GL's Shattered Star.

Game Master Grandlounge

Maps

Loot


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Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

Since I can’t make the DC 35 check to know who that is...

Von-Dai takes notes and copies the drawing so he can figure more out about the shadowy figure later. Once he’s done so, he says, ”Perhaps we should fall back for the day before continuing. A chance to prepare a new suite of spells would be useful. It would also allow us to begin to get the Tower Girls set up with alternate employment.”

Has anyone made that Perception check in room B19 yet?

Dark Archive

AC:17 T:13 F:14 | HP24/24 | CMD:16 | F:+4 R:+4 W:+6 | Init:+5 | Perc: +8

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Erond see nothing a miss with the room. No one else has made the check.


Perception check on B19: 1d20 + 8 ⇒ (20) + 8 = 28


Female Human Rogue

There's a breeze coming from behind that wall, it's too much to be from a secret passage.


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

Von-Dai frowns at the wall before casting detect magic, trying to sort out if there is any kind of illusion blocking an opening.


SSMap | Info | 0 GS Map | 0 GS Loot

Spellcraft (Von-Dai) and/or will save (for anyone).


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19

Will: 1d20 + 3 ⇒ (9) + 3 = 12


SSMap | Info | 0 GS Map | 0 GS Loot

Your mind is in conflict you know the spell illusory wall is in front of you but you are 100% sure that the wall in front of you is real. It is only when you reach through the wall and prove that it is an illusion does that belief cease.

Proof of an illusion is an autopass on the save.

Because it is an illusionary wall you still can't see through it. When either Von-Dai or Sevrus sticks their head through the wall they see the long drop to your boat.


Female Human Rogue

So, you willing to team up, I am willing to partner with you for a share of any profits I find. The main reason I'm here though is to find the body of my friend's father.


HP 28/28 AC 25, T 14, FF 22, CMD 19, Fort +5, Ref +5, Will +6, Init +2, Percep +6

"We should keep looking until we find that body then. "


Female Human Rogue

"Thank you, that sounds good to me!"

@GM- Sevrus will scout ahead, checking for traps as she goes


SSMap | Info | 0 GS Map | 0 GS Loot

Give me a perceptions check as you move on to the next floor.

B22 slide 1.


Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

So, not falling back, then.

Before moving on, Von-Dai takes a minute to sit and memorize another spell, in case they meet other threats on the next level.

Memorizing magic missile in my last level 1 spell slot (that I'm gaining by taking the Shard of Pride and the +2 Int Ioun stone to give me an Int of 20 and an additional level 1 spell slot).

Perception: 1d20 + 1 ⇒ (19) + 1 = 20


HP 28/28 AC 25, T 14, FF 22, CMD 19, Fort +5, Ref +5, Will +6, Init +2, Percep +6

perception: 1d20 + 6 ⇒ (1) + 6 = 7


SSMap | Info | 0 GS Map | 0 GS Loot

Von-Dai takes a little time to weave magic in his mind. The others find no traps.

A massive pair of double doors dominate the western end of this spearhead-shaped chamber. These doors are made of a silvery metal decorated with images of burning eyes that look inward toward two sets of runes carved onto the face of each door. The walls bear the remains of complex mosaics that once covered much of them, but which has crumbled and collapsed in heaps of colored tiles and debris around the edges of the room.

There are two different sets of runes on each door. The left set spells “LISTEN” while the right spells “THE EYES.” These double doors are stone sheathed in a layer of hot siccatite, one of the seven types of skymetal. Physical contact with these silver doors seems hot enough to harm a person though very minimally. It seems like the Tower Girls have been unable to crack these doors.


Female Human Rogue

"Wow, that's impressive, someone must have had a lot of money to get that much siccatite

@DM- does there seem to be any way to open the door?


