GM Netherpongo's 6-98 Serpent's Rise (Inactive)

Game Master Nathan Goodrich

Serpent's Rise Maps


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INACTIVE - Scenario Completed

Marnarius' eyes widen a bit as the halfling gets in his face. Didn't see that coming. Looks like I'm not the only one with a grudge.

He'd be tempted to dismiss her interference as simply her being contrary. Or even as evidence that she actually is a double agent, as he'd half-seriously suggested to the elf. But that sort of rage couldn't be falsified.

"Fine. I still think she's not going to be 'cut off' from the Society; Zone of Truth is an even easier spell than Speak with Dead. They're going to know she's not actually a traitor. But leaving her alive to wonder if she could have stopped the murder of her master if she'd just been a little bit more cautious..."

He grins at Joliryn. "You're right. That is a more fitting vengeance than just killing her."


Warhammer Game Notes & Maps

Everyone is done with their investigation/plot so we'll move on. I'll plan on posting it up tomorrow, so you have until then to do any last-minute prep.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

Sensing that the tension of the life-or-death decision has passed, the creepy elf nods curtly and turns to Joliryn.

"Will you be taking her clothes to assist with your disguise?"


Warhammer Game Notes & Maps

As the agents finish their Disguise preparations and leave Southgrove, they begin to hear ushers gathering the assembled Pathfinders for Marcos Farabellus's speech. The time for their infiltration of Skyreach is upon them.

322:
As you approach Skyreach, you feel a weight in your pocket accompanied by a sudden chill. Upon investigation, you find that you now have the lantern.

Entering the building is simple in the ensuing confusion, but as Skyreach clears for the speech, you are not surprised to realize that patrols have been left behind. Each PC will need to make a Disguise or Stealth check as you move between locations in Skyreach to avoid patrols. I'll make the Disguise check to pretend to be Janira, but I'll need to know what spell or other preparations you are using to supplement the Disguise check, as well as who is making the check.

Three locations are important to your mission: The Antarnicus Wing of the Vaults, where information on how to use the Hao Jin Tapestry are stored. The Tapestry Chamber where the Tapestry is at. There is also the Selmius Foster Library, where the Sky Key is stored.

Your preparations have given you some advantages. The sphinx in the Menagerie will create a distraction when it feels doing so is appropriate. The information that Joliryn recovered gives a bonus to avoid patrols (I'll just reduce the DCs) and the Cosmic Conduit that 322 placed allows her to create a distraction on demand, allowing one PC that missed a check to avoid patrols a reroll with a +2 bonus. You may also want to review other information that your party recovered during Rataji's gather information check.


INACTIVE - Scenario Completed

"We're headed to the Antarnicus Wing first, correct? We need that information before we can use the Tapestry."

Marnarius stays in the middle of the group, able to provide back up for anyone if necessary. He moves quietly through the halls.

Stealth: 1d20 + 12 ⇒ (11) + 12 = 23


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

GM:
Got it, thanks.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

GM:
Rataji wants to try to disguise himself to look like Aram Zey using the disguise self spell - I don't know if that is possible, if he has enough knowledge of what Zey looks like.


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

"It appears I was mistaken," Joliryn drawls to the elf, the sudden sharpness of a few seconds ago fading as swiftly as it rose. "He is teachable after all. Delightful." She kneels down and starts helping Shohirajj remove the unconscious halfling's outer clothes. "If we're going to make this work, I'm going to need some help," she confides to the rogue. "And perhaps our charming leader can work some of his magic to assist you?"

If Shohirajj can make the Disguise check for Joliryn, that would be ideal. Otherwise, we're just going to have to rely on her decent charisma to get the job done. And perhaps Rataji could use Heroism on whoever is making the check? Joliryn herself come very ill-equipped for these sorts of shenanigans. Someday she'll get to hit something.

