After a moment of hesitation, Grimdal walks over and opens the wooden door marked Simple, and peers inside. As he does so, he quickly releases the lever on one of his spring- loaded wrist sheaths, depositing a small, slender object into his waiting hand.
Move action to get to the door, move to open the door, and swift to draw his wand. That's all!
We should be quiet, as the hunt as begun - we don't know who may be listening. Shan thinks to each of his companions in turn. We should go easier, agreed - we are fast, we should use that. He then pauses to see what Grimdal sees behind his door before taking any actions.
Grimdal attempts to open the wooden door with the triangle symbol, but it appears to be locked and doesn't give but a fraction of an inch when he pulls on in it.
Frowning in disappointment, Shan then steps up a little and tries the metal door next to him. As he does, he looks at Chirk and says to just him Don't forget to use that wand I gave you! We need all the speed we can get.
5-foot-step north, move action to try to open the Easier metal door. Since I am staggered this round, that is it for me. Chao still has not taken any actions this round, though. Haven't decided what if anything she should do yet. Depends on if we can get a door open.
Shan reaches for the handle on the metal door, but there isn't one where a handle normally is. Looking over the entire door he takes note that there doesn't appear to be anything that could be used to open the door at all.
Shan's eyes dance across the door, looking for an opening mechanism. Not finding one, his eyes fall down to the activation stone. He reaches down and places his hand on the stone, attempting to use it in the same way they had used the one up above.
The activation stone's blue light pulses once when Shan places his hand atop it. The metal door directly in front of him slowly retracts up into the ceiling and reveals another room ahead.
In the middle of this next room a stone bridge crosses a 15’ wide ravine which divides this room in two. At each of the four corners of the bridge is a statue of a tiny dragon with its mouth wide open. At the base of each statue is a plaque with words etched into it in that now familiar-looking foreign language. Four lit braziers mark the corners of the room and on the far side of the bridge is the activation stone for the exit door, a faint light blue glow emanating from the base. A small circular table stands adjacent to the activation stone with a triangle shaped brass key resting on top of it.
Thassilonian:
I can’t speak for the others, but I charge 4 gold pieces per person to allow passage on my bridge
For round 3 Shan's actions are complete, Grimdal still has a move and both Alyssa and Chirk still have a full turn. The round is scheduled to end at 7:00PM EST tonight.
Drawbacks:
Chirk - Secret shame: You take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).
Alyssa - Power-Hungry: Alyssa's thirst for power gives her a penalty of -2 on Will saves if the effect's creator promises wealth or power.
Grimdal - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Shan - Scarred: You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
Alyssa does not follow the group and instead speaks some kind of message in Necril as her eyes begun to glow with magic. Her body then begun to surround itself with an aura that emanated the faintest sounds of deathly screams, but for only the briefest of moments. The language and her childish voice made the process a lot more eerie than it needed to be for such a simple spell.
Standard action to cast Detect Magic and focus it on the wooden doors. She will them move action toward the door that reads "DO NOT OPEN!", though she will not open it yet.
ROUND 3: Team 3 (Troq) still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 4/29 7:00 PM EST, whichever comes first.
As Alyssa continues to focus her magic on the four wooden doors along the far wall, she picks up the presence of seven different magical auras. The strongest aura appears to be of moderate strength.
[REMINDER] We are now halfway through Round 4 which will end Tuesday 05/01/18 @ 7:00 PM EST. The next round begins immediately when this round ends if all players from all teams have completed their actions that round. If any player has not completed their actions, a single 24 hour extension period will be granted for this round.
From no specific location, a single chime rings out loudly once before fading away. The overseer seems to take note of the chime, but doesn't speak aloud of it.
Shan strides over to the door with the triangle on it, drawing out his greatsword as he goes, Chao following along faithfully behind him. When he comes up to the door, he eyes it, concentrating and seeming to grow in size ever so slightly (Swift action to activate my Bull animal aspect, +2 enhancement bonus to STR for 1 minute), and Chao grows a little as well (switching to Bull animal aspect on Chao as part of the same swift action). He looks down at Chao and thinks Help me push, old friend. He then lowers his shoulder and tries to force open the door. Chao faithfully tries to apply his own weight to it as well.
STR check to force the door:1d20 + 5 ⇒ (14) + 5 = 19 Chao Aid Another STR check to force the door:1d20 + 2 ⇒ (11) + 2 = 13
Shan throws himself into the triangle door but it doesn't look like it's going to give way, despite creaking and groaning in protest. When Chao adds to the effort however, it pushes the door beyond its limits and it breaks off the hinges and falls to the floor. After the dust clears, Shan finds several general use mundane items behind the door on a shelf.
