bluedove's Pathfinders - Gamma Squad [PFS] (Inactive)

Game Master bluedove

Current Encounter Map


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Grand Lodge

Male Human (Tian-Shu) Monk 4 (Zen Archer/ Qinggong Monk)/Inquisitor 3 (Sacred Huntsmaster) - HP 55/55 - AC 19 /T: 19/FF: 17 - Perception +15 - F: +9*/ R: +8/ W: +13 - CMB: +8 - CMD: 29, Speed: 40, Init. +6

Li steps to the rail and fires down into the melee.

Ranged Flurry, 1st shot w/ PBS: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 211d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Ranged Flurry, 2nd shot w/ PBS: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 231d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8


Female Human Pathfinder Society GM Thistletop Combat Map

The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Sorry Li, can't see the target from that far away.

AOO: 1d20 + 5 ⇒ (12) + 5 = 17
Otiophon angles around the woman, drawing a swing from her heavy flail which rebounds off his armor harmlessly. He lashes out with his longsword, narrowly landing his strike. The woman hisses in pain and she appears badly wounded now. Frindlikh takes advantage of the positioning and stabs her in the back, twisting the blade to bring her to her knees.

"All will be consumed by his glory!" she screamed, spraying bloody froth as she slumped to the table, bleeding out.

Combat Over!

Dark Archive

F Tief (Pit) Ftr 5/HK7 - HP124 AC-28/T-15/F-25 CMB17 CMD31 F:+14 R:+9: W+8/ Perc+13 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

"Pah, don't die yet lady, we still need to know things...

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

As the woman falls onto the tabletop before him, Oti drops his longsword and begins attempting first aid.

Heal: 1d20 - 2 ⇒ (17) - 2 = 15

Remarkably, he succeeds, stopping the woman from bleeding out. "As the lady says, it isn't going to be that easy for you. Frinklikh, could you search her and get her tied up and then I'll wake her back up?" Oti says, quickly snatching away the cleric's unholy symbol, spell component pouch, and weapons. "Oh, and Frindlikh, remember how the other one had that love note 'tucked away' under her armor," Oti speaks a little euphemistically. "And, is the gnome upstairs being helped?"

Oti retrieves and sheathes his longsword, causes a wand of curing to spring into his hand and proceeds to heal up Svetlana and then himself.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
I'll wait to see who else has a Wand.

Oti will wake her back up with his smelling salts when she is secured. "Now, where did you take the engineers?!" Oti starts, glaring and trying to look formidable, while Svetlana provides the bulk of the intimidation.
Intimidate (Aid another): 1d20 + 4 ⇒ (7) + 4 = 11

The Exchange

M Human
Stats:
Oracle/2 | HP 15/15 | AC: 17/T: 13/FF: 14 | F: +1/R: +3/W: +3 | CMB +1 /CMD +14 | Speed 30 | Int. +3 | Perc. 0 | S.M. + 4 |

"Sshe iss downsstairss and talking after I perssuaded her with a wand." Kurse shouts back.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

"Wait, what? That doesn't sound good..." thinks Oti.

Grand Lodge

Female Dwarf Summoner 4 HP 43/43

Marla steps up now that the threat is gone. "Better search her, Brak." she says, and her 'Uncle' nods and frisks the unconscious Cleric before Otiophon awakens her.

Perception for Brak, using Guidance 1d20 + 15 ⇒ (12) + 15 = 27

Sovereign Court

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3
Encounter Map Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

Frindlikh looks at Oti and does as he command, disarming the woman, performing a thorough search, then tying her up.

Upon hearing Kurse's words, he thinks wait... what?

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


Unfortunately, searching the woman and the half-orc thugs yields no further information. They carry only mundane gear with the exception of the woman's masterwork heavy flail. Upon closer examination, the Pathfinders are sure that she is not the same woman they have faced before(Luscilia Ismacco was her name), but appears to bear a strong familial resemblance to her, perhaps a sibling or a cousin.

