[PFS PbP] GM zebeev's 6-01 - Trial By Machine (Tier 1-5) (Inactive)

Game Master zebeev

Maps, Handouts, Etc


1 to 50 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge

Maps: |

Everyone will have received a letter from the Venture-Captain while waiting in the Grand Lodge, which can be found on ** Slide 3 **, here.

With the note from Venture-Captain Valsin in hand, you're left with your thoughts at Absalom's western gate. You know that passage has been arranged by Venture-Captain Valsin to the Cairnlands to the west, where the Red Redoubt awaits.

And so, you wait for a small camel-led caravan that should arrive shortly. You spend the time eyeing up the various travellers around you.

There's bound to be at least five others, where could they be?

Please introduce yourselves as you approach the meeting point.

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi fiddled with the new Cap and pin that he was given. It was the sort of round and fluffy cap that all the academics wore. Part-time instructor at the grand lodge.Tasked with teaching new agents all about survival in the wild and how to track fugitives.

This was a new position for Hanzi. The armor and the prestige of his former post always had people estimating Hanzi more than he estimated himself. He wore the cap because well, today he was to lead a group of fresh agents on their Trial in the Red Redoubt. Hanzi himself had never undergone it since he was given a field commission by Amara Li.

He was a little anxious. Would people know that he had never been through a day of serious schooling in his life? And here he was a budding leader in an academic society.

His armor was the bold greens and golds of the Jade Regent, though faded now from years of use and not a lot of care to keep it looking new. It took on a faded and functional look. One that suited the practical Nagaji.

Alright, my fellow Pathfinders....are we ready for the trial? I can provide for each of you some pointers based on what I observed during drills earlier....

Via one of my boons, I can grant any level 1 characters one of the following for the duration of the adventure:
- +1 to all saves
- +1 to AC
- +1 HP

Go ahead and choose and declare that for the GM's benefit

As the Venture Captain says, Pathfinders don't need luck, but skill and hopefully my experience can help boost all of your skills. I am Hanzi Logain and while I may be a more experienced agent, we are all on trial here. I look forward to working with you

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

Neat boon, Hanzi! Aldarion will gladly take the +1 to saves.

A burly young man arrives with a face so youthful you're not sure at first whether he's just a kid.

"Uhhh...I think it's kinda neat! A test in a real dungeon! The Pathfinder Society is just the best! Oh, I'm Aldarion, by the way. Uhhhh... Aldarion the Bold!" He shifts a sadly thin spellbook from under his right hand so he can extend that hand in greeting.

"Oh, and this is Cornelius," he says, indicating the fox walking at his heels. "He...he's totally real and everything!"

Grand Lodge

Male N Human Samurai (Sword Saint) 6 | HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4 | Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

"Good day to all of you!" You can see a strong man in Kikko armor with katana. He is not a pretty one, and not even smart.
"Are you guys ready for this!?"

Hanzi, Naruhito will take +1 to saves

The Concordance

Male | HP: 11/14 | AC: 21 (14 Tch, 18 Fl) | CMB: +2, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft (Medium Armor+Load)| Channel Energy: 1/4 | Surge: 6/6 | Storm Burst: 6/6 | Spells: 1st 2/3 | Active conditions: +1 AC from boon

Wow, that's one amazing boon. Vhagor will pick the +1 AC, which cranks his AC up to 21.

A young stocky Ulfen man with weather-kissed skin skittishly glances about as he approaches the meeting spot. The tone of his skin is best described as having the color of coffee stained parchment, betraying him as an outdoorsman. The coarse hair on his exposed forearms and hands fail to hide the discolored scars, which sing a song of hardships overcome. While not short, he doesn't stand out in the crowded streets of Absalom: the man's bandy legs ain't helping much with that.

