[PFS1] GM Pudding's The House on Hook Street (Inactive)

Game Master Tom G

SLIDES
LOOT


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CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Huxwren turns their attention to the webbing on Drusilla instead of trying to reach the spider on the ceiling.

Snick! Snack!

Dagger: 1d20 + 12 ⇒ (9) + 12 = 21
Slashing damage, Seance: 1d3 + 1 + 2 ⇒ (1) + 1 + 2 = 4

EDIT - Whoops! Forgot how far away Drusilla was. Acrobatics to avoid an AoO!

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

STR check: 1d20 + 4 ⇒ (20) + 4 = 24

Dru acts quickly, trying to rip the web with sheer strength

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:


Free action: Champion spirit dance 4/9.
For all within 30 ft: seance boon +2 to non spell damage rolls.

In his enlarged form Taariik swings his weapon to hit the spider but he again swings completely out of control!

Adamantine +1 Greatsword +10, champion +1, pa -2: 1d20 + 1 + 10 - 2 ⇒ (1) + 1 + 10 - 2 = 10
Damage Str +6, 2H Half Str +3, pa +6, +3 champion incl. seance boon, Enhancement +1: 2d6 + 19 ⇒ (4, 3) + 19 = 26

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak steps back and again fires a bolt of acid. No idea if this provokes, but it is all I got.
"Of the earth, Torag!"
range touch acid bolt: 1d20 + 5 ⇒ (14) + 5 = 19
acid damage: 1d6 + 2 ⇒ (4) + 2 = 6

"It is hard to fight ceiling crawlers without a reach weapon." "My kingdom for a longspear."

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Once again, Eldrin flicks his hand causing the sphere of flame to jump up toward the spider.

DC 19 Reflex save:

Fire Damage: 3d6 ⇒ (1, 5, 5) = 11

Same as last time, Eldrin will move the Flaming Sphere.


Night of the Gray Death

Drusilla struggles against the spider bonds, and Huxwren bravely dashes to her side to try to cut her free. The spider was waiting for an opening though, and it bites down toward Huxwren as quick as a flash.

Even a Natural 20 would have failed there I'm afraid!

AoO: 1d20 + 10 ⇒ (18) + 10 = 28
Bite damage: 2d8 + 10 ⇒ (2, 8) + 10 = 20
20 damage to Huxwren. I'll roll your save in case it affects anything
Huxwren Fort: 1d20 + 6 ⇒ (16) + 6 = 22

They make it to Drusilla's side and begin cutting through her bonds as quickly as they can. The pulsing of their heart in their ears as the poison makes its way around their body is very distracting, and before they've finished sawing through the bonds Drusilla tears free on her own. Luckily the poison seems to have had little effect.

Grunyak lands another blast, burning a little more of its touch exoskelteon away, but Taariik presents himself as the clear danger as he grows to proportions much more threatening to the spider. The weight of his new blade takes a little getting used to and his first swing is off target, but the spider has taken notice.

Shouldn't you be +3 on the acid dart damage Grunyak?

Reflex: 1d20 + 6 ⇒ (5) + 6 = 11

Focused on Taariik as it is it barely notices the ball of flame until its too late, but it stays focused despite the obvious pain and this time bites at Taariik, turning its whole body to face this new threat. Its legs thunk into the stone ceiling and sending small stones cascading down on the heads of the pathfinders as it rotates.

Bite: 1d20 + 10 ⇒ (8) + 10 = 18
Image 1=hit: 1d5 ⇒ 2

Its bite strikes only air, though Taariik can feel flecks of poison from its fangs spatter his face as it's just inches away. It screams in fury at the pain and the confusion, and prepares for another strike.

Spider Tunnels

Round 5

...
Drusilla
Eldrin Flaming sphere 3/6
Huxwren -20
Grunyak

Round 6

Taariik -16, 3 images, enlarged
Blue Spider -44, 10 feet up
Red Spider -71

Everyone is up!

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Ahh, heck! Yes, they should be +3 to the damage on the acid bolts. 1d6+1 for every 2 cleric levels.

Grunyak backs up again. He pulls out his sling and says a prayer over three of the sling bullets in his pouch. "Make these hurt, Torag"
(cast magic stone on them).

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:


Free action: Champion spirit dance 5/9.
For all within 30 ft: seance boon +2 to non spell damage rolls.

