[Gameday XII] PFS 4-11 Prisoners of the Electric Castle - author run (Inactive)

Game Master motteditor

Maps and art // Time remaining: 25 minutes (after vault) // Hallajin key charges remaining: 8/10


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This will be the game thread for [Gameday XII] PFS 4-11 Prisoners of the Electric Castle - author run. Play begins Sept. 4.

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

Dot

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You have gathered at a remote manor house outside the former Ustalavan capital of Ardis, which Vella immediately remembers was the headquarters of a group known as the Ardis Scholars. Agents previously cleared out various dangers here and now several Pathfinders are repairing and cleaning the site.

The sound of hammering reverberates through the great hall of the manor as Pathfinder agents move in and out, arms full of construction supplies, paperwork, and strange technological items. Their work is overseen by a gnome -- Venture-Captain Evni Zongnoss -- tapping a finger on her pursed lips in concentration. Her messy brown hair peeks out from a blue turban patterned with a butterfly-shaped constellation of stars, which she distractedly pushes back from her eyes as she watches the comings and goings.

Once Evni notices you, she smiles and loudly invites you out to her carriage, where you can find some peace and quiet to discuss your mission. An ornate carriage sits in front of the manor. Blue curtains with silver stars and golden moons hide the interior, but it appears too small to contain more than its owner, Venture-Captain Evni Zongnoss, and perhaps one or two guests. However, when she opens the door, a wide-open wooden chamber awaits. Mismatched plush chairs sit around a gnarled wooden table on a lurid purple carpet. The table holds a strange metal-and-crystal key, a box full of unusual technological items, and a satchel. A strange creature that looks like a feathered octopus made entirely of energy hovers between two chairs.

Evni sighs with relief as she takes her seat. “That’s better,” she says. “The work is important, but it’s noisy repairing all the damage from Aslynn’s attack on the manor.” Her smile fades as a hint of steel enters her voice. “That’s why I asked you all to come today. As you may know, Aslynn captured a number of Ardis Scholars here. We’re ready to rescue them!” She gestures to the figure made of energy and the key on the table. “With Lumna’s help and the crystal key, we’ve been able to speak with one of Aslynn’s children, Narcela, who’s pretending she’s loyal to her mother. Narcela told us the Scholars are being held in a floating fortress on the Shadow Plane, where they’re being forced to develop technology for Aslynn. Not only is getting them home the right thing to do, but it could give us the upper hand against Aslynn!”

Lumna suddenly dives into the key, their energy absorbed like a sponge soaking up water. A quick series of telepathic images shows them using a device they call an “engine” from the Ardis Scholars’ manor to focus their energy to transport the key, with their essence inside, and several people to a castle, then back. “So that’s your mission,” Evni concludes. “Go to this castle, find as many Scholars as you can and bring them home. Narcela will be waiting there to help you. She’s risking everything, so bring her back when you return. Remember, your safety takes priority! If you run into anything you can’t handle, come home, and we can figure out another way to get the Scholars and Narcela back.”

You can all take a moment here to introduce yourselves, and ask any questions you'd like. Also, if you click and the maps and art link at the top of the page, you'll see pics of Evni and Lumna.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline is a human woman, hard at work alongside all the construction crew and giving out tips when asked. However, her primary focus is in her own work, carefully titrating distilled eagle's eye to form a potent elixir. "This will be even greater than other titrated, distilled, eagle's eye elixirs!"

When she realizes that nobody else seems to care, she carefully puts her alchemy equipment back in the lab.

"Hi, I'm Quinoline. I was left over from the previous group that followed the signal from the electric laboratory. I figured I'd stay and finish the job of rescuing the scholars."

Quinoline doesn't wear much armor and carries nothing but simple weapons, but row after row of vials carefully attached to a bandolier suggests she's not helpless.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

A young adult human woman with black and crimson armor arrives part way through the briefing and slides into the back. With more weapons than can easily be counted at a glance, two pairs of jagged looking swords are what draws first gazes.

