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.


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Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |

I'm ready.


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:
If you guys are finished with dissecting the frog/s and discussing things, are you ready to move forward?

I don't know about the others, but I'm good to go.

I have some hunches based on the clues you guys have presented; but I tossed them up in a spoiler.

I have to say, I really enjoy a good "detective" angle from time to time. Good times and thanks! I'm eager to see how this turns out :)


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)

Ready when you guys are!


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

Born ready


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 ]

Gii reporting in.


Good and we're a go!


Nothing to See Here:
1d100 ⇒ 27


Ok folks, we're gonna call it a night and press on tomorrow when we can have everyone (or nearly so) on the board.

Cheers!


Ok, folks that's gonna be it from us for tonight. Please RP amongst yourselves about how you plan to move forward and tackle the cave situation. Thanks and goodnight from your everlovin' Hands. Hehe.

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |

approx. 2 hours until I will be around.


Thanks for the heads-up, Ayreth. See you then.


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

It's 2:30 AM and I need to crash.

Have a good night everyone.

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |
Ayreth wrote:
"How extensive is the cave? Is one of the bodies the cook? If one of us needs to go inside, I can cross the river readily." Ayreth rubs the ring on her finger.

Bart, Ayreth asked you a few questions while Alar was inside. Just checking to see if you missed them or chose not to respond.


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)

Oh, sorry, missed them!


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)

Ayreth may or may not have made a big impression on Bart in that last fight.


Alar has made it across the river and over the wet/slippery ledge with ease again. All of you are now (in whatever order you'd like to be - just let us know) inside the cave entrance and moving up the passageway toward the small chamber Alar told you about earlier (the open room with the barrels, sacks and 2 bodies).

Tomorrow we will resume with the cave.

Below is the relevant map. The cave entrance is at position E-F:10. The alcove Alar mentioned is at H:6 and he stood and looked into the small chamber at G:6 before returning to Bart/group.

Organise yourself in some kind of marching order and let us know your positions (who's leading and taking the rear etc), so I can place your avatars on the map tomorrow.

Map!

As you can see the passageway going up is narrow as is the open passage leading into the small cavern chamber above. The ceiling height of the cave/cavern is 12ft tall. The further you move into the cave, the less natural light there is. It will get quite dark inside there.

Good night!


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 will be second it line.

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |
Bartholomew Grayson wrote:
Ayreth may or may not have made a big impression on Bart in that last fight.

Haha, that did work out rather well.


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

For now, Paul isn't worried too much about marching order until the cave and the contents are revealed.

He's curious to know what the bodies have on them (if anything) - especially clues to their death and origins; given that Alar suggested that they were roughly 2 days dead.

He is also curious to know what - if anything - was in the barrels.

Once the party decides to make a formal marching order, he'd likely be a little from the front because he has a ranged weapon and there isn't much advantage to using a ranged weapon on point.

He'd recommend putting Alar first (if Bart's comfortable with that) because the lion has scent and can probably smell things. If Blue Heron wants to go next, that's cool.

In that case he'll travel after Blue Heron.

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |

Gii, I only remember this because I did the same thing recently. We can only bust out 1 Light spell at a time, if that is what you are using.

With 2 light sources, I will be closer to the back.


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
Ayreth wrote:

Gii, I only remember this because I did the same thing recently. We can only bust out 1 Light spell at a time, if that is what you are using.

With 2 light sources, I will be closer to the back.

Didn't we pick up several sunrods in town before we left? I'm pretty sure we did pick them up at the general store...

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |
Paul Antairis wrote:
Ayreth wrote:

Gii, I only remember this because I did the same thing recently. We can only bust out 1 Light spell at a time, if that is what you are using.

With 2 light sources, I will be closer to the back.

Didn't we pick up several sunrods in town before we left? I'm pretty sure we did pick them up at the general store...

I believe you did. I'm just acting as if the Light spells are the sources we're using until told otherwise since the sunrods and torches are a finite resource.


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 ]
Ayreth wrote:

Gii, I only remember this because I did the same thing recently. We can only bust out 1 Light spell at a time, if that is what you are using.

With 2 light sources, I will be closer to the back.

Really? I guess that makes sense. Oh well~


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
Ayreth wrote:
I believe you did. I'm just acting as if the Light spells are the sources we're using until told otherwise since the sunrods and torches are a finite resource.

Cool!

Well, for now we have a total of 7 "characters" in our party (I think that Alar is a 5x5 square, but I'm not sure).

If we cast Light on Blue Heron's armor or weapon, or whaever (who is second in line) and we cast Light on the person second from last in line, that should mean (I think) that the Bright Light will stretch 15 feet in front of Alar and "dim light" an additional amount of space in front of that.

The same thing would be true of whoever is in the rear. That means that saving the Sunrods for an emergency does sound like a good idea to me, too. Plus, via Stealth, Light can be dismissed and reactivated with ease, but a Sunrod has to be stuffed in a bag or something.

Also, if Bart has Light, he could cast it, too, I think (if he wants).

GMs: Regarding the Light Spell - I've seen some GM's play it that the amount of "light" given out is in a finite amount of squares, and others a finite amount of feet.