The gnome clears her throat, "Thank you for your help. My name is Queck and I'm the ranking engineer here. I suppose I'll repeat what I told your friend here. They slipped in as we were all engrossed in work, and I don't think anyone realized what was happening until they jumped out of that infernal mist and grabbed us all up! They ransacked our guild and stole ancient city plans — not to mention kidnapping six of my best engineers! They demanded we hand over any blueprints that detailed the Crypt of Fools. They said something about keeping the location of hidden tunnels a secret. But they took more plans than just that. A group of them left with nearly every city map and the entire cache of ancient Ismacco plans. I overheard that woman telling the cultist who led the kidnapped engineers away that she was staying behind to f ind out if we knew anything else about the Crypt of Fools and the tunnels. She then said, ‘Tell Dalirio he can have these.’ What did she mean by that?”

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Oti comes up, disgusted, after talking to the Ismacco woman. After being assured of the well-being of Queck, he responds, "We don't know why they kidnapped the engineers. It may just be because, as we have seen before, Dalirio Teppish and Luscilia Ismacco were working with the monstrous underground race known as the 'derro', who are notorious slavers. Engineers, though, could have some special usefulness to whatever secret plan they have been advancing, perhaps associated with the secret tunnels you mention. The tunnels might be used for the capture and transportation of slaves, as they have used the sewer system and the undercity previously. But, we have reasons to suspect Dalirio may be back from the dead, so there is no telling what foul plans he has now."

"But, we may be wasting precious time: how long ago were the engineers taken and where were they taken - perhaps to this 'Crypt of Fools'? There may be an entrance to these secret tunnels near here, since dragging captives through the city would be very obvious."


Male Outsider Eidolon 4 HP 30/30

Brak grunts his agreement with Otiophon. "We should follow them." he says. He turns to Queck. "Did you get a look at those plans? Any idea where the entrance is?" he asks.


As the seconds tick by the spell eventually expires and the Hall of Wonders is again clear of the obscuring mist.

"I didn't see which way they went, I'm afraid. But she wasn't wrong that I had more information. The Crypt of Fools is a secret graveyard, long fallen from use, where traitorous families were buried, or in some cases re-buried, to scrub their stain from Taldan history.
The stories say the entrance lies under an ancient fountain hidden somewhere below Old Cassomir, though the knowledge of its exact location was lost some time ago and finding it presents a bit of a problem. A legend among engineers tells of a series of hidden clues within three Cassomir monuments. These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance. Look for old buildings built by the Ismacco family, whom we’ve long suspected used the Crypt of Fools as the base of their heinous operations after it fell from use.”

The Exchange

M Human
Stats:
Oracle/2 | HP 15/15 | AC: 17/T: 13/FF: 14 | F: +1/R: +3/W: +3 | CMB +1 /CMD +14 | Speed 30 | Int. +3 | Perc. 0 | S.M. + 4 |

"We believe we may have found one of thesse monumentss at sswift prison. Do you happen to know any other buildingss that might have these monumentss, or do I need to usse my wand again?"


Queck chuckles, holding her hands up in front of her. "No, no! Once was enough, thank you. Yes, that sounds right. The construction of the entire Swift Prison was headed by Ismacco engineers... I’ve been asking the city to destroy that Groetus-festooned statue for years. Ismacco engineers have been involved in building many sites here in Cassomir. They built the Imperial Hall of Records, the Admiralty Citadel, and the Harbor Watch; laid the stone that makes up the square around Pharasma’s Pulpit; built retaining walls to shore up some of the ruins at Quickfall Abbey.”

The gnome ducks into one of the offices and returns lumbering under the weight of a heavy bag. She hands the load over to the pathfinders along with a map case containing a map of Cassomir.

"Here take this, and these. I always keep a map to work from and had this tucked away. Perhaps it will help you find them quickly!"

Inside the bag are 4 potions of cure light wounds and a wand of detect secret doors with 5 charges remaining.