EDIT: D'oh! Joliryn knows invisibility! Granted, her effectiveness in combat goes down significantly without spells, but it could help some of our less-sneaky friends get in easier. If she's being disguised as Janira though, she might not want to be invisible herself.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Just let me know who should get the Heroism

Of course, I can help whomever is creating your disguise with a little spell.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

"Lay that spell on me Rataji. It'll help with the disguises as well as the other things I'll need to do inside..." She gets out her disguise kit and helps work on a Halfling one for Joliryn.

Disguise, Heroism, Kit: Shohiraj: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

As they move through the halls she stays near the front of the group to help spot anything odd before the others fall into it.

She has trapspotter so gets a fresh GM rolled perception check when within 10' of a trap at +19 with the heroism

Perception vs Important stuff..., +3 more vs traps: 1d20 + 16 ⇒ (3) + 16 = 19


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

The creepy elf lends a hand as Joliryn and Shohirajj work to turn the halfling into Janira (or at least a reasonable facsimile).

I'm not sure whether 322 is aiding Joliryn or Shohirajj, but since the GM is rolling anyway, I'll just note that 322's Disguise bonus is +11 and leave it at that.

Stealth: 1d20 + 14 ⇒ (20) + 14 = 34

As the group quietly makes their way toward the Antarnicus Wing, the elf's head keeps turning from side to side as she searches for a sign of Aram Zey.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Coming alongside Rataji, she whispers,

"This man Aram Zey, he was here earlier, overseeing the guards? If what you heard was true, that he does not like crowds, is it not likely that he will still be here now? And when he does not need to be actively engaged with the patrols, won't he be likely to be in his office?"


Warhammer Game Notes & Maps

I did some searching around about others making a Disguise check for someone else, and I'm going to say no to that. The person pretendind to be Janira will be providing the main check & others can assist. Much of Disguise is acting rather than the physical disguise itself.

Joliryn doesn't have to be the one making the check, but it is probably best to do so since the cumulative modifiers against others would be -12.

As a reminder, I'll be making the Disguise checks for Janira-pretending, including any assist checks. The disguise-wearer can elect to take 10 if they wish. If I was making the check right now, I'd have Joliryn roll the check with +2 from the disguise kit +2 from Heroism (since it seems Rataji intended the spell to help with the main Disguise check) and assist rolls from the other players. If any of that is wrong, let me know.

All of that is different from the Disguise or Stealth checks to avoid patrols in the halls of Skyreach as you head toward the Antarnicus Wing. Those you can make yourselves and they are what I need right now.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Heroism is definitely to aid in the disguise check

Rataji will cast his Disguise Self to look like Aram Zey.
he has no bonus to disguise, so just the benefit of the spell and his charisma (+12 total)


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

Does that mean Joliryn has the heroism instead of Shohirajj?

For ease of gameplay, let's assume Joliryn Takes 10 on those disguise checks to appear as Janira. Does anyone else wants to aid with the check (can Rataji aid with the spell and a more mundane use of the disguise skill?)? Looks like the bonus would break down as follows (before any circumstantial stuff):

+4 Charisma
+2 Heroism
+2 Disguise Kit
+2 Shohirajj Aid
+2 322 Aid
+10 Take 10
-------------------
+22 total

"Thank you Shohirajj, Starshine, Rataji," Joliryn says as she practices Janira's cheerful facial expressions. A close look might reveal the disgust in her eyes at such drivel, but the halfling is as much a professional as the rest of the group. "Now let's go - I'd love to introduce you to the Master of Scrolls, Aram Zey!"

As they approach the tower, the halfling mutters something irritably and fades from view.

Stealth, Invisibility: 1d20 + 8 + 20 ⇒ (1) + 8 + 20 = 29 (+2 from heroism?)

Oof. If the invisibility isn't being effective for some reason (such as the guards having see invisibility or some other nonsense), this might not be a bad time for 322's distraction.

Reroll if needed and granted by 322:
Stealth: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 (+2 from heroism?)