The sabbatical was nice, but it will be good to make some coin again. Catastrophe can't pay to upgrade itself Lydia muses about one of her named swords[/i]

Not being aware of any recent events Lydia asks "this Narcela, how do we know we can trust her? That she won't lead us into a trap?"

lydias portrait. if you use paizo campaign tools then this could be used for her profile picture.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Hello Envi a dwarven woman says upon entering the carriage. Her bulky armor causes her to take a minute to get settled, but as she does she looks up and the translucent figure and smiles. And Lumna! It is good to see you again too! I hope you've been able to be moved about and explore more since I last saw you.

Realizing there are many other Pathfinders she hasn't met before, the dwarf turns to the others and says. It's a pleasure to meet you too Quinoline. And you. she nods to Lydia. Vella Twiceforged. An honor to be jounreying and defending you in this world before the Minder does so in the next. In contrast to the multiple weapons of the rogue, Vella has only a single shortsword well-tucked away at her belt and a finely-crafted warhammer whose side is emblazoned with a circle surrounding a triangle. On her back, you also see an old-looking shield with the prominent symbol of Iomedae.

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

A creature is wearing leather armor and is carrying a staff in its paws. His whole body is covered with fur, and his long snout is moving as he sucks in the air. His tail wags every nice and then. Under his armor, he is carrying a well-looking suit and a topper hat, which he removes

"Zazu Darksnout at your service, once illusionist in a circus but now an effective agent working for Pathfinders."

You can clearly see that tha ratfolk has small horns on his head, which are quickly covered by his hat.

"So get in, saves whoever we can, and get out, safely. "

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Vella raises her hand, having realized a question as she processes Envi’s summary.

The scholars: how many are unaccounted for? It would be a poor thing to go and rescue them only to discover later there were even more left behind in ignorance.

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"Yes, that's exactly it, Zazu," Evni replies.

“She’s one of Aslynn’s changeling children,” Evni explains about Narcela. “Her mother sent her to spy on the Ardis Scholars, but she ended up befriending one of them. Terrified of her upcoming transformation into a hag, she turned against her mother. Pathfinders exploring the manor" -- she glances at Quinoline and Vella -- "made contact with her, and we have a common enemy in Aslynn.” She adds that Narcela is especially close with a woman named Revecka, who’s still recovering from injuries and unable to join the mission.

“Unfortunately, Narcela has been kept away from the castle cells -- she fears she’s lost her mother’s trust -- so she doesn’t know how many people were kidnapped. The fortress is home to many of Aslynn’s allies, though we are timing the raid for when the hag is out of the castle with Deimostride, her nightmare companion, so you should have time to find out how many people are there and rescue them all."

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

The Strong Dwarf walks in. Nice to meet you all Listens to what is said and has no questions.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia nods her head in return to Vella, "A pleasure".

She turns her attention back to Evni. "Seems simple enough: go in, rescue the scholars and Narcela, and return with them." With a smile, Lydia adds "An exciting mission"

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

"Do we know anything else about who we might expect to encounter inside the fortress? Humanoids? Demons? Creatures that are, um, resistant to electricity damage?"

Quinoline's bottled lightning vials bounce up and down as she chuckles nervously.

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---
motteditor wrote:


“Unfortunately, Narcela has been kept away from the castle cells -- she fears she’s lost her mother’s trust -- so she doesn’t know how many people were kidnapped. The fortress is home to many of Aslynn’s allies, though we are timing the raid for when the hag is out of the castle with Deimostride, her nightmare companion, so you should have time to find out how many people are there and rescue them all."

"I am not afraid of Hag or her henchmen" says Zazu and bursts into laughter "But it's good that she will be gone"

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"Unfortunately, no," Evni responds. "Hopefully Narcela will be able to help you avoid whatever minions Aslynn has left there, but if not, I'm sure you will be able to take care of them."

Once you finish asking questions, Evni hands you the satchel, which contains several torn and burnt scraps of paper. She explains that Aslynn’s forces apparently took particular pleasure in destroying the Scholars’ research. Agents have pieced together various fragments, but think based on some recovered notes that one invention may have been taken with the Scholars. Several Horizon Hunters are eager to get their hands on it, even though they don’t know exactly what “it” is. If you can identify the item in Aslynn’s fortress and bring it back, they would be grateful.