In other words, via the dimensions for a 20 foot radius of light, that covers a total of 44 squares (via the grid pattern here).

If it was a finite amount of squares, not just feet, then walking down a 5 foot narrow tunnel would "force" the light down the hall for a total of 22 squares (110 feet) in front of and behind the party, because the narrow hallways cause the light to shine down the hall farther.

I know that is the case for things like Fireball (if it is exploded in a tunnel instead of a wide room, it forces down the tunnel much farther, for example).

Anyway, the point is, I'm just not too clear about the nuances of how Light Spells work, though I've played it both ways. Since we're heading into more tunnels (probably); any further details on this would be great, if possible.

Thank you so much :)


I would say Gi's staff, if held aloft high, will provide light in a 20 ft radius like the one in the diagram... (I'm assuming the tip/top of the staff has the light source).

Gii's Light radius

If the light source was placed on the front of the Blue's breastplate (that she is wearing), it emits from the point of the breastplate touched, therefore the light would only shine before her (and to her direct side) like a torch and not behind (like diagram below).

Blue's Light radius

This is how we're playing the Light spell rule:

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched.


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 ]

Sounds fair to me. I've always been one who casts Light on weapons (or pebbles to be thrown!) because then you can use it like you would normally use a torch, letting it illuminate everything around. But you can still bludgeon people with it. D:


Good plan, Gii. ;) I do the same in game, too, when I'm playing my characters.

If Ayreth has placed the Light spell on her ring, then she can lift her hand and it too has the same radius your staff has re light.


The other thing is, at least with regards to the "room" you're in currently, it's only about 15 foot diameter, so you've pretty much got that covered.


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 would say Gi's staff, if held aloft high, will provide light in a 20 ft radius like the one in the diagram... (I'm assuming the tip/top of the staff has the light source).

Gii's Light radius

If the light source was placed on the front of the Blue's breastplate (that she is wearing), it emits from the point of the breastplate touched, therefore the light would only shine before her (and to her direct side) like a torch and not behind (like diagram below).

Blue's Light radius

This is how we're playing the Light spell rule:

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched.

Well, if the way that is going to be ruled, then Paul will ask someone to simply negate the Light spell on Blue Herons' Breastplate.

Paul would feel that if the light is negated except for directly in front of Blue Heron, that could be a problem.

It would mean that no one behind Blue Heron will be able to see (if they need artificial lighting); and it also means that if Blue Heron turns a specific angle to face an enemy in combat, that half of her companions might suddenly become blind because of the direction she might be facing. Also, because of the penalties to "Blind Fighting" coupled with the penalties to miss chances for attacking the dark, and dim lighting, that would also mean that - depending on what direction Blue Heron is facing in a combat action, many of her companions might be blind; at a miss chance, or a partial miss chance, simply because of what direction she is facing - not counting the difficulties that would arise if an ally happened to be standing slightly between the light source and her position.

He will instead ask that it be cast on his hat so that the light can just shine in a 20 foot radius so people can see and it won't be so complicated later on.


No problems, Paul. The light can be cast on your hat, if that is what you choose, and it has the same 20 ft radius as Gii's staff. :) You guys will have enough light to see around the entire small chamber.

I will also have an answer to your PM today -- sorry it's Saturday here and I'm a little stretched for time. But I will get back to you soon. Thanks.

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |

Paul, from what I read, Gii is going to do the Detect Magic. But he is trying to pull Bart into the scene because Bart asked about learning that skill. I am confident that you are not being ignored or forgotten. =)

Bartholomew Grayson wrote:
Bartholomew wasn't interested in the weapon, or the vial in the end. His curiosity was drawn to Gii. When the others had their chance to speak Bart would step up and try and detect the magic on them. Though he could see it, he had no idea how to discern what sort of magic they were, and he looked at the stuffy priest with a bit more respect. "Ya can teach me to do that?"


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 ]

Yeah. I don't think it'll actually make any mechanical difference for Bart, but I'd like to have Gii show him how he does it.


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
Ayreth wrote:
Paul, from what I read, Gii is going to do the Detect Magic. But he is trying to pull Bart into the scene because Bart asked about learning that skill.

Cool.

I wasn't sure about how to play that whole scene out in general. Like, if Paul knew the cult was originally from Osirion and was connected to Stars he'd naturally guess that they traveled a long way - and what would get a cult from a land like Egypt to travel a long way if not something connected to the heavens? And didn't something from the heavens supposedly crash near the town? It did - but a stargazer may have been aware of its fall long before other folk.

Unfortunately, I'm not clear if Paul can make those suggestions because I don't know if he would know all that formally.

Anyway, thank you for the clarification via the Detect Magic thing.

Hopefully he'll also glance at the barrels, too. Even if something inside the barrels are magical, we should still be able to see some kind of glow; I hope.

That said, what's Ayreht up to?

Given all the Star stuff with the cult, I'm wondering if you're interested in knowing more, too :)


To all: I took it as Gii is waiting for Bart's player to get on the board and get a chance to rp doing the Detect Magic thing ... That's why I wasn't pushing it at this time. I know it can be hard waiting on people to be able to post. But if Bart doesn't say anything in the next hour or so, I'll have Gii do the Detect Magic ... so the game isn't stalled. Thanks.


