Rogue Elf

Garedon's page

468 posts. Organized Play character for FurtiveZoog.


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Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Hi all,

Sorry I haven't posted for awhile. As I may have mentioned, I have been having some back problems that have cut into my sleep and general well-being.

So, I am probably going to have to take a break from the game for the time being. I'm sorry that it is in the middle of the scenario. :(

Thanks for the great games,

Matt

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

MM: 1d4 + 1 ⇒ (2) + 1 = 3

"Not creative response to the developing situation, I suppose that I must admit, but, if it works, perhaps creativity is overrated."

"A 'skeletal champion' is what we face. It has retained the intelligence and skills of its former form, instead of merely being driven by simple malicious cunning."
I forgot to relay the results earlier, sorry.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Sorry I'm a bit delayed: I have a recurrence of some back ache and haven't slept well (despite four Advil, a sleep aid, a muscle relaxant, hot and cold pads and packs, elevated legs...) or been in the mood to sit and type much.

I'm not sure if I should cast Grease or not or just try to keep pecking at it with magic missiles, especially since I would probably have to get in someone's way to do so.

Unsure what to do or where to fit in, Garedon fires another reliable magic missile at the creature.
MM: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon peers around the corner and fires a magic missile at the skeletal creature.

MM: 1d4 + 1 ⇒ (2) + 1 = 3

Edit: Knowledge (Religion): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Yeah, it was coming back with an error, and not even the usual goblins in the computer error screen.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon will take a closer, methodical, and prolonged and search of the area behind the statue.
Take 20 for a 31.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"As the discovery of the greater part of these secret doors, I believe that I would be the most qualified among this group group towards finding additional secret doors, at least of the same make and manner, and, most probably, secret doors of other designs."

Perception: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16

"Hmm. In any event, we have several good reasons to suspect that this statue has concealed behind a secret door of some sort, and may wish to proceed accordingly, despite the lack of an immediately-apparent secret door (to use an oxymoron). Perhaps, this time, there could be the use of a system of ropes, instead of post hoc system of curative magics."

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon casts Detect Magic and then searches the alcoves and room.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20

"It is a remarkably spare room for a runelord of greed, I would posit. Perhaps one such as he learned to 'take it with them' in a superior fashion, thus explaining the lack of grave goods."

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

I would say we just continue, then. Although it is sometimes seen as anti-climactic after the BBEG is dealt with 'early' (always a potential problem with scenarios where you aren't forced always in one direction), I don't really see it as any less fun or challenging now than it would have been then. And, even if death couldn't come anywhere with an unlucky critical hit, knowing a potentially TPK is out there still maintains the sense of danger and expectancy. Also, with this mission and being a Pathfinder (and the whole 'Explore' thing), it does make sense to be thorough.

I am a bit of an OCD completionist, though, so opinions may differ.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

OK, total mischievous metagaming here, but we haven't (it seems) encountered the mentioned TPK potential encounter. Now, if the results were already reported and we were just playing the rest 'for fun', then maybe we wouldn't all die in PFS when/if we encounter that encounter... ;-)

Hey, I can't help it! I'm always thinking. :D

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

The page for the event is here.

The possible boons were in an email to GMs; I'm not sure if they are anywhere else.

Unfortunately, you only win something of your choice on a natural 20, and something random on a natural 1, so you didn't win anything.

Boons email wrote:


Boon Information:

GM Boons:

Each GM will get one of the current seasonal GM Race Boon when they report their first game to the PFS Online VOs via the web solution mentioned above. Each GM will only get one Boon for running during the PbP game day. The current GM Boon is the Oread Race Boon (Earth Elemental Race).

Player Boons:

At the conclusion of each game, the GM and the players will all roll a raw d20 in the virtual presence of the GM, only at the time the GM indicates, and in the game thread. (Alternatively the GM is allowed to roll for all the players as a public list of rolls on the Forum they are running the game in, instead of allowing the players to roll individually themselves.)

Anyone who rolls a natural 20 will get the boon of their choice (see selection below).

Anyone who rolls a natural 1 will get a random boon, determined by the GM rolling a d4 and matching that with the Boon number below.

