Thirst - A Ravenloft PbP

Game Master Celestial Healer

Set in the land of Ravenloft, a band of intrepid heroes searches for a way home, but their fate may be inextricably tied to a vain, power-hungry madman. Uses the Pathfinder ruleset.


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Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

I was going by memory and had forgotten about the large door opposite from where we entered. Nathaniel opens the small door in the NW corner for now.


It is locked.


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Nathaniel looks at his axe, looks at the door, then looks up at the organ loft where Angalia is.

“Angalia, do you think you can get this door open?” he asks ... but if she can’t he’s not completely opposed to destroying things in this place ...


You could break down the door, but good sense tells you you might want to try the keys Res found. Unless you just want to break it down for fun...


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Nathaniel is angry ... plus I completely missed that Res had found some keys. If he mentions it, that seems like a good option.


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

Res looks up to see Nathaniel trying to open the door in the NW corner. It appears to be locked. "Nathaniel, I found some keys on the one of the twins. Try these." He comes over and hands Nathaniel the keys and then stands ready in case something jumps out from behind the door.


female Human Rogue 4

"Another bad joke."

Angalia kicks the organ and comes swiftly down the stairs to watch the door.

1d20 - 1 ⇒ (11) - 1 = 10 - Will

"That sounds like real laughter to me, Nath."


Indeed, one of the keys fits the lock on the small door. The room is dark, lit only by the light coming in through the door. It appears to be a storage room, full of odd clothing, theatrical makeup kits, crates, and bags. Most of it looks like junk. There is, however, a large mirror standing in the far corner that looks particularly ornate.


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

Res casts light on his greatsword and peers into the room around Nathaniel. The large mirror catches his eye. "That seems odd. Nathaniel, watch me as I go look at the mirror. But first, let me take some precaution."

First, Res puts the Ring of Protection that he found on the twins on his finger and then casts resistance on himself in case anything tries to curse him.

He inspects the mirror Perception: 1d20 + 4 ⇒ (15) + 4 = 19 and then casts detect magic to see if there is anything special about the mirror.


The mirror gives off divination magic. You approach and are perhaps a bit startled to note that you cast no reflection on the mirror's surface. It is difficult to make out at first, but after a time, it becomes apparent that the mirror is presenting you with a series of images of other mirrors. You are peering into the Hall of Mirrors from which you just emerged. You should be happy to note that no one is stirring in those corridors.


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

"I see how they knew we were coming" calls out Res. "This mirror allowed them to watch us make our way through the mirror maze. Course, that early warning didn't do them much good did it?"

"Nothing else in the room but a bunch of old junk." Res returns to the main room. "Besides the keys I did find this ring of protection" he holds out his hand. "plus an amulet of natural armor, a Scroll of remove fear, and a potion of cure light wounds. "Before we examine the next room, who wants these items? I was thinking I could keep the ring of protection for now to increase my resistance to the laughing plaque since I have best ability to heal the rest of you."


It's a ring of protection. You would get a +1 deflection bonus to AC which will not help against the plague if you are exposed again.


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)
Celestial GM wrote:
It's a ring of protection. You would get a +1 deflection bonus to AC which will not help against the plague if you are exposed again.

Somehow I read ring of protection but was thinking cloak of resistance. Must have been wishful thinking. Thanks for setting me straight.


Erfan quietly skulks about, alternating between a full-blown cackle and quiet giggling as he sticks very close to Nathaniel.

I am a sorcerer and have no remotely relevant skills here...


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Nathaniel reaches down and places a steadying hand on Erfan’s shoulder.

“Good thinking Res,” he says. “I feel we’ve not yet encountered the mastermind behind this whole situation.” At least I hope not, he thinks with a glance at his companions who have succumbed to the laughing affliction. If one of those we just killed held the secret of this plague, what is to become of Angalia and the others?

He tries not to let the worry show in his face. “You keep the ring or amulet for now Res, perhaps Angalia should take the other?”

Of the people who typically get into melee – Angalia, Nathaniel, Res and Urdrin – Angalia and Res have the lowest normal AC (Eliva tends to be more of an archer). We can re-distribute these items later if it makes more sense to give one or both say to the sorcerers.

Once everyone is ready, Nathaniel asks, “Angalia, are you able to check those double doors ahead for traps?” Once she has done so, he will listen at the doors Perception: 1d20 + 8 ⇒ (1) + 8 = 9 (further +2 vs humans) then try to open them with the key.


female Human Rogue 4

"Pretty, pretty, pretty, funny things keep happening ..."

Angalia's eyes still gleam unhealthily as she moves to the door and explores it quickly - hoping with what's left of her rational self that she can still use her skills.

