2 vs. enchantments, +2 trait bonus vs. charm and compulson Inititative + 6 Female Half Elf Paladin (divine hunter) 1

Well, this room seems to like to surprise us. I shall open the next box, if you like

Aria takes the key and walks over to the steel chest, puts the key in and turns...


There is a blue flash!

Aria Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Archenar Reflex: 1d20 + 2 ⇒ (16) + 2 = 18
Ping UkTang Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Andelyn Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
Brother Jericho Reflex: 1d20 + 0 ⇒ (12) + 0 = 12

Blue light streams out from the chest. Sidheon, standing outside the room is clear.

Achenar and Andelyn are able to avoid the blue light but everyone else has been turned a faintly twinkling blue.


AC 16, touch 13, flat-footed 13 HP 12/[12] Fort +3, Ref +4, Will +2 +2 vs. enchantments, +2 trait bonus vs. charm and compulson Inititative + 6 Female Half Elf Paladin (divine hunter) 1

Ooh, sparkly!

Tries to look inside the chest for the map, but a bit blinded by the blue light.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar looks to see if there is any danger in the room.

perception: 1d20 + 2 ⇒ (3) + 2 = 5

Seeing nothing, he cautiously looks in the box...


AC15 Touch10 FF15 HP:9/[9]|Fort +4/Ref +0/Will +6 Init:+0|CMD12 Male Human

Was there no result on the detect magic


Not with the thick metal construction of the chest... as if someone had prepared it that way


AC14 Touch 14 FF 11|HP10/[10]|Fort +1 Ref +5 Will +3|Init +5|CMD12 Female Gnome Bard 1

Heh, fancy that Giant Lady! Andelyn says, fluffing her hair. We match!

Andelyn looks inside the box.

perception: 1d20 + 7 ⇒ (6) + 7 = 13

Ooooh, it IS shiny!


This chest holds the map of the Salhar burial vaults beneath Sothis and a wand... shiny indeed.


AC 16, touch 13, flat-footed 13 HP 12/[12] Fort +3, Ref +4, Will +2 +2 vs. enchantments, +2 trait bonus vs. charm and compulson Inititative + 6 Female Half Elf Paladin (divine hunter) 1

Inspecting Andelyn... I believe so small one, though I cannot see myself.

Looks at the outside of the metal box, not particularly shiny, but enough for an indistinct mirror.

Hmm... I wonder if this comes off. Oh well, we have the map! Lets get out of here

Aria picks up the wand, Hmm, I wonder what this is for. If nobody else wants to carry this, I will as she heads for the exit.


AC15 Touch10 FF15 HP:9/[9]|Fort +4/Ref +0/Will +6 Init:+0|CMD12 Male Human

Jericho casts Guidance on himself

Jericho casts detect magic


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar casts prestidigitation to try and clean off the blue from Jericho.

He says to the paladin, Remember we were told not to embarrass the Pathfinders and we were not asked to collect the wand ... But before you take it with you, why don't you let me take a look at it.

He casts detect magic on it.


AC 16, touch 13, flat-footed 13 HP 12/[12] Fort +3, Ref +4, Will +2 +2 vs. enchantments, +2 trait bonus vs. charm and compulson Inititative + 6 Female Half Elf Paladin (divine hunter) 1

Yes sorceror, you are right. I was thinking of it as merely a pretty trinket toy. It can stay here... after you have checked it of course. Maybe it will serve to clean the blue off us.

And she hands it over.


AC14 Touch 14 FF 11|HP10/[10]|Fort +1 Ref +5 Will +3|Init +5|CMD12 Female Gnome Bard 1

Friends, I'm as much about spoils as the next Bard but I agree with Achernar. We cannot afford to be considered thieves if we want to maintain the image of the Society and this is, afterall, a test.


Its diffenity magical.

Spell Craft checks from any who are using Detect Magic on it to ID it


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Is this something I can take 20 on?


Sure - why not... Its a wand of Knock with 13 charges


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar takes the wand and examines it. Satisfied he knows what it is, he turns his attention to the map studies it as intently as he can and casts detect magic on it.

There have somewhat too many illusions here already. I would not like to find another trick.

He then takes one more detailed look inside each of the chests, to see if there is anything we missed.


Nothing missed and the map doesn't radiate magic.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar look so to see whether his cleaning attempt was successful. If it was he cleans the others in a similar way.