(As stated above, the GM is also allowed to participate in this boon roll to also have a chance to win a boon in each game.)

** The post with the boon rolls should not be edited after the initial roll is made. **

Boon selection:

Boon 1:

Lingering Resonance: A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time that you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. Choose one of the following benefits, and cross the other off your Chronicle sheet.

• When you cast the listed spell, you may increase the DC of the saving throw by 2.

• When you roll a saving throw against the listed spell, you gain a +4 bonus on the save.

You may use this bonus once for free, after which you should check the box below; each additional use of the selected benefit costs 1 Prestige Point.

Boon 2:

Long Distance Support: You heard the Decemvirate’s call to arms as the Fifth Crusade began, but for whatever reason the society did not send you to the front lines immediately. You may nonetheless send extra supplies to aid your fellow Pathfinders. At the end of any scenario that does not take place in Mendev or the Worldwound, you may choose to spend 1 Prestige Point to send a cache of necessary supplies north to aid the war effort. On a line below, have your GM record where the scenario took place and initial the entry. Upon filling all five lines, you gain two benefits.

First, you gain a Mendevian Commendation for your tireless efforts to supply the crusade. A Mendevian Commendation grants you a cumulative +1 bonus on Charisma-based skill checks to influence Mendevian Crusaders (maximum +3).

Second, as a swift action while fighting a creature with the demon subtype or bearing an unholy symbol of a demon lord, you may grant all allies that you can see within 60 feet a +2 circumstance bonus on attack rolls, damage rolls, and saving throws against those creatures for one minute. When you use this second ability, cross it off your Chronicle sheet.

Boon 3:

Mendevian Weapon Training: Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.

Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.

Boon 4:

Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the “hard mode” option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.

--------------------------------------------------------------------------- ---

I hadn't noticed the GM boon when I went through it the first time. I'm not really that interested in Oreads, just like I wasn't very interested in Ifrits last time. Oh well!

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"... Or, we could just do that, I suppose."

Garedon casts, somewhat belatedly, Guidance and Resistance on Vyk Tyr and then on Vincent, likely the second to go through the hidden door.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

First, I'll just say that I will be happy with whatever the group decides.

The boons, in my opinion, were pretty minor, and the chances of getting one were small, except that the GM gets one - of what type, I am not sure.

It might be legit to roll for boons and see if anyone got any that were worth reporting for.

Garedon's Boon roll: 1d20 ⇒ 14

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"As I feared, it is a resource limited in some fashion. If we are fortunate, it is limited along the line of 'only once per person per day', or something similar. Someone who has not touched the statue and so received the blessing during the previous period should now touch the statue, using the temporary aid from it to withstand the probable electrical barrage coming from the runelord statue or statues touched and moved, although even then we will have to determine a way to move seven statues with the aid of only a few benefits of Pharasma's aid. Unless, of course, we can determine some way to disarm or bypass said statues and their deleterious deterrence; presumably there would also be some catch, password, or the like that would keep the Pharasmin priests and workers of old safe while they accessed the areas behind. I have also considered laying a rope around a statue and dragging, so gaining the protections of some distance and the electrical non-conductivity of silk."

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon will try touching the tripartite statue of Pharasma again.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon was drawing a map periodically, and has a "mapmaker's kit", "chronicler's supplies", and a compass and wayfinder to help him. Matt, his player, is scattered at the moment and going to the park in a minute. So here is a half-@$$ed plan:

"I do have a Wand of Disguise Self with five remaining charges, each lasting 10 minutes. I would be willing to exchange the use of such for all equipment belonging to yourself and all knowledge you have regarding the ossuary complex, along with a solemn promise that you will not trouble the Pharasmin's or the Society again, nor cause harm to any innocent persons. Additionally, I shall request a small lock of hair from each of you, such that our diviners may keep abreast of your doings and find you again, if such actions warrant. You may then leave the complex when we do, properly disguised as hapless victims or minor miscreants, and then you will quickly 'escape' our custody, from which you can find a new life (or unlife, as the case may be), perhaps only so far as a different district of this very city. That is, assuming that this plan is agreeable to my companions and to yourselves. The skeletons will have to 'remain behind', speaking euphemistically."