1d20 + 10 ⇒ (5) + 10 = 15 - Perception (inc +1 for traps)

She giggles and smiles feverishly at Nath and Res.

"Better hurry up, I'm finding this ... difficult."

Despite her joyful tone, it is not hard to spot the underlying desperation.


Female Half Orc Inquisitor 5 {HP:28/30}

Eliva will ready her bow and look at everyone else. "Are we ready?" she whispered as quietly as she could.


Female Human (Gypsy) Dreamspun Sorceress 4

Tif is ready when everyone else is.


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

"Angalia, this may be of help to you." Res hands her the amulet of natural armor. "It will help protect you from attack."

Speaking to the rest of the group, Res says, "Let's go see what is behind that other door."


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

After a last look around to ensure that everyone is ready, Nathaniel tries the key in the lock and pushes / pulls the door open.


I was all ready to update last night, but couldn't get on the site. Naturally, now I can get on from work, but don't have my notes. Update forthcoming...


Angalia's searching reveals no traps.

Nathaniel fits the key into the door and opens it into a small vestibule with another double door behind. (Using the same check...) Angalia determines this second door is also not trapped, and the same key fits into it. The second door opens into a large square room.

In contrast to the last chamber, this one is eerily quiet and still. The room is brightly lit, as before, but the floor is quartered and painted in four colors. Nothing stirs.

MAP


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

Res steps up to door threshold but not into the room. He peers warily inside. Perception: 1d20 + 4 ⇒ (6) + 4 = 10 he also holds up his holy symbol and searches for any magical auras. Casts Detect Magic. "It's quiet in here. That makes more worried than when facing those foul beings in the last room."


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Nathaniel listens carefully for anything that might break the silence. Perception: 1d20 + 8 ⇒ (6) + 8 = 14 (further +2 vs humans)

“I wonder if the coloured floor means anything, as it did in the other room?” he wonders quietly, putting away the key and readying his weapons.


Nathaniel hears nothing, but detects a faint odor. It's a sharp odor, as of something acidic.

Res detects nothing magical.


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

“Do you smell that?” Nathaniel asks, sniffing. “Sharp, acidic ... I can’t place it ...”


female Human Rogue 4

Back after Paizo lockout.

1d20 + 9 ⇒ (15) + 9 = 24 - Perception +1 v traps

"Thanks Res."

Angalia smiles briefly, this time without the feverish intensity and tries to identify the smell.


Female Human (Gypsy) Dreamspun Sorceress 4

Tif lifts her head and sniffs the air hesitantly trying to find the odor Nat pointed out. Her eyes dart about searching for the next threat as she holds her cross bow readied at her hip.

Perception:1d20 - 1 ⇒ (4) - 1 = 3

"The only thing I can smell is us... I told you we needed baths, maybe when we're done here we could all get one... together."


Female Half Orc Inquisitor 5 {HP:28/30}

Eliva looks cautiously around the room as she enters. At Nathaniel's comment of a smell, she sniffs carefully as well.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

argh.


Angalia:
You notice that the floor does not seem to be attached to the wall. There is a seam, as if the wall continues down beyond the floor, and the floor is supported in some other way.

The acidic smell is worrisome. Anything that smells like that is probably caustic.


female Human Rogue 4

"Don't step on it. That floor isn't fixed. And I'm sure the smell is caustic. It's going to eat us alive, like everything else. We'll be so clean."


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

“I don’t think that’s what Tiff had in mind when she suggested a bath,” says Nathaniel dryly. He’s not exactly sure what Tiff was suggesting ...

“So what you’re saying – if we were to step out onto this floor it would collapse and plunge us into a pit of acid or something?” Nathaniel grits his teeth. “These ... bastards. Alright.” He looks about the room again. “Is there any way past without taking an acid bath? The floor must be fixed somehow, at least temporarily ... maybe we can find the beams underneath and balance our way across ...” He looks dubiously at the floor, not certain of the soundness of his plan.


female Human Rogue 4

Angalia looks bright-eyed at the floor, wondering if she can disable it. She fights to keep part of her mind on the danger, but is distracted by the colours and the hilarious possibilities of an acid bath.

Disable device any good here?


It's not an ordinary trap, but you could use Disable Device to find out more about how it works.


female Human Rogue 4

1d20 + 11 ⇒ (17) + 11 = 28

Her interest piqued, Angalia looks and looks well.


Angalia is able to work out some of the details of what you all are facing. Through some very cautious poking and prodding, she determines that the floor is balanced from a point in the exact middle of the room. The addition of weight on one side will unbalance the floor. As for what one might actually slide into should the floor tip too far, that remains to be seen, but the odor seems a strong clue.