For the more worldly types, Vhagor wears plain red and green Ulfen clothes. The hems are decorated with stitched-on runes, covering a wide range of sailor superstitions and Ulfen prayers. A piece of driftwood has been carved into the shape of a leaf and hangs around his neck, whereas his armor has bits of seaweed and sargassum woven into it. A copper band rests around his biceps, engraved with a mighty warrior woman taming a Linnorm.

"Ready, eh? Well, as good as one can be, I suppose. Greetings, Aldarion, Hanzi and Naru ..hito?" the Ulfen man says as his tongue samples the foreign names they gave him. "I am Vaghor, Son of the Ironbound Archipelago. We ought to be five, eh? I guess we best wait for the others to show up. Gotta admit, I can't wait to get out of this city."

Scarab Sages

Setare seems to be quite nervous and looks around on the way to the meeting point. She is a scrawny girl with auburn hair and amber eyes. Her features seem Chelaxian but also have something else mixed in.

She is wearing a brown adventuring outfit, light leather armor and carries a Rapier at her hip that is attached to her wrist with a very fine chain.

"Hel ... Hello ... everybody ... " Setare says with a quivering voice and looks at the group.

Then she focuses on Hanzi.

"Sir ... you know ... ehh ... you know Sir ... I have the feeling that I have heard of you Mr. Hanzi Sir ... but who told me about you ... everything is so fuzzy ..." she says and looks down at the floor.

She takes a look at the weapons of these strong warriors and then observes her own little Rapier.

She looks at the young men "Ehhh ... Aldarion, Vaghor and Naruhito ... it is ... you know ... it is nice meeting you." and then looks away.

Wow Hanzi, thanks a lot! Setare' also would take the +1 to all saves. I have included that in Setare's profile for this game.

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

Cornelius the fox sniffs the air as Setare' enters the room, stamping his feet a bit in uncertainty.

Grand Lodge

Maps: |

Still waiting on our sixth, hopefully before the true Monday start. In the meantime...

Before heading out to the Red Redoubt, as Pathfinder agents, you’ll have done your due diligence in gathering as much information and intelligence as you can on the place, either through research, rumourmongering, or recollection of your prior knowledge.

With that said, I'll save some time and roll any checks in the following skills:

  • Diplomacy (gather information)
  • Knowledge (arcana)
  • Knowledge (engineering)
  • Knowledge (history)
  • Knowledge (local)

A Ton of Rolls:

Aldarion Knowledge (arcana): 1d20 + 6 ⇒ (19) + 6 = 25 Knowledge (history): 1d20 + 6 ⇒ (5) + 6 = 11

Hanzi Diplomacy (gather info): 1d20 + 9 ⇒ (19) + 9 = 28 Knowledge (local): 1d20 + 8 ⇒ (15) + 8 = 23 Profession (librarian): 1d20 + 6 ⇒ (10) + 6 = 16

Naruhito Diplomacy (gather info): 1d20 + 3 ⇒ (5) + 3 = 8 Knowledge (local): 1d20 + 3 ⇒ (8) + 3 = 11

Vhagor (no relevant skills)

Zaarah Diplomacy (gather info): 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 Knowledge (history): 1d20 + 5 ⇒ (20) + 5 = 25 Knowledge (local): 1d20 + 8 ⇒ (14) + 8 = 22

28 Diplomacy (gather information) or Knowledge (local) wrote:

- While the Redoubt has no permanent residents, bandits, outcasts, or the occasional monster sometimes use it as a lair. Infighting for territory among these groups usually nullifies their threat, so Absalom’s authorities don’t interfere.

- One band known to lair in the ruins there is the Blood-Red Raiders, a small gang of bandits that mostly robs lone travelers.

- A young human man with pale skin and odd tattoos (supposedly a student expelled from the Clockwork Cathedral) has recently joined the Blood-Red Raiders.

