Aveira: Nation of Mages

Game Master Tark the Ork

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Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4

Do I see anything with my 60 ft Darkvision?


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Coming, coming!

Caun mutters a few quick incantations as a faint glow surrounds his hand as he touches it to his weapon and it begins to glow.
"Better?"


Male Human, dual talent Hedgewitch 3

Ryzern speaks to his unseen captors
"...and again with the lights. You lot are simply embarrassing yourselves at this point. Just open the door and we can put this all behind us."
<puf>

Re air supply: Is this a current worry? Enough smoke to see? To smell? Any one coughing? Eyes watering? If so then Ryzern will wander to the Hell of flaming crates and shut the door. I assume it is not an issue as you have not described the air as stale which, with so much happily outgassing concrete about strongly implies ventilation.At least that is what I am thinking.....could be wrong..


Male Orc Expert 5

Ryzerns appeal to the gods goes unanswered as caun's light comes into play. The wall of blackness appears impenetrable to the light. Even the supernatural vision of the more extraplanar members of the group appears laughably foiled., Brittiri has somewhat better luck as his arms disappear elbow deep into the wall of nothing. he air inside is ice cold and he can feel smooth stone beneath his hands though as he spreads them out to get a greater idea of the room beyond he can feel the edges of the walkway leading to some kind of drop.


Well the floor ends up ahead but that darkness seems to be there to stay. How do you want to do this?


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Caun's brow furrows as he thinks. "Perhaps I could send a creature in to investigate, or we could use a rope and send someone in to scout out the room."


"I will go" answers Lienhol immediately. He takes rope from his bag and ties it around his own waist before offering it to the others. Once that's done he pushes his way into the darkness, moving slowly and using his greatsword to prod the floor ahead of him in search of safe passage.

Using detect psychic significance while I'm going.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Caun will do his best to hold onto the rope as Lienhol moves forth, shifting his glove to one hand as he ties the rope around him as well. "Give a holler, or grunt, if you need anything."


Male Human, dual talent Hedgewitch 3

"Dammed magical darkness. Might be best to try to wait it out. Likely there is someone in there maintaining this. They should get bored eventually."

After the Dreadguard enters the dearkness. "Or use bait, bait works"

Rationalization for waiting this out. Permanency or even long duration magical effects are really difficult/rare in sphere magic. Sphere magic is the most common kind in this setting so assuming that we are dealing with a short duration (min/level or concentration) effect seems correct. I could try a light effect to mitigate this darkness but the odds are not good(My caster level +d20 vs Their caster level +11) and I could only manage it for 1 minute.


Male Orc Expert 5

Is lienhol taking any other form of precaution or special approach as he attempts to stumble through the darkness?


No


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

"Anyone else? I'm going in too."

Caun will place his Glaive back into proper swinging position and begin to follow Lienhol (or whoever goes in front of Caun) in.


Female Tiefling Warlord 3 | Damage Taken: 1 of 28
Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4

Aiseilura shifts uncomfortably. Darkness I can't see through... Ugh.

"I'll keep an eye on things out here, just in case something tries to follow you in or the smoke starts getting thicker."


Male Human, dual talent Hedgewitch 3

"I'll stick with you Aiseilura. Not that I think anything will happen out here but I'd less than useless in that dark.'


Brittiri grunts as some opt to stay and other go. Stroking his chin for a moment the Warder merely shrugs, I'll stay too I suppose. If you get hurt or stuck or something yell out...


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Well, you know, if you're going to die, might as well do so doing particularly dubious things.
Caun shrugs and moves in after the Dreadguard, using the connecting rope to help guide his steps.


Male Orc Expert 5

Post soon stalkers.


Male Orc Expert 5

It takes some time and some careful maneuvering but eventually you come across the metal piece and guide yourselves back.


Brittiri harumph's at the effort, Maybe we can grab that other one and then be on our way?


Lienhol presents the metal piece with no further ado.

"The alternative is...unappealing."


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

"Surprises abound, or not it seems. I agree."


Male Human, dual talent Hedgewitch 3

"Well, that was ... actually more disturbing than the corpses."

Ryzers smokes for a moment.

"One more I think. Or do we want to try using the false key and skip the last room? I am sure it will trigger a trap of some kind but it might also open the door. I have no opinion either way."


"We've come this far. May as well see the last room."


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Caun rubs his hand over the light stubble on his chin.
"I agree with the Dreadguard, no reason to not be thorough at this point."


Brittiri grunts, Not like they'll just let us go anyway. Better forward then back.


Male Orc Expert 5

The next room is brightly lit. Though that is becoming difficult to tell now with the smoke beginning to grow in thickness. Though it seems the place is well ventilated it's becoming clear there is only so much smoke it can handle.

The room is barren and covered in white tiling spaced roughly a centimeter apart. It's clear by the glint between these tiles that something particularly nasty awaits those who step on or between them. The long brown streaks along some of the tile lanes suggests an exuberant amount of sanguination awaits the careless.

