GM Xavier Kahlvet |
Kaldane Geography: 1d20 + 13 ⇒ (5) + 13 = 18
Kaldane directs everyone's attention to the file about the Patron Kaera Hightower Everyone can read the Knowledge (planes) spoiler and can react to it as appropriate.
Sir Hendric the Vigilant |
Knowledge (Geography), Heroism: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
"That is most worrisome, Nox. If these Patrons owe us after we stop Suliji Peshar, maybe we can get them to change their plans in Mendev."
Tortuga |
Will reroll: 1d20 + 17 + 3 ⇒ (13) + 17 + 3 = 33
GM Xavier Kahlvet |
Geatan Nature: 1d20 + 12 ⇒ (9) + 12 = 21
The Pathfinders are unable to decipher any more of the files, but they choose to keep the files with them--after all, any insight into the Aspis's future can be of great importance to the Grand Lodge.
Which Obstacle is Next?: 1d6 ⇒ 5 We already did that
Which Obstacle is Next?: 1d6 ⇒ 5
Which Obstacle is Next?: 1d6 ⇒ 3
*
As the Pathfinders proceed through the Aspis Building, suddenly numerous portcullises, walls of force, arcane locks, etc. shut/activate—barring their way!
For this obstacle, rather than describing every barrier (some of which will surely stop you), I need you all to attempt four of the following checks:
Disable Device, Escape Artist, Intelligence, Strength, Wisdom, or a creative use of a spell (one of which, I’ll let you know, is to use dispel magic to dispel an effect).
You are only allowed a single roll per check (no aiding), and different PCs cannot attempt the same check (e.g. if Suli attempts a Strength check, then Hendric cannot also attempt a Strength check). If you want to flavor your checks by coming up with on-the-nose situations, then by all means! The specifics of what actually bar you all is left vague, so by all means have fun with it!
Nox Neuropastum |
Disable Device: 1d20 + 31 ⇒ (5) + 31 = 36
As a Portcullis with criss crossing blades slams down, buzzing with energy, Nox flashes forward, a dark whisp, his tools flicking out.
I've got this...
He sets to work, carefully squirming his tiny body into the spaces in-between to reach the nooks and crannies needed to begin to undo the dangerous blockade.
I'll have it... just a moment... Yip! Okay, moment more!
GM Xavier Kahlvet |
Nox, defying all laws of physics, manages to use his lock-picking skills to open a barrier that, almost by definition, has no locks or closing mechanism, because it, itself, is the closing mechanism! When you roll high enough, I guess basic logic becomes optional...
GM Xavier Kahlvet |
Gm. You forgot About the hightened sensé and the héroism bonus.
Add a +4 to this roll.
And this is a win.
Bah! So many buffs and bonuses that sneak past me! You are indeed correct. Everyone can read about Ratarion in the Knowledge (nature) spoiler.
Sir Hendric the Vigilant |
As another portcullis slams down, Sir Hendric tries to halt its progress with brute force.
Strength: 1d20 + 6 ⇒ (13) + 6 = 19
He grabs hold, pushes back up, and... ?
Tortuga |
Tortuga begins to study any pattern in the defenses, seeing if he can predict the next barrier and prevent it from happening.
Wisdom: 1d20 + 6 ⇒ (7) + 6 = 13
GM Xavier Kahlvet |
Hendric manages to stop the quick force of a portcullis slamming in the way of the Pathfinders, but it makes a massive dent in his armor as he uses his back to bench-press the heavy grated gate you barely made it!
"Over there is safe!"
As Tortuga runs towards a clear hallway, he runs face-first into an invisible wall of force. Fail
GM Xavier Kahlvet |
Yeah, I sent him a PM to check up. I'm sure it was just the holidays taking its toll.
"Right!"
Dispel Check: 1d20 + 15 ⇒ (11) + 15 = 26
Kaldane manages to dispel an illusionary wall that the Pathfinders never even noticed!
"This way!"
No more checks needed; you guys got the max benefit.
EDIT: Ninja'd. No Suli, this obstacle is quite explicitly a skill challenge, not a DPR challenge. Sorry.