Kurse:
You notice a pile of plans lying in a heap in the corner, likely discarded by the cultists as they searched for the plans they wanted.
Hint, don't forget your faction mission.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Oti looks at the map and, lacking the necessary skills and tools in geometry, roughly places the 'middle' of the three sites as somewhere near the north of the Admiralty Citadel or the Imperial Hall of Records. "But, are the clues more literally within the three monuments? The statue, the subject of the first painting, will be relatively easy to search for hidden compartments, especially with this wand, but the second two are more difficult unless we know where to start: The Hall of Records and ruins of Quickfall Abbey seem like large places to search for clues."

"Svetlana, do you have the paintings and the abstracts?" Bringing them out, Oti will ask of Queck, "Can you help us be more specific with the last two? And would you have the tools for triangulating a location?"
I'm thinking of a protractor and a straight edge, which I think is all you need. (Remembering back a long ways to high school geometry...)

Sovereign Court

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3
Encounter Map Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

Didn't the prisoner draw the Hall of records as their next target?

Grand Lodge

Female Dwarf Summoner 4 HP 43/43

Marla says, "Perhaps he was giving us the locations? The statue at the prison, the hall of records, and the Quickfall Abbey?"

Brak grunts. "Well, we know for sure one of the relevant locations is the Hall of Records. I'd say that's a good place to go." he says.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

"Well, not as their next target, I wouldn't think, since the Hall of Wonders was not depicted and yet was a target. Still, they may, in the end, try to go after the same clues we need to go after and which are somehow to be found at these three locations."

The Exchange

M Human
Stats:
Oracle/2 | HP 15/15 | AC: 17/T: 13/FF: 14 | F: +1/R: +3/W: +3 | CMB +1 /CMD +14 | Speed 30 | Int. +3 | Perc. 0 | S.M. + 4 |

Kurse will walk over to the pile of plans pulling a note out of his pocket. "Look here are a bunch of planss the cultisstss were going through." He picks up the pile and starts walking back with it before the whole pile slips from his fingers and goes flying off in random directions due to some unseen force. Kurse sighs, "you jusst can't help yoursself can you Sslipss."


The gnome nods sagely to Otiophon's questions, "Aye, within is what the legend says. And you correctly deduce why it's neither been confirmed or denied yet. I've done some looking myself, but the Ismacco monuments are many and vast. You say you have some paintings to show me?" Queck looks stunned when you show her the mad painter's masterpieces, blinking and looking again in earnest.

"Brigh's bronze bodice! Who painted this devilry?" she asks the question, but does not wait for the answer as a look of panic comes over her. She looks them over quickly, seeming to understand the gravity of your task. "The first is Swift Prison, obviously. The second is indeed the Imperial Hall of Records, but it looks like this bas-relief is highlighted for some reason... Are these meant to be clues to the locations of the clues? The mind boggles... moving on! The third is most certainly the ruined district of Quickfall Abbey, it looks to me like the northeastern retaining wall that shores up some of the ruined towers. There is only one gate through on that side... but that's the only point of reference I see here."

"Triangulation is a simple matter and can be achieved with a simple straight-edged ruler. I can get you one of those." Queck fetches this last item along with a nearly transparent sheet of vellum and a piece of sharpened charcoal and says, "The Hall of Records is the closest, so you might want to start there.

Garver arrives with a group of City Watchmen to take over the criminals you have seized. He leads the Pathfinders south to the Imperial Hall of Records. "Did you want to speak with one of the clerks? We might be too late to catch anyone still working. You know those government chaps don't stay a moment longer than necessary."

When they arrive the Pathfinders wonder at the accurate, yet demented, image the painter put to canvas. Twisted scenes are the subject of the bas-relief carvings in the painter's visions, but they are but a darkened mirror of the reality before you, for the exact number and position of the monuments is incredibly precise down to the figures in the carvings, though the attitude of the true scenes is more solemn and official looking.

Example of a Bas-relief

Example of a similar building

Posting the description of the relevant painting again for simplicity.

bluedove wrote:
The second painting depicts a stately, white stone building surrounded by three-foot-tall bas-reliefs which circle the building’s outside walls at ground level. The same small grey creatures stand atop the halls steps and punish men bound in chains — all of whom appear to be wearing the robes of Taldan government officials. At the southwest corner of the building, the bas-relief glows a bright white where the same lone figure from the first painting attempts to sooth a group of frightened children by playing a flute — the notes of his music are actually painted above him on the canvas in striking detail.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Oti suggests to Garver and a City Watchman, "It would be good to notify someone - at least the guards - if we are to be tampering with government buildings. Perhaps if we rush, as we must, you may search out an authority while we begin to look for the hidden clue."