In the center of the room is a metal piece waiting your attempt.

Map coming later when I can get back on my laptop with it


Male Human, dual talent Hedgewitch 3

Tark.

Ryzern on 11 March wrote:
Re air supply: Is this a current worry? Enough smoke to see? To smell? Any one coughing? Eyes watering? If so then Ryzern will wander to the Hell of flaming crates and shut the door. I assume it is not an issue as you have not described the air as stale which, with so much happily outgassing concrete about strongly implies ventilation.At least that is what I am thinking.....could be wrong..

In any case.

<cof>

"Ble, those Mephits are spoiling my smoke. Hang here a moment and let be shut the little devils in."

With that Ryzern scampers over to the Hell of burning crates and shuts the door. Making sure to spike it closed once it is fully dogged.

His pleasant smoke restored Ryzern returns to the group.

Re this room. How far away is the key? Where does the key fall on the Telekinesis Sphere's size table? Same question for the Enhancement Sphere's animation table?


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Caun coughs and sputters at the smoke. "Thanks for that Ryzern, perhaps letting those Mephits have their way was not the best idea ever."

With that Caun studies the room carefully for a few moments. Perception for anything not so obvious: 1d20 + 9 ⇒ (9) + 9 = 18

Will wait on maps and such before proceeding further.


Male Orc Expert 5

Might not even needs maps let's see.

The key is 40ft. away. it counts as a diminuitive object in both cases.


Male Human, dual talent Hedgewitch 3

Well that is annoying. Did Ryzern close the door to the hell of burning crates and if so has this had any effect on air quality?

Hmmmm... Ryzern contemplates the area just inside the door. Searching for traps in one space just inside the door. Taking 20 and using a guile point for a total of {20+2guile+9skill} 31.

If a trap is found:"Looks like there is something here. Ryzern will attempt to disarm the trap: 1d20 + 9 ⇒ (12) + 9 = 21.

If no trap is found: "Seems clear...." Ryzern will tap the tiles in the searched area with his walking stick/light mace. If that fails to set off a trap he will smash a tile or three with said mace. If this fails to activate any surprises then and only then will Ryzern step into the searched and abused space.

Unless interrupted by outrageous fortune Ryzern will attempt to Animate the key.

{Note: the key is 35' away at the limit of Ryzern's range. A tiny (or smaller) animated object moves at 15' per round so this will take a bit.
Note 2: There is a flaw in the Animated objects rules that I am choosing to ignore. Tiny Etc. objects have 1 Construction Point. The 'Metal' ability costs 2 CP 'Mithral" costs 4 and Adamantine 6. As there is no way to get more than 1 bonus CP it is either not possible to animate smaller objects of rare metals, mithral has a minimum size of Large and adamantine Gargantuan, or rare metal objects cease to be considered rare metal while animated. How do you want to play this? I propose simply ignoring the CP system and assigning animated objects abilities and flaws as are appropriate to the objects form or function. In this case I suggest the key gains the "clunky" flaw and the appropriate Metal ability depending on what it is supposed to be made of. }


Male Orc Expert 5

Sorrry it's been a while life has conspired against me here. I'll try to post everyday to make up for it.

The door is closed which helps but that room was not particularly airtight so i's merely slowed down the smoke for now.

After several minutes, sure enough he does find a pressure plate.

I haven't had the chance to look into it and get some input from the developers having stepped away from pathfinder for the most part. But for the sake of alacrity and in the interest of getting you on to the next chapter let's say for this situation it works.

The little key picks itself up and toddles over to you. With it's lightweight it obviously lacks the means to trigger the traps itself.


Brittiri smirks at Ryzern, Cute.


Male Human, dual talent Hedgewitch 3

"It is isn't it? Well I think we are almost ready to meet our hosts. I am rather looking forward to that."

"Come along Key" Ryzern heads for the next (final? I am afraid I have lost track, must reread the thread) room. The shiny key skittering beside him on its eight metallic legs.

{duration on the animation is three minutes. Ryzern will pick up the key before it runs out}


I thought this was the last one


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Me too
Caun murmers to both the group and no one in particular.
"Well, finally we can get this over with? And then get on to real business."


Male Orc Expert 5

It's the last one.


"Let us get to the door, then, and be done with this place" says Lienhol as he leads the others. Once there he'll place the keys and try and get the door open.


Brittiri nods at the Dreadguard and follows...


Male Human, dual talent Hedgewitch 3

"Yes I should like a word with our hosts."

Gathering up the animate key Ryzern trails the group. The smoke from his cigar leaving a thin blue trail behind.


Male Human Inquisitor (Monster Tactician) 3 | HP: 10/10
Common Stats:
AC: 17, T: 11, FF: 16; F:5, R:3, W:7 (+1 on all Saves vs Arcane Spells); CMD 16, CMB +5; Init: +6 ; Perc:+9, SM: +10; Summons: 4/6

Caun will move along with everyone else as well.


Male Human, dual talent Hedgewitch 3

<coff>

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