SSMap | Info | 0 GS Map | 0 GS Loot

Perception or spellcraft (for those with detect magic).


perception: 1d20 + 8 ⇒ (6) + 8 = 14


HP 28/28 AC 25, T 14, FF 22, CMD 19, Fort +5, Ref +5, Will +6, Init +2, Percep +6

"Looks pretty old. Maybe it was cheaper back then. "

perception: 1d20 + 6 ⇒ (13) + 6 = 19


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

Knowledge (history) regarding the use of siccatite by Ancient Thassilon: 1d20 + 11 ⇒ (18) + 11 = 29

Knowledge (arcana) for the association of siccatite with the Thassilonian school of Wrath: 1d20 + 11 ⇒ (13) + 11 = 24

"Given that it appears the Gecko was under the control of the Runelord Alaznist, and the Runelords were said to be quite wealthy, it would not surprise me in the least if she could have afforded the cost of that much skymetal to cover a pair of doors."

Casting detect magic, Von-Dai set about studying the doors.

Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30


SSMap | Info | 0 GS Map | 0 GS Loot

Saccatite is a mysterious metal that consistently radiated either heat or cold. Alchemist and smith alike still don't know if it is one metal or two. These doors seem to be the hot version of Saccatite. The metal is associated with evocation, wrath, and kindness schools of magic. Even at the time, this door would have taken tremendous resources.

Marcus notices that the pieces of metal upon which each letter is printed are not permanently affixed to the doors.

Von-Dai can tell that when two letters on the same side are touched they will switch places.


Female Human Rogue

"So looks like we have to move the runes somehow to open the door?"


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

GM, is this somehow similar to the puzzlebox from the very first encounter? Isn't that how that worked, as well?


SSMap | Info | 0 GS Map | 0 GS Loot

That seems like a good insight. That puzzle was called a paradox box.


SSMap | Info | 0 GS Map | 0 GS Loot

You guys can propose solutions or ask for checks if you need more clues.


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

Von-Dai pulled out a piece of parchment, his ink, and inkpen. He writes 'Listen' at the top on one side, and 'The Eyes' on top of the other. "Our biggest issue is the fact that we can't just touch the doors and rearrange letters - we'll burn ourselves every time we do. It's an excellent security system, for sure. We need to figure out what rearrangements we need to make, then make them quickly. Now, let's try and come up with how we can rearrange these letters in a way that might make sense and result in the least amount of burns..."

Von-Dai looks up, looks at the doors, considers, looks behind him, sees the two non-siccatite doors there, and says, "Maybe we should see if there are any clues behind those doors?"

I'm assuming the two smaller doors in this room are not plated in siccatite.


SSMap | Info | 0 GS Map | 0 GS Loot

You are correct, they look safe to pass through.


Female Human Rogue

Sevrus will do a quick search around the two side doors, looking for traps and secret doors

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Female Human Rogue

"Hmm, could these runes be anagrams? I know 'Silent' is an anagram of Listen'


SSMap | Info | 0 GS Map | 0 GS Loot

The room is free of traps and secret doors.


Female Human Rogue

Could we get a description of the rooms/


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

"Yes, that is how the doors work. We solved a Paradox Box a couple days ago that worked in similar fashion. This is just trickier because the siccatite will burn us each time we rearrange a rune. Silent is a good thought, and it is certainly compatible with "Listen". I shall think more on 'The Eyes'. There are several ways it could be done. But first, let's clear the side rooms."

Even as he said that, Von-Dai was writing on the parchment possible solutions for the other door, as well as trying to figure out the fewest number of moves to make the changes.

Let's see...The Eyes is two words, so the solution must be two words. 'The' cannot be rearranged much, nor can 'Eyes', not and make sense, so we must rearrange letters between words. There are a lot of 'E's in there...The...They? Yes, the first word could be 'They'. That leaves 'e,e,s' as the last letters. See? 'They See'. 'The eyes, they see.' So. Listen becomes Silent, and The Eyes becomes 'They see.' Now, how to do it with the fewest burns? Two moves for the 'y' to join 'The'. Two moves to put 's' in front of the two 'e's. One move to put 's' in front of 'i', then two moves for the 'l' to get to the third letter. Two moves to put the 't' at the end, and we have 'Silent'.

Standing, he says, "Let's clear these two side rooms. I think I've figured out that the second door is supposed to become 'They See', as well as the fewest moves needed to accomplish it - nine in total for both doors. Once these two rooms are clear, we'll give it a try."


