[Gameday XII]PFS The Gauntlet by GM Colin (Inactive)

Game Master Colin_Mercer

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Murder on Throaty Mermaid

Kali decides to put an end to the blind-swimming lesson, and stomps Tojanida with everything she had. All hits! The Tojanida stops moving, and the pool calms down eventually.
The Battle is over!
Pathfinders can climb out of water to clean themselves, heals up any wounds, and get ready to swim to the other side.

Now it's also a good time to heals up Kali's 3 self-inflict vicious damage from the snake battle.
I will update the new map tonight (GMT+8)

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

As the last tojanida collapses, the water between it and its killer shimmers eerily again, and Kali looks a bit...better.

Either 1 more Ki, or 8 hit points regained!

@DM: How many HD did Blue have? It's important.

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

"Weshouldpressonwhilewehavetheaddedbenefitofourmagicalspeed." Abaal says all in a higher-octave rush from the lip of the pool. "Comeon!"

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

"Well then, let's get on with it." Elby dives in.

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Did you guys want to take care of those scratches before we move on?


Murder on Throaty Mermaid

@Kali 6HD

GM Roll:
1d20 + 19 ⇒ (12) + 19 = 31

After a short recovery I assumed you guys did, The team dives in and swim down the passageway, and soon encounters a U shaped turn leading an upward waterway. Rising to the surface of the pool, you find yourself in a chamber bathed in red and blue flickering light. Above you, on a pedestal well above the water, is a enormous statue of an armor-clad knight cast in stone. Each of its outstretched arms ends in a massive stone gauntlet. The gauntlet on the right hand radiates a flickering red flame, while a nimbus of blue frost surrounds the gauntlet on the left hand.

The pool in this chamber is 10 feet deep, and can be navigated with a successful DC 10 Swim check. Unlike the pool in the previous room, this one contains entirely fresh, clean water. The statue in this chamber is 10 feet tall and made entirely out of stone.

Zartan and anyone who beat DC 20 Perception notice that there is a seam around the waist of the statue and the arms look like they might pivot. He and those who can beat a DC 30 Perception also notice that on the back of each gauntlet, shrouded by energy, is a matching gemstone that looks almost like a button. Zartan is certain that those gauntlets within the Gauntlet are nothing but yet another trap.

New map is up in position 1. You can post whatever way you guys want to heal yourself, and I will just treat them as you did it before going to the next room

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

Elby continues to notice nothing while trying to get out of the water.

Swim: 1d20 + 2 ⇒ (5) + 2 = 7

She hopes everyone likes the smell of wet orc.

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL
GM_Colin wrote:

@Kali 6HD

Okay then: 51 - 3 - 3 - 2 - 1 + 6 - 10 - 6 +8 = 41.

Zartan Samuel wrote:
Did you guys want to take care of those scratches before we move on?

"That does sound practical," Replies Kali. Glancing at the paladins, she continues. "Anyone mind doing some of us a favor*"

* = well-known Chelaxian idiom for requesting healing magic (often taken literally by the parsimonious, legal-minded healers predominant in the Infernal Queendom)

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

swim: 1d20 + 2 ⇒ (14) + 2 = 16

Zartan starts by searching the room for any hints about the statue. Don't touch it. It's almost certainly a trap, one the will probably fight us if those joints work.

Perception: 1d20 + 17 ⇒ (3) + 17 = 20

Dark Archive

Male Undine Psychic 10 | AC (20)16/16/13 | HP 72/72 + _10__ temp HP| F+9, R+9, W+12 | Darkvision 60' | Cold Resistance 5 | Init+3, Perc +15 | CMD 18 | Phrenic Pool 7/7 |

Ash casts Heightened Awareness at hearing the statue was a trap.

Perception 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17

Try as he might, he just couldn’t make out anything specific about it, though. ”Zartan, do you think me casting Fly on you might allow you an easier approach to the statue to do any disarming you might need to?”

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Zartan eyes the statue, It's not that big. Judging by those gauntlets we'd be better off with some elemental protection.

