Doom Comes to Dustpawn

Game Master shrodingerscat

Dalviss Crenn, ex-adventurer and proprietor of the Mineshaft Inn of Dustpawn (in eastern Isger, near the Drumish border) has sent an invitation to each of you, asking for aid. A meteor recently crashed somewhere in the hills, several miles to the south of Dustpawn, but Dalviss believes it to be a ship from the far reaches of space. The townsfolk scoff at his theory, and to save himself further ridicule, and get to the truth of the matter, Dalviss has turned to you to find the crash site.


451 to 500 of 969 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

1 person marked this as a favorite.

For those hit, can you list your current hp, please? I can see Gii's in his status bar, but Bart, Alar and others... please put your current status in a spoiler at end of posts. Thanks.

This is what we have for you at the current time (after trap attack):

Gii 17/41 (after Gii's channel 31/41)
Paul 24/48 (after Gii's channel 38/48)
Blue 32/55 (after Gii's channel 46/55)
Ayreth 12/35 (after Gii's channel 26/35)
Bart 16/39 (after Gii's channel 30/39)
Alar 22/49 (after Gii's channel 36/49)
Yuki 8/31 (after Gii's channel 22/31)

Not sure who is keeping track of, or holding your treasure/loot in your party, but you have 3 CMW potions you found earlier on the two dead adventurers in the reeds by the river.


K, it's getting late here, so I'm thinking its pretty late where everyone else is too.
Im going to call it a night for now, you can discuss how you want to proceed, and we'll continue tomorrow.

Cheers


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge

Well, it's 4:00 AM here (roughly) and I have to be at work in less than six hours, unfortunately.

That said, have a good night and I'll see you all soon!

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |
Paul Antairis wrote:
Paul will approach the barrels again. This time he'll Take 20 to search the room for traps as he approaches the barrels again. It should net him a 30.

I thought the trap went off when you lifted the sack, so I wanted to check.

Please don't take 20. That assumes failure, and we're already a little busted. =)


The cord to set the trap off was attached to the sack/s slung over the barrels. When Paul pushed them off to see what was inside the barrels, the cord snapped and the trap engaged.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |
GM Right Hand of Doom wrote:

The cord to set the trap off was attached to the sack/s slung over the barrels. When Paul pushed them off to see what was inside the barrels, the cord snapped and the trap engaged.

Coolio, thanks for the clarification.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |
GM Right Hand of Doom wrote:
Ayreth: Earlier (before the trap), Paul examined the bodies and discovered the following: The wounds are probably from a humanoid hand judging by the depth and placement, and they are rather wildly placed. There are other wounds that appear to be made by a weapon, probably a light slashing one. As far as scorch marks go, there are none. And there are no marks suggesting the 2 men were hit by the spiked log trap.

Gotcha. That's what I get for not reading spoilers, heh.


@A: That's why I put the info out in open. :)

Now it is really time for me to get to bed -- very late here.


HP after Gii's channel and Bart's rejuvenate on Alar:

Gii 31/41
Paul 38/48
Blue 46/55
Ayreth 26/35
Bart 30/39
Alar 46/49
Yuki 22/31


Anyone in the adventuring party keeping track of any treasure your group discovers and who gets what?


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
Anyone in the adventuring party keeping track of any treasure your group discovers and who gets what?

I would - but as of now I'm not clear on what we have. Once I know that, I'd do it.

I'm also not sure how to put an Excel sheet on the site; so I'd have to put a series of photo's up of the spreadsheet as I make it - but I'll do it, if people are cool with that :)


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

The GMs could post an excel spread sheet you could edit.


If someone puts together an excel sheet, the GMs can upload it and post it on the Campaign page for easy access and changes.


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

As of right now we have found:

+ one +2 Shortsword (Yuki)
+ three potions of Cure Moderate Wounds (I will assume that Gii has them, atm, because I don't think anyone asked for them)
+ two potions of Waterbreathing (same as the potions of CMW)
+ one Wand of Magic Missile (4/50 charges) (same as the potions, but Gii can't use it)
+ two Masterwork Daggers (Paul)

Gii will gladly give the potions/wand to anyone who asks.


Female Aasimar (Garuda Blooded), Human (Tian-Shu) Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

Blue Heron would like to see the wand. UMD has to be worth something, right? :-)


And don't forget two pouches of gold:

The one discovered on the dead adventurers in the reeds by the river: 438 gp and the one discovered in the small chamber now: 296 gp.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Doctor Gii wrote:

As of right now we have found:

+ one +2 Shortsword (Yuki)
+ three potions of Cure Moderate Wounds (I will assume that Gii has them, atm, because I don't think anyone asked for them)
+ two potions of Waterbreathing (same as the potions of CMW)
+ one Wand of Magic Missile (4/50 charges) (same as the potions, but Gii can't use it)
+ two Masterwork Daggers (Paul)

Gii will gladly give the potions/wand to anyone who asks.

Paul is happy to settle with the daggers and gems and just give the value of the stuff to his comrades. In this case, it's on the boards.

As for Loot in general, I've been thinking of it and I'm not really sure what to do. I don't know what the value of the items we find, so I'm not sure how to divide things on a sheet because the players don't know what they are.

