GM Valen's PFS 1e The Devil We Know Parts III & IV: Crypt of Fools & Rules of the Swift (CORE)(Tier 3-4)

Game Master Lysle

Start Date: Part IV has begun!

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Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

"Thanks!"

Seebonickk tries to climb and ward off the shock.

Fort: 1d20 + 5 ⇒ (15) + 5 = 20

He tries to boost himself on the ledge using the rope.

STR: 1d20 + 1 ⇒ (1) + 1 = 2

"Ugh" He gets a cramp. "Ah...my elbow!"


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

We are one month until the end of Gameday and still in our first combat, so I am going to try and quicken the pace...

The woman (red) desperately lunges at Merida with her flail.
Melee (mwk heavy flail) w/Str penalty w/true strike: 1d20 + 5 - 4 + 20 ⇒ (7) + 5 - 4 + 20 = 28
Damage (B): 1d10 + 1 - 4 ⇒ (2) + 1 - 4 = -1

She merely manages to bop Merida.

Finish her!

HORROR IN THE HALL OF WONDERS? - Round Six Cont'd/Round Seven Begins!

PCs in bold may act

Woman (red) -11 HP (-8 Str penalty; faerie fired; +2 AC)
Menudo -3 HP
Merida -1 NL (faerie fired)
Theron -3 HP
Seebonick -3 HP
Ashtoret -3 HP (readied)
Round Seven
Nightkit -10 HP


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Menudo wrote:
Quote:
Just using CRB. There may be more clarity in another product. Feel free to point me to a source.

My CRB lists the description of DC 15 as: "Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands"

Regardless, I failed, that ends my turn.

Thank you. I somehow missed that.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit heads up the rope.
climb: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Theron tries the rope as well.

climb, -3 ACP: 1d20 + 8 - 3 ⇒ (19) + 8 - 3 = 24

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

"If that's all your magic can do, you have a big problem..."

Merida attacks again.

Longsword: 1d20 + 5 ⇒ (14) + 5 = 19
Slashing: 1d8 + 2 ⇒ (3) + 2 = 5

Should be a hit, even with her +2 AC. Let's just hope that is enough damage to end this fight.

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Menudo gives up on the rope and heads for the ladder.

Double move/climb. I'll let the GM determine where I end up.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Merida strikes true, but fails to fell the woman.

Menudo climbs.

HORROR IN THE HALL OF WONDERS? - Round Six Cont'd/Round Seven Cont'd!

PCs in bold may act

Woman (red) -16 HP (-8 Str penalty; faerie fired; +2 AC)
Menudo -3 HP
Merida -1 NL (faerie fired)
Theron -3 HP
Seebonick -3 HP
Ashtoret -3 HP (readied)
Round Seven
Nightkit-10 HP


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

PUTTING Ashotoret and Seebonick on Delay - No post in 48+ hours

The woman (red) continues to fight on with her flail.
Melee (mwk heavy flail) w/Str penalty: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9
Damage (B) w/destructive smite: 1d10 + 1 - 4 + 1 ⇒ (8) + 1 - 4 + 1 = 6
5 ft step; this triggers the readed action for Ashotret
She misses Merida.

HORROR IN THE HALL OF WONDERS? - Round Seven Cont'd/Round Eight Begins!

PCs in bold may act

Woman (red) -11 HP (-8 Str penalty; faerie fired; +2 AC)
Menudo -3 HP
Merida -1 NL (faerie fired)
Theron -3 HP
Seebonick -3 HP
Ashtoret -3 HP (readied goes off)
Round Eight
Nightkit -10 HP

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Menudo steps forward 5', redraws his Elven Curve Blade, and draws upon his divine energy to strike down the foe, then awaits Merida moving to flank.

5' step, move to draw weapon, swift to Smite Evil, standard to ready for a flank. I will roll it in advance.

Readied Attack:

Attack+Flank+Smite Evil: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31
damage+Smite: 1d10 + 5 + 5 ⇒ (7) + 5 + 5 = 17

AC is now 28 vs her

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Theron barrels forward and as he rounds the corner he brings his sword to bear.

Time to end this... he says with a fierce swing.

attack, PA, FF: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13

epic lol

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

"You don't know when to give up and surrender, do you? Well, you have only yourself to blame if you meet your god much sooner as planned..."

Merida steps into a flanking position with Menudo and attacks again.

Longsword, flanking: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Slashing: 1d8 + 2 ⇒ (2) + 2 = 4

No hit, but methinks it won't matter.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit rolls onto the catwalk then double moves around to where the fight is.

Wow. Merida. You're positively glowing. That looks so cool


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Merida Bowie wrote:

"You don't know when to give up and surrender, do you? Well, you have only yourself to blame if you meet your god much sooner as planned..."