The scraps read:
* A flat plane doesn’t encompass the Great Beyond! It must be round! A sphere? A dial? Two dials, one Inner and one Outer?
* Placed gyroscope inside sealed glass Outer Sphere, but without travel, who knows if it properly will reflect location? Lower and Upper too dangerous. Axis makes most sense! But how to get—
* An opal (!!) coil (dusted?). Reveal transitives by its color! white Ethereal, gray Astral, black Shadow Plane, multicolored First World!
* Success! ... Knew it could fit in one hand. Applications far more prodigious in handheld configuration.
* Make Inner Sphere gimbal match its location. Water, Fire, Metal, Wood, Positive, and Negative easy enough. How to make Air visible? How to differentiate Earth and Material? (maybe latter becomes mix of metal, stone, wood, water...)

Lastly, Evni presents you with the crystal key and several technological items from the manor: a greater chameleon suit, two electromuscular stimulators, and a shockguard coil. She tells you that Pathfinder Society experts figured out how the items work, and you can use them on the mission, though of course you’ll return them afterward. An agent in the manor can explain the items’ use and attach or affix them if necessary (for the electromuscular stimulator, the agent has a Crafting modifier of +16; I'm assuming since she's an alchemist, Quinoline at least has a higher modifier, so you can probably have her attach them if you want -- you don't roll until you use it). In addition, they can send couriers to the nearby town of Ardis to procure any supplies you wish to purchase.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline has +22 Crafting (+24 if it's an alchemical item), but no Assurance, so she'll have to roll.

Quinoline has no school items because she's Field Commissioned, and will not be making any purchases.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia looks at the array of items and then to the rest of her teammates, "Who wants what?"

Lydia is already pretty good at stealth/sneaking so will pass on greater chameleon suit unless no one wants it

Lydia has prepped 3x True Strike, 1x Ghostly Weapon, and her school item will be a Scroll of Fly

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

I think I have no benefit from the items, the electro muscular stimulator I could use, but given super low health the 3 persistent dmg could hurt ;) Ok, yolo, let us take it => electromuscular stimulator for Zazu

Zazu gets one stimulator and passes it to Quinoline "Would you be some kind to install one for me?"

2 healing potions as a school items, spells I have listed in my profile, I will take extra 10 HP from mentor and extra +1 to saving throws ;)

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Just as a reminder, don't roll for the installation until you activate it.

Vigilant Seal

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NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Vella peers over the offered items. Glancing at that strange coil, she unhooks her shield from her back and says to it: This could be an interesting addition. What do you think?

Unexpectedly a quiet voice emmanates from the shield in response: if it could help guard you and our fellows i would be adorned with it.

The dwrf begins affixing the talsiman assuming okay with the party to her shield while explaining to those with confused expressions on their faces. Apologies, didn't mean to be rude. This is Myrsa. We found each other a few months back - may be different faiths but in the major things we agree. And rescuing these trapped scholars is something important to both of us.

Vella will also grab some dust of appearance for her school item.

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When you're ready, Evni takes you outside and bids farewell. Lumna dives into the key and a moment later, you feel your bodies melt away, a process that seems like it should be painful or even terrifying, but somehow is neither. A moment later, you’re racing through the sky, sun flickering to moon and stars, night fading to day, over and over, the passage of time somehow seeming to take both forever and only an instant. Then a rip in the sky appears, and you find yourselves in blackness, the light of your own bodies the brightest thing in this umbral realm. This is the Shadow Plane!

The Shadow Plane has the neutral and shadow traits (Pathfinder Gamemastery Guide 138), which cause several effects. The radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded; anyone Casting a Spell with the darkness or shadow trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. A PC who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose the spell or activation.

