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Into the keep


KoboldDM

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The party stands around the door as the two specialists get to work. There don't appear to be any traps on the door however there is a strange crystal set of crystals on the walls about ankle height between the next set of doors. Closely looking at them they give off an almost invisible light. There is no detectable magic or psionics coming from them though. What it does is a mystery tough it appears to be set up much like a trip wire would be.

 

 

Name
roll
12
1d20+2 10
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Robbert O'Finn | Sylv | Cryptic 6 | Initiative +5 | Speed 30 ft | HP 54/66 [THP: 0] | Power Points 23/38
AC: 20, Touch: 15, Flat-Footed 15, CMD: 21 | Fort +9 Ref +14 Will +13 | BAB 4.5 | ResistancesNone | ConditionsNone


Disrupt Pattern (PBS) +10 (1d6+8 +2d6, 20x2)
MW Shortbow (+1 Adamant Arrows) +10 (1d6+1, 20x3)
+1 Adamantine Rapier +7 (1d6+3, 18-20x2)
+1 Adamantine Dagger +7 (1d4+3, 19-20x2)

Skills, Abilities, and Powers

Acrobatics +9, Appraise +11, Craft (Traps) +24, Disable Device +14*+17 vs. Traps, KnowledgeArcana +16
Dungeoneering +16
Engineering +11
Geography +11
History +16
Local +12
Martial +12
Nature +16
Nobility +11
Planes +16
Psionics +16
Religion +16
, Linguistics +14, Perception +11*+14 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +11, Spellcraft +16, Stealth +9, Use Magic Device +18


Altered Defense: 9/11r per day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 8/10 per day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +5 damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds)


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

Telepathically Robbert warns the party of the invisible tripwire along the hallway, while not sure what it is, it's placement is rather indicative of what it's purpose is. Flexing his will against the lock's Pattern he attempts to convince it reality that it is in fact unlocked, and thus the lock should be open.

Edited by Valdimarian (see edit history)
Name
Disable Locks (ML+10)
18
1d20+16 2
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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 60/60   Saves: Fort 6, Ref 10, Will 7  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3, Speed: 30 Perception: +18


While Robbert begins to try and disable the locking mechanism, Fredrick will begin to get a better look at the crystals on the walls and then scans further to see if there are others along the hallway that could alert potential enemies.

Telepathy: To be honest, I was thinking, if we can sneak into the room with that sleeping squiddy, we can slit his throat while he sleeps.. BUT if his mind is connected to a collective like what we have established, then the others in the collective could also be aware. Especially since the room across is vacant that has the tiara looking item on the pillow.

 

Edited by Steel Warrior (see edit history)
Name
Perception
37
1d20+18 19
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EIZAN

Eizan wheels Oda around to watch the group's back as her companions work on dealing with their first foe. She considers her options if an innocent mind control victim happens upon them. Not intending to hurt any of them, she instead prepares to call lightning if a mindflayer shows up during their work.

"Can these psychos hear our psycho talk? Eizan is ok killing bad mind control monsters. They are bad and should feel bad," Eizan thinks into the telepathy.

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So far the party has been lucky enough no one has ventured into the long hallway, either it's restricted, or it's the late hour. Time isn't on their side however and they will have to decide what they are doing. Fredrick has his time to look over the crystals. There is another set after the doors leading toward the end of the hall where there is a double door located. Large and imposing the thing is big enough to drive a cart through. Both sets of lights are difficult to see but the crystals give off a red glow. There are a few spells like this, wards that if tripped will send off an alarm. Though those don't often use crystals. These are very smooth and polished perfectly but the party should be able to just step over them without anything happening. They just have to be careful.

Meanwhile Robbert works on the lock and it gives a faint click as it opens.
 

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Basics

Characer Name: Ishino Haruyoshi
Race: Gim
Classes: Zweihander Sentinel Warder
Roles: Heavy Hitter
Theme: 南西 Kokunai Shrine - Samurai Emperor

Ishino

Ishino quietly sighs at Eizan's antics, before motioning to the room that Robbert's unlocking, thinking: "Regardless of whether they have a collective, every second we spend debating it is a second we could be discovered. I say I go in and strike it down while it sleeps. If they do have a collective, they won't know what caused the death, since it happened during sleep."
Once the door is opened, assuming no-one stops him, Ishino carefully heads into the room.

OOC

Swapping to Stance of Aggression, -2 AC, +1d6 extra damage on attacks. Taking 10 on Stealth, for 22.

If no-one objects, will coup de grace the mindflayer next turn.

 

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)

 

Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 60/60   Saves: Fort 6, Ref 10, Will 7  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3, Speed: 30 Perception: +18


Telepathy: We should at least try to open more doors, so we can move through them quickly, give them less time to prepare in my opinion. Robbert? Shall we unlock each door on either side to speed things up?"