For speaking with an official, if it comes up.
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
"Sir or Madam, we are the Pathfinders who have been rescuing hostages from the derro and their allies and must immediately search this relief, which may contain a clue as to their next scheme."

"Would some one of us be able to detect if there is magic at play in the relief?"

"Are there any secret catches to be found, pressing on the figures?"
Perception (Aid Another): 1d20 - 2 ⇒ (3) - 2 = 1
Oti does not scan the details well, as he rarely does anyway, and his mind keeps racing back to the hostages and inescapable passage of precious time. Instead, he paces back and forth uselessly.

"Can anyone sing, play or hum that tune? A flute would probably be best. Demented as he is, he is very specific about the details to his paintings."
I don't know if an untrained Perform would get anywhere in tune.

Grand Lodge

Female Dwarf Summoner 4 HP 43/43

Marla steps up to the carving and casts a spell while Brak looks it over carefully.

Detect Magic
Brak Perception 1d20 + 14 ⇒ (18) + 14 = 32


Garver nods and goes off to find if someone is still present to inform as Oti asks.

Detect magic reveals no auras so Brak and Oti close in on the bas-relief that seems indicated in the painting. Brak's keen eyes notice another letter "I" in the center of the carving much like the one found on the statue at Swift Prison.

You may attempt an untrained Perform check to vocalize the tune or failing that, locate a troubadour (street performer) and pay him to play it.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Perform (Untrained): 1d20 + 4 ⇒ (20) + 4 = 24
Hmm. A 'nat 20' on an untrained roll.

Even at his age, Oti has only ever warbled his way through the Elven songs (usually quietly enough that he wouldn't offend their more sensitive ears), grunted his way through martial songs, and respectfully hummed along to the holy hymns to Iomedae. Still, it seems that he may have been inspired by events...


Otiophon hums a few bars of the somewhat familiar tune to himself until he feels he has a grasp of the harmony and rhythm and then sings out the lilting melody with a clear, resonating voice. Some unseen mechanism within the bas-relief responds to the tune and a lion-headed staff in the grasp of one of the carved statesmen *clicks* and the head swivels open to reveal a recessed map case. Inside is an aged, but well preserved parchment with a series of circles printed on it. The parchment bears a watermark of the letter "I" in the lower right corner.

Nicely done! Seems all my paladins are secretly songbirds in disguise... ^_~

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

I had thought that, upon advancing to third level, he was going to take Perform (Oratory) to go with Diplomacy, speaking on behalf of the Swift Prisoners and other causes, like the Worldwound, but perhaps he should go for inspiring songs instead. :)

On seeing the aged parchment, Oti's first thought is, "Coffee stains?" (Although he is mostly a tea drinker, Oti drinks what is available when needed.) But there are large- and small-sized rings, and Queck's words ("These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance.") and the map quickly reveal the first of the three locations to be triangulated: "The Admiralty Citadel!"

"The 'combination' is still mysterious, although perhaps it has something to do with six towers, or that this clue came from the second painting. Where to next, the northeastern retaining wall of Quickfall Abbey, and then back to the prison's statue?"

"Perhaps the former, before it becomes too dark, though I would suggest one have holy water and ghost salt blanches prepared, in case rumors be true."

Sovereign Court

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3
Encounter Map Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

Frindlikh continuously looks over his shoulder, forever restless, as Otiophon discusses the way forward. Prison, Abbey... he says, almost without sound, I'd actually prefer the latter, we haven't been there before, but if you think it may get too dark, we should move to the prison first.

Frindlikh is fine with both.

Grand Lodge

Female Dwarf Summoner 4 HP 43/43

Marla is thoroughly copying the parchment found and making notes on the carving and the situation at hand.

