[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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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 stops Vella before she uses resources that take time to recover. "Drink this," she offers, handing over a clear vial that slowly takes on a crimson red color.

◆ Quick Alchemy (moderate elixir of life, 5d6+12 healing)

"Now, let's go."

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:

Elxier: 5d6 + 12 ⇒ (4, 4, 6, 4, 2) + 12 = 32

Ah, much appreciated Vella says to Quinoline as she feels revitalized. It's important to never underestimate the magic that mortal innovations have devised. she says to the alchemist with a smile.

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I'm fine with Mandower getting the Hero Point instead of Lydia.

"Yes, I'm Narcela," the woman says with a gasp. "Quickly, you must come with me!"

She leads you through the labyrinthine structure, which is an architectural nightmare that you quickly realize would be impossible to navigate without a guide. The walls, floors, and ceilings are carved from black stone, and the ceilings are 10 feet high. Strange glass globes are strung throughout the halls on wires, gibing a flickering light that provides dim light. A buzz fills the air, emanating from the globes.

Finally, she leads you down a stone spiral staircase leads to the floor of a spacious chamber. The multicolored glow of arcane runes fills the area, creating an eerie kaleidoscope of reds, purples, and greens. As she arrives here, she seems to relax for a moment, taking a deep breath.

"It's good to meet you in person at least, Pathfinders. I owe you for saving Revecka -- and hopefully saving me! Aslynn -- my mother -- must have somehow known you were coming, which means she may also know I'm working with you! I know my mother is on another plane (though not which
one or why), but she could return in as little as four hours! If you -- if we -- are still here then, my mother will unleash the full force of the castle’s defenses, overwhelming any resistance or subterfuge we can muster!"

To make matters worse, Lumna telepathically informs you that they fear they can’t get everyone home unless you can determine what intercepted the trip to the castle and remove the interference.

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 follows eagerly, "Tell us about the castle defenses, at least whatever teleportation effect moved us to that trapped room. Is there a way to disable that so we can escape when the time comes?"

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: ---

"Any idea about the interferance? Or which places it could be placed?"

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Narcela shakes her head. "I don't know. But ... maybe Aslynn’s seneschal would have some notes about it in his office. I can lead you there. Or the cells where the Ardis scholars are being held."

At these words, Lumna also places telepathic messages in your head again. "I can feel something. Some sort of power. I don't know what it is, but it could maybe let me recharge. Though I don't know if that's necessary." Narcela ponders for a moment and then says she thinks Lumna is talking about the lightning tower, and could lead you there as well.

How this adventure works:

OK, so here's how this adventure works: Guided by Narcela, you can explore various locations to find Ardis Scholars and a way to escape the castle. Because Narcela must guide you through twists and turns, you have to remain together. Getting to and exploring a new location takes 20 minutes. At times, you're going to need to use the Explore the Electric Castle activity (see below), or Follow the Expert with the same results as Explore the Electric Castle, which can increase or decrease the time it takes. You can describe how you're using the skill OR you can try to cast a spell that might make sense for what you're trying to do. (Don't worry if the exact parameters of the spell (such as area and duration) may not reflect the skill challenge, such as with safe passage or show the way; these benefits could represent casting the spell at a crucial time along the way to assist in the task.[/ooc]

Explore the Electric Castle activity (rare, exploration)
You make your way around and explore an area in Aslynn’s fortress. When you Explore the Electric Castle, attempt a skill check, choosing from the skills indicated in the area you’re searching. Other Lore checks might be appropriate at the GM’s discretion. The DC of most skill checks is DC 26; for checks using an appropriate Lore skill, lower the DC to 23. You can Cast a Spell instead of attempting a skill check. If you use a non-cantrip spell appropriate to the task, you earn a success; if the spell is at least 4th level, you instead earn a critical success. Examples of spells you can cast include invisibility or obscuring mist to help sneak, shape wood or shape stone to open a passage, or spider climb or dimension door to maneuver around difficult areas. Based on the results of your check, determine how long it takes to get to and explore the room.
Critical Success You reduce the time it takes by 5 minutes (to a minimum of 15 minutes).
Success You do not increase the time it takes.
Failure You increase the time it takes by 5 minutes.
Critical Failure You increase the time it takes by 10 minutes (to a maximum of 1 hour).