Silver Crusade

Male Half-elf Paladin 7 (Divine defender) / Field agent 2 hp 66/66 |AC 25/t13/ff23 CMD 25 +2 AC/DR 2/-vs. evil outds | Fort 10, Ref 8, Will 11 | Init +3 Perception +13, +2 to avoid surprise and det. invisible, detect evil | spd 30 ft | Aura of Courage

Channel healing: 4d6 ⇒ (3, 2, 5, 3) = 13
Swim: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Before diving to tunnel, Zaigan channels healing energies. Rising out of water he looks at the statue. "Yes, that seems trapped, but do we try to disarm or evade it?"

Perception: 1d20 + 13 ⇒ (12) + 13 = 25


Murder on Throaty Mermaid

Cautious about the statue that towers over them, the Pathfinder start to exam their surrounding. Detect Magic reveals that only the gauntlets on the statue radiate magical aura, and sorry for the misleading HD map and 3rd party statue token, the statue's arm extend out to a T pose (Think of the pose of THIS or THIS). The only seams that's visible, from the water level, are between the magical gauntlets and the statue's wrists, and no other movable joints can be found on other part of its body such as shoulders or knees. The statue is standing on a platform above the water, and you can deduct that those who walk up the stairs will put themselves to be within arm's reach of the statue.

If you have ways to observe the room from a different angle (other than the pool that you guys are in), that may reveal more information. (or check out the links for more accurate description of the statue, *wink*)

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

With no visible signs leading them on Zartan takes a precautionary tumble, diving beneath the flaming hand and rolling up behind the statue.

Acrobatics: 1d20 + 16 ⇒ (19) + 16 = 35


Murder on Throaty Mermaid

As Zartan exits the pool and rolls up to the floor, the statue suddenly start spinning. The gauntlets hits Zartan who is near the statue. After a couple rotation, the gauntlets suddenly detach on 5-ft-long chains and reach for those who are further away, then retract the chains after some internal.
Zartan takes 20 physical damage and 7 cold damage from the spinning gauntlets, before applying any possible energy resistance

When Zartan was hit by the gauntlets, he also get the opportunity to takes a closer look at them. He notices that there're some sort of elemental gem that are embedded into the back of the gauntlets like a button. If someone would like to hit the gemstone while the statue is spinning, it will requires some Acrobatic skills.

GM roll:

1d2 ⇒ 1 1d20 + 15 ⇒ (17) + 15 = 32 3d6 + 10 + 2d6 ⇒ (1, 5, 4) + 10 + (4, 3) = 27

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Kali is ready; as Zartan retreats, she practically LEAPS upon the statue...

Acrobatics: 1d20 + 12 ⇒ (20) + 12 = 32

If necessary to grab/operate/yank out the gem:
generic CMB check (seems like it would make sense): 1d20 + 12 ⇒ (9) + 12 = 21

...To get the other one?:
Acrobatics: 1d20 + 12 ⇒ (10) + 12 = 22

generic CMB check: 1d20 + 12 ⇒ (20) + 12 = 32

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
Zaigan Greenwood wrote:
[Dice=Channel healing

Assuming that covers everyone, Abaal waits around only long enough for that to happen before swimming off (taking 10 the whole way, helping others along as needed).

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Acrobatics: 1d20 + 16 ⇒ (3) + 16 = 19

Zartan tries to jump on as well, but finds his footing less stable after the blow.


Murder on Throaty Mermaid

After Zartan shouts out "The gems on the gauntlets are the keys!", Abaal ready his hands and give Kali a foothold to jump. When the statue extends its arm out to hit things that are further away, Kali and Zartan jump to the safe area close to the statue (area cover by the chains) and hit the gemstone on the gauntlets at the same time.

The red and blue colors on the gems fade as the statue quickly stop spinning. And everyone can hear a clear "thud" unlocking sound coming from the only door to this room.

Good job! I will give you guys some time to recover, and move us to the next room tonight

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Zartan pulls out a wand, Zaigan, if you would be so kind

Silver Crusade

Male Half-elf Paladin 7 (Divine defender) / Field agent 2 hp 66/66 |AC 25/t13/ff23 CMD 25 +2 AC/DR 2/-vs. evil outds | Fort 10, Ref 8, Will 11 | Init +3 Perception +13, +2 to avoid surprise and det. invisible, detect evil | spd 30 ft | Aura of Courage

"Sure thing, Zartan. Anyone else in need of healing?" he asks

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

Swim: 1d20 + 2 ⇒ (19) + 2 = 21

Elby trudges out of the water in time to not help at all with the statue.