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

Aren't we inside Skyreach just skulking through the halls to avoid the mooks on these rolls? I'm happy to use the distraction if needed, but shouldn't we hold it for when someone is at risk of failing an actively opposed check?


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

Fair! And Joliryn won't be sad for the excuse to stab someone.


Warhammer Game Notes & Maps

Joliryn: yes, that's about right. Zurnzal can also auto-aid and I can roll for aid another checks from Rataji and Marnarius unless they don't want to help. Also after Rataji's response, it does mean that Joliryn would have Heroism going forward and not Shohiraj.

I still need Stealth or Disguise checks from Rataji, Shohiraj & Zurnzal. With Disguise Self up to appear like Aram Zey, Rataji will be making an opposed check rather than a check against a set DC if he uses Disguise, but he'll get a +12 check (+10 from Disguise Self and +2 from Charisma).


INACTIVE - Scenario Completed

Marnarius will help. Let me know if you’d prefer I do the rolling to aid.


HP 53/65||AC 18 (T14, FF15)||Saves: Fort 8, Reflex +10, Will +5

Zurnzal takes a few minutes to try to make himself look like the generic "half-orc caravan guards" that Pathfinders often employ on their expeditions.

Disguise (w/ Disguise kit): 1d20 + 13 ⇒ (2) + 13 = 15

The dice, they do not make me. Hate to have to burn this so early, but I'll use my t-shirt re-roll. I don't want our heist to stop before it starts!

Disguise reroll: 1d20 + 13 ⇒ (20) + 13 = 33

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Sure thing - I wasn't sure if you wanted to make the disguise check yourself in secret. I'll roll it.

Disguise: 1d20 + 12 ⇒ (15) + 12 = 27

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

I rolled mine earlier a few posts up. Removing the heroism bonus she got a 24. She auto aids disguise for whoever wants the help.


Warhammer Game Notes & Maps

Shohiraj: wrong Disguise check. This one isn't to disguise Joliryn as Janira. It's a check to sneak through the halls of Skyreach without drawing the attention of the guards. You can roll Disguise or Stealth.

Edit: Looking at it again, you were talking about the Janira disguise right before you made the check, but it didn't specifically say that was the check you were making at the time. Was that Disguise for Skyreach?

Rataji: normally, Disguise checks are rolled by the GM so the player doesn't know how well they did. In this case, the checks are just to bypass or avoid guards, so I'm not worrying about it. There aren't any future ramifications for these checks.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

Shohiraj can't fail an aid disguise roll so there isn't any reason to roll it. The roll I made was for her own disguise you asked for inside. Maybe I wasn't clear.


Warhammer Game Notes & Maps

GM Dice:

Opposed Perception vs Rataji disguise 27: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21
Shohiraj Trap Spotter vs Society's Scolding: 1d20 + 14 + 3 ⇒ (2) + 14 + 3 = 19
Shohiraj Trap Spotter vs Thief-Taker: 1d20 + 14 + 3 ⇒ (9) + 14 + 3 = 26

The aspis agents manage to arrive at the vaults without being waylaid by any of the guards. A few glance in your direction, but see Aram Zey leading a group of people that look like they belong here around and they don't dare to interrupt.

You arrive at the vault door leading the the Antarnicus Wing. The passageway leading up to the door is 10' wide.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

Shohiraj makes sure 'Janira' has the stolen keys as they head through the halls. She keeps herself as close to the lead Halfling and Zey as she can, hoping her eyes spot anything troublesome they may stumble into.

Once they reach the vault doors she smiles "So this is the Antarnicus Wing Mr Zey? The craftsmanship is astounding! The city at the center of the world spares no expense in its construction!" She checks out the beauty of the door, encouraging those would study magic to see what sort of interesting magical enhancements the Society has enchanted it with.