One important note: Returning to a room you have been to previously does not take an appreciable amount of time and doesn’t count against your time -- that's basically factored into your originally getting there. So if you want, you can go to the cells and then bring anyone you rescue back here to keep them safe. Basically, any backtracking is "free."

So, you have about 4 hours before Aslynn could get back. You have the following three locations Narcela has suggested as possible places to go: The cells, the seneschal's office, the lightning tower.

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

We should go to the lightning tower first, before it lightnings and we get struck by lighnting.

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

"Lightning tower it is!"

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 nods his snout...

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Narcela leads you up to the top of one of the castle's towers, where roiling black clouds somehow stand distinct against the dark and shadow-twisted sky. Purple bolts of energy lance down toward metal rods attached to the crenellations. A webbed network of fine metal mesh covers the floor, connecting the rods to thick wires leading into the depths of the shadowy fortress.

To safely navigate this area, each PC must watch for the lightning (using Nature or Survival) or avoid the energized mesh (using Acrobatics or Athletics). There's also an additional penalty beyond time for failing here.

Each of you can make your check now. Remember, if you have a spell that you think thematically makes sense for this challenge, you can try to sell me on it.

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

Mandower can dodge out of the way athletics: 1d20 + 15 ⇒ (15) + 15 = 30

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

Are there loose pieces of metal that Quinoline could craft into a cage? If so, she'd craft a cage. If daily items need to be used, she could expend a bottled lightning to test her makeshift cage.

If not, she'll just use Acrobatics to dodge the non-bottled lightning.

Skill: 1d20 ⇒ 13
Crafting +22, Acrobatics +17

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 attempts to avoid the energized mesh by utilizing her assassin flexibility and reflexes to dance around the room.

Acrobatics: 1d20 + 21 ⇒ (10) + 21 = 31

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:

Dangeous looking place Vella says as she takes in the tower. Best move quick through it to try and shut the damned thing off.

Athletics: 1d20 + 19 ⇒ (8) + 19 = 27

The dwarf works to muscle her way through the mesh as quickly as possible.

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: ---

Acrobatics, level bump: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15

Acrobatics, level bump, hero point: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32

Zazu tries to stay on his furry toes

"Be careful, I doubt that it is pleasant to be electrocuted by lightning"

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I'm going to say you needed Acrobatics, Quinoline.

Zazu nearly touches a wire, a little purple electricity leaping to his flesh but doing nothing more than stinging him, but you all make it through. The whole trip took about 20 minutes to get here and safely navigate the area. Lumna is pretty sure she could absorb some of the power though it will require a Crafting check, but they question whether they should do so now. They're still pretty well charged you're at 8 of 10 charges. Narcela also looks concerned, and expresses a fear that doing so could further let Aslynn know what you're all up to.

She does notice Quinoline's gaze following the wires. She notes that they power the castle, including the lights you saw strung on the halls, as well as the Gale's Claw, Aslynn's planar ship.

Let me know if you want to recharge Lumna/the hallajin key (remember you can return here later at no time "cost"); or you could go to one of the other locations Narcela has indicated: the cells or the seneschal's office; or come up with some other idea.

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

If recharging seems free/unlimited, there's no downside to charging now, right? If we only get a limited number of recharges, or if it takes 10 minutes / Exploration, we can wait, but otherwise:

Crafting: 1d20 + 22 ⇒ (18) + 22 = 40

Quinoline knows how to work with electricity.

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You don't know if you'll be able to do it more than once; there is no time cost to doing so. As noted, Narcela's concerned it could further let Aslynn know what you're up to.

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: ---

"Maybe we should not charge it, at least maybe not now. I would not want Aslynn to learn about us sooner if we can avoid this" comments Ysoki

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

"Agreed. Let's come back later if and when we need it. We need to keep moving for now" Lydia chimes in.

Thinking about the situation a bit more, Lydia adds "We can't get anyone home until we figure out the interference. Let's do that first, and then get the prisoners."

I vote office next

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:

All right. Vella nods to the rogue. I can't imagine what the prisoners are going through is good, but you have a point that if we cannot get them out of this castle then getting them from their cells won't matter.