"I'm fine. I just hope whatever we find next is dry."


Murder on Throaty Mermaid

Assuming you guys all heals up...since using a whole IRL day for healing's back and forth is a bit inefficient. I also assumed you guys will leave the pool (sad, I know) and ready to deal with the door and whatever that's behind it.

After dealing with the spinning statue, the teams gather in front of the door, healing and getting prepared for the next challenge. Zartan is certain that the door is not trapped.

You can arrange your position within the formation in front of the door.
Actually, it will be really appreciated if you guys can comes up with a default formation when approaching doors, that would be really helpful and be a huge time-saver.

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

Elby should always be near the front, because big slow fighter, but the reach weapon means she doesn't have to be in the very front if someone else wants to take point. I leave the others to decide if this means she is first in line or not.

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Zartan the trap spotter up front, Ashwell the full caster in back, Elby, Zaigan, Abaal, & Kali between ordered based on movement speed

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Once everyone is healed and ready Zartan opens the next door.

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
Zartan Samuel wrote:
Zartan the trap spotter up front, Ashwell the full caster in back, Elby, Zaigan, Abaal, & Kali between ordered based on movement speed

Technically, once Zartan checks the door he shouldn't remain in front as he denies fighters their opportunity to charge and clog op any lines of advance with their armor and/or hp. Just sayin' as the chargy guy around the corner. ;)

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

I am happy to stay second and let you swap positions when there are doors to be opened. That way, if there's a surprise, I can still attack whoever is hitting Zartan.


Murder on Throaty Mermaid

What I have now for the formation, after Zartan has cleared the door, is:

Corresponding to my placement of your tokens at the upper right corner of the current map
(One needs many line break so that the profile picture don't break the formatting)

(hypothetical door)

- - - - - - - Abaal

- - Zaigan, Elby

- - - Kali, Zartan

- - - - - - Ashwell

We have Abaal the two-handed charger at front as the spearhead, with charge lane open.
The second line is formed by our self-healing Paladins who can support the front and protect the back.
3rd row is our fast moving strike group, who have enough movement speed to go pass the paladins for engagement.
In the back is, of course, full caster Ashwell, your emotional and fire support.


Go ahead and fine tune your positioning from here.

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |
Abaal Zadeir, Sword of Katapesh wrote:
Zartan Samuel wrote:
Zartan the trap spotter up front, Ashwell the full caster in back, Elby, Zaigan, Abaal, & Kali between ordered based on movement speed
Technically, once Zartan checks the door he shouldn't remain in front as he denies fighters their opportunity to charge and clog op any lines of advance with their armor and/or hp. Just sayin' as the chargy guy around the corner. ;)

That works for doorways, but Zartan should be 1st or 2nd during general exploration. Trap Spotter has a 10 ft radius.


Murder on Throaty Mermaid

The Pathfinders ready in formation to breach the room, and Abaal push open the door after everyone's set. Opening the door, you are assaulted by the sound of howling wind. This chamber is cut in half by a gigantic pit, with only a thin ledge making up the far side. There are two exits from this chamber: one on your side and one on the other. Although you can feel a stiff breeze, the loud sound of rushing air seems to be coming from the gap. On the other side of the gap, a reptilian monster with eight legs stares at the group intensely with its eyes that glow with pale green fire.

GM Roll:

Abal fort: 1d20 + 9 ⇒ (10) + 9 = 19 Elby fort: 1d20 + 11 ⇒ (14) + 11 = 25
Zaigan Init: 1d20 + 3 ⇒ (8) + 3 = 11
Kali Init: 1d20 + 3 ⇒ (9) + 3 = 12
Abaal Init: 1d20 + 3 ⇒ (20) + 3 = 23
Zartan Init: 1d20 + 11 ⇒ (19) + 11 = 30
Ashwell Init: 1d20 + 3 ⇒ (15) + 3 = 18
Elby Init: 1d20 + 2 ⇒ (1) + 2 = 3
Monster Init: 1d20 - 1 ⇒ (19) - 1 = 18

Abaal and Elby feel that a wave of power washed over you as you meet the creature's eyes. Your body start to stiffen, and your vision begin to blur. The feeling quickly goes away as both of them focus all their concentration into their muscle and managed to resist the effect.