Perception, +3 more vs traps: 1d20 + 14 ⇒ (4) + 14 = 18
Also has trap spotter for a GM roll

Trap Spotter:

Trap Spotter (Ex): Whenever Shohiraj comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. The GM should roll this check in secret.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

hmm, I don't think anyone has changed the wards since the last time, but that Zarta is a rapscallion, so let's be sure.

Rataji will cast Detect Magic and scan the doors for any magical defenses or traps.

Spellcraft: 1d20 + 15 ⇒ (14) + 15 = 29
Perception: 1d20 + 2 ⇒ (10) + 2 = 12


Warhammer Game Notes & Maps

Rataji sees two magical auras on the doors. After concentrating on them for a time, he's able to determine that one of the auras belongs to the evocation school while the other belongs to the enchantment school.

Technically, Detect Magic uses Knowledge (Arcana) for that rather than Spellcraft, but Rataji's modifier is the same, so I just used your existing roll.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

The unnamed elf casts Detect Magic herself and leans forward to peer at the door with unfeigned interest.

"Should I try to dispel the wards? This Aram ... that is, the caster may be more experienced than I am, but it could still be worth the attempt."


Warhammer Game Notes & Maps

After I saw 322's post, I did a bit of searching around about Dispel Magic on traps (she seems to be assuming that the auras are wards). The rules are a bit all over the place on it. My best understanding is that you could target one magical aura with a single Dispel Magic (assuming that they are traps) or dispel the door generally, which would target one aura randomly but not both.

Figuring out the caster level of a trap is an absurd exercise, but I know now what I'll rule on the effects here.

Nothing specifically says what happens when you successfully dispel a trap, but I'll treat it like a magic item: suppressed for 1d4 rounds. Whether that is long enough depends on whether the party sticks around to determine if it got dispelled first and what the die roll is. If you don't stop around to see if it worked & just rush through after a dispel attempt, it should last long enough. I would assume that it isn't long enough to go back the other direction.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.
GM Netherpongo wrote:
After I saw 322's post, I did a bit of searching around about Dispel Magic on traps (she seems to be assuming that the auras are wards) [....]

322 was just echoing the term Rataji used, didn't assume anything by it other than "magical effect that goes off if someone attempts to enter through the door." I'm not sure it's worth it - that's why 322 asked - Shohirajj might do better trying to disable it, for example - and if the door has a mundane lock we still need to deal with that before the dispel attempt if we won't have time to pick a lock before the magical trap resets.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

Of course there are magical wards...

"Show me where the wards are and I'll try to disable them." She draws out a bundle of tools and focuses in on where the others are indicating.

"Keep an eye out, this takes time and I don't want someone wandering in while I'm working." She takes tucks her hair back out of her face and gets to work, eyes a laser focus on the task at hand. Screw this up and we're sunk..

Disable Device, trapfinding: 1d20 + 22 + 3 ⇒ (1) + 22 + 3 = 26
T-shirt Reroll: Disable Device, trapfinding: 1d20 + 22 + 3 ⇒ (2) + 22 + 3 = 27

Well, I tried but the dice aren't happy. Maybe that distraction is in order?


Warhammer Game Notes & Maps

Yup that's bad. And I'm pretty sure that trapfinding is already included in Shohiraj's +22 Disable Device check. Math: +7 ranks +3 class skill +5 dexterity +2 deft hands feat +3 trapfinding +2 mwk tools = +22. That is where I would expect to find it as well, given that the trapfinding bonus to Disable Device isn't conditional (unlike the Perception bonus)

"Thieves and interlopers!" the door cries out as it erupts into flame. Spiraling jets cover the hallway, catching everyone inside.

Fire Damage: 9d6 ⇒ (4, 6, 6, 5, 5, 4, 5, 3, 5) = 43 - Reflex save half DC 17

At the same time, Shohiraj feels an invasive presence pressing on her mind. Will save DC 17 - this effect is an enchantment and has compulsion, curse, emotion & mind-affecting keywords

Don't worry about the noise this makes. You are deep enough in the vaults that you don't think any patrols will notice.