25 Know (Arcana) wrote:
- Karamoss was a Numerian wizard known as the "Machine Mage." He had advanced knowledge of mechanical constructs, gained from decades of study within the Silver Mount. He was said to be part machine himself.
25 Know (History) wrote:

- The Red Redoubt of Karamoss was a siege castle created more than 1,000 years ago by the "Machine Mage" Karamoss in a failed attempt to conquer Absalom.

- Karamoss’s armies included initial waves of hobgoblins, followed by legions of strangely intelligent constructs. After several years and some close calls, the fight turned against Karamoss and the Redoubt fell.
- While the Redoubt’s upper dungeons have been cleared, many levels lie hidden beneath. Karamoss himself was never found; some say he lives on below.

As most bands of adventurers share any information they learn, we'll assume you've discussed the above information and shared it with one another.

Using the information provided, you can retroactively procure any equipment you might think useful for your journey and the trials within. Consider any preparation or shopping done this way as having happened on your way here to the meeting point.

If you're ready to proceed to the Redoubt, let me know if you've made any new purchases, and that you're ready to proceed.

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

"Uhhh... Does anyone know of any good equipment we should take with us?" asks Aldarion, sounding not at all bold. "I... have a little bit of money."

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi considerd the question.

Junior agents like ourselves dont usually have access to adamantine and the like....but I think I saw someone here is a spellcaster. Try to remember to prep some spells that dont just strike with energy. Constructs sometimes just shed energy damage like its nothing.

Scarab Sages

"Well, I am happy ... happy to have purchased a potion to swim ... you know ... that is not one of my strengths." she says with a sigh.

Already on the equipment list.

The Concordance

Male | HP: 11/14 | AC: 21 (14 Tch, 18 Fl) | CMB: +2, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft (Medium Armor+Load)| Channel Energy: 1/4 | Surge: 6/6 | Storm Burst: 6/6 | Spells: 1st 2/3 | Active conditions: +1 AC from boon

"A sturdy shovel and a proper crowbar ought to be useful, I woulda say. Don't think any of us are lugging that about so how about I fix that. A sailor with a shovel, ha, the people of Absalom might start thinking I'm an Ulfen pirate."

Vhagor barks with laughter. "And don't you worry about drowning. I used ta be a coxswain, ye know, commanding a rowboat when things go dire. I ain't never let anyone drown on my watch before and, Gozreh fend, it ain't gonna happen anytime soon."

-4 GP for Shovel (2 gp) and Crowbar (2 gp). Total weight is 13 lbs. I updated my char sheet to reflect all of this.

Vhagor is ready to move on!

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

A dwarf is seen coming, comically trying to walk as fast as possible, while stroking a lithe animal

Come on Lybna, we're late! Why did you have to run after this rat? It was nearly bigger than you! Your voracious appetite will put you into big trouble, one day or another!

Seeing a bunch of people that had probably No chance to meet if they weren't Pathfinders, the dwarf, still catching his breath, quickly shows a wayfinder.

Hello, Young ones. My name is Eredur Smagg the Younger, and Iv'e been asked to join a group of Pathfinders for an important and most urgent mission. And this little furry lady is Lybna.

He shows a weasel-a weaselette?

So what is our mission? Where do we have to go? I still have some money left, if we need some specific Equipment.

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

Aldarion produces a heavy crowbar from his pack. ”You don’t all have one of these?”

Grand Lodge

Male N Human Samurai (Sword Saint) 6 | HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4 | Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

Guys Ihave to buy one of those magical wands for healing.
spend 2PPfor wand of CLW. Updated my sheet

Grand Lodge

Maps: |

Purchases have been noted, and I can mark them on the final chronicles if applicable.
Eredur, if you wish to purchase anything for the adventure, feel free to indicate so in your next post.
Since we now have our six, shall we move on?

A camel-led cart approaches the gate, with two amber-skinned men in Katapeshi garb atop the bench seat. The older driver tells his camels to stop, then catches your attention by holding his hand up in a simple greeting. "Salutations! You are Valsin's most recent six, yes? I will take you out to the red ruins."