Friends, let us return to the sage ... And put this poor manservant out of his misery. He has already suffered enough at our hand.

He keeps the wand to turn over to the sage as a demonstration that we have taken no more than we asked for and casts prestidigation to clean the room of disturbances we might have caused.


The room is put back in order, as much as it can be and the shivering servant leads you out of the room and back to the Sapphire Sage.

He smirks at the ones who are covered in blue.

It seems you have recovered the map? You can take that back to Ambrus Valsin.

Osirion is among the oldest human nations in the Inner Sea region, yet its greatness has waxed and waned over the ages. During its first great decline, an order of sages formed to catalogue and preserve its wonders for a future dynasty, storing the secrets both in writing and within enchanted gems. The order shattered during Kelish occupation, but a pair of scholars have revived the organization in order to recapture Osirion's lost glory, expand the mission beyond that desert nation's borders, and disseminate this forgotten knowledge to bring about a new golden age in the Inner Sea.

The Scarab Sages are still a young faction, and it strives to reclaim the surviving relics of the Jeweled Sages and uncover other sources of ancient knowledge from Osirion's past. Rebuilding the order depends on recovering more of the original sage jewels that store the secrets of the past, and it is imperative that only the most worthy, wise, and capable candidates should wield them. As a result, members of the Scarab Sages should be on the lookout for both these gems and for extraordinary individuals to recruit as new sages. In order to lay the groundwork for expanding the faction's influence, our members should also take steps to preserve ancient sites so that unscrupulous looters and vandals do not further damage these links to the past.

The archaeologists, historians, and lore seekers who are drawn to the Pathfinder Society can find welcome allies among the Scarab Sages. Members of our faction often place a higher value on the recovery of lost lore than on the magnificence of the tomb it came from. Further, they prioritize the preservation of ancient sites and avoid needlessly damaging the creations of past cultures while attempting to extract their secrets.

Think on this on your return to the Grand Lodge - I have much to do. You are dismissed. Servant, show them out.


AC12, touch 12, FF10, HP 13/[13], Fort:+4(+2 vs Ench);Ref+4(+2 vs Ench);Will+1(+2 vs Ench),Init +2, Perc +7, Sen Mot +2 Male Elf Ranger/1
Achernar wrote:
... And put this poor manservant out of his misery.

Potentially poor choice of wording when it comes to my character :P lucky for us that moment has passed


AC14 Touch 14 FF 11|HP10/[10]|Fort +1 Ref +5 Will +3|Init +5|CMD12 Female Gnome Bard 1

Andelyn whispers to Achernar.

Perhaps you should have prestidigitated the blue from everyone... Let us return with the map.


Missed that earlier but the blue resists the Cantrips or mundane efforts at cleaning - most of the party is marked as blue and it doesn't look like it is coming off


AC 16, touch 13, flat-footed 13 HP 12/[12] Fort +3, Ref +4, Will +2 +2 vs. enchantments, +2 trait bonus vs. charm and compulson Inititative + 6 Female Half Elf Paladin (divine hunter) 1

Oh well Andelyn, looks like we're all going to match you for the foreseeable future :p


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Believe me, I knew what I wrote!


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Before Achernar leaves, he pulls out the wand and speaks to the sage. Holding out the handle to the sage he says:

diplomacy: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23

Wise one, we found this within the vault. It was the only other item within the chest and we return it unused, so you know we have taken nothing but the maps as instructed. Furthermore, we have done our best to minimise our footprints in the vault. We trust that we have started as the pathfinders mean to carry on.

But tell me, if you will, how should we know the sage jewels - should we ever come across them? They are clearly important to you and perhaps, should we ever find one, one good turn may deserve another.

He turns to leave and says, On more question, if I may be so boldl, are there others with an interest in these maps? I should like to ensure we deliver them safely?


AC15 Touch10 FF15 HP:9/[9]|Fort +4/Ref +0/Will +6 Init:+0|CMD12 Male Human

Jericho is using his guidance
sense motive: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14


The wand? Keep it. Consider it a reward for a task completed. Discussion on Sage Jewels will need to await another time and preferably one back at the Grand Lodge to do it instead of me - I have many issues needing my attention now. As for the map? It has value, certainly but as to specific people seeking it? That I am unable to comment on.

He seems disinterested and so far Father Jericho does not believe him to be lying.

He waves for you all to be dismissed.

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