DM Khel's Graves of Crystalmaw Pass (Inactive)

Game Master Khelreddin


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Silver Crusade

Free | Male NG Warpriest of Torag 4 / Fighter 2 | HP 48/48 | AC 21, T 13, FF 19 | CMD 19 | F +10 R +5 W +8 | Init +6 | Per +2, SM +6, Ling +7 | Speed 30 ft | Fervor 4/4 | Blessings 5/5 | Sacred Weapon 4/4 | Miracle Worker 1/1 | Spells: 1st 4/4 | 2nd 2/2 | Re-Roll (+2) 1/1 | Active Conditions: Aura of Good |

"Golems an' Constructs you say? Sounds like it be som' fun!" Ebonwolf picks up his Dwarven Waraxe and it begins to slightly glow a sickening greenish black color and emits acrid fumes. "I could offer them one o' me Dwarven hellos."

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Just to make sure I understand. For now, we're sneaking out of the camp and then we're resting. Then we're going to the temple. So, we're not fighting Jathune and overthrowing the leadership of the bandit camp yet. But that's on the agenda at some point too. Right?

Liberty's Edge

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Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

It's got to be.

Ebonwolf, can you provide 14 points of healing (or so) for Zirt, and 26 points (or so) for Benedict?

Any healing of the Con damage would be much appreciated as well.

Knowledge (Religion): 1d20 + 7 ⇒ (15) + 7 = 22

"Oh yes," adds Zirt, feeling much better sitting in front of the fire all bundled up in a blanket. "Brigh has eight worshipers in Whistledown, or at least she did when I was last there... old Fnarglkrkngr may not be around anymore, though, so it might be seven. And really, I suppose any of them could have had some accident, either due to their crazy inventions or completely unrelated, and died. That would be very sad." She pauses for a moment, staring at the flames. "And I suppose it's even possible that someone new has started down Brigh's path since I last visited. If I had to guess, I'd say... hmm... probably young Noaewubgbrtin, or maybe his sister. Or maybe both of them. Once, when they were very very young, those two filled up Fnarglkrkngr's entire workroom with popped corn kernels covered in Bordic root powder! Oh, you should have been there and seen the look on his face... and the worst of it is that they didn't even get in trouble over it! He made some joke about it and talked to their parents about taking them on as apprentices! Of course, they were far too young for that at the time, but it's quite possible that they aren't anymore and have since been allowed to enter training with him."


DM | Map Stuff | Burden of Envy

Yes, Drizz'n, that is correct. Temple time, then dealing with Jathune. Sorry I didn't make that clearer, was just following the flow of the scenario and now see it presumes a bit of a logical leap that it doesn't articulate.

Since there is a chance to rest and heal along the way, please do your accounting of HP and ability damage healed from rest, as well as rolling any magical healing you’ll be doing. Also, let me know if you’re putting up any buffs or otherwise making preparations before you enter the temple.

Grave Treader leads the party to the abandoned temple of Brigh, skillfully avoiding the dangerous paths where the Plane of Fire most exerts its influence. The temple is about a day’s travel from the Sundered Stone camp, but its entrance is cleverly hidden behind a locked secret door in a nondescript passageway. In addition to locating the door in her research, Grave Treader also tracked down a key to the door, making entry easy. With a glance at each of the Pathfinders, she quietly says, ”Here goes…” and turns the key in the lock. Befitting a temple dedicated to mechanical artifice, the door opens smoothly and quietly, revealing a chamber dimly illuminated by luminous crystals set into the ceiling.

Intricate bronze-and-silver etchings of three-armed and three-legged creatures glimmer on the dark stone walls as faint light shines down from crystals in the ceiling. A line of alternating gold and silver triangular floor plates leads to a wide staircase opposite the temple’s main entrance. In the left end of the room, a large clockwork contraption looms over a dark pit, while at the right end, strange machinery and parts lie strewn across tables.

The etchings in precious metals on the walls appear to depict servants, worshipers, and a god. The servants, depicted in bronze, are the most numerous. The silver worshipers are placed above the servants, but subservient to a golden figure on the ceiling. Both the bronze servants and silver worshipers have squat bodies, three hands, and three legs, much like the xorns the party met at the destroyed caravan. The golden figure is more humanoid in shape, but still has three arms and three legs.

Knowledge (engineering) or Knowledge (arcana), DC 16:
The servants depicted in the etchings represent some sort of clockwork constructs.

Knowledge (religion), DC 20:
The three-legged humanoid is an uncommon representation of the goddess Brigh.