Just to check, Shohiraj: there weren't any GM stars you could apply to that reroll?


INACTIVE - Scenario Completed

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

Marnarius tenses as soon as the door starts yelling. Clearly things have gone terribly wrong, and so he's already halfway through a sideways leap by the time the door starts spewing flame.

Despite his best efforts he still gets caught by the edge of the blast. "F+@$ing hell that hurts!"

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Clumsy fool of a pathfinder. I told you exactly how to bypass that...

Reflex: 1d20 + 7 ⇒ (18) + 7 = 25

Damned thing singed my cloak


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15

The blast knocks the elf back a few feet and leaves her skin charred and smoking. She gingerly extracts a wand - miraculously untouched by the flames - from a belt holster and taps herself with it.

Cure Moderate Wounds, CL3: 2d8 + 3 ⇒ (6, 3) + 3 = 12

The wand heals her enough that she is able to use her voice, and casts another pair of healing spells herself.

Cure Serious Wounds: 3d8 + 7 ⇒ (4, 6, 3) + 7 = 20

Cure Moderate Wounds: 2d8 + 7 ⇒ (8, 1) + 7 = 16

Even as the elf's burned flesh fades back to her usual pallor, threads of inky stretch across bleeding cracks in her skin to stitch her back together, drawing the gaps closed before vanishing into nothingness.

She coughs out a final bit of smoke, and says in a shaky voice, "Well, that was interesting. Do you think it's likely to do that again?"

Sounds like there’s no need for the distraction yet - there’s nobody around to notice the alarm. Anybody disagree?


F NE Halfling Eldritch Scion Magus 7 | HP *14/73 | AC *25 T *16 FF *21 | CMB *+5, CMD *19 | F: *+14, R: *+11, W: *+9 (+11 vs fear) | Init: +4 | Perc: *+3, SM: *+1 | Speed 20ft | Spells: 1st 2/5, 2nd 0/4, 3rd 2/2 | Eldritch Pool 3/7 | Active conditions: Heroism, Bear's Endurance, Fly, Spider Climb

Reflex vs DC 17: 1d20 + 9 ⇒ (17) + 9 = 26

"Hah! They'll have to try harder than that!" Joliryn laughs as she simply ducks down below the worst of the flames. "Hey Starshine, you got any more charges in that wand? It'd save us a bundle of trouble to stay in top fighting condition - these boys might fall over before the job's done otherwise. And how nice to see our charming leader berating a teammate over something he can't even do himself. Or perhaps he's just waiting for a dramatic reveal of his hidden talents, hmm?"

She reaches over to pat out some of the flames on her companion's cloak. "How bad was the damage, Shohiraj?"

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Rataji shakes his head at Joliryn's inability to distinguish between in and out of character interactions.
Aram Zey is berating a negligent pathfinder, nothing more. Perhaps you can recall the difference in the future.

He turns back to the door to see if the spell effect has reset itself or is dormant for the time being, casting Detect Magic
Kn(Arcana): 1d20 + 15 ⇒ (14) + 15 = 29

I could use a small bit of healing as well please, 322

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

No GM Stars I'm afraid. Thanks for the clarification on the DD modifiers. I wish they were listed out and not just the totals.

Reflex, Danger Sense, Evasion: DC17: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Will Save: DC17: 1d20 + 6 ⇒ (19) + 6 = 25

Shohiraj sees the flame jet coming and side steps it with practice, flinching as it scorches her teammates badly. She feels something attack her mind but forces that away as well.

She instantly moves down the hall a bit and crouches and listens for a response "I am a clumsy fool, I hope all isn't lost!"