Vella is still listening engaged and ready - her player has just run this once upon a time before and so is holding back from being the one to suggest any major choices.

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

"Okay, let's recharge later."

The cells or the seneschal's office? Quinoline seconds whoever makes a suggestion.

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: ---

Why not office! as Lydia suggested

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

Oh, very weird ... when I posted, I didn't see any posts after the GM's last post! Quinoline votes office, then.

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Narcela nods. "I'll lead you down there," she says. "When we get close, I'll draw the seneschal away, and you can search through his office!"

Once you get into the room, you find haphazardly piled papers cover the surfaces in this office. An hourglass sits on the desk, nearly hidden under a discarded sack. Gray sand falls upward in the timepiece, moving from the lower bulb, which is engraved with a hag’s face, to the upper, which is engraved with the castle.

You can Explore the Electric Castle to search through his scattered notes for clues using Society, Perception, or one of the following Lores: Academia, Accounting, Library, Mercantile, or Scribing. If you have the Eye for Numbers feat or Glean Contents feat, you gain a +2 circumstance bonus to your check.

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:

All right, let's see what's here. And what the fiend had her servants working on. Vella whispers as she tries to make sense of the seneschal's filing systems.

Library Lore: 1d20 + 12 ⇒ (8) + 12 = 20

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

Perception: 1d20 + 19 ⇒ (9) + 19 = 28

Lydia looks around for anything of use.

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That will be a failure, Vella (just want you to know in case you want to use a Hero Point).

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

Society: 1d20 + 17 ⇒ (18) + 17 = 35

Quinoline cheerfully digs into the papers.

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:
motteditor wrote:
That will be a failure, Vella (just want you to know in case you want to use a Hero Point).

I think she'll keep it for now (not that much better odds here with her skills anyway) but appreciate the alert and the chance to use it!

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Botting Zazu and Mandower. Sorry, should have done it sooner; hopefully this coming week will have many fewer appointments during my non-work time!
Zazu Society: 1d20 + 13 ⇒ (19) + 13 = 32
Mandower Perception: 1d20 + 12 ⇒ (14) + 12 = 26

So that's 4 successes and one failure, meaning you take 25 minutes to explore.

As you go through the office notes, you find:
* Aslynn instructed her seneschal to place a “planar net” in the bell tower to intercept trespassers’ extraplanar travel into and out of the castle.
* The alarm system in the bell tower is set to alert Aslynn to any intrusions and movements in her fortress.
* An Ardis Scholar named Dinetrie is being punished in the Oneirium for trying to steal Aslynn’s airship.
* Aslynn locked the airship’s “aeromantic wheel” in the vault to make sure Dinetrie couldn’t try to steal it again.

So locations you are now aware of include the cells, bell tower, oneirium, sky dock, and vault.

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 votes bell tower to take down the net.

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

"Seconded" Lydia says softly in agreement with Quinoline.

Also voting Bell tower

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As you tell Narcela your next destination, the young changeling suddenly shudders and hunches over in pain. Her extremities ripple, the skin on her forearms turning to a dark gray as her fingers stretch, nails lengthening into claws. After a few moments, the strange attack passes, and her limbs return to normal. Taking in deep breaths of air to calm herself, she straightens, and wipes sweat from her brow.

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

"Are you okay? Did you feel something?"

Quinoline will look for signs that Narcela is a hag in disguise.

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:
As you tell Narcela your next destination, the young changeling suddenly shudders and hunches over in pain. Her extremities ripple, the skin on her forearms turning to a dark gray as her fingers stretch, nails lengthening into claws. After a few moments, the strange attack passes, and her limbs return to normal. Taking in deep breaths of air to calm herself, she straightens, and wipes sweat from her brow.

Zazu looks at her first in fear and then a mix of fear and concern. He casts Detect Magic to get a sense if anything is interfering with Narcela

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Quinoline doesn't see any signs of deception. Zazu's spell does detect transmutation magic, though Narcela eyes his quick casting reaction with some concern of her own.