COMBAT!
Turn 1
Initiative Order

Zartan
Abaal
Ashwell

--------
Monster
--------
Kali
Zaigan
Elby

Bold is up
New map is up in position 1. The red line indicates the location of the door that connects the room with spinning gauntlets and the room with the gap. We will be using both slides for the map since the encounter probably span across both room.

Knowledge Arcana 15:
You recognize that this beast is a Basilisk, a Neutual Medium magical beast infamous for their petrifying gaze. It's said that the fresh blood of a Basilisk can liberates its victims from petrification.

Dark Archive

Male Undine Psychic 10 | AC (20)16/16/13 | HP 72/72 + _10__ temp HP| F+9, R+9, W+12 | Darkvision 60' | Cold Resistance 5 | Init+3, Perc +15 | CMD 18 | Phrenic Pool 7/7 |

Know arcana 1d20 + 18 ⇒ (2) + 18 = 20

”Aw crud, looks like a basilisk! Avery your gaze as it can petrify you,” Ash calls out as he remembers what he knows about it.

”If anyone does get petrified, it’s blood is supposed to neutralize that!”

The mage casts Haste on the group.

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

knowledge (arcana): 1d20 + 7 ⇒ (9) + 7 = 16

"Yes, I know. So I best go get us some. Here's hoping there isn't a wall of magical wind in my way."

Abaal races for the gap.

Acrobatics heroic leap! (running start, boots, land speed): 1d20 + 17 ⇒ (14) + 17 = 31

In mid-leap, at the apogee of his arc, he spins and smoothly draws forth his black sword, and holds it out to his side letting the weapon add to the momentum of his spin performing a complete 360°. Then a 720°. 1080°....

+2 adamantine falchion v basilisk (NOT a charge, haste, overhand chop, power attack): 1d20 + 13 ⇒ (9) + 13 = 22 damage: 2d4 + 17 ⇒ (3, 1) + 17 = 21


Murder on Throaty Mermaid

GM Roll:
1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 2d6 ⇒ (3, 5) = 8

With the magically enhanced speed, Abaal rush forward and leap for the other side. As Abaal turns his body for the aerial rolls and pass the midpoint of the gap, the breeze around him changes into something more fierce than a tornado. Abaal feels like he was hit by the air blast of advanced alien aviation machinary, and at the next moment he found himself being slams back to the wall. It happened so fast that Abaal didn't have a chance to adjust his posture for a safe landing onto the wall. Clearly, there is indeed a wall of magical wind in his way. Abaal takes 8 HP damage

Turn 1
Initiative Order

Zartan Haste
Abaal -8 Haste
Ashwell Haste
--------
Monster
--------
Kali Haste
Zaigan Haste
Elby Haste

Bold is up

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Keeping his eyes away from the purported stone making monster Zartan follows along the wall until he finds another door and gives it a thorough looking over.

percption: 1d20 + 17 ⇒ (19) + 17 = 36


Murder on Throaty Mermaid

Zartan walks backward into the dangerous room, and move sideway to the other door. He sees a rectangular chamber is divided up into three smaller cells. The cell containing the entrance and the far cell both hold a short wall of steel bars in the center on the outside. The walls dividing the cells are solid at the center, but are also made of similar steel bars close to the outer walls. An electrical buzzing can be heard coming from the far cell. The room doesn't have any monster or traps in it, so it must be ......
PUZZLE TIME!

Puzzle Description:
The layout of this puzzle is simple. In the center of the room are two walls, set on a pivot. There are levers that cause these walls to turn. The levers in B, D, and F cause the walls to rotate 90 degrees (on their central pivot), so that they touch at the center in a horizontal orientation (as viewed by looking down at the map), creating two cells, a north and a south cell. The levers in A, C, and E cause the walls to rotate back to their starting position (referred to as their vertical orientation). Pulling a lever that corresponds to the position the walls are already in has no effect (so when the PCs enter the chamber, pulling the lever in C has no effect since the walls start in the vertical orientation).

