A Test of Chaos - Genericum Test Game (Inactive)

Game Master JonGarrett

The Cantankerous Website
Tests Completed: 1
The Great Wyrm's Horde - Ground Floor
The Great Wyrm's Horde - Upper Floor

Reputation: Ured +6, Adventurer's Guild +1


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Perception 30: 1d100 ⇒ 69


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

We seem to both need glasses. :)


GM of all he Surveys - Still sick, but in a different way

It does seem like it'll be useful to have, yeah.

The next area is filled with a col, frigid mist that makes the heat of the previous chamber a rapidly fading memory. This room is larger than the others so far, and ​the floor is slick with ice. As with the previous room a magic circle glows by the door. The room has beep split in half, a deep trench splitting it in the middle.

There is no sign of a lever in the room.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

I thought I was joking... ARE there glasses that would aid perception?

Zandora walks very carefully to avoid slipping on the ice, and moves over to the trench, thinking that must be where the lever is hidden.

Perception 35: 1d100 ⇒ 62

Assuming half movement to be able to walk carefully (?), and no idea how far to the trench to look into it, so not sure how far I am able to walk. Is the trench parallel to the path to the door, or is it an obstacle that we have to overcome to get to the other side?


Male. Mostly. Human. Mostly. Archaeologist

Not yet. But I could make something like that. I have this power. And yes, you have the basic idea - half movement not to not slip and fall, an Agility check needed to go full speed, you need to get across the chasm somehow.

As you enter the chamber the voice announced. "Life fears the cold that marks its end. Heat is life. Cold is its lack. Be wary not to slip and fall."

Zandora's assumption is correct, as she moves to the crevice. The lever is on the far left end, about a meter down and easy enough to reach - but not obvious from the room. Of some concern is the bottom of the crevice seems to be a little bit on the bottomless side.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Okay, so at level one what are the options? I just gave up several teleportation spells, but couldn't have used them anyway... too much AP. I have two left but teleporting assault just allows you to do little 5m jumps as part of an attack, and blink has a 10m limit, and I think it is random, so even if the rift is that small, it has a good chance to drop me to oblivion as well. I don't even think "flight" would work as written, since it just allows you to hover 1m off the ground. That would help with the ice maybe, but not with a bottomless bit... 1m above nothing is still nothing. There are also water spells that seem like they could freeze us a bridge, but again, too much AP for noobs.

Jumping over I am sure is "possible," but if bottomless, will result in our deaths at a more than 50% chance, which doesn't seem like a good option.

So, here's what I am thinking... telekinetic hurl on one end of my rope to get it wrapped around something on the far side. Once we get it secure, we tie ourselves off to the "rope bridge" and then either hand over hand or jump using the rope the whole time, so that if we fall, the rope catches us and we don't actually fall into oblivion. That way, it might still be difficult to get over, but that isn't coupled with certain death. What do you think?

If the lever is on this side of the chasm, she ties off the rope bridge first so that Shada has more time to get across while she is activating the lever (uses telekinetic hurl again so she doesn't have to go the whole way, or reach down into the chasm), then comes back and goes over herself.


Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

That works for me. Jon please let me know what checks we need to attempt Zandora's plan.


GM of all he Surveys - Still sick, but in a different way

The simplest option would be to jump. It's possible to do so on an Easy (+20) Agility check. But as mentioned there is the whole 'bottomless' detail there. Other options include rope, using the walls somehow, the ceiling, flight or Other. Telekinesis the rope over seems like a perfectly serviceable option. It is worth mentioning that these tests are probably meant to be non-lethal, too.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Zandora sets up a safety rope so that they can try jumping without killing themselves.

After pulling the lever (Still not sure if it was on this side or that side of the chasm or if it matters, depending on how wide it is... but just moving forward and guessing.), she attempts the jump.

Jump (easy +20 plus safety rope) = 60: 1d100 ⇒ 35

Thankfully making it safely to the other side.

Also not sure if Shada went first while I was getting the lever, but either way, she'll either get her rope back or wait for Shada and then get her rope back, and they will continue.


Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Agility (easy +20, also using Zandora's rope idea) = 69: 1d100 ⇒ 96

Of course. This is supposed to be the thing I'm good at.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Zandora carefully scores the ice to give herself some traction and then pulls Shada to safety on the far side of the chasm.

I am sure that takes a while because she is being super careful since, you know, ice.


GM of all he Surveys - Still sick, but in a different way

Man, the dice know only hate on Paizo.

Shada fell, but thankfully was caught by the rope. It took a little time, but the lever was pulled, the void cleared, and the room traversed.

Levers: 3
Time: 4

The entry into the next chamber is odd - a pair of doors linked by a 5m passage. A note on the wall instructs that only when one door is closed can the other be opened in several languages. Once the previous door is closed and the next opened the room beyond is...black. Only the familiar glowing magic symbol reveals any light, and the darkness seems to swallow it rapidly. "Many mortals do not fear the dark. They can see in it, hunt it. Still, even they fear what lives within the darkness."