As your streak toward your destination, Lumna talks to you, sending telepathic messages that explain how they can help: They can protect you against electricity or mental damage; they can harm others with mental damage by flooding their brains with painful telepathic images; they can transform you into energy, basically allowing you to rest as if 24 hours had passed; and finally they can transports everyone back to the manor. Lumna and the key form a unique, intelligent magic item known as the hallajin key:

The Hallajin Key (Item 7):

Unique, CG, Abjuration, Intelligent, Magical, Necromancy
Bulk L
Perception +12; imprecise hearing 60 feet
Communication telepathic images (Common) 60 feet
Int +2, Wis +2, Cha +4
Will +15

This item begins the adventure with 10 charges.

Activate [[reaction]] envision; Cost 1 charge; Trigger A creature within 60 feet of the key takes electricity or mental damage; Effect Lumna grants the target resistance 10 to the triggering damage.

Activate [one-action] command (mental); Cost 1 charge; Effect Lumna floods the brain of a creature within 30 feet with painful telepathic images, inflicting 4d8 mental damage with a DC 27 basic Will save The key can spend an additional action and 1 more charge to double the amount of damage or change the area to a 15-foot cone, but then can’t use this activation again for 1d4 rounds.

Activate (10 minutes) command, Interact (exploration); Cost 5 charges; Effect Lumna briefly transforms all allies within 60 feet into energy, renewing them as if they had spent a full day resting. These allies regain Hit Points and recover from conditions as if they had 24 hours of rest. They can make their daily preparations again, with access to all their spell slots and any other daily abilities, even if they already used or expended them. Daily preparations happen as part of this activation, even if it would normally require an hour of study, prayer, or communion.

Activate (1 minute) command, Interact; Frequency once per day; Cost 2 charges; Effect Lumna returns the key and all living creatures within 60 feet to the Ardis Scholars’ manor.

As usual for an intelligent item, the hallajin key has three actions and one reaction per turn, and the key spending actions does not require any of the PCs to spend their actions. The key acts on the same turn as whoever is carrying it.

NOTE: I've included the faction mission, planar traits and details on the key in the campaign tab. I also need to know who is holding the key.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Every day, Quinoline makes two greater elixirs of darkvision, and drinks one for darkvision for the day. The second one is available to anyone who needs darkvision - I think Lydia should get priority if she needs it somehow, and Zazu otherwise. Quinoline can make another one on the fly, but it'll cost an extra reagent (the other one is literally free so don't be shy).

Also, since nobody else has expressed interest, Quinoline will carry the key. She is likely to be within 30' of everyone, which will be beneficial for the activations.

Quinoline shudders at the coldness of the Shadow Plane.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Keep it close Vella says to Quinoline presumably - she doesn't mind her carrying the key, and Vella's certainly a bad fit for it with weapon and shield in her hands That's not only a key, but a friend.

As they shift and fly through the Netherworld, the dwarf inwardly shudders. This place is worse than the underground. Just as dark, but no steady stone to ground and center you. Wouldn't want to be lost here.

The dwarf is all good on Darkvision here Quinoline, but thanks for checking :)

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia would appreciate a greater elixir of darkvision. Planning to get darkvision goggles at lvl 11 to solve that need, but not there yet.

Lydia double checks her personal armory before the team is swept off to the Shadow Plane. Upon arriving, she tries to look around, "I sense everyone together still, but I cannot see anything" Lydia says matter-of-factly. "Quinoline, do you happen to have anything for that? I find myself ill-prepared"

Radiant Oath

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6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline reaches over and presses a greater darvision elixir into Lydia's hand. The concoction tastes like pickle brine, because Quinoline got the recipe from a band of goblins and they substituted all the sageroot syrup with pickle brine.

Quinoline also offers a dose of greater olfactory obfuscator if Lydia finds the taste objectionable. Quinoline has also made 2 of them and used 1 herself.

Quinoline's Morning Aperitif
3 centiliters greater darkvision elixir
2 centiliters greater olfactory obfuscator
0.5 centiliters simple syrup

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

"I hve troubles seeing as well" I have low-light vision :(

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

Me, I'm okay, I can see, just fine.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

"Thank you" Lydia says as she accepts the second concoction. She begins to drink the elixir but struggles to get it down. "This is interesting" she says during a break between drinks, trying to remain polite. After finishing it she adds "I think I liked the pickle brine better" with a slight smile.