I'll do my best, but I don't know how it will work in the long run.


BTW, GM Lefty has his RL tabletop game tonight ... so posting will be slow/minimal. But both of us will be checking the board, from time to time.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:

And don't forget two pouches of gold:

The one discovered on the dead adventurers in the reeds by the river: 438 gp and the one discovered in the small chamber now: 296 gp.

Thank you for the reminder! :)


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge

Hey guys - I'm pretty worn out, so I need to get some sleep now.

I'll be on the boards later tonight, though :)


Get some rest, Paul.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |

I also have IRL game on Saturdays.


@Ayreth: Have a good RL game.

To all: I don't have issue with OOC. But if it's a continuous back and forth (and blocks of it) can you please use the discussion thread and not the main game board. It does clutter the page and gameplay. Thanks.

A new map will be provided in my morning.

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |
GM Right Hand of Doom wrote:
@Ayreth: Have a good RL game.

Gracias, I did. I hope you did, too.


A quick note about taking 20:

"Taking 20 means you continue trying until you get it right, and assumes that you will fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task ."


My game was fun, Ayreth, thanks. We're pretty high level, so combats can take a while, but yesterday's session was mostly roleplay (and the usual amount of BSing) so it worked out ok. :)

Dark Archive

CG Changeling Heavens Oracle(8) | HP: 87 | AC: 19 T:13 FF:17 | DR: 5/cold iron | CMD:20 | F:+5 R:+4 W:+9* | Init:+5 | Perc:+14 | Darkvision: 60' | Low-light Vision | Speed: 30' | Mythic Power: 7 | True Lore: 2 | Vision: 2 | Cleric Channel(1d6): 11 | Oracle Channel(4d6): 11 | Spells: 1st: 9 | 2nd: 9 | 3rd: 7 | 4th: 5 |
GM Left Hand of Doom wrote:
My game was fun, Ayreth, thanks. We're pretty high level, so combats can take a while, but yesterday's session was mostly roleplay (and the usual amount of BSing) so it worked out ok. :)

Awesome, I love heavy rp sessions, as I hope is evident. =)

We're on the cusp of 9th level, so true craziness should kick in soon. Draconic sorcerer for me in that 1.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Left Hand of Doom wrote:

A quick note about taking 20:

"Taking 20 means you continue trying until you get it right, and assumes that you will fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task ."

Thanks for the information!

I do have a quick follow-up question about this, though:

If someone in our group was looking for traps instead of secret doors at this time, since it allows them to do a close study of a 10x10 grid, couldn’t they study the 10x10 feet in front of them, then move forward 5 feet into “safe terrain” and study the next 10x10 grid, and so on; if necessary?

Or to put it another way – Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

I would assume that failing would simply means someone doesn’t find a trap/secret door, but they don’t necessarily set it off until they move closer.

If I am not correct on how using the skill works via searching an area without necessarily activating a trap, please let me know.

Thanks!


Failing would include setting off a trap if you were in its area.

I'm having trouble finding the rule that you can search a 10x10 in one action, I had thought it was just a 5' square. I'm fairly certain you have to be in the square you are searching, baring some magical assistance or special sensory limb.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Left Hand of Doom wrote:

Failing would include setting off a trap if you were in its area.

I'm having trouble finding the rule that you can search a 10x10 in one action, I had thought it was just a 5' square.

Crap!

Well, I believe you’re right. I think that what happened was that I was thinking of the Bardic Cantrip - Sift - which allows a player to search a 10x10x10 area up to 30 feet away with no penalty for distance (though you do get a -5 penalty via the spell for searching a large section).

Sorry about that, that's my bad.

GM Left Hand of Doom wrote:
I'm fairly certain you have to be in the square you are searching, baring some magical assistance or special sensory limb.

Regarding searching for traps in general, while the book isn't clear how close you have to be specifically, it seems illogical that the PC has to be literally on the 5x5 space to search it for a trap, because otherwise (especially if it was a pit trap, or pressure plate, or tripwire, etcetera) you couldn’t search for the trap until after you set it off.

You do take a -2 penalty for every 10 feet you are from the target (via the standard Perception Penalty); but you can search a 5x5 target visually without penalty provided you are within 10 feet from the target.

I believe that's correct, but I wanted to check to be sure.

Anyway, thanks for all the help with the question; most of the complications arose (I think) from a poor translation for the initial d20SRD which had Spot/Search and did allow Search to be done on a 10x10 area. On top of which Pathfinder wasn’t very clear on the specifics for what distance you can be for searching for traps.

But then, that’s why I asked :)


We're gonna say you can search the square in front of you (adjacent), but not 10ft away.

As for the animal tracks, because of all the commotion around them, it's not possible to tell exactly, but they're definitely predatory creatures with padded feet and claws of medium size.


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Left Hand of Doom wrote:

We're gonna say you can search the square in front of you (adjacent), but not 10ft away.

As for the animal tracks, because of all the commotion around them, it's not possible to tell exactly, but they're definitely predatory creatures with padded feet and claws of medium size.