The problem here is the dark. The room is coated in the magical equivalent of Vanta Black, absorbing light shed. You must simply find the door and escape. It's up to you to describe how you do that.


Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30
Overlord Jon wrote:

Man, the dice know only hate on Paizo.

For real. I think my average is now something like 64.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

So, assuming my magical clothing that sheds light is weaker than the magical darkness... we can't even see our hands in front of our eyes?

Can I use knowledge magic along with telekinetic hurl to shoot out several copper pieces at once (with Shada behind me so I don't hit her)? Maybe the magical tradeoff is that they aren't strong enough to actually work as an attack that way, but if we listen to where they scatter and bounce off of, we might be able to detect obstacles and find our way (and possibly even find the lever).

There is also just hugging the wall and hoping that it brings us to the other side, but since we don't know the shape of the room it might be faster to try going straight ahead?

Or, I suppose it is even possible that having some latent telekinetic power, she might even be able to sense objects in some mental way, because otherwise she wouldn't be able to move them. Is that a possibility?


GM of all he Surveys - Still sick, but in a different way

Sorry, Paizo logged me out. It's less that your clothes aren't shedding enough light as the material here is absorbing it, meaning none of it's getting back to you. It makes everything in the room look like a giant hole. I think hurling copper pieces into the room is probably your best bet - rely on sound, touch and such rather than sight.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Zandora, using her knowledge of magic, changes her telekinetic hurl spell just a bit in order to shoot out a handful of copper. It wouldn't hurt anything, but listening to the pieces bounce or fall could give them an idea about what obstacles were in the room, and perhaps even where the lever was.

She tells Shada to stay behind her, and they go 10 feet straight ahead into the blackness, then she casts the spell, and they listen closely to see what they hear.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Perception 30 to listen: 1d100 ⇒ 85

Lol


GM of all he Surveys - Still sick, but in a different way

Zandora's abilities allow you to learn one thing - there are several somethings in the middle of the room. Throwing the rocks into the centre has a 50% chance of not making any noise, suggesting they're getting intercepted by something there.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Okay, they start circling around whatever is there, pausing every other turn to shoot out some more coins, hoping to find the lever as well as making sure they are avoiding the center.


GM of all he Surveys - Still sick, but in a different way

Do you guys start on the left hand side of the door, or the right? Or do you split up and go both ways?


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

I think circle around to the left, but if Shada feels confident splitting up we could potentially cover more ground I suppose... but I'm the one with the telekinetic way to hurl a lot of coins at once in all directions, although... probably just throwing a handful of copper in front of you would work too. Maybe I was overthinking it.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Shada would choose to stay with Zandora given the choice.


GM of all he Surveys - Still sick, but in a different way

Circling around to the left, and keeping in contact, brings you into contact with cool metal quite quickly. The door opens without problem, allowing light in and revealing several pillars in the middle of the room, barely visible even now. The faint glimmer of copper pieces stuck to them shows what would have happened if you'd assumed the door was straight across like the last three had been.

There is no sign of a leaver from the doorway, but it's still very hard to see the far side of the room, or behind the pillars. On the other hand, you remember you only needed to pull three.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Oh, only three. I didn't remember that, thanks. I guess we're off to the next room then... or is it over?


GM of all he Surveys - Still sick, but in a different way

The door opens into another dark tunnel. After a moment torches ignite to the sides revealing a horde of undead to either side of the narrow tunnel behind a barrier of what looks to be glass. Once more, a small magic circle sits on and 50m away a door sits, this one made rather more spectacularly with shaped brass hinges and a handle. "If there is one thing mortals fear more than the end, it is what li- apologies, on moment." The voice gets quieter. "Explain the situation. Oh. That is not a good situation." Getting louder, Guildmaster White continues, "Circumstances dictate the end of the test, please move to the exit." The undead paw at the glass mindlessly.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Zandora has no idea what is wrong, but if they are going to let those undead out, it is definitely bad. She grabs Shada's hand and sprints for the door.

Is there such a thing as being able to run in this game, or is it the same distance whether you are walking/running/however much effort you are putting into it? I mean, mechanics-wise it only matters whether we can get to the door or not, but we would be running flat out in the story.


Male. Mostly. Human. Mostly. Archaeologist

Yeah. You spend 1 AP you go your Agility modifier in meters. 2 AP is your agility modifier x 3. 3 AP is your agility modifier x 5. So you can do it twice, going a total of 40m in a 6 second turn. Which, if my math is right, is around 25 mph, or a little slower than Usain Bolt. Huh. However...