Perception: Guards?: 1d20 + 14 ⇒ (7) + 14 = 21


HP 53/65||AC 18 (T14, FF15)||Saves: Fort 8, Reflex +10, Will +5

Reflex Save: 1d20 + 10 ⇒ (20) + 10 = 30

Zurnzal dive to the floor with unnatural speed, but still gets singed. His mask glows red hot from the flames. He curses a red streak in guttural Orcish.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

The elf shrugs, "Yes, I can help. I can do some of the healing myself, although it may not be pleasant for you."

She mutters a few words, calling on the Void Between, and touches two of her wounded comrades. When she does, the same shadowy threads burst from their skin to knit their wounds together. The threads flow together when they meet, coating burned flesh in healing darkness before fading away. Wincing, she switches to the wand for the rest of the healing needed.

Cure Serious Wounds, Marnarius: 3d8 + 7 ⇒ (2, 1, 5) + 7 = 15

Cure Moderate Wounds, Rataji: 2d8 + 7 ⇒ (1, 7) + 7 = 15

Cure Moderate Wounds, wand (CL3), Joliryn: 2d8 + 3 ⇒ (6, 4) + 3 = 13

Cure Moderate Wounds, wand (CL3), Zurnzal: 2d8 + 3 ⇒ (6, 4) + 3 = 13

Sighing at the imperfect effect, the elf gives each of the Aspis another tap of her wand. "Another success like this and the wand will be empty."

Cure Moderate Wounds, wand (CL3), Marnarius: 2d8 + 3 ⇒ (1, 1) + 3 = 5

Cure Moderate Wounds, wand (CL3), Rataji: 2d8 + 3 ⇒ (2, 3) + 3 = 8

Cure Moderate Wounds, wand (CL3), Joliryn: 2d8 + 3 ⇒ (5, 4) + 3 = 12

Cure Moderate Wounds, wand (CL3), Zurnzal: 2d8 + 3 ⇒ (3, 5) + 3 = 11

Everyone should be at least close to full.


Warhammer Game Notes & Maps

Rataji no longer sees the evocation & enchantment auras on the doors, the wards on them apparently drained. There is an abjuration aura, however. I missed that one earlier.

No guards seem to have responded to the sounds the trap made.


INACTIVE - Scenario Completed

"Thanks for the healing." Marnarius rolls his shoulders experimentally, testing for any remaining aches or pains, then glances at the door.

Feeling a lot more gracious now that he's been healed, he says, "Don't worry about it Shohiraj, happens to the best of us and luckily it doesn't seem like anyone noticed. Anyway, now that the traps have been 'disabled' by the tried-and-true method of setting them off, let's just use the key and head inside."

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Hold on a moment. There is still another aura on the door. Let me investigate further.
Rataji will cast Detect Magic again and inspect the aura.
Kn(Arcana): 1d20 + 15 ⇒ (7) + 15 = 22


Warhammer Game Notes & Maps

After studying the door for a while, Rataji is able to determine that the door's remaining aura belongs to an Arcane Lock spell.

Friendly GM reminder: but you have the key.

Without further trouble, the aspis agents are able to get through the vault door. Rows of low shelves laden with scrolls, books and the odd relic line this well-lit hall. At its far end stands a small fountain that emits a small amount of steam--enough to keep this dry room's humidity constant. Six decorative columns, each one densely carved with animal imagery and fanciful whorls, stand along the walls, and a pair of lounging lizard statues rest on a dais at the north end of the room.

A new map is up. Let me know if you have any trouble creating minis for yourselves. You can start in the 10' hallway outside the vault. I've added minis for the statues.


HP 53/65||AC 18 (T14, FF15)||Saves: Fort 8, Reflex +10, Will +5

"Looks like this must be the place," grunts Zurnzal. "I got a feeling it ain't gonna be so easy, though."


INACTIVE - Scenario Completed

Marnarius peeks through the door, looking to see if there might be any guards around. Those lizard statues are suspicious as hell.

Perception: 1d20 + 11 ⇒ (3) + 11 = 14

Otherwise he waits for 'Aram Zey' to take the lead on ushering them into the room.