Sulii |
Suli stares at the shimmering barrier in front of him, looks to prepare himself for combat, pulls out a potion and drinks it. He then steps up and begins laying into the shimmering barrier patiently. Amusingly, Suli has in fact punched through a wall of force before
With the potion of strong jaw, Suli's damage per hit is 6d8+15. The average on a d8 is 5.5. The average damage comes to 33+15=48. Including the hardness of a wall of force, which is 30, the average damage per hit is 18. At 6 attacks per round we are looking at an average of 108 damage per round.
Will this suffice for a check?
EDIT: ninja'ed :(
GM Xavier Kahlvet |
Behind the illusionary wall is apparently a set of barracks. You all charge through, but Xon spies a shiny and Nox investigates. It’s a gold Aspis badge with a note—apparently it is a special gift for a newly-promoted agent. Nox smiles wickedly as he finishes reading the note and pockets the badge, mentally repeating a set of words to commit them to memory: Lisping hisser. Lisping hisser. Lisping hisser...
Next Obstacle: 1d6 ⇒ 2
GM Xavier Kahlvet |
The Pathfinders traverse through an endless number of rooms, but soon find themselves face-to-face with a group of eight Aspis Consortium agents wandering through the halls.
”What the—?! Who are you?! What are you doing here?!”
None of you find any indication of these agents’ ranks—they’re lackeys at best in meta terms, none of them are over 5 HD.
You have two ways to go about this: through combat or through deception; each has their own rules for how to handle this. Don’t roll anything, just tell me what you do in response.
GM Xavier Kahlvet |
I.....have no opinion..
You ran this, of course you don't have an opinion! :) (I'm in a really giddy and excited mood today, in case you didn't notice!)
Nox Neuropastum |
Nox can't help but try out his new toy, stepping out of the shadows and using the powers of the badge to make himself look more like a dwarf size shadowy figure than the tiny halfling sized shadowy figure he normally is. He flashes the gold aspis badge and hisses at them from under his hood.
WHAT ARE YOU FOOLS DOING!? WE'RE UNDER ATTACK! GET TO YOUR STATIONS! GO! IF THEY BREACH THE ENTRANCE BECAUSE YOU LAZY ROTTEN SCOUNDRELS WHERE BACK HERE SLACKING I WILL HAVE YOUR HEADS!
Bluff: 1d20 + 16 ⇒ (11) + 16 = 27
Sir Hendric the Vigilant |
1 person marked this as a favorite. |
Sir Hendric will try Sense Motive to see if they buy it or are just pretending to buy it. If he thinks they're onto Nox, he'll charge (non-lethal).
But you said not to roll anything so I'll wait...
GM Xavier Kahlvet |
Because I specifically said to not roll anything—Glares at Nox—that bluff roll doesn’t count.
Deceiving all eight of the agents is going to be tricky, and will require everyone’s help—or sheer luck.
This route has a variation on the aid another rules:
One of you is a primary roller for a skill check; state what skill you are attempting, but don’t roll it! Everyone else must also attempt a skill check—those who attempt a check with the same skill as the primary roller have a lower DC than those who roll a skill different from the primary roller’s (I will say that the DC to aid here is higher than the 10 to normally aid). Unlike regular aiding—where success grants the primary roller a bonus—a success on the aiding here prevents the primary roller’s DC from increasing! You may only use a skill that could be applicable to the task at hand (e.g. I couldn’t see how, say, Perception or UMD would help you guys here)—but if you can convince me that you’re using the skill in an applicable way then I’ll allow it!
From the way you guys phrased it the primary roller is going to be Nox rolling Bluff
Sir Hendric the Vigilant |
My inclination is to use Sense Motive to help Nox with the Bluff - nudge him to change his approach based on how I perceive the agents as reacting.
If that is not possible, then Diplomacy; Sir Hendric will try to convince the agents to pay heed to the great dangers posed by the traitor Suliji Peshar.
GM Xavier Kahlvet |
It’s at this point that people (sans Nox) can start rolling dice
Sir Hendric the Vigilant |
If Sense Motive is okay, then Sir Hendric will try to help Nox tailor his Bluff to these agents.
Are these guys bored and looking for a chance to prove themselves?
Are they trigger-happy and hoping for a fight?
Are they hoping for big rewards?
Do they fear punishment?
And so on. Just little nudges to Nox based on what he thinks the agents will respond to.
Sense Motive: 1d20 + 28 ⇒ (13) + 28 = 41
GM Xavier Kahlvet |
Sense Motive is fine. Pretty much assume that a specific skill works if you give me justification—if I disagree then I will say so after the fact. That’ll just save us all some time.