In his enlarged form Taariik swings his weapon to hit the spider!

Adamantine +1 Greatsword +10, champion +1, pa -2: 1d20 + 1 + 10 - 2 ⇒ (19) + 1 + 10 - 2 = 28
Damage Str +6, 2H Half Str +3, pa +6, +3 champion incl. seance boon, Enhancement +1: 2d6 + 19 ⇒ (2, 1) + 19 = 22

Crit? Adamantine +1 Greatsword +10, champion +1, pa -2: 1d20 + 1 + 10 - 2 ⇒ (5) + 1 + 10 - 2 = 14
Damage Str +6, 2H Half Str +3, pa +6, +3 champion incl. seance boon, Enhancement +1: 2d6 + 19 ⇒ (4, 3) + 19 = 26


Night of the Gray Death

Grunyak steps out of range of the huge spider's bite and enchants some of his sling bullets. Taariik meanwhile regrips his sword, getting used to his new size and its new weight. He puts both hands on the hilt and lunges with all his might. The huge spider has nowhere to go, and its thick exoskeleton is not enough to protect it against the force of Taariik's blow.

I think a large greatsword should be 3d6 shouldn't it? This is important to whether it's still up...

Extra damage: 1d6 ⇒ 3

As Taariik pulls he sword free, the spiders legs reflexively contract and it falls from the ceiling, landing atop Huxwren and Drusilla in a mess of ichor and legs and hair.

Huxwren reflex DC 15: 1d20 + 11 ⇒ (3) + 11 = 14
Drusilla reflex DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
Bludgeoning damage: 3d6 ⇒ (2, 6, 3) = 11

5 damage to Huxwren!

A stray leg as thick as a tree trunk whips into Huxwren who doesn't manage to move out of the way quick enough, it catches them on the shoulder and sends them sprawing. Drusilla though deftly steps back just in time.

Spider Tunnels

Final Report

Taariik -16, 3 images, enlarged
Blue Spider -69
Red Spider -71
Drusilla
Eldrin
Huxwren -25
Grunyak

I'll assume you sort out your healing then move on

A short distance further south, some 400 feet or so overall, you come across an archway leading back toward the city, lit with torches. A small staircase ascends some 15 feet and terminates at a locked portcullis, which is shrouded by velvet curtains on the other side so you can't see in (without poking through).

What do you do?

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak pulls Taariik and Hux back down the path aways to get clear of the spiders. He channels Torag's positive energy twice.

healing 1: 3d6 ⇒ (2, 5, 6) = 13
healing 2: 3d6 ⇒ (3, 4, 3) = 10

He then taps Hux with his wand for good measure.
wand of clw: 1d8 + 1 ⇒ (2) + 1 = 3

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

”Wow, thanks so much for the healing! That thing was really scaring me!“ Taariik says to Grunyak.

”Can you open that gate Huxwren?“


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

”Can spiders impale themselves on their f*cking mandibles and all die in extreme agony as their innards are liquified?” Huxwren answers rhetorically, rubbing the freshly-healed hole in their shoulder. ”If so, they should get on that right away and save the rest of us the trouble of doing it for them.”

Disable Device, Masterwork Tools: 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak looks at Huxwren puzzled, "I ... I don't think that is possible, my young lad...or er lads" "Well, anyway let's get moving."
Grunyak hits his axe against his armor and says a quick prayer, "Strengthen this armor to protect your servant, oh mighty Creator." Casts magic vestments on his armor, AC23 now.


Night of the Gray Death

After grunyak sees to the party's wounds, Huxwren steps up to the portcullis and while muttering angry insults about spiders, easily releases the simple iron mechanism and removes the lock. Drusilla and Taariik then manually lift the portcullis. You can hear chain links pooling on the other side. When it's lifted all the way Huxwren can reattach the lock and keep it open that way, though it's putting a lot of stress on the lock; you suspect that it has a winch on the other side that's probably designed to take the weight when locked open.

Pushing apart the curtain, Drusilla sees a small room. Flanking the portcullis are two cobwebbed covered mannequins dressed as robed cultists. There are hooks lining the walls from which dozens of olive green robes hang, much like the one that Greeley wore. There is a door opposite (to the south) and another to the east.

