
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Two successes and three failures, so this takes 35 minutes.
The bells prove tricky to disassemble, and you set them to ringing several times, creating a loud, painful cacophony everyone takes 35 sonic from the failures. Still, in the end, you are able to disable them, along with the planar net, leaving you able to escape once you collect the Scholars -- and hopefully blinding Aslynn to your actions! Still, your time before she gets back is starting to run short 160 minutes left, and you have to decide what to do next!
3d10 + 21 ⇒ (2, 5, 7) + 21 = 35

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Shall we get the wheel (vaults) and then the scholar who tried to steal the ship?

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Now that we can leave, I think we should get to and tend to the scholars in the cells, Vella counters. Depriving Aslynn of her treasures is worthwhile, but our main purpose is to rescue those she has taken is it not?
Vella would vote to start going to the prisoners while we likely definitely still have time.

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"Yeah, let us find the prisoner" says Zazu

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As you head to the cells, Narcela offers you two approaches: You can sneak through sealed areas of the castle using Athletics or Thievery or bluffing and sneaking past guards using Deception or Stealth. Because she has to lead you, you'll need to decide a direction.
This is usually a quick decision in a live game, but because decisions can take a while in PBP, here's what I'm going to suggest. Everyone vote for one method, but give me your BEST modifier (or roll yourself) for both approaches. Then we'll go with the majority decision and I'll apply the rolls/modifiers to that. Keep in mind you can Follow the Expert. Also, which I wouldn't normally suggest this in PBP, remember you can look at everyone's sheets if you want to try to have a little more of a "live" experience where you're considering your best overall options.

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You never know with guards. Vella says, thinking aloud. One bad trip or clang and then you're drawn into a fight. And only the Gods know how those can turn out.
I think we may be able to move fast through the less-used wings. Doubt some stuck doors would prove too much of a trouble.
Vella's vote would be the sealed areas. Glancing at the group I think our average Ath/Thv mod is a bit higher too (+17 v +15)
Athletics: 1d20 + 19 ⇒ (3) + 19 = 22
Deception w/ Follow the Expert: 1d20 + 9 + 3 ⇒ (5) + 9 + 3 = 17

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Quinoline will vote for going past the guards, although she's only trained in either skill set.
Sneak through sealed areas: Thievery +16 (T)
Sneak past guards: Stealth +17 (T)

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Lydia is equally capable in both (+21 and +22) so she has no mechanical preference. Roleplay wise...
Given two choices of infiltration, better to stay out of sight for longer than risk a bad step that alerts the guards. I'd prefer going the sealed route" Lydia whispers softly. She adds, "Keep in mind, we also need to get the prisoners out."
Mechanically I don't care. RP wise, I like sealed

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Zazu looks at the situation "I can work picklocks but also sneak through the shadows"
My stealth is +15E while thievery is +13. So I vote for sneaking past
Thievery, level bump: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Stealth, level bump: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17

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It's a tough call, but knowing time is running through the hourglass, you decide your best way forward is to try to sneak through the sealed areas of the castle. Mandower, your Athletics skill looks better than either of the ones you listed, so I went with that. You struggle at first, but Mandower's able to muscle through some areas to help you pick up the pace. 2 failures, 2 successes, 1 critical success, for 25 minutes total (135 minutes remaining before Aslynn returns)
You arrive to find two Ardis Scholars, who you're able to quickly free from the cells. One is a middle-ages human man named Venruth Zserle, who smiles as you arrive. "Oh, have you come to free us? You don't look like any of Aslynn's monsters, do you? Who are you then?"
The other, a half-elven man named Bremix Isel, sighs heavily at Venruth's questions and grips the bars as he awaits his freedom.
2d20 ⇒ (15, 20) = 35
Pics of both men are on the art link.

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Lydia steps forward and softly whispers, "I'm Lydia, we're with the pathfinder society and are here to free you and other Ardis Scholars."

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Are any - are any of you harmed? Vella adds, adjusting her volume to match Lydias as she approaches the two Scholars to looks them over. I can help mend you up. Revecka sent us here. And Lumna is here as well...in a way

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Quinoline loiters in the background, far less adept at freeing them than others.
She'll offer aid if any are wounded, though.

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Zazu looks at the fried scholar and wonders about his look and how Aslynns mosnters looked. Ratfolk with tiny horns on his head, yeah Aslynn does not surrounds herself with Tieflings so it is a true statement.
Than he bows removing his topper hat from furry head "We probably should be going and explain along the way"

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Sorry for the delay; it was a long weekend. I'm hoping my schedule settles down a bit after Wednesday.
"No, I'm fine," Venruth responds. "Are you, Bremix? Or do you need healing?"
"No, I don't need healing," Bremix snaps back, "I just need to get out of here. Honestly, Venruth, we've been here together. Why would you suddenly think I need healing?!"
"Oh, right, yes, sorry, Bremix, who knows what I was thinking?" Venruth responds. "Silly me." He turns back to you all. "Yes, where are we going? And what about the others? Have you found Dinetrie? You know she’s being punished for trying to escape, right? And the workshop? Where Cetezar is?"
"How in the world would they know that, Venruth!" Bremix snaps. "Honestly!"