The younger man helps you with your gear, and helps you all clamber into the back of the cart. With the combination of a whistle and a slight lash of the reins, the cart creaks along the road to the west.

Half a day's travel later...

The mid-day sun beats down from a cloudless sky, but the rugged landscape surrounding you diffuses the light as if through a stained glass window composed entirely of crimson panes. The deep red metal walls before you, beaten and broken by the passage of nearly one thousand years carve a veritable obstacle course through the landscape.

Clearly, when the name Red Redoubt of Karamoss was coined, it was not done ironically.

A clearly marked path through the ruins of the siege castle leads you all to a large central chamber that is open to the sky above. Aside from the metallic flooring and walls, and some scattered rubble, nothing remains of the so-called “Machine Mage” Karamoss or his lost armies.

Rather, garbage piles, old campfire rings, and other scant signs of life would suggest that the place is nothing but a haven for scavengers and vagabonds.

The chamber before you houses a large 30-foot circular shaft in the metal floor, one that has smoothly rolled edges that demonstrate its superbly uniform craftsmanship.

A rope ladder descends into the shaft, anchored by pitons hammered into the floor panels.

After drinking in the surroundings, what do you do?

Grand Lodge

Maps: |

Looking at Eredur's character sheet, I noticed that the one check that couldn't be made was now available!

Eredur - Knowledge (engineering): 1d20 + 7 ⇒ (14) + 7 = 21

As the Red Redoubt is a fascinating subject for those interested in architecture and engineering, Eredur regales the party with details of its nigh-mythical construction.

21 Knowledge (engineering) wrote:

- The Red Redoubt is constructed almost entirely of a strange, dark red metal. Supposedly, the entire structure rose in a single night.

- The red metal of the Redoubt is called djezeteel — a unique alloy of iron and the liquid skymetal djezet invented by Karamoss himself.

Scarab Sages

Setare is flabbergasted by these strange sights and the incredible magic needed to create such wonders.

Setare tries to check her surrounding for anything odd or specific signs.

perception: 1d20 + 4 ⇒ (8) + 4 = 12
survival: 1d20 ⇒ 2

Grand Lodge

Male N Human Samurai (Sword Saint) 6 | HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4 | Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

Naruhito looks around to see if there is something unusual.
perception: 1d20 + 4 ⇒ (12) + 4 = 16

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

I admit I am impressed both by the powerful magic used and the mastery of engineering skills. It could have been done by a dwarf.

The Concordance

Male | HP: 11/14 | AC: 21 (14 Tch, 18 Fl) | CMB: +2, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft (Medium Armor+Load)| Channel Energy: 1/4 | Surge: 6/6 | Storm Burst: 6/6 | Spells: 1st 2/3 | Active conditions: +1 AC from boon

"Taking what ain't yours while being capable of achieving all this. Gods below, talent ain't always handed out with equal parts wisdom and insight eh? Well, it seems we got no other way than down. Any of ye who got troubles climbing?" The sailor priest eyes his companions and wonders if taking off some of the armor and carrying it down in bags might be a wise choice.

Vhagor strolls forward and, like any seaman would, inspects the rope and checks the state of the rope ladder.

Profession Sailor: 1d20 + 7 ⇒ (19) + 7 = 26
No idea if that's necessary, but I figured I'd add a preemptive roll just in case.

Grand Lodge

Maps: |

This antechamber has no distinguishing features aside from the large round hole in the middle of it. You move on to looking down the hole, and while the floor below is quite dark, you notice a still-lit sunrod at the base of the rope ladder about 30 feet straight down.

Vhagor's examination of the ropework leads him to remark on its quality. You suspect that even a warrior in full plate would have no issue climbing down it (although you'd probably only want one such heavy warrior on it at a time). Whoever installed this ladder did so with the utmost care and attention. Qualities of a Pathfinder from the Grand Lodge, no doubt.