"The Abbey. It's a little farther but if we're going to have to go back to the prison, I'd rather not backtrack later." Brak says.


Sorry, I'm tutoring on Wednesdays now and was busy nearly all day.
Garver nods, "To the Abbey then!" He guides the Pathfinders south through Old Cassomir and through the gates to the Abbey Green. The buildings here are some of the oldest in Cassomir, constructed of stone, brick, and mortar, and generally standing no taller than three stories. Many resident merchants live here in apartments above their stores, and Abbey Green is also occupied by some of Taldor’s finest tailors, leatherworkers, jewelcrafters, and fine metalworkers. It's a busy and cheery place, in stark contrast to the ruins of Quickfall Abbey.

Quickfall Abbey is a desolate and broken place, always chilly and damp somehow no matter the weather. Stories say that the broken towers and ruined walls still weep for Aroden and will forever more. It stands like a monument to the grief and emptiness left in the deceased god's wake. Queck's directions guide you to the wall in question and the painter's vision of this place is much easier to picture in truth. You find yourself searching the shadows for the figures in his paintings, but all appears quiet.

bluedove wrote:
The third painting depicts a retaining wall that shores up parts of a ruined district. It shows dozens of the angry grey humanoids smashing brightly painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape the rows of small menacing shadows that seems to pursue him.

The Exchange

M Human
Stats:
Oracle/2 | HP 15/15 | AC: 17/T: 13/FF: 14 | F: +1/R: +3/W: +3 | CMB +1 /CMD +14 | Speed 30 | Int. +3 | Perc. 0 | S.M. + 4 |

Kurse will cast detect magic and focus his search on where the door should be on the wall. "Sslipss I do not know who one eye willie iss or how thosse markingss on the paper will lead to hiss buried treasure."

perception: 1d20 ⇒ 17

Sorry I haven't been as active lately, lots of work stress was giving me a bit of what I am calling posters block.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

There isn't a doorway, by any chance? Queck mentioned a gate. It sounds like we just have a wall.

"It is possible that the actions of the derros have something to do with this, with their brightly-painted urns indicating something to be done with color, as the last clue suggested something with sound... This place seems very much to need to life, light and color, with its damp, cold, grey stones. Odd that the derro would be the ones to contribute anything positive, though - it could just represent desecration of the abbey."

"Hmm. The last time it was the actions of the lone figure that were what was important. This is a 'retaining wall', Queck mentioned, and one could consider the lone figure trying to get out (or it?) as being 'retained', I suppose - something kept in or out."

"Maybe there is a secret doorway here somewhere. Look for one of those 'I' marks. Or perhaps it has been repaired since first constructed, and the door fill in as more solid wall, so there may be newer stones and mortar that would mark the old doorway." Oti goes to the middle of the retaining wall, as shown in the painting, and looks for secret doors. "It shows a struggle, but perhaps just a knock?" Oti then knocks with his knuckles on the wall, like it was a door.

Aiding Kurse's inspection.
Perception (Aid Another): 1d20 - 2 ⇒ (4) - 2 = 2
Um, not much aid, mind you.

Edit: Just looked up Brigh in the PathfinderWiki. :D

Dark Archive

F Tief (Pit) Ftr 5/HK7 - HP124 AC-28/T-15/F-25 CMB17 CMD31 F:+14 R:+9: W+8/ Perc+13 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

Perception 1d20 + 3 ⇒ (15) + 3 = 18

Svetlana also triggers her Deathwatch

Sovereign Court

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3
Encounter Map Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

Frindlikh will inspect the door if there is any, otherwise the space where the door should be, all the while muttering in a hoarse, repetitive, almost monomaniac voice Ismacco, Ismacco. Where are you hiding, Ismacco?

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


There is no barred door in the wall, but you are able to estimate where in the wall it should be and soon the Pathfinder's quick eyes seek out another another letter “I” symbol in the middle of the uninterrupted smooth stone wall.