ROUND 4: Teams 1,2 and 3 still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, 7:00 PM EST Wednesday 5/2, whichever comes first.
Male Grippli| HP 31/34 | Init+5; Per +10 | AC 18, T 14, FF 15 | F +6, R +8, W +4| Slayer 3/Hunter 1
Chirk moves over to the next door and checks it for traps. As he does so, he says to noone in particular: "I think we are taking too long. I feel like we need to speed it up. We are against time here."
Alyssa did not respond to take the wand, but rather, maintained her concentration on the doors, unfazed by the rush her allies were in. Right now, getting any edge would be fantastic, and getting such edges without getting blown up by a magical trap even more so.
She would surely be able to gather and interpret the strength and location of each aura this time around.
Chirk moves in front of the wooden door with a triangle on it and checks it for traps. He determines that there are no traps and that appears to be locked as well.
From behind the door marked DO NO ENTER, Alyssa picks up two faint auras. From behind the door with the triangle that Chirk is standing in front of, she picks up two faint auras. From behind the door on the far right corner of the room without a symbol or sign on it, she picks up two faint auras and one moderate aura.
Shan moves over to the door marked Do Not Enter, Chao following close behind. He reaches out to open the door, and if he finds it locked he will put his weight into the door. Help me push again, please, Chao. The cat leans against it as well.
STR check to force the door:1d20 + 5 ⇒ (2) + 5 = 7 Chao Aid Another STR check to force the door:1d20 + 2 ⇒ (3) + 2 = 5
Grimdal throws his shoulder into the unmarked door and breaks it off its hinges. As it smashes into the ground beside him, he takes note that the door appears to have been unlocked. Behind the wooden door is another closet with a single shelf which contains two vials and a pouch that is cinched closed.
Shan is about to follow suit and attempt to bust open the door, but after trying it he finds that it is not locked. As the door pulls open he hears the sounds of several mechanical clink clink clink fire in rapid succession. Having set something in motion that he can't stop, a blast explodes from inside of the closet. Previous cans of metallic food turn into shrapnel that hits Shan and Ruee 6 damage, but Chirk and Chao manage to leap aside most of the shrapnel and only take lesser wounds 3 damage.
After the explosion dies down, he takes a look at the ruined mess inside of the closet. A potion with two hearts is shattered, its red fluid splattered all over the inside of the closet from the shrapnel. Most of the rest of the closet is a disaster and several items appear to be destroyed or in pieces and are now useless. All that remains intact is a ring and a talisman that you easily recognize as a Talisman of Beneficial Winds Given that you all just used one!.
Three of the four wooden doors are now opened/destroyed and the western metallic door is now open. The eastern metallic door is still closed as is the wooden door with a diamond on it.
Male Grippli| HP 31/34 | Init+5; Per +10 | AC 18, T 14, FF 15 | F +6, R +8, W +4| Slayer 3/Hunter 1
After dodging most of the shrapnel from the other small room, Chirk is ready to go to work. Chirk looks at the door carefully, then begins to try and pick the lock. It dawns on him to try the door first, so he carefully does so. If it opens, he will grab whatever is inside (assuming there is loot there) or if not, he will attempt to pick the lock.
Chirk goes to work attempting to pick the lock, but it appears to be trickier than he anticipates. After a handful of seconds trying to open it, he is no closer than he was before he started.
Team 2 is nearly complete, only Alyssa has a move action remaining.
Letting the Detect Magic spell go, her allies' actions made her close her eyes and sigh. No time to identify right now, Shan and Chirk just triggered a trap, and Grimdal is in a rush.
She moves to Grimdal to take the wand he had offered before he goes to bash the door down. "Against time we may be, recklessness is great for swift deaths."
ROUND 5: Teams 1, 3, 4 still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, 7:00 PM EST Saturday 5/5, whichever comes first.
The overseer observes your discovery of the magical items. As it sweeps its head across each of you in the room it speaks in a deep measured tone, "I will not follow you from this room, but I am observing you and will rejoin you later."
Looking to the party member wearing the amulet he adds, "You should know that the key that admitted you to this trial serves an additional purpose. While in the Gauntlet, the amulet will automatically identify up to ten items of your choice. When you physically touch the item in question to the key you will instantly comprehend the details of the item."