Trying to be 'good', even to at least one evil individual, at the risk of straying from the tried and true murder-hobo role.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]
Vyk Tyr wrote:

"Esme, I can completely without a doubt guarantee you that absolutely nothing can be gained by asking my friend to speak. So let's just get you out of here."

Vyk then went to pick up Dr. Creepy to aid with the escort.

-Posted with Wayfinder

Perfect! Thanks. :)

It was reminding me of when I was a kid and I knew I was supposed to be quiet, but it was a really long time for me to be quiet, so I'd eventually make some sort of cough or something just to break the silence.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"Diplomacy, bluffing, and similar nonsense, potentially leading to negotiations and the non-violent resolution of the inherent problems, at least to the maximally non-conflicting - Yes, I believe that the interests of everyone are likely to be best served if I remain silent during this period. Probably for the rest of this encounter, as it were. Mmm. Unfortunately, there appears to be developing an unwanted, nagging itch in my throat - probably the result of the decrepit air, not aided by motes of blasted skeletons and the vapors of necromantic reagents - and I believe that I will have to, quite involuntarily, clear it about now-" "Uhh-huhmm-cough!" "... Hmm. Unfortunately, although it was not meant to be productive of more that sputum, I harbor some anxiety that that sounded like a 'meaningful cough'. I shall now attempt to look away, casually and innocuously, so as to not draw further attention to the cough and any covert meaning in might be misinterpreted as to have held. Perhaps if I feign to show a particular interest in the texture and material accumulations on the floor and/or walls..."

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]
тυιcн wrote:

Tuich looks over at Garedon. "At the peril of starting you up again when you seem to have just quieted down... why?"

I have a mental image of this moment that mimics a running gag on "The Big Bang Theory." You know the one: Penny innocently asks Sheldon a "Why?" type question and in panic everyone else simultaneously throws out "No!" "Stop!" "Don't!" Oh, why would you DO that!" :op

I LOL'ed at this, which made my wife look at me strangely.

"Hmm? Oh, yes, ... My mind has temporarily reallocated that space for other matters, but do not worry: it will come to the forefront of my consciousness at the appropriate time. See, while most everything I say is, ultimately, both informative and important, carefully judged so by myself, some matters are more important than others given the particular circumstances of the moment."
Oh no, he didn't get distracted and forget what he was going to say; it's entirely different than that! (Actually, it was just a private joke, but I'll finish it if things end up going a certain way.)

Which way do we want to go? If no one has a preference, we can double back and look for Esme north, as Garedon suggested.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Knowledge (Religion): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

"I am fairly certain that name 'Esme' does not belong to a goddess or prominent extraplanar figure, at least one that I remember hearing or reading of, which should be fairly definitive, given the prodigious extent of my knowledge. (Additionally, he was protecting something, some creation he did not want destroyed, which would preclude something of such status being the primary recipient of the name, although one could certainly, name a mortal creation after an immortal entity.) The name is quite unfamiliar to me in any such context, although, I will admit, it has a certain vague, indescribably familiarity (well, except to the extent, logical and obviously, that I am able to describe it as such), and, to quote the common idiom, the name ..." Garedon trails off before finishing the thought.

"Hmm. Interesting. I wonder why the gap would have existed previously, although the boards crossing the gap would be a practical necessity connecting the two regions currently, of course, and perhaps may serve a defensive function, allowing the boards to be pulled up or aside in the case of a threat, similar to the manner of operation of a drawbridge."

"In any event, I believe we chose the incorrect direction initially and, if we want to solve the issue of 'Esme', we should return to the alchemical necromancer's room and head northward."

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"That was a remarkably good performance destroying the skeletons, even given that they are the weakest of the undead species and mindless."
Hey, good job!

Garedon will cast Detect Magic and inspect the two alcoves, one of which he realizes connects to the other secret door most recently found.
Perception: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

"Now, we will have to be particularly careful, since this corridor may connect, directly or indirectly, to the area on the map indicated by the goblin snake, however untrustworthy the source, as places where we 'do not want to go there, filthy nasty place, very dangeroussss', which, given the state of hygiene and general disposition of a goblin snake, itself, it may be a particularly filthy, nasty place."