Sorry for the delay, had family in town. ^_^

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

"Thanks Frindlikh!" Oti says, then tries his knocking. "Hmm. Being polite didn't work. Now to shove-"

Str check: 1d20 + 3 ⇒ (3) + 3 = 6
Str check: 1d20 + 3 ⇒ (18) + 3 = 21 If allowed, or just 'take 20'.

Oti pushes on the marked stone, first clumsily, slipping on the damp grass and weeds and landing flat. Picking himself up, he tries again, this time picking a good rock to brace his foot against, and asking the much-stronger Svetlana and Brak to aid the effort.
Or try in his place.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

I put the map links, descriptions and clues so far on Oti's page, if that helps. Let me know if there are additions or corrections. :)


Female Human Pathfinder Society GM Thistletop Combat Map

Otiophon presses against the "I" and notices that the smooth stone seems to yield slightly to the pressure and dislodge some of the mortar and dust. Certain he's on the right track, he gives the spot a sharp rap and rain of dust falls down as the panel *clicks* and then falls open. Inside is another scroll case containing the third aged parchment with an odd design.

Damage: 1d3 + 3 ⇒ (2) + 3 = 5

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Lol, I was afraid of actually damaging it since it was a 'retaining wall' and I was expecting the whole thing to come tumbling down - possibly on us - if I did so.


Female Human Pathfinder Society GM Thistletop Combat Map

Yeah, most everyone went with pressing rather than striking, but you needed to do 5 points of damage to the wall to open the panel. That was unarmed strike damage to the wall, not to Otiophon, just to be clear.

Sovereign Court

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3
Encounter Map Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

That looks like the Pharasma Pulpit square. The hooks are the curvy roads leading east-west, and the straight line the road leading northwest to southeast, if you ask me.

Dark Archive

F Tief (Pit) Ftr 5/HK7 - HP124 AC-28/T-15/F-25 CMB17 CMD31 F:+14 R:+9: W+8/ Perc+13 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

"Hmm yes it does, lets go see what is there" Svetlana simply states, matter of factly.

Grand Lodge

Female Dwarf Summoner 4 HP 43/43

"It seems that these parchments may be a map of some kind." Marla says after looking at all of them together. "Maybe if we put one on top of the others?" she wonders. "Or maybe they will each point to a different location on our path..." she trails off.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

"I believe you are correct, Frindlikh. It is a bit simplified, but it must be the place, especially with the curvy road leading from the right edge of the square."

"Hmm, yes that would be interesting, Svetlana, though we may not have to go there, since the parchment locations might be just the triangulation points..." "How not to use the word 'triangulation'?" "Um," he continues, "the 'dots' we connect on the map, making a drawing ... like in the children's drawing game." "No need to talk about bisecting the angles. Good thing I spent all of those years in schools with Elven masters - it seems I may have learned something after all."

"Anyway, we should probably first return to the statue at Swift Prison, as it is the subject of the 'first' painting. (Well, first by the position of placement on the wall, if not chronologically...)"

"Good idea, Marla." Oti says encouragingly. "Perhaps that has something to do with the combination, as to a rare lock, that we will need, Marla. We may know more with the next clue."

Sovereign Court

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3
Encounter Map Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

We still have that statue in front of the prison to investigate. The painting shows the lone figure acting as some kind of holy man. Perhaps we should offer a prayer to it?

Frindlikh shudders at the thought of offering any form of religious respect to the followers of Groetius.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

"Perhaps something more assertive than a prayer, more 'brandishing'. Like presenting a holy symbol, as the figure is doing. Although, with the glow, I would say that it is suggestive of holy power: A channel or a spell or something."

Sovereign Court

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3
Encounter Map Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

I'm just a humble man, I know nothing of the rituals of the divine.

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Frindlikh and Marla, are your status lines up to date, showing current damage? We should get that fixed before a conflict.

It seems that no one in our group is channel energy type, although Kurse could do a CLW spell, even if not connected to a particular god in the same way.

Oti nods respectfully to Frindlikh, uncertain whether it would be better or worse to suggest the divine, holy nature of humility.

Reaching the 'Groetus-festooned' statue at Swift Prison, Oti will first try defiantly presenting his holy symbol of Iomedae - simple and wooden though it may be - to the statue. He will then try casting Cure Light Wounds from his wand, touching it to the small letter 'I' found previously by Frindlikh and Brak.