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After an uncertain amount of time, a massive castle materializes from the gloom. Purple lightning repeatedly strikes one of the many towers, and lights flicker in the windows. The base of the castle grows closer, revealing it sits on rock crystals, through which indistinct visions flit. A glance shows the contents are more nightmare than dream. A small figure waits at a ground-level doorway, her hand raised in apparent greeting.

But moments before reaching the doorway, Lumna suddenly screams, a mind-shattering telepathic sound, as a huge, purple-skinned claw reaches from a far wing of the edifice. A look of sudden shock and terror crosses the face of the woman in the doorway, and she turns and dashes away. With a violent wrench, the claw rips you away from your destination and deposits you into another part of the castle!

You find yourself in a pitch-black room, though several of you can see it's an octagonal chamber with black onyx walls. Before you can do anything other than size up your surroundings, Lydia, Quinoline and Zazu notice spectral hag claws reaching out from the walls of the gem-like chamber toward you!

Initiative:

Lydia (Perception): 1d20 + 19 ⇒ (20) + 19 = 39
Mandower (Perception): 1d20 + 12 ⇒ (7) + 12 = 19
Quinoline (Perception): 1d20 + 16 ⇒ (20) + 16 = 36
Vella (Perception): 1d20 + 14 ⇒ (2) + 14 = 16
Zazu (Perception): 1d20 + 10 ⇒ (11) + 10 = 21
In the Witch's Clutches: 1d20 + 23 ⇒ (3) + 23 = 26

This is a hazard, based in the walls where the claws are. You can attempt a Thievery or Crafting check -- if you're an expert in the skill -- to find the weak spot and crack each facet, or simply try to smash the facets with weapons/spells. Note that you need to be next to the wall to do that. You can also attempt to dispel magic.

Lydia, Quinoline and Zazu are up! The combat map is updated. Note that you do NOT have your weapons out to start this combat. The room is dark, so if you have no means of seeing, you'll need to rectify that. If that involves a light spell, don't forget the flat check.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia's instincts kick in--she runs towards the northwestern wall and attempts to make quick work of disabling the claws.

Thievery (Master w/ trapfinder): 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29

Actions: ◆Stride ◆◆ Disable
Reaction ↺ Nimble Dodge first atk vs Lydia each round

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline breaks in the other direction, Striding ◆ and trying to Disable ◆◆ a different hand.

Crafting (Master): 1d20 + 22 ⇒ (11) + 22 = 33

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Zazu looks around and focuses on the closest trap, knowing that he will not get there in time, he says a word of power and his ratfolk bodies jump towards the closest wall. Then he keeps wayving his paws and strikes the wall with a piece of debris.

Jump spell as a 1 action spell to move 30 ft, than Telekinetic Projectile to break the thing

Telekinetic Projectile@Hazard, lvl bump: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Damage, b: 4d6 + 4 + 1 ⇒ (4, 5, 6, 4) + 4 + 1 = 24

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Round 1:

Lydia (Perception): 39
Quinoline (Perception): 36
In the Witch's Clutches: 26
Zazu (Perception): 21
Vella (Perception): 16
Mandower (Perception): 19

Lydia and Quinoline are able to quickly find weak spots in the trap and shatter the nearest facets, causing the spectral hands to fade away. Zazu leaps over the nearest wall and slams one of the gem shards from Lydia's wall into it. The wall cracks, but it still holds together. It doesn't seem to have done full damage; and sadly, these are immune to crits, so that had no effect.

The remaining three claws reach out from the walls and seem to try to grab at Zazu, Vella and Mandower's souls! 20 mental damage, subject to a DC 30 basic Will save. On a failure, you’re grabbed by the claw (Escape DC 28).

2d10 + 13 ⇒ (3, 4) + 13 = 20

If you critically fail your save:

Your soul is ripped from your body, which falls unconscious. Each round on your turn, the soul can attempt an Intimidation, Occultism, or Survival check to fortify itself and return to your body as a three-action activity.

Everyone is up for the end of Round 1/start of Round 2!