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"Maybe we should try to save Dinetrie next, to save her some suffering" suggest Zazu

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The other two scholars should be the priority. yes Vella agrees. Looking towards Narcela, the dwarf asks. Do you know where she may have been taken?
So just so I understand, we have so far been to/explored:
Senseschal's Office, Lighnting Tower, Bells, Cells
Locations we are aware of but have not yet gone to are:
* The 'Oneirium', where the sensechal's notes indicate Dinetrie is being held
* A vault, where an 'aeromantic wheel' was secured
* A sky dock (where Dinetrie tried to steal a ship, and so Aslynn put the 'wheel' in the vault)
*The workship where this 'Cezetar' is (another scholar?)
Am I missing another spot we have learned about?

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Is Dinetrie not a scholar?

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Dinetrie is a Scholar, as is Cetazar. And, yes, Vella, those locations are accurate. You listed all of them.
As you leave the cells for your next location which you'll still need to pick, Narcela suddenyl lets out a loud moan, reaching out to a nearby wall to hold herself up. Her body again distorts, curved horns growing from her head. After a few moments, she returns to normal. She slumps down and looks up with fear in her eyes. “Please,” she says in a rough whisper. “Don’t let her take me! I don’t know if I can hold on much longer. If... if I transform, do what you have to do! I’d rather be dead than a monster!”
Bremix, meanwhile, stares at Narcela with revulsion. “Lamashtu’s get!” he swears. “She’s got some sickness. Is this going to spread to the rest of us?!”

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I vote to snag Dinetrie, they can tell us whether the wheel and the vault are more important than Cezetar if we run out of time.

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That course sounds good to me Quinoline
As Narcela warps and staggers, Vella approaches her. She is afflicted, but fighting it. the redeemer calls back to Bremix with a frown. And if not for her strength already we would not be here at all to get you home.
Looking at their changeling ally, Vella whispers. Should it come to that...I will. And Saloc will judge you justly for your deeds not your mother's foul influence. But that is an if - stay strong. It will not come to that. Think hard to what you are staying 'you' for.

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Vella expands a bit on how Saloc, the Minder of Immortals, makes sure that one's free will is paramount to a soul's judgement, and that a forced conversion of this sort even were it come to pass would not be a reflection of her true soul.

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Zazu takes out his hat and puts it on the ground
"Stay strong Narcela, we are more than the blood that flows in our veins." he says and horns on his head are clearly visiblie
The ratfolk looks at Bremix "Your compassion is inspiring ..."

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Stealth: 1d20 + 17 ⇒ (5) + 17 = 22

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Stealth, DC26, lvl bump: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22

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Stealth: 1d20 + 22 ⇒ (5) + 22 = 27
@Mandoower, you're welcome to use my campaign coin for a reroll if youd like. I think it'd be a good idea to avoid crit failing exploration where possible.

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Zazu looks at his robes wondering if it would also aid him in his stealth "Where do people get those fancy t-shirts!?!"

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Mandower starts to turn the wrong way, but you're quickly able to reorient and head the right way, taking about 30 minutes to make your way through the halls. As you enter the Oneirium, you find a large mirror hanging from a wall directly in front of a chair laden with heavy leather straps and a metal frame around the headrest. Playing out on the mirror is a scene of a fetchling couple trying futilely to hide behind a scarecrow as they’re stalked by a laughing woman with a shaved head and multiple piercings.
A half-orc woman pic on the map link is tied to the chair. As you free her, she introduces herself as Dinetrie Ardivaso. Undaunted by her punishment, the strong-willed Ardis Scholar talks a mile a minute, and can’t stop thanking you for rescuing her. She’s ready to leave immediately, but impatiently accepts she needs to wait for you to finish your business before you can all leave.
Dinetrie explains that she hoped steal Aslynn’s airship, the Gale’s Claw, to escape. She mentions she obstructed the planar net in the bell tower so the ship could leave -- and is glad to hear you've already destroyed that again -- but the ship proved too complex for her to pilot. She can lead you there if you want.
One more Ardis Scholar rescued. Can decide to head to the vault, the workshop, or the sky dock next. As a reminder, you have less than two hours remaining until Aslynn could return.

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"If we had to choose, which would you rather do - get the airship ready, or rescue Cetezar?" Quinoline asks Dinetrie.
In the absence of any particular guidance, Quinoline will advocate getting Cetezar - we can use the key to get back, right?

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Rescuing the scholars is what we came here to do. Vella argues. If we can ride away with one of Aslynn's vessels all the better, but the seneschal's notes imply there's something in the vault we'd need to recover to make it usable, did they not?
If so, and in case we do not have time to make it to all three spaces, I feel Cetezar must be the priority. Her vote at least.
As the group debates, Vella looks over Dinetrie. Are you badly injured?

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Lydia looks concerned for Dinetrie, "Well, better to get everyone together I suppose, then exit". Voting Cetezar, though not particularly strong feeling either way

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Quinoline will let her know that we have another way of returning, so people take priority over property. Formally voting Cetezar.
"Why are you talking so fast?" she asks Dinetrie.