Grand Lodge

Female Human Unchained Rogue 7 | HP 42/45 | AC (20)19 T (16)15 FF (20)19 Uncanny Dodge | F +3 R +10 Evasion W +6 | CMB +6 CMD 21 | Speed 30' Init +5 Perc +14(16) Lowlight Vision, Trapspotter, Danger Sense +2, EFFECTS: Disgu, displace

Shohiraj stays up near the front to make sure no one steps on something they shouldn't as she looks around for what they're after. "Wow Mr Zey, this place IS amazing! Sorry about the doorway..." She coyly drags her foot along the floor.

Perception: 1d20 + 14 ⇒ (16) + 14 = 30


Warhammer Game Notes & Maps

Even from back where she is, Shohiraj can tell that the lounging lizard statues are some sort of creature. The other statues in the room appear to be real, though, perhaps designed to help the guardians blend in.

Blue-ish minis are outsiders. I'm going to require Perception checks in order to make knowledge checks against them, but at a reduced DC on the assumption that Shohiraj points them out to others.

Perception 16 & Knowledge (Planes) 16:
The creatures are a foo variant of frilled lizards. Like other foo creatures, they can freeze to appear statue-like and have a stony exterior that they can use to resist damage. They can gain hardness as an immediate action, but only for rounds/day.

Perception 16 & Knowledge (Planes) 21:
Aside from their stone-like skin, foo creatures resist damage from attacks made with non-bludgeoning weapons.

Perception 16 & Knowledge (Planes) 26:
This variant of foo creature is similar to a frilled lizard and it can make frightening charge attacks.

Perception 16 & Knowledge (Planes) 31:
Another feature of foo creatures is that when paired together, they resist the attacks & abilities of evil creatures. As Protection from Evil. This effect is dispellable, but they can re-activate it as a swift.

Shohiraj can tell that the creatures are watching them intently, but they aren't making any motion to attack right now.

Dark Archive

Male LE Human Enchanter 7 | HP 11/51| AC 14 T 12 FF 13 | CMB +2, CMD 14 | F: +5, R: +7, W: +9 | Init: +5 | Perc: +2, SM: +2 | Speed 30ft | Active conditions: Haste, See Invisibility|
Spells:
4th - Confusion, Lesser Globe of Invuln, Telekinetic Charge 3rd - Displacement, Haste, Heroism, Lightning Bolt, Suggestion 2nd - Hid Laugh, Invisibility, Scorching Ray, See Invisbility, Touch of Idiocy 1st - Charm Person, Disguise Self, Ear-Piercing Scream, Magic Missile(x2), Shield, Ventiloquism

Sorry, didn't get a chance to do it last night and can't interact with the map on my work PC. If someone can add a pawn for me, I'd appreciate it, putting me just back from the door. Otherwise, I will do it when I get home in around 10-12 hrs.

Rataji peeks his head around the door to check out the lizards.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Kn(Planes): 1d20 + 15 ⇒ (19) + 15 = 34

What lizards? All I see are statues.

Rataji will step into the room.


Female Elf Oracle 7 (Dark Tapestry) | HP 36/59* | *AC 18 T 12 *FF 16 | CMB +7, CMD 19 | F: +6, R: +7, W: +10; +2 vs enchantments | Init: +2 | Perc: +2 (low-light vis), SM: +0 | Speed 30ft | Melee & ranged: Mwk Dagger +8 (1d4+2); ranged comp longbow +7 (1d8+1) | Spells: 3rd 1/5; 2nd 4/7; 1st 6/7 | *Active conditions: Cloak of Darkness, Spectral Hand.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Knowledge (planes): 1d20 + 5 ⇒ (9) + 5 = 14

Following the others into the room, the elf points at the lounge lizards across the chamber. "Those lizards. I do not know what they are, but they are alive, not statuary."

GM- in case 322 decides to take to the air, what's the ceiling height?

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