Merida steps into a flanking position with Menudo and attacks again

Merida's strike provides little more than a distraction.

But, that was all Menudo needed.

COMBAT OVER

The woman's body sports a chain shirt, a masterwork heavy flail, and a holy symbol of Groetus. The half-orcs each had a chain shirt and a club.

Queck heads to some of the doors and knocks. "You can come out. They are all dead or gone."

The doors open and and a couple of her fellow engineers emerge. Upon seeing the Pathfinders, they begin to explain that about an hour ago, more cultists left with six captive engineers— the six engineers who are most knowledgeable on the subject of ancient Cassomir construction. "The cultists came here and ransacked our guild. They stole ancient city plans—not to mention kidnapping six of my best engineers!"

“They demanded we hand over any blueprints that detailed the Crypt of Fools," Queck adds. "They said something about keeping the location of hidden tunnels a secret.”

Any more questions for Queck or the other engineers?

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

...and good riddance, mutts! Theron says as he sheaths his blade and grabs the heavy flail.

Might come in handy.... he says as he turns to the engineers.Where is the Crypt? Do you have a map or can you quickly make one?

someone wanna check for magic...just in case...

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Menudo retrieves his two dropped wands.

Then, he scans the engineers for evil, though their auras are likely too weak to read at all... But should there be a dark cleric, or even a thrice damned anti-paladin hiding among them...

Without even asking first, Menudo walks over to Nightkit and gives her a tap with his curing wand.

CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Oh thanks. Was about to use mine.

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

Merida shrugs, when Menudo's blade separates the woman's head from her body.
I assumed a hard hit like that smite would do that to her - especially, as she was already low on hp...

"See? Told you so." She sheathes her sword and goes to retrieve her bow, answering Kit over her shoulder: "I know, right? I love it!"

Afterwards, she joins the conversation with the engineers. "Kidnapping?!" She frowns. "These cultists will pay for that. I promise we will free your engineers!"

"Master Queck, did you hand over all the blueprints that detailed the Crypt of Fools or did you manage to hide and therefore keep some of them? Also, if anyone here knows something about the Crypt, especially about hidden tunnels, now is the time to speak up. And if you have anything besides knowledge that might aid us on our rescue mission, your kidnapped comrades - and we - would highly appreciate it."


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Theron Randallas wrote:

Might come in handy.... he says as he turns to the engineers.Where is the Crypt? Do you have a map or can you quickly make one?

someone wanna check for magic...just in case...

No magic auras are present on the villains' items.

"The Crypt is a secret graveyard, long fallen from use, where traitorous families were buried, or in some cases re-buried, to scrub their stain from Taldan history." Queck explains. "“The entrance lies under an ancient fountain hidden somewhere below Old Cassomir, though the knowledge of its exact location was lost some time ago and finding it presents a bit of a problem. A legend among engineers tells of a series of hidden clues within three Cassomir monuments. These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance. Look for old buildings built by the Ismacco family, whom we’ve long suspected used the Crypt of Fools as the base of their heinous operations after it fell from use."

Merida Bowie wrote:
"Master Queck, did you hand over all the blueprints that detailed the Crypt of Fools or did you manage to hide and therefore keep some of them? Also, if anyone here knows something about the Crypt, especially about hidden tunnels, now is the time to speak up. And if you have anything besides knowledge that might aid us on our rescue mission, your kidnapped comrades - and we - would highly appreciate it."

"As a matter of fact," notes Queck, reaching for a container. "I have four potions of cure light wounds and a wand of detect secret doors that still has a few charges on it (5 charges). You are welcome to have them if you think them useful."

The gnome engineer pauses thoughtfully for a moment, then she inquires, "Were you surprised when you found us? If you hadn't planned to mount a rescue, what brought you here?"

Perception (DC 15):
If one ever happened to have plans to plant fake ship designs as part of a campaign of spreading false information, you can see that dropping the plans in with one of the piles of blueprints disturbed by the cultists would provide the greatest chance of being discovered and acted upon.

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 0, Ghoul Touch 1, Mirror Image 0 | Fireball 0, Halt Undead 0 || A-Bond -

I'll take the wand. Ashtoret seems to ignore the whole conversation, staring at the cleanly severed head with fascination. Her eyes, as usual, are empty and cold.

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

I see noth-ing!


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

I will take the prior post result should you wish to open the spoiler.

Anymore questions? If not, where to, Pathfinders?

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

to the crypt?

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Ah ... yeah. We've been following the trail of these Groetus cultists who have been involved in kidnappings and put a stop to it. Guess you guys got caught up in it. Presumably that crypt is our next clue

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

"Defilers..." says Menudo with disdain.