He then leads ahead to the next set of stairs, stopping to listen carefully, and then goes down the stairs and peers around the corner.
Perception: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Stealth Take 10 for 13.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Oops! I don't know if I just missed the 'new' notice, it didn't show, or I clicked on it somehow and made it not new. Well, anyway, I saw Tuich's so if by chance it wasn't working before it is now.

Garedon knows what to do, firing a force bolt at the second rank of skeletons.
Targeting green, if I can. If not, he'll delay until one is damaged by Vyk Tyr or Vincent.

MM: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

That sounds good to me, GM. I haven't played/GMed any of those, myself. Since I have no idea about mythic rules, it also might make it a nice, easy introduction, doing things at the slower pace online.

Thanks for wanting to continue as online GM, too! I know how much work it takes.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Edit: Ninja'ed by Vincent, so Garedon will just blather a bit about theories and options while the party moves to follow Vincent. Garedon quickly catches up.
~~~

Can we tell which feather token it is?

"A feather token!" Garedon exclaims with unusual enthusiasm. "I have longer wondered why the famous wondrous items, the 'feather tokens', took the form of feathers, positing their origin to be from a feathered, magic-item enchanting race or entity, perhaps even celetial in origin. Now I wonder whether the origin, lost in time, has something to do with this Peacock Spirit, a deity who's nature and worship has also been lost to time, but one we find here in this place harkening back to a time of extreme magic powers!"
Just a theory I made up on the fly, retconning the origin of an ancient D&D item. :)

"As we have satisfied the connection of the southward passage to the original chamber, thus obviating the need to open one of the sealed doors, and so allowing the reallocation of one charge of the chime of opening, we may now proceed north again, either: 1) back to the central room of runelord statuary; 2) north from the alchemist's chamber; or 3) north along this new passageway."

"I would think choice '2' would be most pressing, although choice '3' might allow a let expect route towards 'Esme', if 'Esme' should lie north, as is now expected as she or it did not lie south."

I could push it along for time reasons, but I'll let someone else make the choice so I don't do too much.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon relates that 'the statue is an obsure deity known as the Peacock Spirit, a god of mind, body and soul whose worship ended with the Thasslionian empire'. Reading the inscription, he continues, "Obscure in multiple senses of the term. I shall have to think about this for some time. Presumably, 'the Three' are the three aspects of Pharasma, although tripartite deities are not unknown in other belief systems. Most probably, it inscription relates to the dead, 'the Sleepers', reawakening (or resume some form of sentient aspect) at the end times, the apocalypse when, if memory serves, even Pharasma and her boneyard are consumed."

With Guidance summoned by his jade wayfinder, Garedon attempts to identify the feather.
DM & Spellcraft: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon sits puzzled for a few moments regarding the doors, trying desperately to forced them into so sane category. "Hmm... Something like... Hmmm... Very ... um, anatomical?"

Garedon tries to identify the statue, consulting his Pathfinder Chronicles, and then casts Detect Magic, scanning the statue and then the room, before searching the statue and the room.

For the statue:
Knowledge (Religion) or (Planes)?: 1d20 + 8 + 2 + 2 ⇒ (5) + 8 + 2 + 2 = 17

Detect Magic & Knowledge (Arcana): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Examining the statue:
Perception: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

Searching the room:
Perception: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Perception: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

'Get out of here - It's curtains for us all!!!'

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"Indeed, Tuich, you will, I entreat - and am hopeful and relatively certain based on the experiences I have had with your reactions and attitudes - that you will be so kindly disposed as to excuse me for not properly indicating the position and appearance of the mechanically-triggered device in question; as is well known - and generally uncontested, to my knowledge, which is itself considerable - I am not the kind of individual naturally inclined towards belaboring what should be obvious to the careful observer."
'You'll be so kind to forgive me for not pointing that out; I will now inadvertently insult you and belabor not belaboring 'obvious' things.'

To speed things along:
Garedon repeats his Guidance and Resistance spellcasting on Vyk Tyr, who then opens the door.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"It appears that there may be a trap or - to not prejudge the situation, despite the likeliness of such - other mechanism set to activate once this door is opened. Tuich, would you come and inspect this door?"