The large clockwork contraption contains a winch that appears to lower some sort of platform down a shaft. The platform can be seen about 60 feet below, hanging from strong chains. Knowledge (engineering) or a relevant Craft check to operate the winch, if you wish to do so, or you could try to climb down.

The area opposite the winch appears to have been some sort of workshop, with work tables covered in scattered metals parts and tools.

Knowledge (engineering), DC 18 or Perception, DC 24:
The workshop tables hold parts for a three-armed and three-legged construct, similar to those depicted on the temple walls.

New map is up!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz'n drinks his Inspiring Cognatogen, and an extract of Heightened Awareness.

"Woah," Drizz'n exclaims as the party steps inside. But he tries to quickly calm himself before anyone can notice his enthusiasm. "I mean, it looks interesting for a bunch of old stuff."

Kn: Arcana: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17

"The servants in those etchings are some sort of constructs."

Perception: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 So close!

Silver Crusade

Free | Male NG Warpriest of Torag 4 / Fighter 2 | HP 48/48 | AC 21, T 13, FF 19 | CMD 19 | F +10 R +5 W +8 | Init +6 | Per +2, SM +6, Ling +7 | Speed 30 ft | Fervor 4/4 | Blessings 5/5 | Sacred Weapon 4/4 | Miracle Worker 1/1 | Spells: 1st 4/4 | 2nd 2/2 | Re-Roll (+2) 1/1 | Active Conditions: Aura of Good |

"Ai Lass I can offer a bit o' healin' to you and your companion here." Ebonwolf attempts to scratch Benedict under the jaw but realizing it is best to hold ones hand far away from the toothy end of beasts. It is best left to those trained to handle animals anyways.

As the group settles in for the night Ebonwolf goes about preparing a few choice saves and some bandages. Throwing a few extra herbs in the fire to create a pleasant aroma in the air. Not to much to cause anyone to fall into a deep sleep but enough to rest and relax. This is where he pulls his healers kit out and begins mixing a few concoctions and begins the healing process.

GM Khel if you will allow me to take a 10 on my Heal checks to provide Long term care on Dirch, Zirt and Benedict each that comes to a 18 on each of them. Allowing them to heal up to 2 of the points of Con DMG each and then allowing Zirt, Benedict and Dirch to heal 14 Points of DMG naturally. I will cast my remaining spells spontaneously (4 CLW and 1 CMW) to heal everyone up to full while also casting two Lesser Restorations to heal the remaining 1 CON dmg that Zirt and Benedict have remaining.

After having spent the night ensuring his wards have rested well and healed their wounds and ailments Ebonwolf Prepares himself meditating and communing with his god Torag replenishing his spells, casting one on Benedict to heal his remaining affliction from the heat.

I Cast endure elements on myself and Defending Bone on myself lasting 6 hours

Silver Crusade

Free | Male NG Warpriest of Torag 4 / Fighter 2 | HP 48/48 | AC 21, T 13, FF 19 | CMD 19 | F +10 R +5 W +8 | Init +6 | Per +2, SM +6, Ling +7 | Speed 30 ft | Fervor 4/4 | Blessings 5/5 | Sacred Weapon 4/4 | Miracle Worker 1/1 | Spells: 1st 4/4 | 2nd 2/2 | Re-Roll (+2) 1/1 | Active Conditions: Aura of Good |

Looking over the etchings Ebonwolf things about his time spent deep in the mines in the temples dedicated to Torag and the other deities of the earth.

Cast guidance
Know. Religion: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25

"Oi tha great big golden one thar wid tha three-legs be tha goddess Brigh herself."

Having given a brief induction in theology Ebonwolf makes his way to the winch and looks over its operation

Cast guidance
Know. Engineering: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16

After figuring pout the winches operation i hope he looks over the workshops parts and pieces with Drizz'n giving the gloomy one a little guidance in where to look.

Cast guidance on Drizz'n

Liberty's Edge

Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23

Perception: 1d20 + 11 ⇒ (17) + 11 = 28 "Interesting. Look there. The workshop tables hold parts for a three-armed and three-legged construct, similar to those depicted on the temple walls."

Mordenaar also spends some time looking around for anything of value or danger before approaching the landing at the top of the stairs.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Can anyone detect for magic or traps?

Seeing Mordenaar head for the stairs, Drizz’n cautions, “I think we should be careful here. This seems like the kind of place that could be trapped. I mean, if I had a lab like this I’d fill it with traps...”


DM | Map Stuff | Burden of Envy

Ebonwolf can’t figure out how the winch works, but might be able to with more time.