Halfway down the passage, the party hears, "Hello?" To the left-hand side, in a clear patch among the undead, a young teen boy holding a short sword in trembling hands, looking worried, stares at the party. "Um, I think I went the wrong way? I was trying to find the test." Several of the undead start looking for the source of the noise.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Zandora lets go of Shada's hand and tells her

Go, get out... see if you can get them to tell you another way in there. Maybe we can give him directions to get back out. While you try that, I'll try from this side... might have to break that barrier, and if so, the fewer people in here the better. I promise I won't be fighting them without you... just running.

Can I alter my blink spell to be able to cast it on the kid instead of me? Or alternatively, cast it on me but be able to pull him back through with me? Even if it has to be completely random, standing close enough to the barrier should get you across close to half the time.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Shada hesitates for a moment. If there is to be battle, she wants to help. However, as Zandora points out, we need information, and the test-runners may have some.

Shada nods.

"Very well; I'll come back the as soon as I learn anything, or sooner if I learn nothing!" Shada continues at a sprint.


GM of all he Surveys - Still sick, but in a different way

Blink doesn't allow you take anyone with you, typically. It's pretty similar to the Pathfinder version, where it just improves your chances to avoid being hit. It looks like the best way through is to hit the glass.

Shada:
The door opened with a groan. A young man with a notebook was sitting on the otherside. "Oh! Congratulations. Welcome to the finish line. Could you close the door please?"


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

The Pathfinder version of Blink allows you to walk through walls too, depending on your rolls and you can choose the direction. I have done it many times. That one I could use here. Yours is the question. But maybe I was getting it mixed up with teleporting assault ... could I use that one to bypass the barrier if necessary?
(I'll probably actually trade Blink out since I don't want it for battle, and it doesn't look useful for anything else.)

Zandora isn't sure whether this whole thing is still part of the test or not, so she is reluctant to break the partition and give the undead access to a public area where they could get out into the populace. The kid had a sword, so if he wanted to try that, then she'd help him get to the exit, but she wasn't going to start it.

She says to the young adventurer

Don't talk and attract attention... let me do that. You just breathe, try not to panic, and think about how you got in here. That way maybe you could retrace your steps. If you came in some way you can't get back out, and you decide to break the partition, that's the exit over there. Just nod if that is what you are going to try so I'll be ready.


GM of all he Surveys - Still sick, but in a different way

Teleport and Long Range Teleport would. Teleporting Assault probably should, but perhaps with a risk or two.

The boy looks up. "Interesting."

With a flash of light the teen vanishes, and a lever, somehow floating in the air, is in his place.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Teleport and long range teleport aren't usable at this level... too many AP (or at least I think that was the reason I traded them out).

Zandora casts Teleporting Assault, tries to get to the lever to pull it and then back out. She doesn't engage the undead, even if attacked or harmed. She just stays on mission.


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Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Shada begins to close the door as requested, but leaves a foot in the doorway to catch it.

"So what is going on with the zombies? Is my teammate in danger? Because if she is, I'm going back in to help her, regardless of tests."


GM of all he Surveys - Still sick, but in a different way

The lever moves far more easily than the previous ones, allowing Zandora to begin her trip back.

----

"Oh, it's fine, they're all illusions. But, uh, you can't go back now, because that would spoil the test and stuff." The kid looked slightly worried that she would try anyway.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Zandora, if she has pulled the lever and gotten to the proper side of the barrier, heads for the door to find Shada.


GM of all he Surveys - Still sick, but in a different way

Zandora had no problem getting to the door. A small fanfare sounded as she moved through it. "Oh, congratulations! The guildmaster is just up the stairs over there, with your rewards," the young man with a clipboard said, sounding cheerful and surprised.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Kid was an illusion. Actually the lever. Strange. she tells Shada.

Then she goes up the stairs, still ready for trouble, just in case the people here reflect their test.


Female Human HP 13/13 | Armor 3 | Movement - 4 | Initiative - 4 | WS: 46; RWS: 35; AG:49; PP: 28; IN: 35; WL: 32; FL: 30

Shada is visibly relieved that Zandora is okay. She felt guilty leaving, even if it was at Zandora's request. Nevertheless, it seems they had succeeded. She headed up the stairs, her small feet lightly bouncing off the steps.


GM of all he Surveys - Still sick, but in a different way

The tall automata at the start nods as the pair leave. "Ah. Congratulations. And how did you find my examination of mortality?"


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

It was disgusting and painful. Do you have our rewards?


GM of all he Surveys - Still sick, but in a different way

The automata nodded. "Indeed. 100 silver, as you pulled three leavers, and these." He held out two thin silver rings. "Prototypes, and very limited. These will allow you to move a short distance without effort once a day."

Ring of Shift: Move 1m without spending any AP. This can remove you from a binding or grapple.


CG Female Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 | Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Oh yeah, I didn't really need to pull that fourth lever, did I? Ha ha. I'm dumb.

Oooh, nice rings, thank you!

Zandora gives half the silver and one of the rings to Shada.

After they walk away she asks

Okay, what test next?

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