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"Oh, sorry, I just talkfast," she says, slowing down for a moment.
With the group in agreement, you head for the workshop to find Cetezar. Narcela is able to lead you easily through the halls to a strange room that contains an assortment of work spaces and odd technological devices in all its nooks and crannies. A table in the center of the room contains straps and discarded surgical tools alongside several gears, wires, and other mechanical parts.
A portly older man is working at the table and he looks up as you enter. Unfortunately, he's not alone! Two humanoids stand guard. Their visages are horrific, with transparent skin and musculature displaying their glistening entrails, gleaming bones, and perhaps worst of all, their baleful red eyes. Their gaping maws are full of sharp fangs, as they raise their warhammers to fend you off. Seeing violence about to erupt, the older man -- Cetezar -- ducks under a table in a far corner of the room.
One of the creatures reacts first, as casts a spell, sending an arrow of acid toward Vella! Luckily for the dwarf, it goes over her head and hits the wall and the creature lets out a cry of frustration as it moves forward with hammer raised.
Lydia (Perception): 1d20 + 19 ⇒ (5) + 19 = 24
Mandower (Perception): 1d20 + 12 ⇒ (1) + 12 = 13
Quinoline (Perception): 1d20 + 16 ⇒ (18) + 16 = 34
Vella (Perception): 1d20 + 14 ⇒ (2) + 14 = 16
Zazu (Perception): 1d20 + 10 ⇒ (14) + 10 = 24
Blue: 1d20 + 22 ⇒ (3) + 22 = 25
Red: 1d20 + 20 ⇒ (17) + 20 = 37
1d20 ⇒ 6
Quinoline is up!

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"Whoa! That wasn't nice."
Quinoline can't see Red, but she'll infer their presence from the trajectory of the arrow. She reaches into her pocket and pulls out a double vial with clear liquid in it. As she winds up to throw it, it begins to sparkle blue.
Double Brew (moderate frost vial x2), Sticky Bomb
Moderate Frost Vial, 2nd range increment: 1d20 + 19 + 1 - 2 ⇒ (4) + 19 + 1 - 2 = 22
Cold: 2d6 ⇒ (4, 2) = 6 plus 7 splash cold plus 7 persistent cold plus -10' speed
Moderate Frost Vial, 2nd range increment, MAP: 1d20 + 19 + 1 - 2 - 5 ⇒ (20) + 19 + 1 - 2 - 5 = 33
Cold: 2d6 ⇒ (5, 3) = 8 plus 7 splash cold plus 7 persistent cold plus -10' speed
Splash damage applies on a miss, but not critical miss.
Crit doesn't double splash damage.

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Based on your location, you have no direct line to red. I'm going to switch your target to blue, since otherwise you would need to Stride.
Quinoline's first bomb misses badly, but she finds her target with the second. He responds with a spell, and Quinoline sees a sudden horrific image charging toward her! Quinoline must makes a DC 30 Will save He shivers as the bomb's chill continues to affect him, but then seems to shrug it off took the damage, but then succeeded at the flat check.
Critical Success: You're unaffected.
Success: You takes 18 mental damage and are frightened 1.
Failure: You takes 37 mental damage and are frightened 2.
Critical Failure: You're so afraid you might die. You must attempt a Fortitude save; if you fails, you die. On a successful Fortitude save, you take 52 mental damage, are fleeing until the end of your next turn, and are frightened 4. This effect has the incapacitation trait (so your degree of success will be one better).
8d6 ⇒ (4, 3, 6, 6, 6, 3, 6, 3) = 37
4d6 ⇒ (3, 2, 5, 5) = 15
Flat: 1d20 ⇒ 19
Blue: 22, phan killer
Red: acid arrow
Lydia, Zazu, Vella and Mandower are up.

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Will: 1d20 + 17 ⇒ (19) + 17 = 36 vs DC 30
Will probably use a Hero Point on a Crit Fail.

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Seeing as both of these unsettling creatures are well capable of striking from afar, Vella moves to take the fight to them. Don't worry Cetazar! We're here to bring you home! she cries as she advances on the closer foe and swings her own hammer down at it.
*Stride, *Stride, *Strike
Strike: 1d20 + 18 ⇒ (8) + 18 = 26 for Bludgeoning: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Vella will also use her Champion's Reaction on the first ally she can (takes damage while the ally and the enemy are w/in 15 feet of her). Enemy has a choice then to either negate that damage entirely, or power through anyway - in which case the all gets Resist 11 All to the attack and the enemy is enfeebled 2 for a round

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Lydia follows close behind Vella, "right behind you!" she says moving into a flanking position.
Strike vs Red w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 ⇒ (11) + 21 = 32
S dmg: 2d6 + 2 ⇒ (2, 4) + 2 = 8 | +fire: 1d6 ⇒ 1 | +sneak vs FF: 2d6 ⇒ (4, 5) = 9
Actions: ◆Stride ◆Stride ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round