Mordenaar makes his way up the stairs to the next landing without incident. The line of gold and silver floor plates continues across this chamber to where a pair of raised stone platforms flank an enormous metal gate. The gate is adorned with an etching of gold and silver gears around a large bronze gear. A small silver panel is built into the wall to the left of the gate. Staircases lead up to the raised platforms, but one of these staircases has collapsed, leaving rubble strewn about on the floor below. A silvery glint rises from the top of the one platform, while a golden shine emanates from the other.

It might be puzzle time…

Silver Crusade

Free | Male NG Warpriest of Torag 4 / Fighter 2 | HP 48/48 | AC 21, T 13, FF 19 | CMD 19 | F +10 R +5 W +8 | Init +6 | Per +2, SM +6, Ling +7 | Speed 30 ft | Fervor 4/4 | Blessings 5/5 | Sacred Weapon 4/4 | Miracle Worker 1/1 | Spells: 1st 4/4 | 2nd 2/2 | Re-Roll (+2) 1/1 | Active Conditions: Aura of Good |

So it seems the Website hates me today. Ebon will take some time to look over the Winch if no one else is able to do anything with it.

Ebonwolf will look about the rooms at Drizz'n's suggestion to see if anything Magically is out of the ordinary. I will cast Detect Magic as often as is needed

As long as nothing jumps out at Ebonwolf he joins Mordenaar on the upper level following the stairs to the left side where the silver light seems to be eminating he shouts down "Seems like we be in need o' a little intelect. Wonder whats up here has to do it." looking down from the higher ground Ebonwolf notes the directions and colors of the aarows on the floor. "Might'n that also be part of the key. Silver gears an' Silver Arrows. Golden Gears and Golden Arrows."

Dark Archive

Human Ninja 7 | HP 38/38 (5NL) | AC 20 T 15 FF 15 | CMB +5, CMD 20 | F: +4, R: +11, W: +5 | Init: +6 | Perc: +11 | Ki: 3/5 | Speed 30ft | Ranged: shuriken +9 (1d2), Melee: +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6) | Active conditions: None. | Invisibility Round 1 of 7

Knowledge engineering: 1d20 ⇒ 16

Knowledge Religion: 1d20 + 5 ⇒ (14) + 5 = 19

Perception: 1d20 + 11 ⇒ (11) + 11 = 22

Alas, much of what is in this temple is new to me. The stories from my master were just that, stories with only so much detail. No matter, what I learn here, I will take back to fill in the gaps.

Grand Lodge

Male LN Human Wizard (Necromancer) 7 Human | HP 24/44 | AC 15 T 14 FF 15 | CMB +2, CMD 12 | F: +4, R: +3, W: +6 | Init: +0 | Perc: +7, SM: +0 | Speed 30ft | Command Undead: 8/8 | Spells: 1st 7/7, 2nd 5/5, 3rd 4/4, 4th 3/3 | Active conditions: DR5/Bludgeoning (50hp)

Knowledge (Arcana): 1d20 + 15 ⇒ (19) + 15 = 34
Knowledge (Religion): 1d20 + 15 ⇒ (2) + 15 = 17
Knowledge (Engineering): 1d20 + 12 ⇒ (20) + 12 = 32
Gosh, you guys, these workshop tables hold parts for a three-armed and three-legged construct, just like those on the temple walls! Maybe we oughta put it together?

Hm. Do you guys see any traps?
Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Knowledge (Engineering): 1d20 + 12 ⇒ (1) + 12 = 13
Gee, this winch is really complicated.

Dirch casts Mage Armor and Defending Bone on himself.


DM | Map Stuff | Burden of Envy

At the top of the left-hand stair, Ebonwolf finds a large dial crafted in silver, and he can see a similar golden dial at the top of the broken staircase on the right side of the gate. Attempting to turn the dial, Torag’s servant finds it to be quite badly stuck.

Knowledge (engineering) or a Str check to get the dial to move.

To get up the broken stairs, you’ll need to make a Climb or Acrobatics check, or come up with some other approach.

Ebonwolf’s search for magical auras reveals two faint auras in the rubble of the collapsed staircase, of abjuration and divination.

Grand Lodge

Male LN Human Wizard (Necromancer) 7 Human | HP 24/44 | AC 15 T 14 FF 15 | CMB +2, CMD 12 | F: +4, R: +3, W: +6 | Init: +0 | Perc: +7, SM: +0 | Speed 30ft | Command Undead: 8/8 | Spells: 1st 7/7, 2nd 5/5, 3rd 4/4, 4th 3/3 | Active conditions: DR5/Bludgeoning (50hp)

Dirch looks down the shaft.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Suddenly, realizing that he's by himself, Dirch goes to the Warpriest. There is security standing next to a big half-orc. Dirch joins Ebonwolf in studying the dial.