Map updated

Perception:

Huxwren: 1d20 + 3 ⇒ (4) + 3 = 7
Eldrin: 1d20 + 6 ⇒ (14) + 6 = 20
Drusilla: 1d20 + 9 ⇒ (2) + 9 = 11
Grunyak: 1d20 + 4 ⇒ (7) + 4 = 11
Taariik: 1d20 + 2 ⇒ (4) + 2 = 6

Before anyone can move in however, Eldrin calls a halt, casting a simple divination and pointing out that the mannequins are emanating magic.

Detect Magic:

Both statues have a moderate aura on them.
If you make a DC 21 Knowledge (arcana) check you can reveal the next spoiler for the school
Spoiler:
They have a moderate aura of conjuration

If you would like to divine the nature of their magic you could do so with a spellcraft check, DC 26. If you succeed you can open the next spoiler:
Spoiler:
The mannequins have a magical trap set upon them. It seems as if they will trigger the summoning of some powerful outsiders if anyone walks between them. It's subtle, but the hands appear to be some sort of deactivation. You think that by touching both hands as you pass the trap would not trigger

What do you do?

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Eldrin stairs at the statues intently for some time. Carefully examining the web of magic woven about them.

Knowledge (Arcana): 1d20 + 15 ⇒ (13) + 15 = 28
Spellcraft: 1d20 + 14 ⇒ (17) + 14 = 31

"There seems to be a magical trap here. Passing between those statues will trigger it. But, I think if we touch each statue on the hand it should prevent it from going off."

"If we trigger it, some sort of creature will be summoned. Probably something decidedly unpleasant."

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak says, "I have never been that good at following directions. What are we supposed to do? Touch their hands? both of them? Which one first? Well, maybe I should just watch then."
Grunyak paces behind the group not sure what to do.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik looks confused.

”Are you sure Eldrin? I mean they look like .. like Hux earlier!!“ he says and looks at the Halfling with a shrug.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Can't we.. I don't know.. un-trap the statues?

After Taarik's words, Dru glances at the strange halfling with some unease

He isn't wrong on that point..Unfortunatly.

@Hux: I really enjoy the creepiness of your character. It totally suits this mission too!

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

"I can't be completely sure and there may be some trick to de-activating the trap that I can't deduce from here. I could attempt to dispel the magic."


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

”Do I look like a wizard?” Huxwren crosses their arms and shakes their head. ”But maybe we can takes some of these fancy cloaks when we pass through there, blend in with the local crowd.” They scan the walls for a cloak not twice their height.

Nope, no Trapfinding here unfortunately. But we know the bypass and we’ve got these handy disguises...


Night of the Gray Death

Huxwren sees several cloaks sized for smaller folks, including some that are wide enough for one of Grunyak's build and others that would be more appropriate for halflings or gnomes.

Eldrin:
I forgot to mention, you can see that it will cast summon monster VI, from which you can deduce the caster level is at least 11

Does anyone wish to try walking between the statues?

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik nods after Hux mentions the robes.

He puts them on and based on Eldrin’s explanation tries to pass the trap.

”Go back. I’ll try it!“

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak, without walking between the two statues, approaches one, and looks at the hands. Is there a button, symbol, or something obvious to press? perception: 1d20 + 3 ⇒ (5) + 3 = 8 or take ten for 13. Is there a slot for the spiderleg weapon?

If not, Grunyak will try to get past.
"Umm, here goes nothing..."

if the robes are on this side of the statues/manniquins he will put one on and then press a hand of each and walk through. If robes are further in, he will just press and walk. Then don a robe.


Night of the Gray Death

The robes are on the other side

Grunyak examines the mannequins but sees no slots for the spider leg or anything else. Taariik reaches out to press the first hand, and as he does he notices that the cobwebs are clear around it so its possible to touch the hand easily. He touches the first hand then the second, and then tentatively steps through...

There is complete silence as Taariik steps through and everyone listens for some sort of reaction, but nothing happens and you're all able to pass through into the room beyond by repeating the procedure that Eldrin described.

There is a winch in the corner around which a length of chain is pooled As the portcullis was lifted without the winch being turned, the wooden door to the east looks warped and stuck.

Do you reset the portcullis or leave it open? Or take the slack on the winch so it look like it was opened from this side?

Is everyone taking a robe? Is anyone doing anything to disguise themself?

What do you do?

