Ascension of Eight (Inactive)

Game Master Arkwright

Eight will be imprisoned. Eight will find a new destiny. The Eight will topple Cheliax.


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Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

"Those spells have a very limited range, right? If there's one constantly up, he's gotta be close enough for it to work. Let me go first and if I die, you'll know to run away."


Human (Chelaxian) Ranger-1/Oracle-2

Orwen sitting back listening to the others speak he feels it's time to chime in himself, "I think setting off the alarm with one team and watching with two others is a good idea. Since if we hit the wrong one the other will be on full alert to any attacks." He scans the room and looks towards Naboo, "I wonder if the city keeps any maps of the under ground passages, you know a clever little doll could easily take it from which ever clerk may have it. If that's a no go we could find ones that have spent years cleaning down there or at least helped shaped it. Unfortunately I wouldn't know off hand being raised out in the country but I doubt it wouldn't hard to find out. What do you all think?"

As he waits for an answer he mentions to Gunser, "Like Blast I have skill in picking locks and disarming traps. Just so you know."


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

'I don't think that's the outcome we're looking for." Says Taurven drily.

Ack, ninja'd. Taurven is responding to Jelani, not Orwen.


Naboo is very skeptical of his ability to puzzle out such esoteric information; he's not sure he'd be able to accomplish it at all, let alone this month. You fellows might have more luck, being able to go straight up to people and talk to them directly.

He also suggests that Cheliax administrators wouldn't be bothered to keep exhaustive records of tunnels, let alone ones taking into account all the other building projects through the years.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

"True enough. But we've a couple fellows we left in a bar under some bawdy drawin's, they had a fair knowledge of such things, once upon a time. It's a folly, I know, but indulge an old man: In absence of any other real knowledge, I'd go there, buy them fellows a drink, and tell all at the bar, y'know, like you do. Can't hurt, and I'd have had a drink before I died next to Jelani, if it came to that."

"Absent any other more sensible plans, are we off, then?"

Shadow Lodge

Male Drow Wizard/3

"Well, these things can be made permanent" Mirrender interjected, "and just because someone -- or something -- sets it off doesn't mean that we can't get surprise."

"We've seen some mighty big rats down there, after all. And even if, say, Jelani trips it -- that doesn't mean he or they have to see all of us."

"Being in the Narrows has quite a few tactical advantages, but it also has a few tactical problems." He speaks from experience.

"It makes it easier, for example, to protect the Mages when you're in the narrows -- which can make it harder to get at the opposition's Mages. It can also limit what your Mages are aiming at, since they have a limited angle of view."

"Spider Walk is a great spell for such situations ... assuming, of course, that the narrows aren't so low ceilinged that it really only fits one. Course I don't happen to know that spell, but ..."


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

"Well, for narrows, I'd favor Mister Blast's bottled hellfire. We've a grand gang, and clever. I like our odds, for all that I don't know 'em. Sometimes, you've just got to sail the open reach, unmapped. Pack a lunch and a lute, and pray for rain.", Gunser grins.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7
Gunser of Biston wrote:
"Well, for narrows, I'd favor Mister Blast's bottled hellfire. We've a grand gang, and clever. I like our odds, for all that I don't know 'em. Sometimes, you've just got to sail the open reach, unmapped. Pack a lunch and a lute, and pray for rain.", Gunser grins.

"Now that's all I been needin' to hear. If these spell thrower types show themselves, I'll handle 'em. Time to mount up and move out." He grabs his musket, checking his aim. Seeing how it's as perfect as always, "I'm ready."


Male Tiefling Kineticist 1 | HP -1/12 | AC 16, touch 14, FF 12 | Fort +5, Ref +6, Will +0 | Init +4, Perception +4

"As am I, though throwing bombs in an enclosed space with limited view will be an interesting experiment," the tiefling remarks, heading to his room to gather his things.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

"You never know what's next in life, only cowards waste theirs worrying about what might come. We are the eight! It is our destiny to do more than sit around talking. ONWARD!" Jelani says, and despite his speech not being that good, he pretends it is, and starts walking out of the base. He stops a moment later turning back to ask, "How do we get there again?"