We could also try holy water or Oti's Lay on Hands ability, and maybe try something with the statue's 'open palm, demanding to be filled' (like a bribe of gold), but it seems, based on the painting and what happened with the other sites, that the letter 'I' may be the key. The glow may also just be a light spell on a holy symbol, which Kurse could do.


Female Human Pathfinder Society GM Thistletop Combat Map

Once returned to Swift Prison and the statue of the Gilded Lady, Otiophon begins to test his theory. First he brandishes his holy symbol before her uncaring gaze, but nothing happens. He readies his wand, but first touches the "I" symbol with his holy symbol and you hear a familiar whirring and then *click*. A compartment in the state's foot opens and you find another odd parchment.

Remember that you are to find the unknown location by means of triangulation. You want to identify the point P as shown here.

Interactive Map of Northern Cassomir

Triangulating on the map:
I used the Line: Polyline tool to make the triangle using the three revealed locations as your three points to connect, (have to select the transparent fill color) and then connected the midpoint of each edge to it's opposing vertex point with lines. Where they cross in the middle is your Triangulation Point aka, your destination. ^_^

Silver Crusade

M Aasimar (Angel-kin) Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV
Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Hmm. I was thinking of bisecting the angles rather going from vertices to midpoints, but it seems the latter is the correct way to find the 'centroid':

Raiders of the Lost Ark wrote:
"They're digging in the wrong place!"

Oti looks at the parchment and scans that map of Cassomir, then says, "The Harbor Watch towers!"

Taking the sheet of transparent velum and the sharpened charcoal given to them by Queck, Oti marks each of three locations on the velum, then begins a process of repeatedly folding, unfolding, and marking points on the paper, talking as he does so, "Centers look good, with a line going from the center of the square of Pharasma's Pulpit, along this road to the southeast, to the apex of the center building of the Admiralty Citadel, and then from there through the main gate, to, approximately, the main tower of the Harbor Watch. (But if it is another tower we'll be way off...) Hmm. The center, largest tower forms an isosceles triangle with the other two points - that seems best, aesthetically... A few more folds and ... there should be the entrance to the Crypt of Fools!"

The Google Draw way:
The real puzzle! I haven't used it before, so I only could find how to draw lines, not find the midpoints (easily). So, when selecting a line, I used landmarks to note the other two corners of the selection box that is formed. Drawing a line connecting those two points gives you the midpoint of the first line. The red lines are the triangulation lines.


Looks good! I went ahead and indicated the correct location, and for the record, bisecting the angle would work for an equilateral triangle, anyway. ^_~

Garver looks over the triangulated location on the map and scratches his head. "Hmm, that's an old manor house, I think. Let's check it out."

He leads you back through Old Cassomir again and soon you arrive at an opulent manor house surrounded by a high, thick wall of marble block. Oti double checks her calculations and directs everyone to look over the wall itself as that seems to be where the triangulation indicates.

The sun has begun to set and the Pathfinders rush to look over the seemingly solid wall for a sign of something. Li, Kurse and Oti soon locate another "I" embossed in the white stone. Brak and Svetlana further scrutinize the area and locate a marble panel that seems to give slightly with pressure. They press in and a mechanism responds within and opens a 2-foot-by-4-foot section of wall, revealing a set of stone stairs that descend beneath the streets of Old Cassomir.

1) Marla Perception: 1d20 + 0 ⇒ (4) + 0 = 4
1.5) Brak Perception: 1d20 + 14 ⇒ (14) + 14 = 28
2) Svetlana Perception: 1d20 + 3 ⇒ (17) + 3 = 20
3) Li Perception: 1d20 + 10 ⇒ (6) + 10 = 16
4) Frindlikh Perception: 1d20 + 6 ⇒ (8) + 6 = 14
5) Kurse Perception: 1d20 + 0 ⇒ (15) + 0 = 15
6) Otiophon Perception: 1d20 - 2 ⇒ (19) - 2 = 17

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