Knowledge (Eng): 1d20 + 12 ⇒ (14) + 12 = 26

Dark Archive

Human Ninja 7 | HP 38/38 (5NL) | AC 20 T 15 FF 15 | CMB +5, CMD 20 | F: +4, R: +11, W: +5 | Init: +6 | Perc: +11 | Ki: 3/5 | Speed 30ft | Ranged: shuriken +9 (1d2), Melee: +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6) | Active conditions: None. | Invisibility Round 1 of 7

I have use magic device +12. Would I be able to use this ability in this situation?

Dirch, your training is your greatest strength. Mr. B chose well.
Once the gate is open, I will attempt to climb.

Climb: 1d20 + 10 ⇒ (14) + 10 = 24 If the gate opens.

Rikimaru also looks down the shaft, and also looks at the walls of the shaft.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17

Liberty's Edge

Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23

The GM threw us a bit of a bone by saying there's a puzzle. Given the oddities of the decorations and coloration of the description, it's likely there....

Mordenaar keeps his eyes sharp as he looks over the unique room, and tries to get to the top gracefully Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23.

"I'd be willing to wager anyone who makes wheels out of precious metal does so for a reason."

Silver Crusade

Free | Male NG Warpriest of Torag 4 / Fighter 2 | HP 48/48 | AC 21, T 13, FF 19 | CMD 19 | F +10 R +5 W +8 | Init +6 | Per +2, SM +6, Ling +7 | Speed 30 ft | Fervor 4/4 | Blessings 5/5 | Sacred Weapon 4/4 | Miracle Worker 1/1 | Spells: 1st 4/4 | 2nd 2/2 | Re-Roll (+2) 1/1 | Active Conditions: Aura of Good |

"Fore we start man handlin' this thing I be Seein' somethin' magical in the rubble." not wanting continue without investigating the magical auras Ebonwolf starts down the stairs and stops with his first step he looks back to Dirch who seems to be a little clingy and says "Ya comin'?"

Assuming :) With Dirch in follow Ebonwolf begins sifting through the rubble only stopping to refresh his magical detections.


DM | Map Stuff | Burden of Envy
Rikimaru-Kasuya wrote:
I have use magic device +12. Would I be able to use this ability in this situation?

Not really, as the puzzle is really just mechanical.


DM | Map Stuff | Burden of Envy

Ebonwolf climbs down the stairs and checks out the rubble of the other staircase, where he finds a a crushed chest of greenish stone under the collapsed stairs. Sifting through the shards, he finds a shiny golden ring and an interesting lantern. These are a ring of protection +1 and a a lantern of auras.

Dirch manages to repair the silver dial so it turns smoothly, and Rikimaru and Mordenaar make their way up the damaged steps and determine that the golden dial works just fine. When the dials are turned, a faint sound of gears rotating can be heard within the door.

At the same time, Grave Treader moves to the silver panel next to the gate and opens it, revealing another set of gears. This mechanism is complicated, but Grave Treader provides some insights from her research that make the task of activating it easier. DC 19 Knowledge (engineering) or DC 24 Disable Device to make this mechanism work.

Studying the room, the dials, the gates and the pattern on it provides some other bits of information about how this puzzle might work to open the gate.

These are two separate checks below.

Perception, DC 20:
The lowest gears on the gate have markings that look like the handles on the dials.

Appraise or Perception, DC 20:
The gold and silver triangles on the floor are arrayed in a sequence from the entry to this gate, and are made of the same metal the gears on the gate and the dials.

Liberty's Edge

Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23

Mordenaar can take 10 on both, but I'll defer.

"Well done. This place is strange and... uncanny to *me*, but no match for *us*."

Dark Archive

Human Ninja 7 | HP 38/38 (5NL) | AC 20 T 15 FF 15 | CMB +5, CMD 20 | F: +4, R: +11, W: +5 | Init: +6 | Perc: +11 | Ki: 3/5 | Speed 30ft | Ranged: shuriken +9 (1d2), Melee: +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6) | Active conditions: None. | Invisibility Round 1 of 7

[occ] Intelligence should help with Puzzles, no? Drizz'n's Int (22) should help us here, no?[/occ]

That lantern will be helpful. It was left here for a reason, and I fear so was that ring. I don't trust that gates like this *just* puzzles. That lantern may help us uncover anything else protecting this gate.