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Aye...more vermin to be exterminated. I'm not a religious type...but that doesn't sit with with me...to the crypt!


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Nightkit wrote:
Ah ... yeah. We've been following the trail of these Groetus cultists who have been involved in kidnappings and put a stop to it. Guess you guys got caught up in it. Presumably that crypt is our next clue

"A clue? Perhaps," notes Queck. "But, the location of the entrance to the Crypt of Fools remains a secret."

"If you have been following these cultists, then perhaps they have led you to one of the three Cassomir monuments needed to find the Crypt's entance?" One of the other engineers surmises.

Menudo wrote:
"Defilers..." says Menudo with disdain.
Theron Randallas wrote:
Aye...more vermin to be exterminated. I'm not a religious type...but that doesn't sit with with me...to the crypt!

"Defilers? Exterminated?" mulls Queck. "Then, you haven't been able to get useful information from any one of the cultists? Too bad. They are are an unhinged lot, for certain. But, I suppose that none of them would be so crazed as to point you in the direction of any of the three monuments."

What do you wish to do, Pathfinders?

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft
GM Valen wrote:
"The entrance lies under an ancient fountain hidden somewhere below Old Cassomir, though the knowledge of its exact location was lost some time ago and finding it presents a bit of a problem. A legend among engineers tells of a series of hidden clues within three Cassomir monuments. These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance. Look for old buildings built by the Ismacco family, whom we’ve long suspected used the Crypt of Fools as the base of their heinous operations after it fell from use."

"Thank you for your help, Master Queck. We should go and try to find the three monuments, then."

Thanks for putting us back on track, GM Valen!

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

"Perhaps we could haul one of the bodies to a church, have them interrogate the corpse itself? Even if it requires a donation, it would be cheaper than a scroll..."

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Right...asking those lunatics anything is pointless. So...monuments, you say? We could definitely check those out...

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit is quite content to let the smarter members of the party sort this out, although she does remind them of the Hall of Records that the Mad Painter drew on the wall.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Nightkit wrote:
Nightkit is quite content to let the smarter members of the party sort this out, although she does remind them of the Hall of Records that the Mad Painter drew on the wall.

"Did you say the 'Hall of Records'?" asks Queck. "Do you mean the Imperial Hall of Records? That, like several other structures in Cassomir, was build by the Ismacco family. In addition to the Imperial Hall of Records, they built the Admiralty Citadel and the Harbor Watch; they laid the stone that makes up the square around Pharasma’s Pulpit and they built retaining walls to shore up some of the ruins at Quickfall Abbey.”

"The construction of the entire Swift Prison was headed by Ismacco engineers. Why, that statue in front of the prison was also an Ismacco design." she continues. "I’ve been asking the city to destroy that Groetus-festooned statue for years.”

Where to, Pathfinders? Pick a monument, any monument.

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

"Good thinking, Kit! We should get going then."

Merida's vote goes to the Imperial Hall of Records.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit just shrugs. It just seems reasonable to me that, since it was painted on the wall, it may have been a clue. But yeah, let's get going. There may be more fun to be had.

She also notes down the names of the other buildings in her note book.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Armed with several clues, the party heads south to the Imperial Hall of Records.

The white stone building stands prominently, its outside walls at ground level are circled by three-foot-tall bas-reliefs.

The bas-reliefs resemble those that you have seen in a wall painting within the cell of "The Crazed Painter", although they are not nearly as warped or twisted and, most notably, the southwest bas-relief does not bear any features resembling the bright white glow found on that painting.

Each PC may attempt a Perception check. Please indicate where it is that you are looking.

Perception (DC 15):
You recognize locate a small letter "I" symbol in the heart of the southwestern bas-relief, which resembles a symbol that you have seen before. The symbol seems affixed to the opening of a secret compartment, but it is locked tight.

If someone casts detect magic, you may open the spoiler below:

Spoiler:
The compartment is locked with a powerful magical ward.
Any PC(s) may attempt Arcana, Spellcraft, and/or Disable Device check(s).

What do you wish to do, Pathfinders?

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

Merida checks out the southwest bas-relief.

"Hmmm..."

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

"Ah, here. This small letter "I" symbol looks like it should open something, but it seems to be locked tight. Maybe you can look at it as well?"

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit heads over to see what Merida has found
perception: 1d20 + 7 ⇒ (2) + 7 = 9

She then pulls out some small tools and starts cleaning the 'i'.

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

Seebonickk looks around for anything strange.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

perc: 1d20 + 7 ⇒ (11) + 7 = 18


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Merida Bowie wrote:

Merida checks out the southwest bas-relief.