DC 22 Religion or Society check or a DC 28 Arcana, Medicine, or Occultism check to Recall Knowledge:

You think Aslynn must have begun her ritual to transform her changeling daughter into a night hag. Fortunately, the vast planar distance between her and the castle is letting Narcela hold off the transformation through sheer willpower.

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:

Religion: 1d20 + 18 ⇒ (4) + 18 = 22

Vella's eyes widen as she takes in Narcela's struggle and realizes what it may presage.

Narcela, the dwarf says, holstering her hammer and approaching slowly it's all right, but I think your mother might be calling to you.

She approaches a bit more, moving to but her hand on the changeling's shoulder - assuming Narcela is all right with it. But she's not here. And the Call isn't absolute. Encountered enough changelings who rejected it to know that for certain. You can choose to fight it and stay yourself. You're already doing it! Every soul has the chance to choose its path - it's what separates us from the dead or the mindless. And your will looks strong enough already, so just keep hold onto 'you' and you'll be fine.

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 nods to the wise words of the dwarf.

"It takes all kinds to make the world, you do have influence how you walk your path, stay strong."

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 turns to Quinoline. Do any of your tonics help fortify the mind against assault?

Assuming you would feel comfortable drinking them. she adds looking to Narcela.

Dont know if you have/know any relevant mutagens.

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

Arcana: 1d20 + 20 ⇒ (10) + 20 = 30

Fishing for anything that might come from critical success ...

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You don't think you have anything that could help, but you're also not very familiar with what's happening to Narcela. Perhaps if it continues, you'll be able to figure out something.

That said, Narcela seems grateful for Vella's words let's say Hero Point to Vella! and nods, looking a little calmer. She wipes the sweat from her brow and murmurs, "Just more reason to continue, and quickly!"

She leads you up through the castle, to another tower. Three massive black metal bells hang from a yoke stretching across this open tower. The clappers are carved to look like screaming faces. A fine silk net hangs below the bells. Several rough-cut gems woven into the fabric glow softly.

Explore the Electric Castle: If you want to silence the bells, you can dismantle them with brute force (using Athletics) or skill (using Crafting, Engineering Lore, or Thievery). Note that there is an additional consequence for failure beyond the time it takes.

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

Religion: 1d20 + 15 ⇒ (6) + 15 = 21

Lydia looks concerned for Narcella, but doesn't know what is happening until it is explained by Vella. "You alone control your destiny. Don't let someone else choose that for you, I didn't anyway" the red mantis renegade says. "Turns out a group of assassins aren't too keen about you leaving, but that didn't stop me"
-----

Lydia looks ahead and quickly devises a plan to try to disable the mechanism(s)

Has trapfinder
Thievery, Master: 1d20 + 21 ⇒ (11) + 21 = 32 +1 to Pick a Lock or Disable Device

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

Crafting (Master): 1d20 + 22 ⇒ (3) + 22 = 25

Quinoline tries to help, but Lydia beat her to it.

---

I missed Vella's suggestion earlier. Quinoline has a lesser bravo's brew (+1 Will) but doesn't have the higher level one yet, and most mutagens (or at least, the ones that Quinoline knows) detract from Will saves, rather than reinforce them. If anyone knows of good things to have, I'd appreciate suggestions - Will is Quinoline's low save, so I'm always on the lookout, and the vast majority of her formulas are from CRB/APG because that's when I played her the most.

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:

Lovely Vella says as an aside as she gets a close look at the shape of the Bella. The champion looks to her allies. Just point me where to push

Athletics: 1d20 + 19 ⇒ (4) + 19 = 23
Let me know if that’s a failure. Likely will HP this one if so

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 at the mechanism and he tries to aid in what Lydia is doing

"Let me hold your picks"

Thievery, aid, DC20, level bump: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22

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

Mandower would try, but it looks like the others got this and doesn't want to risky failure.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes, that's a failure (DC 26 for the skill, 23 for the lore). Unfortunately, Mandower, everyone must Explore, though you could Follow the Expert instead.

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:

Using a Hero Point then

Athletics: 1d20 + 19 ⇒ (15) + 19 = 34

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

Okay, not that I have a high chance of failing, but thought too many failures would be bad and thus saw a lot of successes.
athletics: 1d20 + 15 ⇒ (4) + 15 = 19

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