Female Human (Gypsy) Dreamspun Sorceress 4

"Where exactly is the point of pivot dear Angalia?, perhaps a path along that point would see us across safely." Tif ask meekly as she cuts the rest a coy look.

Wondering if we could balance along that point and get across?


The balance point is the dead center, where the 4 colors meet. It can tip any direction from that point.


Male Human Cleric/6 {HP:49/49, AC 16 (11 touch)

"There must be some mechanism for securing the floor. Let's look for something to activate it." Perception: 1d20 + 4 ⇒ (18) + 4 = 22


You presume there must be a way to secure the floor, but there is nothing that you can see.


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Nathaniel squats down, one hand gripping the door frame, to examine the floor itself Specifically, what it is made of and whether there is anything to grip if one were to ‘climb’ on it in the tilted position.

Then, first warning the others what he intends, he pushes down on the near edge of the floor with all the strength he can muster in one arm.


Female Half Orc Inquisitor 5 {HP:28/30}

Eliva rifles through her pack as an idea occurs to her. "I have this grappling arrow. We could string it across if I can get it to stick in the opposite wall." She pulls it out and shows the party. "It's come in handy while hunting when I've needed to cross a deep gully quickly. I guess there's a use for it in town as well."


female Human Rogue 4

"Can we wedge it so it doesn't tip?"


Female Half Orc Inquisitor 5 {HP:28/30}

"If we could find a way to pound a piton into each wall, it would probably hold for a bit if we didn't put too much strain on them," Eliva said doubtfully. "The problem is getting them in."


Nathaniel - The floor is made of some strange wood. You don't recognize it, but it looks very sturdy. You are able to push on a side of it relatively easily and are unsusprised to see it give way. When you release it, the floor returns to a balanced state.

Angalia - Bear in mind that whatever you wedge it with has to support the weight of a person standing on the floor, otherwise it will give out. If you've got something suitable, though, you imagine you could give it a try.

Eliva - there are mouldings and such around the room that you think you may be able to snag with a grappling arrow or the like.

In case you haven't noticed, this is more of a puzzle than a trap. There's no right or wrong way to do it; I'm more curious to see what you come up with :)


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

Nathaniel presses down on the floor again, and in different locations that he can reach. He's trying to see / figure out a few things; what is under the floor, whether the floor tilts just in two directions or at any angle around a central pivot, and to what angle it tilts downwards.

He'll also look out for any ledge around the edge of the room (ie, any part of the floor however small that doesn't tilt) and any hand holds on the wall.


Male Human Ranger (Skirmisher) 6; AC 21; touch 13; ff 18. HP: 59/59. Fort +6; Ref +8; Will +6

"Assuming we have something to wedge it with ... How do we wedge the floor from underneath so that it doesn't tip down when we tread on it from this side?" muses Nathaniel.

"Eliva, how much weight will your grappling arrow hold? And is there somewhere to attach the rope at this end?"


female Human Rogue 4

"There must be a way to disable it unless whatever's on the other side adores acid."

Angalia muses aloud.

"Or we find a way in from the floor below. That might be even more fun. Think of all the bodies!"

To her horror, she starts to laugh again.


Female Half Orc Inquisitor 5 {HP:28/30}

Grappling Hook: "Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5." Grappling Arrow: "This small grappling hook is designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet. An equivalent item exists for crossbows."

Eliva knelt down next to Nathaniel and tried to see if she could tilt it a little to one side or another. "If we place a piton deep in the wall above the wall there, and I can hook the grappling arrow into the other wall, and we can place another piton deep in the wall there, the floor will only tilt from side to side. With the rope as a guide, we could then walk the floor down the middle one at a time, I think. Alternatively, we could get multiple people out there to try to balance each other and get to the other two walls as well, place more pitons...this would give us some ability to trust the floor..." Eliva thinks for a moment. "This is dangerous. I assume there must be some sort of switch to make the floor save on the other side, if not here. If we could get one person over, they can check for the switch. If it's not there, we try another option..." She stood up and began limbering up her bow. "Should we try to see if I can get the grappling arrow hooked on anything that might hold one of us?"


Nathaniel - There is a central pivot point; the floor can tip in any direction relative to the exact center of the room.

If you push down hard enough, you hear a liquid sound beneath the floor.

There is no ledge to walk on, but the walls are ornate, with moldings and such one could hook a grappling hook onto. They may not support a Medium creature's full weight, but if you have it attached in multiple places to distribute the load, you think it may work.

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