Perception 1: 1d20 + 11 ⇒ (1) + 11 = 12
Hhmm, I do not immediately see how these dials can be used.

Perception 2: 1d20 + 11 ⇒ (14) + 11 = 25
The patterns on the floor appear to be related to the gears on the gate, and the dials

Rikimaru steps closer to Dirch and Ebonwolf to have a closer look at the lantern.
Perception (Lantern): 1d20 + 11 ⇒ (20) + 11 = 31 (Hopefully, the command word for the lantern is scribed on the item itself.)

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz'n, who until now has been taking notes in his journal, mostly for ideas on how to improve his own lab back home, says: "Rikimaru is right. It looks like the pattern on the floor tells us in what order and in which direction to turn the dials. I can read them off if you guys can turn them."

Disable Device: 1d20 + 11 + 1d6 ⇒ (10) + 11 + (2) = 23

"Too bad I can't quite get this panel working though," he says, poking around at the gears inside.

Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Perception: 1d20 + 16 ⇒ (15) + 16 = 31

Was at a meat-space game all day yesterday (Sanctum of the Sages. So epic!), for the first time in over a month! Felt great!

Liberty's Edge

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Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Zirt looks up from her study of the carvings, and notices that the rest of the group is engaged in the Puzzle. Hopping lightly off Gregarious, she skips over to Drizz'n and peers intently at the panel for a moment.

Knowledge (Engineering) to Aid Someone: 1d20 + 3 ⇒ (18) + 3 = 21

Heh, shoulda just rolled it!

Poking at the mechanism, the gnome frowns thoughtfully and pulls a metal spoon from her pocket. "I think if we wedge this right in there..."


DM | Map Stuff | Burden of Envy

Rikimaru - yes, a high Int is useful here, which is why a Knowledge skill is one of the applicable ones. If you guys were really stuck on the puzzle, I'd probably allow an Int check to get a clue, but you're not there yet.

Riki scans the base of the lantern and finds that the command word 'kludge' is in fact scratched onto the underside.

Messing with the dials, the party notes that they can be turned clockwise or counterclockwise. In addition, each time a dial goes through one full rotation, it makes a clicking sound, and if you let go of a dial before turning it one full rotation, both dials rotate backward to
their original positions, as if the mechanism is resetting.

A successful Knowledge (engineering) check on the panel will probably be helpful. Dirch has a solid bonus, and a successful Aid roll from Zirt, so let's see how he does.

Grand Lodge

Male LN Human Wizard (Necromancer) 7 Human | HP 24/44 | AC 15 T 14 FF 15 | CMB +2, CMD 12 | F: +4, R: +3, W: +6 | Init: +0 | Perc: +7, SM: +0 | Speed 30ft | Command Undead: 8/8 | Spells: 1st 7/7, 2nd 5/5, 3rd 4/4, 4th 3/3 | Active conditions: DR5/Bludgeoning (50hp)

Knowledge(Engineering): 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Appraise: 1d20 + 15 ⇒ (10) + 15 = 25

Dirch is surprised by the ninja's compliment. Thank you, Mr. Kasuya, sir.

Dirch responds to the half-orc. Y-y-yes, sir. And, follows the half-orc to the rubble.

Dirch takes a look at the gears. This makes sense to me. The lowest gears on the gate have markings that look like the handles on the dials. And, I think we apply the sequence on the floor to these dials.

Mr. Mordenaar, sir? Would you operate the silver dial? And, Mr. Kasuya,would you operate the gold dial? And, Mr. Drizz'n, would you read off the sequence of the triangles on the floor?

Liberty's Edge

Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23

"On it.... and don't call me sir."

Mordenaar jumps up and stands by the silver dial, ready to turn in sequence and direction with the floor.


DM | Map Stuff | Burden of Envy

With Zirt’s spoon wedged in place to stabilize a wayward flange, Dirch has no trouble discerning how to work the mechanism behind the silver panel. He moves a series of small rods, which cause a faint buzzing sound for a moment, and suddenly a bright light appears on the door, near the top of the image of the large bronze gear! With the light now illuminated, Mordenaar gives the silver nob an experimental turn, and notices that the light moves. It traces along the inside of the bronze gear, rotating at the same speed and direction as the silver dial, and seems to show that he is moving a corresponding bronze gear within the door. When Riki tries the same with the gold dial, the light moves, but in the opposite direction to how he’s turning the dial.

Grave Treader stands by as the Pathfinders work, clearly impressed with the progress they’ve made.