HP 28/28 AC 25, T 14, FF 22, CMD 19, Fort +5, Ref +5, Will +6, Init +2, Percep +6

Marucs' eyes glaze over as he is confronted with a puzzle. He waits for the wizard to figure it out keeping an eye open for trouble.


SSMap | Info | 0 GS Map | 0 GS Loot

Several pieces of furniture decorate this room, the modern furnishings clashing with the ancient carvings of Thassilonian wizards crafing deformed monsters from dead bodies decorating the walls. Luxurious crimson Varisian drapes have been pinned up in an archway to the southeast.


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

"Apparently it was one room with two doors, not two rooms. Let's check behind that curtain."

Even as he says it, Von-Dai is studying the carvings on the walls, attempting to figure them out.

Knowledge (arcana): 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge (history): 1d20 + 11 ⇒ (8) + 11 = 19


Female Human Rogue

Sevrus will look behind the curtain


SSMap | Info | 0 GS Map | 0 GS Loot

Behind the curtain, you find a large comfortable bed sits surrounded by its own crimson drapes. Next to the bed is a table heaped with sections of wall mural, ancient coins, pieces of jewelry, gems, bits and pieces of pottery. In addition, several journals on the table, written in Varisian, provide details on Ayala’s history with and plans for the Tower Girls, including her increasing frustration at Natalya’s betrayal.


Female Human Rogue

Sevrus will flip through the history and plans

Is there anything in there about the complex as a whole, how to open the large doors or Sabriya's father?


SSMap | Info | 0 GS Map | 0 GS Loot

There is not much. Stories about getting kicked out of their last abse and a catalogue of the item they have found so far. They estimate the street value at 900gp. They have not been an farther as they were stumped by the door.


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

Anything on my knowledge check for what the carvings are of, GM?


SSMap | Info | 0 GS Map | 0 GS Loot

Other than the obvious, that this Runelord and maybe others were potential necromancers, there is little else that rune reveal.

You can do either individual checks or a group check using the new rules used in PFS. Everybody rolls and the highest roll is the leader and everyone else that beats DC 10 aids.

Perception DC:30:
Secret Door


Female Human Rogue

Perception check: 1d20 + 8 ⇒ (19) + 8 = 27


Male Human Wizard 4 | HP 26/26 | AC 12 16, T 12, FF 10 14 | Fort +3, Ref +3, Will +4 | Init +2 | Perception +3 (+7 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 7/7, 2nd - 5/5
Active effects:

I vote for the group check.

Perception: 1d20 + 1 ⇒ (17) + 1 = 18

I aid!


Female Human Rogue

I vote for group check too


HP 28/28 AC 25, T 14, FF 22, CMD 19, Fort +5, Ref +5, Will +6, Init +2, Percep +6

Group check sounds good.

perception: 1d20 + 6 ⇒ (19) + 6 = 25

Dark Archive

AC:17 T:13 F:14 | HP24/24 | CMD:16 | F:+4 R:+4 W:+6 | Init:+5 | Perc: +8

"Let me be of assistance."

Percpetion Aid: 1d20 + 8 ⇒ (15) + 8 = 23

Those are some good rolls.


SSMap | Info | 0 GS Map | 0 GS Loot

You find a small well hidden side room with a skeleton. The remnants of fine clothing can be seen draping the ribs and leg bones of the body. You are able to deduce that this is the deepest anyone has been in a long time and it is unlikely that this person made it through the locked doors.

Recalling that the Shard of Pride was found in a hidden room, you think that this may have been said room. This leads to the only logical conclusion that this is a far as any person has made it with the Shard of Pride while looking for the Shard of Greed.


Female Human Rogue

Sevrus will search the body, looking for any form of identifying mark


SSMap | Info | 0 GS Map | 0 GS Loot

After looking for a moment you find a pendant clutched in the skeletal hand. You know this to be a pendant of the souk, a prized possession of the Nazir Kalmeralm.

Amoung Nazir’s bones you reveal his masterwork chain shirt, a masterwork rapier, 50 feet of silk rope, and a leather pouch containing 250 gp.

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