Hendric sees that they’re more scared—not scared, per se, but outmatched is a better term; a shadowy guy coming out of nowhere and not one but THREE burly guys, one of which riding a horse? They’re hoping that you guys are on their side, because they would get creamed!
GM Xavier Kahlvet |
Waiting on Géatan (who said that he’d post later today), Tortuga, and Kaldane. Nox, for simplicity’s sake post your Bluff check in a spoiler so we can keep things moving—if the others’ checks would be irrelevant based on your result then I’ll just advance things.
Tortuga |
Is it possible to use the same skill someone already used? The only thing Tortuga really has is Sense Motive. All his other skills are the physical variety.
GM Xavier Kahlvet |
Is it possible to use the same skill someone already used? The only thing Tortuga really has is Sense Motive. All his other skills are the physical variety.
Absolutely! There’s no such restriction
Tortuga |
Tortuga understood fear was a great motivator, but a carrot might go in the other hand than the stick. So he looked each one of them over for some idea, some clue as to something they might value (other than living, of course).
Sense Motive: 1d20 + 21 ⇒ (4) + 21 = 25
GM Xavier Kahlvet |
Tortuga and Suli fail, and because of that Nox cannot possibly succeed at the Bluff check.
”Intruders! Sound the alarm!”
These Aspis cannot win, and they know that. If given time you all could certainly curb stomp these fools—but the question is if they manage to inform their superiors of your location before that!
No Initiative, no map, but this is still a fight! You all have a full round’s worth of actions to stop them—whether by pure violence or otherwise. For the purpose of positioning, treat all characters (including Aspis kind of) as being in the most advantageous position for whatever action you want to take! However, because you guys spent time to try to deceive them, you each only have a standard action to stop them rather than a full round’s of actions!
Géatan Émond |
I shoot non lethaly.
GM Xavier Kahlvet |
I shoot non lethaly.
I guess I should clarify: I need attack rolls, damage rolls, etc. for this.
Sir Hendric the Vigilant |
If restricted to only a standard action, I should still be able to do a partial charge.
Sir Hendric attacks one of the agents non-lethally.
Charge, PA, NL: 1d8 + 25 ⇒ (7) + 25 = 32
Damage: 3d8 + 90 ⇒ (7, 6, 1) + 90 = 104
He uses Ride-By Attack and Wheeling Charge to end up blocking other agents' escape, if possible.
Sulii |
For the purpose of positioning, treat all characters (including Aspis kind of) as being in the most advantageous position for whatever action you want to take!
If you say so... Suli spends 6 ki points to activate Slow Time (from Monk of the Four Winds). 3 Great Cleaves. Everything is nonlethal.
From Suli's point of view... : Suli drinks the potion he keeps in his hand (strong jaw) and begins punching the people in a circle around him. They are moving surprisingly slowly, but hey, other people do that sometimes. I just envision this like a thing from the Matrix.2d10 + 15 ⇒ (6, 6) + 15 = 27
2: 1d20 + 21 ⇒ (17) + 21 = 38
2d10 + 15 ⇒ (9, 6) + 15 = 30
3: 1d20 + 21 ⇒ (1) + 21 = 22
2d10 + 15 ⇒ (1, 3) + 15 = 19
4: 1d20 + 21 ⇒ (5) + 21 = 26