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

“Let’s put the gate back where it was! And let me disguise you guys to make us look inconspicuous!“

disguise self : 1d20 + 5 ⇒ (5) + 5 = 10

disguise Hux : 1d20 + 5 ⇒ (2) + 5 = 7

disguise Eldrin : 1d20 + 5 ⇒ (16) + 5 = 21

disguise Grunyak : 1d20 + 5 ⇒ (5) + 5 = 10

disguise Dru : 1d20 + 5 ⇒ (13) + 5 = 18

“Ahh, looks great, right!!?“ he asks with a proud look on his face.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak grumbles, "You can't be much with bald, you know." as Taariik so kindly tries.

"Or maybe it is my axe sticking out that gives me away?"

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

we can use whatever tactic to get the upper hand with these guys. They uses their drug as a chemical slavery, and thats a big "No." to followers of the Divine Drunk. Beside, they surely have nefarious plans. Anyone who uses spiders that big as guardians can't be a good guy. Or sane. We'll need to bluff, lie, deceive our way in, Taarik, I hope this isn't abhorrent to your faith?

Then I am asking to someone who got trained in poisons.. They don't do paladins as they used to, back in my day.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik is in thoughts after Dru’s comments.

”The paths of a paladin of the master of masters has many options to take. I have to admit that my ninja training even included some areas that I believed to be distasteful but nonetheless had to learn! I am willing to support for the greater good! But I will not make the mistake I did last time ... “ he says with some grief.

”So I am with you and will try to support with what Irori gave me. All I have to offer to make your plans work!“


Night of the Gray Death

Personally I think the poison prohibition for Paladins is needlessly specific. If Taariik poisoned a guard with a knockout poison that didn't kill I'd have no problem with it. We're in campaign mode so I can ignore any rules we don't like \o/ I like the code from 2e more

1d3 ⇒ 2

I'll say you can do everyone's disguise at the same time since they're all so similar. Everyone gets +5 except for Taariik who takes a -2 for attempting to look like a different ancestry

Taariik takes about 20 minutes to make an effort to make everyone blend in, making sure your robes hang just as Greeley's did, and advising you on how to hold yourselves, keeping your hood up and so forth.

When he's done everyone looks fairly plausible, as the robes themselves are doing the lion's share of the work, but everyone can see that Taariik's disguise is a bit thin. His bright colourful hair isn't entirely covered by the hood and it's still clear that he's ifrit. It's possible that there's another ifrit in the brotherhood, but it's unlikely and likely to draw attention, while humans, dwarves, halflings and elves are probably common members.

During that time you aren't disturbed, and you all get a chance to listen to the quiet.

Perception:

Huxwren: 1d20 + 3 ⇒ (17) + 3 = 20
Eldrin: 1d20 + 6 ⇒ (17) + 6 = 23
Drusilla: 1d20 + 9 ⇒ (20) + 9 = 29
Grunyak: 1d20 + 4 ⇒ (8) + 4 = 12
Taariik: 1d20 + 2 ⇒ (6) + 2 = 8

Although very quiet, Drusilla picks up sounds of low voices talking coming from the south east, sufficiently muffled to be mostly unintelligible, but she does make out a few snippets, some of which even sound useful:

"...down to the presbytery..."
"...your turn to let the spider-eater out tonight..."

To the east, everyone save Taariik (who is concentrating on disguises apparently) hears the occasional disturbing chitter, skittering and thrumming noises, somewhat like insects but with enough differences to be disquieting.

What do you do? The door to the east looks stuck and like it would need forcing, but the door to the south is unlocked


Thanks GM. :-) at least Irori’s code is less strict.

IRORI's PALADIN CODE :

Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel.

An Iroran paladin embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent.

An Iroran paladin avoids entanglements that would distract him from the pursuit of perfection, i.e. he would not incur debts nor give loans to others—though he could be encouraged to give freely to those in need.

Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"They can't use that East door regularly. It looks stuck. I think we should go South and attempt to blend in." "Though Taariik, I do believe you are not going to be very convincing as a cultist. Perhaps you could follow in the rear." "We are not sneaking, we are cultist coming to work." "It should at least get us in the room."

Grunyak moves to lead. "I can go first. I have eyes for the dark too." "Any thoughts before we go bust some heads?"


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

"If only we had a wizard who could make Flame-Boy invisible." Huxwren jerks their head at Taariik. "That'd sure be useful."