Shadow Lodge

Male Drow Wizard/3

Mirrender loads up, taking all three masks along for good measure. Naturally he will only be wearing one at a time, but that doesn't mean he shouldn't have them all along.

"Say, Sir Naboo (For isn't "Sir" how one addresses a living Ragedy Andy?), "Have you heard of something called 'the Order of the Shield'? I heard it mentioned with respect at the Orphanage ... something about protecting innocents I think ...

Yeah, I'm going somewhere with that.
(space)
Would Magic Armor do any good for any of our Warrior Types? I checked Jelani, and it doesn't appear so. And IIRC Gunser can cast it on himself(?). I can swap out one of my MMs for an extra Mage Armor. They'll last for three hours, so we're probably good if I cast it right before we get to the alarm.
(space)
So, spell list:
Spell Like abilities: Detect Magic (at will), Faerie Fire (2), Dancing Lights(2), Feather Fall(2; one left for the day), Deeper Darkness(2)
Cantrips: Prestidigitation, Message, Ray of Frost, Mage Hand
1: Magic Missile; Magic Missile, Shield, Mage Armor
2: Web; Admonishing Ray, Web


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Gunser can't cast ANY spells. He's a Tovenaar. Best way to think of that is 'slowly revealing as mutant/divine/whatever'. And he wears armor, Mage Armor would not help on top of that.

In the spirit of outlining his powers as you have done, he's about half as damaging as Jelani, moves half again as fast (45' if he needs to), and heals from magical healing really well, so he takes risks he should not. He also tries hard to be smart (KN checks) and worry about the rest of you.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

"Proper planning and information gathering are not cowardice, they are wisdom. But never mind that, Jelani, lets go see about that well."

Taurven puts on the shozoku on over his chain-shirt. Then he covers the shozoku with the cape from his noble's outfit. He grabs his bow, quiver, and backpack. Before shouldering the backpack, he pulls the bedroll out. It's not likely to be needed.
Taurven takes the hooded mask from the shozoku and tucks it under his belt. that will go on at the last minute before he drops down into the well.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Casey grabs his pack and the rest of his weapons and then places a new toothpick within his mouth. Making sure he's locked and loaded, "Lead the way," he says as he lowers the tip of his hat just a bit.


Naboo gives you directions to the well while he heads for the bar; you set off.

1d100 ⇒ 4

The streets are deserted and you make it there.

The well has its wooden box lid on top of it; you'd guess that it would be about wide enough for one man to comfortably climb down into it, maaayyybeeeeee two, but they might get stuck.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

"Y'all don't s'pose the lid is alarmed, do you?" He asks as a matter of fact.


Anyone casting Detect Magic on the lid or the protruding well will detect no magic.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

As the casters detect nothing of the sort, "Mighty fine then. Well alright, let's see what kind o' trouble we can cause. I'll be waitin' on the rest o' ya, seein's how we probly gonna need a light." Casey removes the lid and starts down the well barring any objections.


How are you getting down the well? Be detailed here, please.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Is there a ladder? Or anything of that nature?


Just an empty abyss.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

"Um, nevermind. I can't see a dang thang down there. Anybody got a light?"

Okay, scratch that then. Will wait for the others to chime in.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

"We'll lash that lightstone to the end of the rope, and have a look...", Gunser says, taking the necessary steps.


Lightstone? Remind me?
How much rope do you have and are willing to commit?


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

We've had a lightstone since we were in the tiefling couple's house. Not sure of the source. We'll start with the magic rope, 60', because it can recoil faster. IF nothing at 60', we'll use the normal rope on the bottom, magic at the top, lightstone lashed to it... Gunser will spread the rope's cords, put the stone between, and then twist and lash it down snuggly. I figure we can see 100' of the tunnel this way.


Had a cursory look, can't find anything. Alternatively, I'm presuming at least someone has the Light cantrip; you can just tie a lit stone to a rope and drop it down.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Taurven cast Dancing Lights, and sends the torch-like illumination down into the well.