2d10 + 15 ⇒ (3, 1) + 15 = 19
5: 1d20 + 21 ⇒ (11) + 21 = 32
2d10 + 15 ⇒ (6, 8) + 15 = 29
6: 1d20 + 21 ⇒ (20) + 21 = 41
2d10 + 15 ⇒ (10, 2) + 15 = 27
7: 1d20 + 21 ⇒ (5) + 21 = 26
2d10 + 15 ⇒ (7, 8) + 15 = 30
8: 1d20 + 21 ⇒ (19) + 21 = 40
2d10 + 15 ⇒ (5, 2) + 15 = 22
confirmation: 1d20 + 21 ⇒ (10) + 21 = 31
2d10 + 15 ⇒ (3, 3) + 15 = 21
1: 1d20 + 21 ⇒ (10) + 21 = 31
2d10 + 15 ⇒ (8, 6) + 15 = 29
2: 1d20 + 21 ⇒ (4) + 21 = 25
2d10 + 15 ⇒ (6, 2) + 15 = 23
3: 1d20 + 21 ⇒ (19) + 21 = 40
2d10 + 15 ⇒ (5, 8) + 15 = 28
4: 1d20 + 21 ⇒ (20) + 21 = 41
2d10 + 15 ⇒ (3, 2) + 15 = 20
5: 1d20 + 21 ⇒ (2) + 21 = 23
2d10 + 15 ⇒ (4, 1) + 15 = 20
6: 1d20 + 21 ⇒ (6) + 21 = 27
2d10 + 15 ⇒ (10, 6) + 15 = 31
7: 1d20 + 21 ⇒ (12) + 21 = 33
2d10 + 15 ⇒ (6, 8) + 15 = 29
8: 1d20 + 21 ⇒ (11) + 21 = 32
2d10 + 15 ⇒ (7, 3) + 15 = 25
confirmation: 1d20 + 21 ⇒ (3) + 21 = 24
2d10 + 15 ⇒ (8, 3) + 15 = 26
1: 1d20 + 21 ⇒ (3) + 21 = 24
2d10 + 15 ⇒ (5, 2) + 15 = 22
2: 1d20 + 21 ⇒ (14) + 21 = 35
2d10 + 15 ⇒ (4, 6) + 15 = 25
3: 1d20 + 21 ⇒ (9) + 21 = 30
2d10 + 15 ⇒ (2, 7) + 15 = 24
2d10 + 15 ⇒ (5, 5) + 15 = 25
5: 1d20 + 21 ⇒ (14) + 21 = 35
2d10 + 15 ⇒ (1, 3) + 15 = 19
6: 1d20 + 21 ⇒ (10) + 21 = 31
2d10 + 15 ⇒ (1, 2) + 15 = 18
7: 1d20 + 21 ⇒ (3) + 21 = 24
2d10 + 15 ⇒ (1, 3) + 15 = 19
8: 1d20 + 21 ⇒ (10) + 21 = 31
2d10 + 15 ⇒ (5, 8) + 15 = 28
Cleaving Finish: 1d20 + 21 ⇒ (5) + 21 = 26 //when I kill my first aspis
2d10 + 15 ⇒ (1, 7) + 15 = 23
Well, feel like those 6 points were wasted
GM Xavier Kahlvet |
Double-checks the wording in the scenario Unfortunately, Suli, you only get a standard action, not a swift action (which is what Slow Time requires), and you can't normally trade a standard action for a swift (like you can a standard for a move), so...Shrug sorry.
Sulii |
Well, I suppose the good news is that I get the 6 ki points back. Bad news: I rolled a nat 1 for the Great Cleave I tried.
Nox Neuropastum |
Nox quickly loads and fires a non-lethal arrow at one of the men.
Arrow Vs FF: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 1d4 + 1 + 6d6 + 13 ⇒ (1) + 1 + (5, 1, 4, 4, 2, 3) + 13 = 341 Str Damage, -2 to AC vs all, -4 AC vs self (Non stack)
GM Xavier Kahlvet |
Correct me if I'm wrong, Nox, but this...
Nox can't help but try out his new toy, stepping out of the shadows and using the powers of the badge to make himself look more like a dwarf size shadowy figure than the tiny halfling sized shadowy figure he normally is.
...means to me that you actively de-stealthed, and stealthing is part of a move action; a move action that you do not have. No sneak attack.
GM Xavier Kahlvet |
Nox, what’s your non-sneak-attack damage (and where did that +13 to damage come from)?
Waiting on Tortuga, Géatan, and Kaldane.
GM Xavier Kahlvet |
Botting Tortuga, Kaldane, and Geatan:
Tortuga nonlethal Unarmed Strike: 1d20 + 24 ⇒ (18) + 24 = 42
Damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16
Geatan nonlethal: 1d20 + 34 - 4 - 4 ⇒ (13) + 34 - 4 - 4 = 39
Damage: 1d8 + 28 ⇒ (7) + 28 = 35
Kaldane casts a Quickened sound burst
Sonic Damage: 1d8 ⇒ 2
Aspis Fort: 1d20 + 6 ⇒ (1) + 6 = 7
Kaldane then casts creeping doom in front of the exit—not to damage the Aspis, but to prevent their escape (because who would run right into a swarm of centipedes?)