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

"Aaah...I think someone with armor on....aaah...ought to go first," says Aldarion, glancing at Naruhito. "In case it's dangerous."

Grand Lodge

Male N Human Samurai (Sword Saint) 6 | HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4 | Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

Naruhito goes first down. When down he takes his katana out and looks around.

perception: 1d20 + 4 ⇒ (9) + 4 = 13

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

Aldarion will follow Naruhito down.

Climb: 1d20 + 0 + 4 ⇒ (14) + 0 + 4 = 18
Perception: 1d20 + 0 + 0 ⇒ (11) + 0 + 0 = 11

"Aaaah...I have a question, uh, Naruhito. If you have to fight something, do you want me to make you into a giant? I can do that. It's easy...it's pretty easy. For me."

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Climb: 1d20 + 3 ⇒ (17) + 3 = 20
Percept: 1d20 + 3 ⇒ (5) + 3 = 8

Hanzi continues on with the group admiring the Red Redoubt, but uncharacteristically not making sketches or notes since he figures the other agents have already done that.

Grand Lodge

Maps: |

Climbing down the rope ladder, you find yourself in the middle of a red steel chamber. As you reach the bottom, you notice that the floor beneath your feet at the bottom of the shaft is canted at a slight angle. Looking 15 feet from every angle around you, you notice a seam where the floor was probably a circular platform or elevator of sorts that fit flush with the rest of the room, but at some point in the past couple hundred years, this 30 foot disc you’re standing on has sank a half a foot or so.

Once off the 30 foot circular part of the floor, you notice a drop off in the light. If not for the glow of the sunrod, you surmise that this chamber would be completely pitch black save for the bit of light trickling from the hole in the ceiling above. (FYI: 30' from the sunrod is normal light, 30' beyond that is dim, anything past 60' from the sunrod is darkness.)

The floors around the room’s perimeter are solid and even, with a slight textured surface to give better footing on the normally-smooth metal.

The walls are riveted metal plates, fallen or torn off in places to reveal solid rock behind. Recessed slabs of metal with adjacent panels, presumably exits, are centered on each wall.

Of what you assume are five doors, all but the northern one are marked with the triple-circle symbol that you know to be “Do Not Enter” from your briefing with Venture-Captain Valsin.

The panel beside the northern door glows dimly, illuminating scorch marks and glistening red stains around it.

What do you do?

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi approaches the red stains and considers that it may be blood.

There may be some sort of trap up ahead - is that blood?

Survival: 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

Retrospective buying: Bought a Wand of Magic armor (2pp) and Wand of Magic Missiles (2 pp). I'll modify my character sheet if you allow it. Takes 20 in Climb (or 10, if I can't take 20)

Slowly, Nargun gets down the rope.

Grand Lodge

Male N Human Samurai (Sword Saint) 6 | HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4 | Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

"Aldarion, you can make me big but maybe Hanzi wants to be big. He has a much better armor than I do."

The Concordance

Male | HP: 11/14 | AC: 21 (14 Tch, 18 Fl) | CMB: +2, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft (Medium Armor+Load)| Channel Energy: 1/4 | Surge: 6/6 | Storm Burst: 6/6 | Spells: 1st 2/3 | Active conditions: +1 AC from boon

Vhagor climbs down the rope ladder last and, once down, calls upon Gozreh's fury to show him the way. Just like that, the driftwood holy symbol starts to glow. "Now then eh, what's this? You think it is blood?"

That's all the encouragement the sailor priest needs to bring forth his trusted trident and shield.

Cast the 'Light' cantrip
Climb: 1d20 - 2 ⇒ (17) - 2 = 15

Grand Lodge

Maps: |

@Eredur: Not a problem for the purchases, I've made a note for your chronicle sheet.

As you approach the doorway, a brilliant light erupts from Vhagor's shield, acting as a grand lantern. Even more red liquid is all over the floor, with some having been strewn about the walls surrounding the door.