Reading through this bit, it’s perhaps less helpful because you guys have generally sorted out the puzzle. You’re very close, but one question still remains – what does a down arrow mean versus an up arrow? You clearly have to use the gold and silver dials to rotate the large bronze dial in a particular pattern, but still need to figure out what that pattern is.

Liberty's Edge

Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23

It's only down to us looking at a map. To our characters it's...

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Why didn’t I get called sir? Drizz’n wonders.

Are the arrows pointing up and down or left and right? Did we try turning the dials left and right in the order on the floor? If not Drizz’n will suggest it and call them out accordingly, keeping in mind that gold moves in the opposite direction.


DM | Map Stuff | Burden of Envy

They are pointing up and down in relation to the map, and that's how they're described in the scenario, so left and right doesn't quite do it. You guys are very close, I could just call it done, or give you some more time to complete it. I don't want this to be tedious, but I don't want to steal anyone's thunder either.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Hmm... If not left/right, then I don't know. Front/back? Flat/Pointy? Does it have to do with the way a god might view it, looking from above? Anyone else have an idea?

Drizz'n scratches his chin, confused.


DM | Map Stuff | Burden of Envy

So, with a dial, your options for movement are clockwise or counterclockwise. An up arrow must mean one direction, and a down arrow the other. And I guess it does have to do with the way a god might view it - the DM and the players being the gods, looking down on the map with north at the top, so the arrows point up and down from that perspective.

Dark Archive

Human Ninja 7 | HP 38/38 (5NL) | AC 20 T 15 FF 15 | CMB +5, CMD 20 | F: +4, R: +11, W: +5 | Init: +6 | Perc: +11 | Ki: 3/5 | Speed 30ft | Ranged: shuriken +9 (1d2), Melee: +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6) | Active conditions: None. | Invisibility Round 1 of 7

Is there an X and O symbol any where so that we can use the cheat code? up up down down left right left right X O. jk

Rikimaru, maybe should try rotating the dials in the same direction and sequence on the floor. The question is how much to turn, and which language should we use as reference as a reading direction. I'm guessing we should pick the favorite language of Brigh, left to right or right to left

Not make light of the GM's creativity, I'd giggle for days if this was Brigh's big etch-a-sketch machine, and we had to draw the gate to open, and walk through the drawing.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness
Rikimaru-Kasuya wrote:


...we had to draw the gate to open, and walk through the drawing.

That would be AMAZING! I think we need to figure out how does up and down = clockwise/counterclockwise.


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DM | Map Stuff | Burden of Envy

Well, puzzles can be tricky in Pbp, and this does not appear to be an exception. To determine which direction is represented by which arrow, you just need to try the two possible options, which I perhaps could have made clearer. Rather than going through that in more posts, I’ll just say you tried them both, and one of them worked.

First try or second try?: 1d2 ⇒ 2

With everyone in their positions by the dials and the triangles, the Pathfinders experiment a bit with different approaches. Their first attempt fails, but on their second try, Drizz’n calls out the following sequence, ”Gold counterclockwise, silver counterclockwise, silver counter- no, wait, clockwise, gold counterclockwise, silver counterclockwise, gold clockwise, gold counterclockwise, and…silver clockwise.” He holds his breath a moment, hoping this combination will work, and the mechanism emits a louder click. The room shakes a moment, and the heavy gate lowers smoothly into the floor!

Wide stairs lead up to a high chamber, where a forty-foot-tall statue depicting a woman with three hands, three legs, and a three-eyed mask of bronze towers overhead. Before the statue is a clockwork altar, and five circular bronze floor plates are arrayed in a curve around the staircase. Narrow strips of bronze connect the plates, altar, and statue. Mechanical clicking and whirring sounds echo from the chamber’s walls.

Grand Lodge

Male LN Human Wizard (Necromancer) 7 Human | HP 24/44 | AC 15 T 14 FF 15 | CMB +2, CMD 12 | F: +4, R: +3, W: +6 | Init: +0 | Perc: +7, SM: +0 | Speed 30ft | Command Undead: 8/8 | Spells: 1st 7/7, 2nd 5/5, 3rd 4/4, 4th 3/3 | Active conditions: DR5/Bludgeoning (50hp)

We haven't figured out the shaft and winch yet. I kind of feel like it's there first for a reason. Should we go back to it before entering the big chamber?

Also, there's the workbench. Should we put those parts together?

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n is curious about this lab, so he’d be down for exploring the shaft and winch. He doesn’t have the skills to help in putting the parts together, but would be impressed if someone else could.