???: 104 + 3 + 325 + 16 + 35 + 3 + 20 + 70 = 576
The Pathfinders manage to incapacitate all of the Aspis before any of them manage to escape! Thanks in no small part to Suli’s over 300 damage from Slow Time!!!
Hendric finds that one of the Aspis had a wooden box—apparently for delivery to some higher-up. Inside is a belt and a note—apparently it’s a commissioned magic item. Hendric decides to keep it for himself!
You guys have completed all of the required obstacles—you can choose to move on to the Argent Atrium now or to face more obstacles for more unique rewards; just know that there will be consequences if you guys fail on these obstacles. What would you like to do? (first option that gets three votes will decide the party’s course of action)
Tortuga |
I say we get this job done as quickly as possible. As much as I'd like to see this entire place burned to the ground, I'd rather not get caught by the Aspis or those infernal Chelaxians.
GM Xavier Kahlvet |
Three votes: the choice has been made (and there’s only one obstacle that you haven’t faced):
As the Pathfinders turn the corner they find that the hallways ahead are covered in a thick fog! As you traverse through the fog you feel that you cannot for the life of you make progress and are going in circles!
For this section, rather than describing every barrier (some of which will surely stop you), I need four of the following from you guys:
Knowledge (arcana), Perception, Spellcraft, Reflex, Will, or a creative use of a spell (one of which, I’ll let you know, is to use dispel magic to dispel an effect).
You are only allowed a single roll per check (no aiding), and different PCs cannot attempt the same check (e.g. if Nox attempts a Reflex save, then Géatan cannot also attempt a Reflex save). All of these checks (save the Reflex save) involve compulsions, enchantments, and illusions, so if you have a bonus against such effects, then it applies here. If you want to flavor your checks by coming up with on-the-nose situations, then by all means! The specifics of what actually bar you all is left vague, so by all means have fun with it!
Sir Hendric the Vigilant |
Anybody except Kaldane or Sir Hendric gets an additional +2 morale on the Will save due to Sir Hendric's banner (Greater Banner gives +2 vs charm and compulsion). Sir Hendric already has +2 Morale to all Will saves factored in (Order ability), while Kaldane cannot benefit from morale bonuses.
So maybe Sulii, Tortuga, or Géatan?
"Nox, do you think you can get this scroll to work?"
Scroll of Bestow Insight, UMD DC 23. I have 4 of them. That way Nox can help Sir Hendric's Perception check.
Nox Neuropastum |
UMD: 1d20 + 17 ⇒ (12) + 17 = 29That would have been a bad time to flub!
Nox takes the scroll and quickly reads it, accessing the magic within, and slaps it onto Hendric as he feels his insight sharpen.
There ya go boss.
Sir Hendric the Vigilant |
"Thank you!"
Sir Hendric looks for a path through the mist.
Ending the effect so I can roll twice and take the better.
Perception, Heroism, Bestow Insight: 1d20 + 34 + 2 + 2 ⇒ (12) + 34 + 2 + 2 = 50
Perception, Heroism, Bestow Insight: 1d20 + 34 + 2 + 2 ⇒ (6) + 34 + 2 + 2 = 44
Sulii |
Suli wanders around, slightly ahead of the others...
Will: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27
As he wanders, he looks back to the others with confusion as they seem to be getting distracted, turned around, or misguided in various ways. "It this direction. Suli can see."
GM Xavier Kahlvet |
Kaldane casts dispel magic!
Kaldane Dispel Check: 1d20 + 15 ⇒ (1) + 15 = 16
Hendric is barely able to see through the mist well enough to notice certain minor similarities of the hallways as he traverses, figuring out when the party ends up going the same hallway as earlier. That was a DC 45 Perception!
Suli mentally hears a phrase whispered in his mind: Evacuate from the Aspis Building as soon as possible. But he is able to resist the urge to do exactly as the voice said!
Kaldane, on the other hand, was unable to dispel the fog around you all.
I still need one more check from one of Geatan, Tortuga, or Nox.
Géatan Émond |
[i Will wear the +6 belt (dex)]
teflex+morale: 1d20 + 22 ⇒ (1) + 22 = 23
With his Goz mask, Géatan senses an immediate danger and he flies into the airs.
Tortuga, I need your help! Reroll Power!
Tortuga |
"It's like sailing through a thick fog, Géatan! You have to sense the shifting currents of air around the obstacles rather than rely on your eyes!"
Spend 2 ki as an immediate so that Géatan can reroll the save.