"Hmmm..."

"Ah, here. This small letter "I" symbol looks like it should open something, but it seems to be locked tight. Maybe you can look at it as well?"

Merida concludes that the "I" symbol marks the presence of a hidden compartment. She concludes that the lock that is holding it is likely a superior lock.

If someone casts detect magic:
You detect a faint magical on the superior lock, which suggests that a magical ward has been placed on it.
If you succeed at a DC 16 Arcana check, you may open the spoiler below:
Spoiler:
You determine that the magical aura is one of abjuration.

If you succeed at a DC 21 Arcana check, you may open the spoiler below:

Spoiler:
You determine that the magical aura is one of abjuration and that the ward on the superior lock acts as an arcane lock, but that the ward can be dismissed with an appropriate password or other sound.
DC 50 Disable Device to open.

If you succeed at a DC 18 Spellcraft check, you may open the spoiler below:

Spoiler:
You determine that the magical aura is warding the superior lock, but that the ward can be dismissed with an appropriate password or other sound.

In one of the paintings that you viewed previously, this bas-relief within southwest corner of the building where the locked compartment lies glows a bright white. The figure depicted in the painting is a traditionally Taldan version of Aroden, who is attempting to sooth a group of frightened children by playing a flute—the notes were actually painted above him on the canvas.

Knowledge (local) (DC 15):
You recognized the notes painted on the canvas as being a Taldan song that is often sung or hummed as a children’s lullaby.

What do you wish to do, Pathfinders?

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

know local: 1d20 + 6 ⇒ (7) + 6 = 13

Want me to try picking this thing? Or are we supposed to sing to it?

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

"I don't know a great many songs, but hum a few bars and I can try and fake it."

By now, my Longstrider wand will have worn off, right?

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Oh I think I can sing it ... I just don't know the tune. The notes are on the wall but I don't know what they mean

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

k. local: 1d20 + 5 ⇒ (18) + 5 = 23

It's an old lullaby. My mother and grand mother used to sing it when I was young. Can't remember all the words...


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Menudo wrote:

"I don't know a great many songs, but hum a few bars and I can try and fake it."

By now, my Longstrider wand will have worn off, right?

Correct, it has worn off.

Menudo suggests humming the notes.

Nightkit wrote:
Oh I think I can sing it ... I just don't know the tune. The notes are on the wall but I don't know what they mean

Nightkit suggests singing the notes.

Theron Randallas wrote:
It's an old lullaby. My mother and grand mother used to sing it when I was young. Can't remember all the words...

Theron recalls that tune is one from his childhood.

A PC must succeed at a DC 12 Perform check to perform the childhood song correctly.

If a PC attempts to play the notes on a musical instrument, sing them, or hum them:
The compartment beneath the letter “I" unlocks.

Inside the compartment, a piece of parchment awaits with a symbol drawn on it.
You may now uncover the Slide that labeled "SING FOR ME".

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

perform: 1d20 + 9 ⇒ (3) + 9 = 12

Once Theron tells her what the song is, Nightkit remembers the song as well and sings it.

It's obvious that she is a better dancer than a singer but does manage to unlock the sonic lock and retrieve the parchment. She then frowns.

I have no idea what this means she admits.

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Theron takes a look at the parchment.

A map overlay, perhaps? Only thing I can think of...but what map, if it is...


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

Having found a curious parchment in the bas-relief of the Imperial Hall of Records, the white stone building depicted in one of three paintings with similar moon iconography created by the cultist, the party believes it has exhausted its search of this location.

One of those other paintings, the Pathfinders aided in creating and have spent some time considering its subject. That painting depicted a twisted version of a certain statue, which Nightkit noted bore the scupltor's mark—a small letter “I”.

The other painting, found hanging on the wall of the cultist's cell, depicted a retaining wall shoring up at set of ruins, which may be recognizable to one familiar with the city--perhaps, even a passing bystander.

Diplomacy (DC 10) to successfully ask a bystander:
You recruit a Cassomirite. Upon hearing a description of the ruins, she postulates that it may epresent the northeastern retaining wall that shores up some of the ruined towers of the ancient Quickfall Abbey in hopes of pointing you in the right direction.

If there is more to this puzzle, it must lie elsewhere.

Where to, Pathfinders?

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

"That was nice! I didn't know you could sing that well..."

Diplomacy: 1d20 + 0 ⇒ (7) + 0 = 7 :-/ Well, I tried...

Still thinking about how nice Kit's voice sounds, Merida rather rudely asks a man passing by:

"Hey, you with the beard! Where in this city would I find a retaining wall shoring up at set of ruins?"

Gotta play out the low rolls... ;-)

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