When the PCs enter the room, there are dancing motes of electricity in the 10-foot square area marked A on the map. Whenever a lever is pulled that causes the walls to rotate, the motes vanish, leaving behind a nimbus of light and appear in the 10-foot-square area closest to the lever that was pulled without traveling through any of the walls (they stay in the cell that they started in). For example, when the PCs first enter the chamber, the only lever they can pull is lever F, which causes the walls to rotate to the horizontal orientation and the motes to vanish, reappearing in C.
The motes move only once the walls have rotated. The walls rotate too quickly for anyone to jump between cells.

When the motes leave an area they create a nimbus of light. While this is harmless, the nimbus serves a valuable purpose. Once there is a nimbus of light in all six areas on the map, the puzzle is considered solved.

GM Roll:
Fort: 1d20 ⇒ 20

The petrifying monster focuses its gaze at Abaal, and Abaal return with his death stare. The petrifying gaze is no match of Abaal's anger!

Turn 1
Initiative Order

Zartan Haste
Abaal -8 Haste
Ashwell Haste
--------
Monster
--------
Kali Haste
Zaigan Haste
Elby Haste

Bold is up

New map is up in position 1.

Silver Crusade

Male Half-elf Paladin 7 (Divine defender) / Field agent 2 hp 66/66 |AC 25/t13/ff23 CMD 25 +2 AC/DR 2/-vs. evil outds | Fort 10, Ref 8, Will 11 | Init +3 Perception +13, +2 to avoid surprise and det. invisible, detect evil | spd 30 ft | Aura of Courage

While running to another door, Zaigan keeps his gaze averted from the beast. Looking at the lever, he asks Zartan "If I understand correctly, we have to pull that lever?"

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

Right, but wait until we get someone over there. Kali, Zaigan, Elby into cell F. Abaal and Ashwell with me in cell C. Zaigan throws the switch then you three move over to E and we'll move to B. You throw the switch on your side. You move to D then I throw the switch on our side. Then you switch on your side we move to A. A couple switches later and the light should be with you in D.

If I did that right the light should go A, C, F, E, B, E, D

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

They had an elective for puzzles in paladin school. I probably should have taken it."

Since she can't reach her hammer across the gap anyway, Elby follows Zartan's instructions and double moves into the room with the levers.

Dark Archive

Male Undine Psychic 10 | AC (20)16/16/13 | HP 72/72 + _10__ temp HP| F+9, R+9, W+12 | Darkvision 60' | Cold Resistance 5 | Init+3, Perc +15 | CMD 18 | Phrenic Pool 7/7 |

Ash followed Zartan’s commands. They’d paid off so far, so he fell into line with the instructions.


Murder on Throaty Mermaid

If you all come to the other room with face toward the wall, the combat can be paused for you to solve the puzzle. If Ashwell would like to Magic Missile it, just roll damage.

Unlike playing in Roll20, where I can show players how the puzzle will change with each step in real time, we have to type it out for PBP. Bold for where the electricity mote is, and italic will be for where it left its light nimbus

Initial stage

F | E | D
-..|....|..-
C | B | A

Pull Level in F, electricity move to C

F | E | D
—————
C | B | A

I will post the rest of the sequence later today...need to head out


Murder on Throaty Mermaid

The Pathfinders get into position and pulled the lever in F. The pivot walls slowly rotate 90 degree, making harsh grinding sound with the stone floor. When the walls stop moving, the small sphere of electricity suddenly vanishs and appears in the C cell, zapping the three. After the flash of electricity, Ashwell, Zartan, and Abaal find themselves appear in the room with the Basilisk again. Ashwell can tell that this is some sort of teleport effect, and if they turn their head, they will meet the gaze of the Basilisk.

Abaal jumps out of the way some when the mote of electricity zap them, but Zartan and Ashwell suffer the full voltage. Zartan and Ashwell take 38 electricity dmg, Abaal saved and take 19 damage

GM ROLL:
10d6 ⇒ (4, 3, 1, 5, 4, 4, 6, 5, 5, 1) = 38
Zt: 1d20 + 15 ⇒ (2) + 15 = 17
Aw: 1d20 + 9 ⇒ (9) + 9 = 18
Ab: 1d20 + 7 ⇒ (14) + 7 = 21

A yellow nimbus of light appears in cell A, and the path to cell E and D is now open. The team find out that it's inadvisable to stay in the cell where the mote of electricity will appears. Pathfinders, how would you like to proceed?