USAGE: As a swift action, when a magical item comes in contact with the amulet a use of identify is expended. The bearer of the amulet will automatically learn the properties of a magical item as if they had successfully identified them with the identify spell.
Shan, coughing from all the debris and wincing in pain, reaches into the ruins of his closet, grabs the talisman and puts it on, and then grabs the ring and touches it to the key to find out what it is.
As soon as the ring touches the amulet, you suddenly realize that this is a Ring of Spell Knowledge I which allows spontaneous casters to gain a single additional first level spell.
Chirk opens the closet and finds a variety of items sitting on the shelf inside. He quickly scoops them all into his pack and turns to face his companions.
ROUND 7: Some teams still have actions remaining for the current round and a 24 hour extension period for this round has begun. During this time any player from these teams may submit actions for characters that not yet submitted actions for this round. The current round will end either when all actions have been submitted for all missing characters or 24 hours from now, Sunday 4/29 7:00 PM EST, whichever comes first.
Shan reaches into his pack, pockets the ring he identified, and withdraws a wand (Wand of Feather Step). He uses the wand on himself, then steps away from his door, looking to the next room.
This will be the main discussion and gameplay thread for your team. You will use this thread moving forward for all internal discussions and gameplay actions specific to your team. The GM's will monitor all five game threads daily and check in as needed.
The main recruitment thread will remain active and serve as a global discussion and announcement thread for the game. The GM's will notate things such as the completion of a round or other global game related information. Unless otherwise instructed, post your game actions in your team gameplay thread and not the global one. The GM's will handle cross-group communication and interaction if and when that should arise.
Please proceed with your team discussion specific to your character design, party makeup, party benefactor/driving force (how is it your team is one of the four contestants to this trial?), equipment provisioning, etc.
When your party has completed their build please notate this for the GM's so that they can perform a quick verification of your character. We do not intend to delve into the details of each and every character, we expect everyone is honest and fair in their build and do not purposely try to cheat. If someone catches a mistake we ask that you simply correct it and we move on. We're here to have fun!
While a central theme is not required for your team, you have a unique opportunity here to build a party that defies many of the "standard party creation" rules. We hope you have fun with this and create an interesting dynamic!
Have fun creating, let us know if you have questions.
Would anybody be up for some discussion in Discord? Might make it easier to plan out team composition/strategy. Discord, if you haven't used it, is a free gamer chat program.
I went ahead and created a server for us, in case anybody was interested - creating a server is easy and free, so I figured why not. If anybody is interested, you can use this link - https://discord.gg/2spms
GM, can you set up the gameplay thread so I can dot there and see the campaign in my campaigns?
Here is my Grippli, Chirk and his velociraptor, Ruue. I haven't selected a teamwork feat yet, but will once we've had a bit more chance to decide. I also may change a bit of equipment but the skeleton is there. I'll work up a background tonight.
Chirk
Male grippli hunter 1/slayer 3 (Pathfinder RPG Advanced Class Guide 26, 53, Pathfinder RPG Bestiary 2 149)
NG Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 34 (4 HD; 1d8+3d10+7)
Fort +6, Ref +8, Will +4
Defensive Abilities trap sense +1
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Offense
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Speed 30 ft., climb 20 ft.
Melee mwk morningstar +8 (1d6+3) or
mwk voidglass greatsword +8 (1d10+5/19-20)
Ranged mwk composite longbow +8 (1d6+3/×3)
Special Attacks poison, sneak attack +1d6, studied target +1 (1st, move action)
Hunter Spells Known (CL 1st; concentration +3)
1st (2/day)—gravity bow[APG], ray of sickening[UM] (DC 13), summon nature's ally I
0 (at will)—detect poison, guidance, know direction, light
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Statistics
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Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Boon Companion[UW], Power Attack
Traits indomitable faith, poverty-stricken
Drawback: Secret Shame, You take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1.