Garedon then casts Guidance and Resistance on Tuich before standing back his customary considerable distance.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Sorry I missed/forgot about finding the door previously.

Garedon inspects the southern door and listens to it. "I continue to hold the southward progression of the party of particular importance, and, while leaving a secret entrance unexplored toward our rear may be unwise, in theory, we have, essentially, left many doors unexplored towards our rear every time we have chosen one direction over another, in practice, and, as such, it may make little difference, in fact, so that we may as well continue south, for now."

Casting Guidance on himself, he then inspects the southern door, listens at it, and then gestures to the group's favored door opener, Vyk Tyr, casting Guidance and Resistance on him before he opens the door.

Perception: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Since Garedon is standing there, did he find the secret door?

Now that the battle is done, Garedon leaves his cubby hole and goes to inspect the room, casting Detect Magic over the room and the remains.

Perception: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

If it still survives when Garedon is up:

Garedon steps into the hallway to see the skeleton and fires again.
MM: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"I do not believe, however, that the zombie in question is a girl. I will have to study the pelvis of the skeleton in more detail."

Garedon moves back and forth attempting to get a better view and fires a magic missile at the zombie.
MM: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]
Vyk Tyr wrote:


Vyk moved past Miko and Tuich, drawing his light mace as he did. He then attempted to cartwheel past the skeleton and Esme.

Vyk will move down three squares and then use an acrobatics to tumble past the skeleton and girl.

I zoomed in on the picture to see what 'Esme' looked like and, if that is the 'girl', he really should have tried harder. Granted, he's a hunchback creepy guy, but he could've done better. I mean, not to be shallow, but still... :-P

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Oh, I admit it: Garedon and myself are really too close for comfort. I'm more openly friendly than he is, though, but he is a lot better at casting spells. :-P

Someday, though, I will have him get hit on the head with a rock or something and only give 5 word answers.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

So far, we have been pretty good about not being "murder hobos", for better or worse, not killing the dark folk guy (?), the goblin snake, or Dr. Creepy himself, despite all of them likely being, at least technically, 'evil'. To be complementary to our august GM, I think the portrayal of the NPCs through behavior and dialogue has made them more complex, and so allowed other solutions. :)

Garedon feels kinda sad, though, about killing Mr. Marrow, who seemed unusually sentient and restrained compared to the average zombie, and apparently was Dr. Creepy's 'friend'. (Garedon doesn't have a lot of friends either, and would be making constructs if PFS rules allowed.)

So, I was wondering just how evil and/or unlawful making undead is (something I asked about in a spoiler that might have been missed). Certainly, the Pharasmin's have a very strong opinion on it, and the animate dead spells have evil descriptors and even mindless undead, like skeletons, have alignments like "NE". But, overall, I was wondering how bad Dr. Creepy's crimes really are in the Golarion canon.

As OOC knowledge (I think from playing the two part City of Strangers PFS set), I remembered that Kaer Maga has an odd relationship with undead, with some of the city having undead more or less openly. If so, it might be possible to just relocate Dr. Creepy and his creations. Garedon might know about this, too, given some good Knowledge (Local) rolls.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon is actively searching for all manner of creatures, secret doors and traps, attempting to push ahead here and there in front of the group. (As a pleasant surprise, however, he is unusually introverted and quiet!)

It seems reasonable, IMO, to search for a secret door in that area, since it is a 5' length of corridor that goes nowhere and doesn't happen to be a bone-alcove (as far as I can tell). Similarly, the secret door in room 29 was a additional, out-of-place 5' length of corridor, as compared to the similar 5' space across from it and all of the other spaces in the room). Additionally, since we have found three secret doors already in this relatively small area, I am assuming we are searching for them actively.

I made one Perception up above (a 27), but here are a few more, if it helps:
Perception: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Perception: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Perception: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

Well, not finding much with that first roll!

GM - How much time has expired? Garedon's mage armor will expire after 2 hours time since the initial chamber. (Garedon has his hourglass going for a rough time estimate, as well).

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