You see the same splash you saw initially on the glowing panel next to the door, but now you can make out a meaty handprint on it, still somewhat wet to the touch.

Upon closer examination of this macabre display, however, you see that it is some form of marker dye - not blood.

Hanzi, katana at the ready, relaxes a bit and examines the puddle and makes out the tracks of six different humanoids in the red dye, all of which head towards the closed door (and presumably beyond it).

What do you do?

The Concordance

Male | HP: 11/14 | AC: 21 (14 Tch, 18 Fl) | CMB: +2, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft (Medium Armor+Load)| Channel Energy: 1/4 | Surge: 6/6 | Storm Burst: 6/6 | Spells: 1st 2/3 | Active conditions: +1 AC from boon

"Hrm, we see red stains that are easily mistaken for blood and we know there is a gang lairing in here who call 'emselves the Blood-Red Raiders. What are the odds! You'd almost think they're trying to lure us forward into a trap. Or maybe I'm going paranoid in my ol' days."

The sailor priest's looks give you the impression he ain't older than thirty years tops.

Is anyone blessed at noticing traps *before* they go off? Vhagor will cast 'Guidance' on that character with the idea that you can use it to get a +1 on your Perception check(s). He can recast it once spent :)

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1
Naruhito Ichimonji wrote:
"Aldarion, you can make me big but maybe Hanzi wants to be big. He has a much better armor than I do."

"Yeah...Aaah... No offense, but Hanzi looks like can take care of himself with or without us. Aaaah...I thought you might like to get in there too. It's up to you."

Aldarion actually seems a bit wistful that it isn't him mixing it up in melee.

Grand Lodge

Male N Human Samurai (Sword Saint) 6 | HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4 | Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

OK, make me big, Aldarion!

Scarab Sages

Setare followed you and is obviously quite insecure "If ... if you need anything from me please ... please tell me." she says in a low voice.

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

Aldarion looks at Setare' and notices her rapier. "I....aaah... could enchant your sword. Iiiit's one of the things I can do."

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

Eredur chuckles at the "old days" reference, and uses his newly acquired wand to protect himself

uses a charge of Mage Armor wand; +4 AC for one hour (49/50)

Time flies for humans... and passes over dwarves head. That's a good line.

Scarab Sages

Aldarion the Bold wrote:
Aldarion looks at Setare' and notices her rapier. "I....aaah... could enchant your sword. Iiiit's one of the things I can do."

Setare smiles at Aldarion.

"That is ... that is sooooo kind of you! But ... you know ... my brother Kioshi is a wizard and he often blew things up so ... so ... thank you but no ... no thank you."

Grand Lodge

Male N Human Samurai (Sword Saint) 6 | HP 52/52| AC 21 T 12 FF 19 | CMB +11, CMD 23 | F: +7, R: +5, W: +3 | Init: +4 | Perc: +5, SM: +4 | Speed 20ft | Active conditions: Sickened. | Challenge 2/2; resolve 3/3

"Aldarion, am I big?"

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

Nope. First round of combat, though...

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1
Setare' Katsu wrote:
Aldarion the Bold wrote:
Aldarion looks at Setare' and notices her rapier. "I....aaah... could enchant your sword. Iiiit's one of the things I can do."

Setare smiles at Aldarion.

"That is ... that is sooooo kind of you! But ... you know ... my brother Kioshi is a wizard and he often blew things up so ... so ... thank you but no ... no thank you."

”AaahOkay. That hasn’t happened to me for awhile, but better safe than sorry, I guess.”

Cornelius the fox yips at Setare. ”I think he likes you,” says Aldarion.

Grand Lodge

Maps: |

After a moment of reflection, you come to the conclusion if the door were trapped, it likely resulted in the explosion of red dye you see splattered everywhere. No longer posing a threat, you may continue on without issue.