Liberty's Edge

Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23

"The shaft and winch likely lead us to more options. Let's conquer what's before us first. Attention divided is dangerous."

Mordenaar, ever suspicious, looks around with gimlet eyes Perception: 1d20 + 11 ⇒ (7) + 11 = 18


DM | Map Stuff | Burden of Envy

With the mysterious gate now open, Grave Treader rushes eagerly to the altar to examine it, heedless of the party's deliberations. She cries out, ”The clockwork cipher!” and reaches a hand out to touch the artifact within the altar. There is a sudden zap sound, and the crackle of electricity seems to spread from the altar through the bronze strips on the floor and into the circular plates! The room begins to hum loudly, then shakes a moment, and the five bronze disks rise from the floor! Each disk caps a tall cylinder, which contains a sort of three-eyed, three-armed metal thing, looking like a cross between a xorn and a machine! In three of the cylinders, the clockwork xorns are waving their mechanical arms aggressively! The machines in the other two cylinders appear inactive.

The cylinders have risen up pretty high, so the xorn-machines are currently 10' above the floor.

Grave Treader has the good grace to say, ”Oops.” She thinks quickly and says, ”I think the artifact will let us control these constructs! I’ll try to get it out of the altar!” She begins the delicate process of extracting the artifact from the altar.

This process may take her a bit, but there’s room for up to two PC’s to help her, using Knowledge (engineering) or Disable device. In the meantime, there are three clockwork xorns menacing the party!

Initiative:

Which ones activate?: 3d5 ⇒ (3, 2, 4) = 9

Dirch: 1d20 ⇒ 1
Ebonwolf: 1d20 + 6 ⇒ (7) + 6 = 13
Drizz’n: 1d20 + 8 ⇒ (12) + 8 = 20
Mordenaar: 1d20 + 7 ⇒ (15) + 7 = 22
Rikimaru: 1d20 + 6 ⇒ (5) + 6 = 11
Zirt: 1d20 + 3 ⇒ (5) + 3 = 8
Mecha-Xorn: 1d20 + 3 ⇒ (8) + 3 = 11

Round 1 Initiative:
Mordenaar
Drizz'n
Ebonwolf
Rikimaru

Mecha-Xorns
Zirt
Dirch

Bold are up! Knowledge (arcana) to identify these things.

Liberty's Edge

Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23

Mordenaar lowers himself down, then drops to the ground. He takes a moment to look at this foe, and studies his target. Move: move. Move: Study target

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n sighs in disappointment that someone with a name as cool as Grave Treader could make such an amature mistake.

”Do your thing,” he says to her. ”We’ll keep the constructs busy!”

He moves up and throws a

Mucilaginous Gloom:
Mucilaginous Gloom (Su) The gloom leaves a chilly gray residue that turns each square in its splash radius into difficult terrain. This effect lasts for a number of rounds equal to the alchemist's level.
at the center construct.

”Try moving through that!”

Gloom!: 1d20 + 10 ⇒ (9) + 10 = 19 VS touch AC
Gloom damage: 4d6 + 6 ⇒ (2, 3, 4, 5) + 6 = 20 Cold

Might be a little tricky as the gloom will drip down the sides of the cylinder, assuming it hits, but that seems even more dramatic!

Silver Crusade

Free | Male NG Warpriest of Torag 4 / Fighter 2 | HP 48/48 | AC 21, T 13, FF 19 | CMD 19 | F +10 R +5 W +8 | Init +6 | Per +2, SM +6, Ling +7 | Speed 30 ft | Fervor 4/4 | Blessings 5/5 | Sacred Weapon 4/4 | Miracle Worker 1/1 | Spells: 1st 4/4 | 2nd 2/2 | Re-Roll (+2) 1/1 | Active Conditions: Aura of Good |

After hearing the mechanical buzz and hum from the rubble area, Ebonwolf makes a good effort to get into the room. Drawing one waraxe and then his second waraxe both weapons in hand he stand by one of the cylinders. He is making ready to move again shortly to guard Grave Treader "Be safe! I'll defend ye once I can get me Orcish arse there."

Double Move: Draw weapon with each move.

Grand Lodge

Male LN Human Wizard (Necromancer) 7 Human | HP 24/44 | AC 15 T 14 FF 15 | CMB +2, CMD 12 | F: +4, R: +3, W: +6 | Init: +0 | Perc: +7, SM: +0 | Speed 30ft | Command Undead: 8/8 | Spells: 1st 7/7, 2nd 5/5, 3rd 4/4, 4th 3/3 | Active conditions: DR5/Bludgeoning (50hp)

Knowledge (Engingeering): 1d20 + 12 ⇒ (12) + 12 = 24
Knowledge (Arcana): 1d20 + 15 ⇒ (17) + 15 = 32

Dirch will go ahead and roll his knowledges. When it's his turn, he'll move to assist Grave Treader.