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

”I... I could put a hood on my face. Or ... or I could take all this robe stuff off and pretend you caught me and I’m unconscious?!“ he asks and rubs his chin.

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

"I can make you invisible for a short time. But it will only last for about five or maybe 10 minutes"

If I spent the Arcane Reservoir point it will be eight minutes.


Night of the Gray Death

Eldrin makes Taariik invisible and Grunyak opens the door to the south. He finds a crossroads of stairways and hallways, permeated by the scent of stale smoke. To your right when you step out of the door is a spiral staircase going up, made of dark richly stained wood. Straight ahead is a coridoor with 3 doors leading off it and some crates stacked up, and to your left is a parlor where a moth-eaten rug stretches before a fireplace surrounded by a beautifully carved mantle and an ornate but unstocked bar.

In the parlor are three robed cultists, dressed much as you are in olive green robes, save that they each have a spider-leg sickle. A woman with a sneer on her face and in her words steps forward and addresses you.

"What's this, we weren't expecting more acolytes. Do you seek entry to the Presbytery?"

She peers at you as if trying to remember any of your faces.

Only Taariik's disguise check was important as there aren't any Ifrit's in the brotherhood, so an invisible Taariik passes that check. Now someone will need to talk to her with a bluff check.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Whoa, not much to go on for a bluff. I guess we are here to help and learn.
Grunyak will motion to Huxwren to do the talking and step back to give him room to step up and take the lead.

"Perhaps you should do the honors?"

bluff aid: 1d20 ⇒ 17


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

”Of course,” Huxwren answers smoothly. ”Brother Greely sent us - did he not tell you we were on our way?” They shake their head and scowl. ”Typical. But yes, the Presbytery.”

Bluff, Aid: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30


Night of the Gray Death

Sense Motive: 1d20 + 6 ⇒ (20) + 6 = 26

I think that's a believable lie, so a success despite her natural 20

The cultist looks visibly relieved.

"Greeley hasn't returned to us since the incident with Nahum's ritual. Mog-Lathar's divine grace is our only protection against the nightmare war, and people whisper of Greeley's lack of faith. You should tell him to come home when you see him next."

As she's speaking she leads you to the south-eastern corner of the room, down some impressive carved wooden stairs and into a large gallery. A comfortable fireplace flickers without warmth, and a moth-eaten rug hosts equally moth-eaten furniture. Rotting frames filled with tattered canvas cover the walls. The looming stone facade of the Old Wall compreises the room's western wall, and a cage-like elevator structure is built into the northwestern corner.

There's a new map

Four gang-members dressed similarly to the ones you defeated at Greeley's hideout lounge around on the old furniture as you enter, but they quickly jump up and make a show of unloading crates when the cultist enters. You see opposite where the stairs end an archway into a beautiful temple with a stone floor.

Taariik invisible stealth: 1d20 + 20 - 6 ⇒ (19) + 20 - 6 = 33
Cultist perception: 1d20 + 11 ⇒ (16) + 11 = 27

The cultist starts leading you toward the elevator cage in the corner, seemingly expecting you to step into it. She points to one of the gang members and says

"You, man the crank."

To Huxwren, she says.

"Don't forget the hand signal when you get down there. We can't afford to lose any more of the faithful"

What do you do?


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

The halfling stops partway into the elevator cage, conveniently holding the door open so any invisible people could gracefully sneak aboard. ”I don’t suppose it’s this?” Huxwren’s face twists in frustration as the halfling twists their small hands together, fingers splayed outward like a spider’s legs. ”What else didn’t Greeley tell me that I’m supposed to know? A nightmare war?”

Bluff: 1d20 + 15 ⇒ (17) + 15 = 32

It is surprisingly hard to ask for more information without saying something like “Greely never told us about X”, since that would actually be the truth and thus taboo for Huxwren today. XD


Night of the Gray Death

I'm going to call you being an acolyte that doesn't know the hand-signal far-fetched, so a -10

Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24

If that fails:

The cultist holds her hand up to the gang-member who was getting ready to turn the crank for the elevator. His hand goes to his shortsword hilt, as do all the others in the room.

"Wait, Greeley didn't tell you? But you were annointed here before the great Mog-Lathar, the High Priestess should have showed you the signal. What is her name?"

She peers deeply at Huxwren as she says this.