I should be better a providing the Cliff's Notes for Garedon's speeches. What were we going to do with the alchemist? If we leave him somewhere, there is a really good chance he is not going to be there when we get back.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"I would suggest a continuation of our previously-chosen southwardly progressive exploration, with the aforementioned intention of determining whether there is a connection between one or more of the southward corridors to one or more of the sealed doors of the original, entry chamber, thus allowing us to save usages of the chime of opening, a scarce and irreplaceable resource," Garedon offers with some uncharacteristic hesitancy.

"We will need to find a more secure location wherein to leave the necromantic alchemist, however, since there are two additional corridors leading away from this insignificant outpocket of a chamber" - Garedon pauses for another petulant sigh - "and, presumably, the entity known as 'Esme' is likely within the distance from which the necromantic alchemist's exclamations could be heard and so, if we should pursue one, incorrect path, then the Esme-entity (or some other servant or creation) may come along from the other path, so finding and releasing the necromantic alchemist from his restraints."

Garedon continues to gather up the volumes of forbidden lore, putting them in his backpack ... for safety. "Yes, for safety..."

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon gives what he hopes is a sufficiently-pointed, exasperated sigh, which, although arrived at by careful calculations and a focused performance, stills sounds more like a child's ball being forcibly deflated. "Perhaps not. I was indeed very interested in who or what 'Esme' is or was, but your reply was not forthcoming, however, and more information would better allow such to be determined. As the situation currently stands, we will continue to clear this level of the ossuary complex, and most certainly intend to destroy all undead and other threats that we may find."

"Although the opinions of the Pharasmin authorities on the undead are quite clear and well-known, I shall consult my chapbooks and attempt to determine if there is some remedy that would not result in their destruction and your punishment for your crimes, if crimes they indeed be here, however much they are considered crimes against the natural world almost everywhere."

Knowledge (Local): 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27

Turning and away from the others and burying himself in a book, Garedon finds himself pitying the fellow misfit. "Were it not for a history of good guidance and exceptionally good judgement on my part regarding what schools to focus on and which to abandon, I could very well have taken the same misguided path this pitiable individual has taken, lured on by my my keen intellect, the search for knowledge, and the promise of discoveries - however forbidden." Even so, he finds himself tempted by the volumes of lost and forbidden lore, and it is only the limitations of time and circumstance (and scrolls of Kreighton's Perusal) that keep him from doing so.

GM:
I'm sure the Pharasmin's would have his head, but I vaguely remember that Kaer Maga has an undead-friendly district, and so might be locally considered different.

Also, while those who raise undead are committing a technically "Evil" act, I don't have a good feel for whether this guy would be Hitler-level evil or just misguided. We wouldn't let a lich waltz out of here, but how much evil/harm has this guy really done?

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Yeah, what she said.

Someday, I'll get back to the Denver Museum of Nature and Science. I only had part of a day, but I could spend weeks in such places.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"Hmm. It is true that the leadership are often fools and he does have a point about the efficient use of available resources..." Garedon pauses, briefly considering the myriad possibilities. "However, the last would-be necromancer we found was a corpse, killed when his own creations turned on him, creations which then tried to kill us. I would suggest an improved version of the spell commonly known as 'Unseen Servant': fewer religious complications, and essentially no hunger for brains that I am aware of."

"As Vyk Tyr has called attention to and attempted to rectify the apparently-deliberate unmentioned state of your name, I would also so note that you appear to be deliberately not forthcoming in explaining the identity and nature of the person or entity with the name of 'Esme'. I would thus also strongly recommended that you ... 'so out with it' ... since we are likely to be much more sympathetic towards any matters of importance to you than would be the Pharasmin authorities."

I don't really expect an answer to this -
"Additionally, please answer the following question, which I have enumerated to make the question more comprehensible and easier answered: Given that the animation of the dead by standard means is an evil act, powered by negative energies and forces and commanded by evil entities, would you consider yourself and your method of reanimation, by your best objective estimation, however necessarily subjectively viewed and judged (you may have the list repeated at any time): 1) evil; 2) insane; or 3) deranged (i.e. highly irrational to a negative, destructive effect); or 4) some combination of the aforementioned three choices; or 5) none of the aforementioned choices?"