Current room configuration: (bold is electricity, ooc is nimbus)
F | E | D
—————
C | B | A

Dark Archive

Male Undine Psychic 10 | AC (20)16/16/13 | HP 72/72 + _10__ temp HP| F+9, R+9, W+12 | Darkvision 60' | Cold Resistance 5 | Init+3, Perc +15 | CMD 18 | Phrenic Pool 7/7 |

”that didn’t work,” Ash yells as he felt his temporary essence drained away, along with some of his own vitality. He uses his psychic ability to try and heal some of his damage.

Uses 3d8 of his bodily purge to regain hit points.

Bodily Purge HP healed 3d8 ⇒ (4, 3, 2) = 9

Sovereign Court

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3 | HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17 | Speed 30ft | Active conditions: None |

OK, new plan. I'll move to E, flip the switch. Move to B, flip the switch. Move to A, flip the switch. Move to D, flip the switch. Move to E, flip the switch. Be ready with a healing spell in case I screw it up.


Murder on Throaty Mermaid

Zartan ushers others to get out of the room then goes around and flip the switches, so that when the electricity comes it won't zap anyone.
It's truly a curious sight, that you have a Basilisk watching a group of Pathfinders watching Zartan handling the situation alone.

Zartan move to flip E, electricity move to F

F | E | D
-..|....|..-
C | B | A

Then he moves to B and flip, electricity moves to E

F | E | D
—————
C | B | A

"Move to A, flip the switch."

F | E | D
-..|....|..-
C | B | A

After that, he moves to the upper right cell and pull the lever.

F | E | D
—————
C | B | A

Last but not least, the lever in cell E is triggered again.

F | E | D
-..|....|..-
C | B | A

Now, the zapping ball is in cell D, and Zartan is in cell E and B. Zartan thinks for a moment, then go and do lever B then lever C, successfully making his way out to cell C and F.

Final room configuration
F | E | D
-..|....|..-
C | B | A

When all the cells are light up by the nimbus, the howling wind in the Basilisk room ceases. The rooms fall into silence.
Pathfinders, how would you like to proceed? You have a Basilisk staring at you guys on the other side of the gap.
Other people have let's say 10 rounds/1 mins worth of action they can do while Zartan is navigating the puzzle. You can try to heal up your injured teammates, try to deal with the Basilisk, or something else.

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

Unless someone can get her to the other side of the pit safely, Elby will also watch.

Dark Archive

Male Undine Psychic 10 | AC (20)16/16/13 | HP 72/72 + _10__ temp HP| F+9, R+9, W+12 | Darkvision 60' | Cold Resistance 5 | Init+3, Perc +15 | CMD 18 | Phrenic Pool 7/7 |

”Well, we could deal with the basilisk from over here much more safely, but I’d hate to kill a creature if we have any way around it. Can anyone think of a way to where we need to go without killing the beast?”

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 4/4 Lay on Hands 8/8 Divine Bond 10/10 | Active Conditions: None

"Didn't the deans say that skipping challenges didn't count?"

Silver Crusade

Male Half-elf Paladin 7 (Divine defender) / Field agent 2 hp 66/66 |AC 25/t13/ff23 CMD 25 +2 AC/DR 2/-vs. evil outds | Fort 10, Ref 8, Will 11 | Init +3 Perception +13, +2 to avoid surprise and det. invisible, detect evil | spd 30 ft | Aura of Courage

"Yes, skipping was not allowed here. But knocking it unconscious should, in my opinion, count as success."

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |
Elbesamiya dy Bulaka wrote:
"Didn't the deans say that skipping challenges didn't count?"

"Then stride purposefully past it instead, like this." Abaal demonstrates wincing a bit when he does rather than show he has a slight limp from being pin-balled by the wind barrier into the previous chamber's wall. "I doubt the deans want to replace their basilisk everytime some takes their trial."

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