I don't think there's a way out of this that will maintain the ruse given that you don't know the priestesses name (I don't think), but I'll pause here in case the invisible Taariik would like to do anything while he has the chance for surprise? Anyone else doing anything offensive would trigger initiative, but sleight of hand might cover something like drawing a weapon or the like

EDIT: Actually if anyone wanted to offer some aid to the bluff you might be able to pull this off. In that case post what you say

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Bluff aid: 1d20 + 1 ⇒ (10) + 1 = 11

I'm not totally sure... We had to hurry, you know.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak will try to remember anything about this 'Mog-Lathar' and nightmare war. knowledge religion: 1d20 + 5 ⇒ (10) + 5 = 15

"We have been out of town and Greeley did not have time to catch us up."
bluff aid: 1d20 ⇒ 9

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

"Err, yeah... I don't remember anything about a signal."

Bluff (Aid): 1d20 + 2 ⇒ (5) + 2 = 7

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik is invisible but he sees that his aid is needed!

He channels Irori's followers spiritual support for Hux!

Channeling marshal spirit, using spirit surge by spending 1 influence to aid hux.

Spirit Surge: 1d6 ⇒ 3

Master of masters, students of the path to perfection, you have my thanks!


Night of the Gray Death

Ignore the content of that spoiler!

As Huxwren offers their splayed fingers, the cultist stops and holds up her hand to the gang-member approaching the crank. His hand drops to his shortsword, as do the others, and suddenly the room is filled with tension.

The cultist peers into Huxwren's eyes, waving off the contributions of the others as irrelevant. Suddenly she makes a decision and relaxes her posture. The gang-member resumes grabbing the crank and the cultist adjusts Huxwren's fingers.

"Oh for Mog-Lathar's sake. Like that, but point your index fingers"

You're all ushered into the elevator.

Taariik Stealth: 1d20 + 20 - 6 ⇒ (17) + 20 - 6 = 31
Cultist Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Taariik slips in inconspicuously, his plate-mail being mercifully quiet for once, and the whole thing suddenly shudders and jerks as the crank is turned. It takes around a minute for you to be lowered, and eventually a long tunnel comes into view.

Wispy spiderwebs hang like curtains along the walls, their bottoms stained from wicking dirty water from the slippery floor below. The tunnel extends some 200 feet or so due north, in the direction of the ocean, and you can see off in the distance a source of light and echoey sound. Water drips down the stone and pools in shallow puddles.

Any survival ranks:
The tunnel must be underwater from the direction and your depth, presumably in the sea bed

How do you want to approach this?

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Well, I thought we would have to fight these goons, for a moment. That was close, I guess, and now we might have to fight them on our way back.

Dru looks at the water dripping, and let a few drops fall in the palm of her hand, before tasting it with the tip her tongue

Salty, just as I thought. We are under the sea..

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik continues to stay silent and is so glad that he did not touch anything with his heavy armor!

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"I did not appreciate the water bug thing Greeley sicked on us, nor did I like those overgrown spiders we just fought." "What is next? Why do we need a hand signal to go to the church? These people are plumb crazy."
Grunyak continues to grumble and unconsciously scratches his bald head by moving his helmet around on it.
"I got an axe and could not even get close enough to use it." "Had to squirt the things."

Any type of check to know more about the safety of these tunnels?


Night of the Gray Death

DC 12 Knowledge Engineering:
The tunnels seem sound. There are no signs of cracks, or of water accumulation suggesting any imminent degredation. Judging from the stone, the tunnel is likely several hundred years old

DC 15 Knowledge Religion or Nobility:
Especially devout (and sufficiently aristocratic) worshipers of Gozreh have sometimes been known to build underwater viewing areas at great expense. Domes of iron and glass from which they can watch the majesty of storms from below. The practice has fallen out of favour due to the fragility of the glass domes and the level of maintenance required to keep them safe

You move cautiously down the tunnel, making the hand sign as shown. As you get closer, you can hear a droning sound like a number of people praying in a vaguely musical fashion, and it becomes clear that the end of the tunnel up ahead is a larger chamber with a number of people in it.

How do you want to handle it? A bit of scouting, if so who and how? Maintain the ruse? The tunnel is 180 feet long, and you're currently half way along it

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Know enginnering: 1d20 + 5 ⇒ (2) + 5 = 7

Dru doesn't see anything unusual.
The tunnel is probably safe, or the cultists wouldn't use it... right?

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