Range 120'


A certain distance down- I'm not sure how you can accurately guess, but it's a fair way, over 60ft- the lights reveal the bottom of the well. You can make out brickwork and, surrounding a clear patch in the middle, some boxes with an unidentifiable pile of something bursting slightly out of the top and leaking out the bottom.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Here is a mention of the torchstone, Alex had it, so if it disappeared with him, fine. Just wanted to explain.

http://paizo.com/campaigns/AscensionOfEight/gameplay&page=15#707

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

"Someone look for a magically hidden ladder or something. Or we might need to go buy some more rope real quick."


It was his own equipment so yep it disappeared with him.
How long do you spend searching?

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Wait. I have rope! -smacks self-

Taking out his hempen rope, Jelani pounds an iron spike into the top of the well and ties his rope off to it. Then asking for the enchanted rope, orders it to tie itself to his hempen on and then throws it back down the well.

Does it reach the bottom?


Eh I'll just tell you- well is 100ft deep.
Please continue detailed descriptions of what you are doing.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

So it does reach the bottom then.

"Okay trappy people. Start climbing. Keep your eyes peeled."

Someone with a good perception climb slowly down the rope taking 10 on perception to look for traps. I have a +7 perception, can anyone beat that?

Shadow Lodge

Male Drow Wizard/3

When asked, Mirrender checks the area for magic but finds none. He looks around, knowing that a group of eight huddling over a covered well is probably going to look suspicious -- even in the surface world.

"Ummm ..." Mirrender whispers with some confusion, watching the dancing lights go down the well, "You guys do realize that I can see real well in the dark, right? There a reason why you didn't ask me to check it out before we let the Bad Guys know we're here?"

Otherwise, he waits knowing that he should not be the first one down. He's probably a better rear guard in this situation.

Drow. Darkvision of 120'. Not perfect, but a good first look.
(blank space)
When he does descend he'll use Detect Magic every 30' or so and at the bottom of the well. Assuming Mel didn't go first, since she'll probably do the same.
(blank space)
Perception: no, sorry -- mine's a +3 I think.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

"No, Mirry. We'd ha' known if we'd ha' thought, but we didn't." Gunser drops a coin in, aiming for the whatever that's escaped the chest...

to hit? 1d20 ⇒ 5

"One... Two...", Gunser counts softly.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

I got a +9. Casey can follow after Mirrender and will go with Jelani's idea of going slow and taking 10 on looking for traps.


Okay, cool.
Gunser's dropped coin brings no response.
Mirrender, when you get about fourty-five feet down the well you recognize an Alarm spell with the edge five feet below you.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Taurven hands 50' of silk rope to Jelani. "Let's use the plain old ropes here, and take the magic one with us. We may want it later."

Taurven has a +10 perception. Also, it's real easy to measure the depth of the well, given that we know that our ropes come in 50' lengths.


Yep, once you started dropping ropes down I gave you the depth of 100ft.
No one detects any traps or oddities.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

"Hmm. We might guess he's out, with the crates at the top. And with him out, we might have set our own trap at forty feet or so. With droppin'-down magics, would you get caught in a net? Or settle on top, and end your magic? And fall the rest? Just a thought."

Shadow Lodge

Male Drow Wizard/3

"Not that we didn't already know this, but the alarm spell begins right about there" Mirrender says, pointing out the obvious. "nothing else so far."

So, what was the order? Like who went first and all that?

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Tauvren first then , Casey, Mirrender, Jelani, Blast, Mel, Gunser, and Orwen?


Human (Chelaxian) Ranger-1/Oracle-2

That order is fine with me, rear or middle I was thinking for Orwen.


Fella. No thanks. Not into racin'.
Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Sounds good to me as well.


Taurven then Mirrender first I suggest; so can use Taurven's high Perception and Mirrender's darkvision and detect magic.
You're currently paused, all descending the well, just above the barrier of the alarm spell.


M Magus(Tovenaar) 3rd AC 16 FF 14 Tch 12 BAB +4 CMB +4 CMD +6 F/R/W 5/3/5 HP 24 Init +2

Agreed. Go to launch. Clear all baffles. Dive.


Descending into the Alarm spell? Could I get two confirmations on this action?

Shadow Lodge

Male Drow Wizard/3

I'll stick with Tauvren on this one.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Make it so, Scotty.

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