 

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Robbert O'Finn | Sylv | Cryptic 6 | Initiative +5 | Speed 30 ft | HP 54/66 [THP: 0] | Power Points 23/38
AC: 20, Touch: 15, Flat-Footed 15, CMD: 21 | Fort +9 Ref +14 Will +13 | BAB 4.5 | ResistancesNone | ConditionsNone


Disrupt Pattern (PBS) +10 (1d6+8 +2d6, 20x2)
MW Shortbow (+1 Adamant Arrows) +10 (1d6+1, 20x3)
+1 Adamantine Rapier +7 (1d6+3, 18-20x2)
+1 Adamantine Dagger +7 (1d4+3, 19-20x2)

Skills, Abilities, and Powers

Acrobatics +9, Appraise +11, Craft (Traps) +24, Disable Device +14*+17 vs. Traps, KnowledgeArcana +16
Dungeoneering +16
Engineering +11
Geography +11
History +16
Local +12
Martial +12
Nature +16
Nobility +11
Planes +16
Psionics +16
Religion +16
, Linguistics +14, Perception +11*+14 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +11, Spellcraft +16, Stealth +9, Use Magic Device +18


Altered Defense: 9/11r per day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 6/10 per day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +5 damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds)


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

Telepathy: "I can unlock them remotely, I just have to take my time and focus on each of them instead of rushing," Robbert advised. Focusing on the lock in front of them he took his time to pick at the threads of the lock.

 

Disable Locks Take 10, Disable Device check: 26

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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 60/60   Saves: Fort 6, Ref 10, Will 7  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3, Speed: 30 Perception: +18


Telepathy: I'll work the right side of the hall, if you want to continue to the other. I'll open the empty room first.


Fredrick will inspect each door for traps before opening the lock. (1,3,5 or 2,4,6) depending on the side the unlocked door is on.

Name
D1 Stealth
16
1d20+12 4
D1 Perception
21
1d20+18 3
D1 Disable Device
18
1d20+17 1
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EIZAN

Eizan and Oda leap over the trap sensor that had been pointed out to them and takes position at the next set of doors.

"Eizan will kill another, on the signal! Just need the door open. Eizan is not a master of doors. The signal to kill all of them is... um... Go?"

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Name
Stealth
20
1d20+14 6
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Robbert and Fredrick proved to be very adept at opening locks. Within the next half a minute all the locks were open. The party managed to be stealthy enough not to wake any of the Illithids that were sleeping. Our of the six doors that were in the hallway only four of them were occupied. The doors that were vacant were Svxx 6 being the first door on the left, and Ghylk 1 being the last door on the right. All the rooms were fairly uniform in appearance, shelves, table, writing desk, though each room had it's own style, one with several scrolls and paper for writing, one with odd jars containing samples of local animal and plant life, one with mineral samples. Another looked to be a carver who enjoyed making small figurines of various creatures.

Name
Fort save DC 24
10
1d20+5 5
Fort save DC 21
19
1d20+5 14
Fort save DC 67 IE needs a nat 20
7
1d20+5 2
Fort save DC 19
22
1d20+5 17
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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 60/60   Saves: Fort 6, Ref 10, Will 7  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3, Speed: 30 Perception: +18


With a sigh of relief, he moves to the next door, carefully stepping over the crystal and begins to work the door on the same side he opened last.
Telepathy: Those who are not as stealthy, feel free to carefully move into position with weapon in hand. Once we get all 4 doors open, or someone one of us alerts you that someone is awake, we will let you know to strike quickly.

Take 10 Stealth: 22
Take 10 Perception: 28
Take 10 Disable Device: 27

Edited by Steel Warrior (see edit history)
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EIZAN

Eizan dismounts Oda in the threshold of one of the doors, then creeps up to her prey. She notes the carvings and there's some part of her that feels sympathy for living things - but that is all the more reason she must kill this monster. It clearly defiled people. She doubted it would honor the forest.

The arequin raises her spear and prepares to stab at the signal.

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Name
Sneaky Sneak
28
1d20+14 14
Coup Damage (Spear)
7
1d6+1 6
Crit Damage for Coup
2
1d6+1 1
Derp x3 for a spear WOO!
2
1d6+1 1
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Fredrick Jacobs

e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpgFredrick Jacobs  HP: 60/60   Saves: Fort 6, Ref 10, Will 7  AC: 20, 13(touch), 17(flat-footed) Defensively: 24, Full Defense: 27 Initiative: 3, Speed: 30 Perception: +18


Fredrick felt nervous and hoped that his strike would be enough to put the illithid down. Remaining silent, he slowly moves the rapier under the chin and then quickly thrusts with all his power.

Name
Coup de Grace
9
2d6+2 4,3
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