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Tacitus Aurelius's page

25 posts. Organized Play character for Tranquilo.


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Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Maybe I should go back and ask Old Tanner for his assistance? :)

Serwe, that might be imprudent. We need two poles to prevent the crate from keeling into the water and the floor near the crate looks unsafe.

I pause and look around the warehouse. I know this didn't work so well last time, but maybe we can hire a couple (sane) fishermen to steer the boat underneath the warehouse and then lower the crate in.

If we go the diplomacy route, shoot me an aid another :) for this Diplomacy Check:

Spoiler:
1d20 + 6 ⇒ (8) + 6 = 14

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I walk over to the fishermen and beckon one to speak with me. I confide in him: The owner of this warehouse was supposed to deliver a crate to us. If you can you help us retrieve our shipment, there's a few silver in it for you.

Diplomacy (Student of Philosophy) 1d20 + 6 ⇒ (1) + 6 = 7

If he agrees to help: The door is barred, but there looks to be another entrance accessible by boat. Unless you have a better idea, maybe you can steer over and open the warehouse from inside for us. We're hopeless landlubbers or we'd try ourselves.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Day's end means nightfall or midnight?

Knowledge (local) 1d20 + 9 ⇒ (17) + 9 = 26

I shake my head and start walking out the door. Lets go. We have other tasks to attend to after this.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I snort derisively. I don't suppose we need to worry about the law, it being a property they seized? Skulking around in basements and warehouses wasn't what I had in mind when I signed up for the Society. We will check the place out, but if the coast isn't clear, we'll have to come back after nightfall. Do you have official papers for this crate? A forgery would suffice--something that we can present to the city guard if they're watching the place.

After hearing the answers, I prepare myself to leave when the other Pathfinders are ready.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I return any keys I have to the servant. We have the map and thus Master Salhar's permission to explore the Salhar ancestral vaults. Let us proceed to our next task. I vote we travel to the docks. I'd like to breathe fresh air after being locked up in this basement.

I ascend the the stairs from the basement.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Good work, Harrow, you really showed that chest who was boss. If the jar starts giving you the stinkeye, give us a heads up so we can get out of your path before you smash it. I give Harrow a cockeyed grin.

Lets get out of here. I try to open the entrance door with the scepter key.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I gather up the wand and the map.

Does anyone want to try the last chest? It has a faint aura of illusion. I expect it is a trick of some sort like the trap in the steel chest.

I check the exit door to see if it matches the scepter key.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I gaze at my new blue hue. Isn't this just Smurfy?

Serwe, I thought we checked everything with Detect Magic. Ah well, it's just a shame we Harrow couldn't replace his pea green with this lovely cerulean.

I loot the steel cube and then examine the lock on the copper banded chest and the entrance door to determine which one matches the jeweled scepter key.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Okay, Serwe, I'll grab it. The jar with the jeweled brass key seems to be full of acid, my club sizzled on contact. The key must be made of corrosion-proof metal. I have no tools to retrieve it. That makes three keys and two chests, so one must be for the door.

I pick up the jeweled scepter key and climb atop the table to retrieve the golden key. If I am successful I search the steel cube for a keyhole and traps.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

Sorry if I'm monopolizing the action--I'm just trying to push the action each time I check in here.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I examine the contents of the chest.

Harrow, we'll find something for you to smash later after we get out of here. Help me move this table underneath the key. If we stand on the stable, it should be a short jump to reach it with arms outstretched.

If we retrieve the key, I test the liquid in the jar with my club and ascertain whether the key can be fished out with the club or whether it will require more finesse.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I try to open the lock of the chest with the key.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I retrieve the rune-etched key and then examine the chests to see if it fits any of them. Perception 1d20 + 4 ⇒ (20) + 4 = 24

If any of the chests besides the Copper-Banded Box with the aura of illusion seem to match the key, I search it for traps: Perception 1d20 + 4 ⇒ (9) + 4 = 13 and then try to unlock and open it with the key if I don't detect any traps.

[ooc]How are Aid Another bonuses handled in PBP? Are they assumed or must they be explicitly stated?[/b]

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)
Harrow Tatterhood wrote:
For next time: Summon Monster has a 1 round cast time, not 1 Standard action...it would have done that at the start of next turn. Regardless...

Conjurer's Focus allows Arcanists to cast Summon Monster spells with Arcane Reservoir points as a standard action with 1 minute/level duration.

Does anyone have a way to fish the Jewelled Brass Key out of the Jar? Based on our encounter with the viper, I expect another trap.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Crit Confirm: 1d20 + 4 ⇒ (2) + 4 = 6

Feel free to make any rolls for me to speed up play. I'm not particular about rolling for myself.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I cast Summon Monster I(Augment Summoning=+4 str/con, Conjurer's Focus=Standard Action, Duration 1 Minute) on the square left of the viper. I summon a dog [augmented] to attack the viper.

Attack: 1d20 + 4 ⇒ (11) + 4 = 15

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I knew I should have brought my ten foot pole. Harrow, perhaps you can use that pointed stick to overturn the basket and see what is inside. Serwe, if there is nothing threatening in the jar, perhaps you could move it to one side so that Harrow doesn't upset it.

I take an unconscious step backward.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I don't suppose any of you can pick locks or disable traps?

I cast Detect Magic and then search the room and chests for traps.

Perception Check:1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I cast Light targeting Arrack's backpack before entering.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

This is a test of some kind. We should march in good order and not be caught unawares. Harrow, Arrack, you are the strongest of us and should lead the way. Serwe and I will march in the second rank.

I position myself at the rear of the 2x2 formation and enter the room if this is agreeable to the other pathfinders.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)
GM Engleaktig wrote:

Do we make rolls in this thread?

Knowledge: Local Check:

1d20 + 9 ⇒ (14) + 9 = 23

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

I am Tacitus and I fare from Taldor. There is little else that needs to be said of me for the purposes of these errands. Let us follow... Sir... Dydimus to the Wise Quarter. We were instructed to finish these tasks before the end of the day and we should not disappoint the venture-captain or the other dignitaries.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Your Name: Sanford Geoffrey
Your Character's Name: Tacitus Aurelius
Your Character's PFS Number: # 152514-2
Faction: Grand Lodge

I have not played First Steps. This is my first time playing PFS, but I have tried to familiarize myself with all the rules beforehand. I used Herolab to build the character. I did buy a mule strictly for carrying capacity and level 1 scrolls. Let me know if that is in order.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Okay, I will accompany you to the curio shop, but I suggest that we visit Dremdhet Salhar next. The matter sounds as if it is of more importance to the Society than the others.

Grand Lodge

HP 9/9 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +1 | Perc +4 | Reservoir 3/4 1st (4/4)—charm person (DC 16), sleep (DC 16)

Dotting.