DM | Map Stuff | Burden of Envy

Mordenaar and Ebonwolf move into position, while Drizz’n throws something really cool – and seriously icky – at one of the constructs!

Round 1 Initiative:
Mordenaar
Drizz'n
Ebonwolf
Rikimaru
Mecha-Xorns (Green: -20 hp)
Zirt
Dirch

Riki is up!

Drizz’n – go ahead and draw your usual splash area on the map. We’ll just say it makes a gooey splash and then thickens up to a nice rich mucilage once the reagents really get to know each other.

Dark Archive

Human Ninja 7 | HP 38/38 (5NL) | AC 20 T 15 FF 15 | CMB +5, CMD 20 | F: +4, R: +11, W: +5 | Init: +6 | Perc: +11 | Ki: 3/5 | Speed 30ft | Ranged: shuriken +9 (1d2), Melee: +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6) | Active conditions: None. | Invisibility Round 1 of 7

Rikimaru uses a Ki point to cast shadow clone to give the xorn-mechs an extra target. I direct the shadow to step forward a tad as bait.


DM | Map Stuff | Burden of Envy

A shadowy Rikimaru appears and begins moving towards the mechanical xorns! The three-legged machines literally spring into action, their stout legs lowering them, then springing them into the air! One of them launches itself almost straight up, then lands next to Ebonwolf, its metallic legs flexing to reduce the shock of its landing! It then swings a limb with an integrated hammer at the servant of Torag! The other two machines launch themselves toward the stairs, landing adroitly on the steps and clanking closer to the intruders!

Hammer vs Ebonwolf: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d6 + 9 ⇒ (2) + 9 = 11

Riki – I made a shadowy clone token for you and moved it a little forward on the map, you can reposition it if you had a different spot in mind.

Dirch – you’ll need to move closer to help Grave Treader, shall I assume that’s what you do this round? Also, your knowledge check tells you that these are Greater Xorn Clockwork Guardians, clever constructs set to protect this holy place. You did very well on your roll, so I’ll tell you they have typical construct traits, resistance to all weapons but those made of adamantine, and are vulnerable to electricity. As you’ve noticed, they can jump far and high, and you believe that the cylinders they emerged from are some sort of winding station, designed to periodically recharge their power.

Round 1 Initiative:
Mordenaar
Drizz'n
Ebonwolf
Rikimaru
Mecha-Xorns (Green: -20 hp)
Zirt
Dirch

Zirt and Dirch!

Dark Archive

Human Ninja 7 | HP 38/38 (5NL) | AC 20 T 15 FF 15 | CMB +5, CMD 20 | F: +4, R: +11, W: +5 | Init: +6 | Perc: +11 | Ki: 3/5 | Speed 30ft | Ranged: shuriken +9 (1d2), Melee: +2 wakizashi +11 (1d6+2/18–20), or mwk kusarigama +6 (1d3/1d6) | Active conditions: None. | Invisibility Round 1 of 7

Drizz'n reminded me that I have to role 1d4 for the # of shadows

number of shadows: 1d4 ⇒ 1

Oh ok, just the one appears.

Liberty's Edge

Female Gnome Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

"Eep!" cries Zirt, expressing the group's dismay at the appearance of the angry-looking mechanical xorns. "Those don't look as friendly as the last xorns we met!"

Hurrying over to Grave Treader, the wee gnome attempts to help the Shoanti unravel the means of the monsters' control!

Knowledge (Engineering): 1d20 + 3 ⇒ (15) + 3 = 18

Benedict, meanwhile, glances curiously over at his mistress before grunting and taking up a defensive stance, unsure as to the nature of the sudden tension in the room. Total defense.

Grand Lodge

Male LN Human Wizard (Necromancer) 7 Human | HP 24/44 | AC 15 T 14 FF 15 | CMB +2, CMD 12 | F: +4, R: +3, W: +6 | Init: +0 | Perc: +7, SM: +0 | Speed 30ft | Command Undead: 8/8 | Spells: 1st 7/7, 2nd 5/5, 3rd 4/4, 4th 3/3 | Active conditions: DR5/Bludgeoning (50hp)

Dirch 5 foot steps to Zirt and Benedict, grabs them, and casts Dimension Door to assist Grave Treader.

Ma'am? Sir? Would you mind coming with me?

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