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"Dr. Creepy" - One of the "Dr." off-brands.

It's fine with me. Always good to have at least one potion of CLW on you if your aren't a caster, though. (Garedon has one of his own, plus his wand for others to use.)

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

When appropriate:
Garedon casts Detect Magic and carefully inspects each of the items with magical auras.
Spellcraft Potion (2): 1d20 + 11 ⇒ (6) + 11 = 17
Spellcraft Potion (2): 1d20 + 11 ⇒ (13) + 11 = 24
Spellcraft Wand: 1d20 + 11 ⇒ (12) + 11 = 23
Spellcraft Spear: 1d20 + 11 ⇒ (9) + 11 = 20
I could probably Take 10, but I dunno...

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"We are Pathfinders (i.e. individuals belonging to and acting under the auspices of the Pathfinder Society) working with the Pharasmin authorities to clear this level of the ossuary complex and to determine the cause or causes of missing corpses. The latter would seem to be something that you may have particular knowledge regarding."

"Additionally, the reanimation of the dead (as opposed to resurrection, raising or reincarnation, or as I have formulated a mnemonic phrase, the "Three "R's" of Good Clerical Practice") is universally considered an evil act (invoking and powered by evil energies and forces), even in these days of moral relativism..."

"More additionally, given the myriad types of evil undead choices already available to the average necromancer, the creation of a new type of zombie seems ... unnecessary. I would thus imagine that the aforementioned Pharasmin authorities will be most interested in your efforts and persistent in the inquiries."

"Before pursuing such unpleasantries, however, I would care to hear your explanation of who you are and why you are doing this, to turn the questioning phrase back to yourself. Among topics you may wish to touch upon are the identity and nature of 'Esme' and whether you consider yourself an alchemist, a cleric, a wizard specializing in necromancy, a practitioner of another class, or some mixture of the previous..."

At this point Garedon stops, feeling someone's elbow jab him in the ribs.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"At the risk of denying him the second best gift in life, would someone have the power to stabilize (preferably) or, possibly, simply heal the doctor?" Garedon tries his best, however.

Heal: 1d20 + 2 ⇒ (17) + 2 = 19

"... Hmm. That may be sufficient to the task at hand... It seems that controlling the 'spurting' wounds is generally an important, first step towards stabilizing a dying individual."

After he is stabilized, Garedon casts detect magic and scans the 'doctor' and the room. He then searches the prone form and helps secure him with ropes, and searches the room and inspects the papers afterwards.

Perception: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Since Garedon goes at the start of the turn next turn before Dr. Creepy, I'll just provide my action here, assuming he doesn't go down first:

Garedon fires another magic missile at the necromancer, ruminating despairingly, ""Zombies! A new type, be careful!": Indeed! Articulate, expository elocution is the first and most tragic casualty of combat!"
MM: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]
GM Kyshkumen wrote:
Not sure how many of you have a free level 3 but I put Kawrock in for a Traitor's Lodge game here. So far it's Kawrock a level 3 summoner and a level 3 cleric/monk.

One of many I'd have liked to join.

Ironically, I actually have a just-turned level 4 cleric (Knorrin) that has been sitting idle since the Thornkeep near-TPK GMed by Lithrac.

I would like to get him going again somehow since I may have found a group with which to try to finish Thornkeep but he'd need to be a level or two higher.

I might try to get in a live game now and then, if the local PFS does scenarios for level 4 characters. (I finally figured out at least something regarding the local PFS scene: both contact emails were defunct, the Facebook page wasn't maintained, etc.)

GM Kyshkumen wrote:
This is really subtle but back at the mirror rooms I actually flipped Vincents and Garedon's map tokens so they are mirror images of their avatars here on the boards.

Yeah, I love the occasional 'real life' perception check, which I fail. In one case, I (accidentally) posted a map with a secret door showing on the overview but not on closeup views, but no one ever noticed it.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Back. I also recorded the MM use against 'Dr. Creepy'. Garedon: "Now, are you an M.D. or do you have a Doctorate?"

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"Zombies!" Garedon declares, "A new type, be careful!"

He steps back a few to gain cover from the alchemist and open up space for his more martial companions, then lets a magic missile fly at the near zombie.
MM: 1d4 + 1 ⇒ (2) + 1 = 3

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