Skills Acrobatics +10 (+14 to move through a threatened square or enemy's space), Climb +11, Disable Device +14, Handle Animal +7, Knowledge (geography) +7, Knowledge (local) +7, Perception +10, Sense Motive +3, Stealth +15, Survival +11 (+13 to avoid becoming lost when using a Mapmaker's Kit as you travel)
Languages Common, Grippli
SQ animal companion (velociraptor named Ruue), animal focus (1 minutes/day), nature training, slayer talent (trapfinding[ACG]), track +1, trapfinding +1, wild empathy +1
Combat Gear acid, alchemist's fire (2), holy water (2), holy weapon balm[ACG] (2), loadstone arrow, raining arrow, splintercloud arrow, tanglefoot bag, tangleshot arrow; Other Gear mithral chain shirt, mwk light wooden quickdraw shield[APG], arrows (20), mwk composite longbow (+3 Str), mwk morningstar, mwk voidglass greatsword, belt of tumbling[UE], cracked dark blue rhomboid ioun stone, cracked deep red sphere ioun stone, cracked incandescent blue sphere ioun stone, cracked pale ruby trillian ioun stone, backpack, belt pouch, blanket[APG], canteen[UE], climber's kit, mapmaker's kit[APG], masterwork thieves' tools, silk rope (50 ft.), spell component pouch, trail rations (2), weapon cord[APG], 31 gp, 4 sp
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Special Abilities
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Animal Companion (animal companion (velociraptor named Ruue)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Poison (1/day, DC 13) (Ex) Skin or weapon—contact and injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Ruue CR –
Male velociraptor
N Small animal
Init +4; Senses low-light vision, scent; Perception +6
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Defense
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AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 40 (4d8+20)
Fort +8, Ref +8, Will +2
Defensive Abilities evasion
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Offense
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Speed 60 ft.
Melee bite +8 (1d4+1), 2 talons +8 (1d6+1)
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Statistics
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Str 12, Dex 18, Con 18, Int 2, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Toughness, Weapon Finesse
Tricks Attack, Attack Any Target, Come, Defend, Fetch, Seek, Stay, Track
Skills Acrobatics +4 (+16 to jump), Perception +6, Stealth +13
SQ animal focus, attack any target, come, defend, fetch, seek, stay, track
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
As to character, I was thinking of doing a minionmancer. Charnel Soldiers allows Undead created by a caster to receive a Teamwork Feat they know for free.
Between a Hunter/Slayer and their Velociraptor, we could potentially have a "numbers and teamwork" theme or something.
I could also do a Summoner.
Alternatively, another Slayer, and we make the group a darker one, treasure hunters or something.
I'm currently planning on going straight hunter, human, with a cheetah animal companion, and a whole boatload of teamwork feats - currently have Outflank, Pack Flanking, Paired Opportunists, Stick Together, and Tandem Trip.
GM, I think it would be great for you to be on Discord also, much easier to ask questions that way.
Hey guys - I posted a few tidbits in the master thread based on some questions I've been getting: http://paizo.com/campaigns/SaevoxsGauntletAMultiTablePvPvEPathfinderModule/ recruiting#50
Duergar's get a -4 to Charisma. I know you said no evil, but it was amongst the listed races, and I thought it would be fun to have a character who is thought to be evil, but actually tries to defy the evil within.
Here is dwilhelmi's character Shan Zhen, the intrepid hunter from Tian Xia. No backstory in there yet, and I'm planning on making a different alias for Rui at some point too.
He's Lawful Neutral! He'll play like a good-looking aligned character, but I did want to leave open the possibility of a bad act if he was persuaded and gave into his darker nature. Would take a lot of persuasion, however.
Chirk:
You don't have a drawback nor a third trait, both are required.
You are missing a teamwork feat.
Grimdal:
I'm not sure how you got to 42 HP? Can you help me out with that one?
Honeyed Words requires be a follower of Grundinnar, but you selected Irori.
Secret Knowledge requires being a follower of Norgorber, but you selected Irior.
You have 2 religion traits, but you are only allowed one from that type.
What is your domain/inquisition, I don't see it listed?
What did you select as your tactican bonus feat?
Shan:
I'm showing with one too many feats. Where is the extra one coming from?
The Group Fighter trait you have isn't Paizo sourced.
You're missing a drawback.
You're missing a third trait.
You don't qualify for Outflank, it's BAB +4.
Did you do a point buy on your pet's stats?
I'm posting an introduction tonight to help give you some context. Feel free to do some pre-game RP with your teammates to help you slip into character before we start!
We are eliminating the 24 hour extension and making all rounds 3 days in length by default. The same rules apply for posting actions for your team, but we will no longer be extending the rounds as it appears teams are not completing early. In the event that all teams do complete early, we will end the round early at that time. Only the extension is being removed, the round length will remain 72 hours.
Due to the fact that 3 out of 4 of our GMs will be traveling on vacation this week, we have decided to extend the current round (round 18) until Sunday at 8pm. That gives everyone some extra time to post, but PLEASE do not wait. Round 19 will start promptly at 9pm (EDT) on Sunday.
Have a good week (and we'll see you at Origins if you are going)!