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Will save, DC30, level bump, mentor boon: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15

Here comes hero point Will save, DC30, level bump, mentor boon: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27

Zazu fells the strike rips through his body as he tries to smash the trap again

Telekinetic Projectile: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Damage, b: 4d6 + 4 + 1 ⇒ (4, 1, 4, 4) + 4 + 1 = 18

Then he shields himself with magic Casting shield

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline will Stride twice and raise her shield.

I'm assuming Disabling requires two actions.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia can only get to the northern wall and disable this round, any other wall she wouldnt be disabling this round, so she'll try to disable it even though its been dealt some damage. Nothing else to do

Lydia runs toward Zazu as the hands lash out at him. "Let me try!" she quietly says as she quickly runs her hand across the wall looking for the weak point.

Disable Northern wall / Thievery (Master w/ trapfinder): 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43 i think this counts as two successes, though that may be odd with the geo-location of the traps and whether or not this is one complex trap or separate traps

"Got it!"

Actions: ◆Stride ◆◆ Disable
Reaction ↺ Nimble Dodge first atk vs Lydia each round

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes, Disable is a two-action activity. Lydia will finish off the nearest wall, which was the one holding Zazu -- freeing him.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Will: 1d20 + 17 ⇒ (16) + 17 = 33

Shrugging off the claw grasping at her (though still a bit scratched - mentally at least) Vella begins striding towards the onyx wall panels. Realizing however that she is unlikely to reach either of the ones remaining before they stirke again, she instead swings out with her hammer at the unharried 'hand' to the northheast.

Stride, Extending-rune Strike to the hand to the NE (the one no one's yet near)

Strike: 1d20 + 18 ⇒ (7) + 18 = 25 for Bludgeoning: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

will save: 1d20 + 12 ⇒ (12) + 12 = 24
I will rage, first action, escape, 2nd action, draw Glaive 3rd action.
athletics: 1d20 + 15 ⇒ (9) + 15 = 24 I don't like being grabbed, hero point.
athletics: 1d20 + 15 ⇒ (19) + 15 = 34 that's better.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Whoops! I apparently can't do basic numbers, as the hazard should have gone before Zazu in Round 1. Sorry about that, though it didn't end up making any difference.

Round 2:

Zazu (Perception): 21
Vella (Perception): 16
Mandower (Perception): 19
Lydia (Perception): 39
Quinoline (Perception): 36
In the Witch's Clutches: 26

As the claws rip at you, Mandower suddenly feels his mind buffered by Lumna, as they react to protect him from harm! Lumna used their reaction to give you 10 mental resistance, so you can get 10 hp back! Lumna is down to 9 charges.

As Zazu tries to continue to smash the nearest trap, Lydia rushes over and helps him, smashing the wall and causing the spectral claw to disappear!

Vella moves forward, pulling out her hammer and trying to break the trap. Unfortunately, the weapon reverberates with a clang and doesn't seem to have an effect on the wall You would have needed an action to pull your hammer, which means you couldn't both Stride and Strike; I went with Strike, since you could have done that from her previous location. That said, you didn't beat its AC. Mandower breaks free of the claw, pulling out his glaive, as Quinoline moves to help!

The two remaining claws reach again for Mandower and Vella, grasping for their souls! 26 mental damage, subject to a DC 30 basic Will save. On a failure, you’re grabbed by the claw (Escape DC 28). See previous post for effects of a critical failure.

Mechanics:

1d3 ⇒ 3
2d10 + 13 ⇒ (3, 10) + 13 = 26
1d2 ⇒ 2

Red:
Aqua:
Lumna: 9 charges

Party is up.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia rushes towards the northeastern wall and similarly runs her hand along it to find the weak spot

Disable NE wall / Thievery (Master w/ trapfinder): 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31 Based on prior rolls, should be a success and finish this one i think

Actions: ◆Stride ◆◆ Disable
Reaction ↺ Nimble Dodge first atk vs Lydia each round

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Zazu moves after Lydia and tries to aid in her efforts by smashing the trap

Telekinetic projectile: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Damage, b: 6d6 + 4 + 1 ⇒ (3, 5, 2, 6, 1, 3) + 4 + 1 = 25

"Look out for your hands!"