Regarding the predatory animal; could I find out more? Specifically - is it biped or quadraped? Also, a rough approximation of weight (50 lbs; 100 lbs; 200 lbs)

If it's no, it's no - but I do my best to work with the clues I have :)


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

I don't follow, Paul. What are you asking Gii, specifically?


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Doctor Gii wrote:
I don't follow, Paul. What are you asking Gii, specifically?

In the dirt there was tracks to a predatory animal on or around the men that were fought.

Following the tracks on the ground revealed the tracks suddenly evaporated or disappeared.

I had initially wondered when we saw claw marks if the girl in question had summoned either a celestial or infernal animal to aid her in a fight.

If she was a Druid she could swap any spell to Summon Nature's Ally.

If she summoned an animal to aid her, the animal could have fought the enemy; but after the fight was finished, the animal would probably have returned to its primary plane of origin.

This is consistent with tracks that vanished in the middle of the dirt - as in; the animal moved and then disappeared.

This would give credence to the possibility that the girl may have used magical powers to aid her - potentially. So I figured I'd ask (in game) what a magic user thought of that theory in general.

At this point I can't identify the tracks, though I've been waiting for an approximation on size and so forth just to help identify stuff.

My most recent post was because - to be honest - I'm bored.

I'm waiting for something to happen; but nothing is happening, so I thought I'd try to at least do some social RP in the meantime.

Anyway, that's pretty much all it was; just the chance to do some social RP.


GMs' eyes only:
1d20 + 16 ⇒ (13) + 16 = 29
1d20 + 12 ⇒ (15) + 12 = 27


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
** spoiler omitted **

Good to see you, GM! :)


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

I don't think there's really enough information that Gii could glean from some tracks on the floor. He's good with magic stuff, but since the Hands didn't mention any kind of goop or other assorted leavings from some kind of magical creature, all he can tell is that something was there, then poof!


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Doctor Gii wrote:
I don't think there's really enough information that Gii could glean from some tracks on the floor. He's good with magic stuff, but since the Hands didn't mention any kind of goop or other assorted leavings from some kind of magical creature, all he can tell is that something was there, then poof!

Well, the poof part kind of seemed magical to me.

Like I said, though, it was a chance to do social RP, that's all.


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

Ah, gotcha.


The tracks are quadriped, but that's all you can really determine. There was just too much frantic activity involved,(as well as poor conditions and time passed)


At this point, we're waiting to see whether Alar proceeds any further into the second chamber or returns to Bart's side.

In the meantime, what are the rest of you doing?


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
Doctor Gii wrote:
Ah, gotcha.

It's all good.

I'm just looking for a chance to do some RP is all.

Right now the room we're in is calculated at total of 145 square feet.

The dimensions of the room are roughly 50 feet at its widest.

Light casts 20 feet of normal right from its central point, and additional 20 feet of "dim" light from that point, and we have three light spells. I think we should be okay for now on that end.

That's of 58 minutes of taking 20 to search the room for potential traps; possibly less if we find something useful before then (and if we're willing to negate the grids behind Line N). If we discount those grids we discount 50 square feet and knock off twenty minutes from that total.

Anyway, I think I'll put that up on the main board in a minute.

The main thing is; in the last room we got hit with a 30 foot log that almost killed Yuki and we didn't notice; plus, Paul was at fault for setting of a trap connected to barrels.

He won't make that mistake again.


Clarification. I didn't see that you were reading the log as 30 feet. In fact it's only about 8. It was positioned in such a fashion as to be able to hit everyone in the room. The reason it caused so much damage was less about it's size, but about the overall speed and force with which it hit (and the spikes were certainly a factor).


GMs' eyes only:
1d20 + 18 ⇒ (9) + 18 = 27
1d20 + 12 ⇒ (19) + 12 = 31


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Hey DM, question! Is the ball of fur/full grown wolverine sharing the same scent as the cook we're after?


@Bart: Good question. However, it did not have the same scent as the cook.


Guys, if you want to be at a particular spot, you have been given maps that you can use to give us coordinates IC. There have been instances now where people are discussing such things in OOC to each other and believing we (the GMs) are incorporating them into the game. We are not. So, if you want to be somewhere in particular, say so in character, for eg, "I'm moving over to the wall by the nest [insert coordinate here]." Thanks.


Alar:
Health: 60/60; AC: 27; Active Effects: Mage Armor
Bart:
Health: 46/46; AC: 16; Amulet 6/6 day; Spells: 1st lvl- 3/day, 2nd lvl- 4/day; Active Effects: Message, Group (50 min)

Updated my post with Bart's location!


Male Human Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge
GM Right Hand of Doom wrote:
"I'm moving over to the wall by the nest [insert coordinate here]." Thanks.

GM's - when the coordinates are posted will we be able to see an updated battle map with all of us on it?


@Paul: Yes, we are in the process of finalising the map as soon as we gain all the coordinates from you guys. Ayreth and Blue are yet to give us their place on the map. We are going to place Yuki on the map for her.

Note ALL: If you're further in the room than N:5 or N:6, then consider this your first action (in Round 1)...

1 to 50 of 969 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Discussion of Doom All Messageboards

Want to post a reply? Sign in.