A press of the panel with the handprint on it, and the door opens. You see a long corridor, stretching into the darkness. With Vhagor's light at the front, after roughly five minutes of walking north down the 10 foot wide and tall corridor, you notice that the way comes to a crossroads - branching off in all directions.

Straight ahead to the north, and on your left hand side to the west, the tunnels appear to continue unobstructed. But the eastern branch to the right is blocked with a stout metal grating marked with the sign of three crimson circles within a triangle - “do not enter”, as you recall from your letter from Venture-Captain Valsin.

Ahead a few paces, a large white “X” is scrawled in chalk on the floor in the center of the intersection.

See Slide 4 (HERE) for a visual (and arrange your marching order if necessary - I've put the highest AC characters in the front by default).

What do you do?

Scarab Sages

Setare says "Let me check for traps first." She walks slowly and checks out the area.

perception: 1d20 + 4 ⇒ (16) + 4 = 20

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi allows Katsu to do his thing and then when he is done, he will march forward, a lit torch in hand.-

The Exchange

Male Human Wizard (transmuter) 1 - HP 12/12, AC 11/T: 11/FF:10 - Perception +0 - F: +2/ R: +1 / W: +2 - CMB: +4 - CMD: 15, Speed: 30, Init. +1

Snapping his fingers as if remembering something, Aldarion mumbles an incantation.

Cast mage armor.

Grand Lodge

Maps: |

Setare's keen eye catches a glint of a reflection of torchlight on a set of tripwires not but five feet from the intersection. Looking at the walls to the sides, she can tell there's something just not right, as if there's something behind an illusory wall waiting to spring forth once the wires have been snagged.

Hanzi, aware of the trap, takes a running start and hops over the tripwires without incident, despite wearing a rather cumbersome suit of armour.
DC 5 Acrobatics, Taking 10: 10 + 1 - 5 = 6

Rather than disabling the tripwires with a DC 18 Disable Device check, you can all bypass the trap like Hanzi did by jumping over the tripwires (a DC 5 Acrobatics check to jump the 5 feet across with a 10 foot running start). If everyone takes 10, you'd all bypass it with no problems. (In fact, Hanzi's the only one who was close to not making it with a take-10 result of 6, haha.)

You now have two options;

  • head north, where the tracks head
  • head west

Which way do you choose to go?

Grand Lodge

CG Male Nagaji Fighter (Venomblade) 8 92/92 HP 25 AC 23 FF 15 T 20 CMD 24 | F: +11 R +7 W +5 (+2 vs Mind-Affecting, Poison) | Spit Venom 6/6| Per +11 Init + 5

Hanzi wants to follow the tracks, but he considers this a teachable moment.

So my fellows, we have fresh tracks leading north and a side route we can take - what is the best way to handle a situation like this

Scarab Sages

"Oh ... I would follow the tracks."

The Concordance

Male | HP: 11/14 | AC: 21 (14 Tch, 18 Fl) | CMB: +2, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +3 | Speed 20ft (Medium Armor+Load)| Channel Energy: 1/4 | Surge: 6/6 | Storm Burst: 6/6 | Spells: 1st 2/3 | Active conditions: +1 AC from boon

Vhagor tucks away his shield and readies himself for a rather elevating jump. Once across, the trusty shield is brought forth once more to face both the darkness and the possible dangers up ahead. "Going the other way might allow us to somehow flank whoever those tracks belong to. Then again, following those tracks might give us an easier time finding whatever traps are hidden and waiting to be sprung in this place for they seem to lead to their lair. Or, I mean, so you'd think. Not that I got any experience with banditry, of course, eh."

Following the tracks is fine by me.

Perception for once we get moving: 1d20 + 3 ⇒ (10) + 3 = 13

1 to 50 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS PbP] GM zebeev's 6-01 - Trial By Machine (Tier 1-5) - GAMEPLAY All Messageboards

Want to post a reply? Sign in.