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

will save: 1d20 + 12 ⇒ (6) + 12 = 18, spending my 2nd and last hero point
will save: 1d20 + 12 ⇒ (14) + 12 = 26 not a crit fail, 26 -11 temp hp =15 points of real damage. Down 25 HP
athletics: 1d20 + 15 ⇒ (9) + 15 = 24
attack 2 another athletics athletics: 1d20 + 10 ⇒ (17) + 10 = 27
attack 3, looking for a nat 20 athletics: 1d20 + 5 ⇒ (12) + 5 = 17

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Will: 1d20 + 17 ⇒ (3) + 17 = 20
Using a Hero Point
Will: 1d20 + 17 ⇒ (5) + 17 = 22
Well, at least that's not a crit fail

As the claw rakes at her mind Vella feels overwhelmed for a moment. The dwarf digs deep, focusing on Saloc's teachings and protections, and manages to claw herself back from the brink. Unfortunately she still finds herself in turn clawed - and grabbed!

She tries to twist free of the spectral hand.
Athletics to Escape: 1d20 + 19 ⇒ (13) + 19 = 32

Slipping out, she reaches out to Mandower to knit some of his wounds ◆ Lay on Hands before moving swiftly to help Quinoline against the final plate. ◆ Stride

Mandower: Heal 30 HP (and +2 status to AC this round...not that that helps with the nature of these wallmasters weird claws.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline focuses on the task and tries to disable the hand.

Crafting: 1d20 + 22 ⇒ (6) + 22 = 28
Please let me know if that fails, I may use a Hero Point, depending on how everything else is going. I think Lydia finished the other one, which would disfavor using a Hero Point if there's only one left; Quinoline will raise her shield if Lydia succeeded and Quinoline failed.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Lumna reacts to protect Vella restoring 10 hp; 8 charges remain as Quinoline smashes the fact grabbing her, and Lydia and Zazu combines to destroy the final wall. Before you can do anything more than catch your breath, a door opens in one of the walls, revealing a human changeling woman that resembles your description of Narcela. She’s out of breath as if she'd run all the way here. "Come with me if you want to live!" she gasps out.

Combat over! And since that's about where an hour passes in a face-to-face game, I'm going to give a Hero Point to Lydia for so effectively demolishing this trap. (Between you all, I think this was the most effective I've seen anyone handle this encounter!)

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

What is everyone's status? Quinoline has Battle Medicine, and can make elixirs of life, if we need emergency hit points.

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

Ah, feeling much better. Mandower is at full again and only needs a minute to rerage again.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

between everyone starting with 2 hero points from GM glyphs and then Lydia getting an extra from my campaign coin, lydia is at the max of 3 hero points already. Sadly the campaign coin counts as a hero point, even if it is a bit special. But I'd nominate Mandower to get the hero point so that he has one in case of emergency

Lydia took no damage, but Lydia also has battle medicine and assurance for 2d8+10 in a pinch, or if you are feeling lucky she can go for the DC 20 crit by rolling +17. for later opportunities she also has the standard ward medic+continual recovery deal

"Narcela I prseume" Lydia says as she draws her jagged swords and prepares to follow. To the party, "If anyone needs a quick patch let me know, otherwise lets get out of here!"

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

A bit of a headache, but still up strong Vella says. The dwarven woman looks a bit shaken and bruised, but mostly good.

To the changeling arrival, she gives a nod. Of course! Do you know what happened here? We seemed attacked by some sort of...claw as we approached. Were we expected? Are the scholar prisoners safe?

A bit under 30 down. Would accept a heal (or if 10-min to refocus could LoH herself), but her instinct would be to be more concerned about the scholars right now then taking any more time to heal herself. Champion mantra and all :)

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Zazu holds his hairy head "Something blasted my fury head, but thigs go back to norm" He has Aeon Stone (Pearly White Spindle) so in 20 mins he would be fine ;) But who knows when we will bump into someone

Zazu looks at the human lady "Hello there! Are you Narcela?" He moves towards her

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