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:
Yeah. I don't think it'll actually make any mechanical difference for Bart, but I'd like to have Gii show him how he does it.

Good times, Gii, it's all good :)


This is a general discussion point: I like rp. I enjoy it when people get involved with each other and it's a good way to learn the strengths and weaknesses of those you adventure with. Especially in downtime/out of combat.

As mentioned in recruitment, GM Lefty and I have implemented a bonus structure for those who like to post and make social rp (I mean more than a sentence or two every now and again). We give out re-rolls for every 50 posts of decent-sized rp (up to a maximum of 3 re-rolls at a time on your sheets) ... They can come in handy in a pinch. ;)

Thanks, guys. Good work so far. Thanks for the effort and the contribution to keep the game moving and evolving.

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |
Paul Antairis wrote:

That said, what's Ayreht up to?

Given all the Star stuff with the cult, I'm wondering if you're interested in knowing more, too :)

I think Ayreth would know about the Dominion of the Black cult. Her focus is Knowledge: Religion and she is well-traveled, and it is related to the stars. But I'm sitting on it for now to give some of this other stuff a chance to play out. But good call, anything star-related is going to intrigue her.

GM Right Hand of Doom wrote:
I know it can be hard waiting on people to be able to post.

Haha, so true. Everyone deserves a reasonable shot to chime in. It can be hard to have restraint, though.


We'll work out a nice/workable balance between restraint and practicality... If any of you feel we're waiting too long on someone to post, then let us know, please. I just don't want a few people feeling they don't get the opportunity to post because we're consistently moving on when they're not around. But I don't want to penalise those on the board who are raring to continue.

We are vigilant in this matter, however, just so you all know. :)


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:
As mentioned in recruitment, GM Lefty and I have implemented a bonus structure for those who like to post and make social rp (I mean more than a sentence or two every now and again). We give out re-rolls for every 50 posts of decent-sized rp (up to a maximum of 3 re-rolls at a time on your sheets) ... They can come in handy in a pinch. ;)

Yep! Sadly I already wasted one of the re-rolls as I maxed out :(

Oh well, I'll have the chance to earn it back soon :)


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
Ayreth wrote:
Haha, so true. Everyone deserves a reasonable shot to chime in. It can be hard to have restraint, though.

Yeah, I hate waiting :)

There's so much to do in the meantime, though. I think I'm going to go check out those barrels, though... I'm pretty curious to see what's up in there.

But right now I'm waiting to find out what the Perception Check revealed on the dead bodies and their wounds - if a Summoned Creature like Alar came to kill them then it's likely to Celestial or Demonic - either way, I'm hoping to see more evidence of what exactly caused the wounds...

Dark Archive

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |
GM Right Hand of Doom wrote:

We'll work out a nice/workable balance between restraint and practicality... If any of you feel we're waiting too long on someone to post, then let us know, please. I just don't want a few people feeling they don't get the opportunity to post because we're consistently moving on when they're not around. But I don't want to penalise those on the board who are raring to continue.

We are vigilant in this matter, however, just so you all know. :)

Aye, you two have been doing a good job with that as far as I can tell. And you give us a lot of rein to rp before pushing on, too. So, kudos all around. =)


Thanks (on behalf of Lefty and Righty) for the feedback and compliment, A. :)


I have some dinner plans with friends this evening. So I will not be on the board for much longer today. GM Lefty will be around for a little while and will check in - hopefully we'll hear from Bart sooner than later.

Thanks, guys!


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)

Sorry guys! I was given a forty hour work week today, and thats for eight hour shifts. On the weekends it's a bit easy to get away early... sometimes. But not always. >.< I got home about ten minutes ago, so that's when I start checking the boards!


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 have some dinner plans with friends this evening. So I will not be on the board for much longer today. GM Lefty will be around for a little while and will check in - hopefully we'll hear from Bart sooner than later.

Thanks, guys!

No worries, GM.

I have some stuff to do for a bit, but I'll see what happens.

Have a great night.


@Bart: No worries. RL comes first. Thanks for letting us know. Look forward to your post/s.

@Paul: Thank you. Trying out a new Korean BBQ place.


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)

Correction, Forty hour work week. That was a horrible typo to have there. XD


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:

@Bart: No worries. RL comes first. Thanks for letting us know. Look forward to your post/s.

@Paul: Thank you. Trying out a new Korean BBQ place.

Ooh! That's awesome - you'll love the Korean BBQ stuff if you haven't had it.

See you soon, Bart!


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)

Posted! I went with a pebble, because with a pebble you can create a hooded lantern sort of affect, covering it up completely or opening your hand wide and holding it aloft.


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
Bartholomew Grayson wrote:
Posted! I went with a pebble, because with a pebble you can create a hooded lantern sort of affect, covering it up completely or opening your hand wide and holding it aloft.

I don't know; take a look at the above ruling when Light was cast on Blue's armor, though (especially the links). Given how the limitations for shadows and other similar variables are now in play, it may be a little more tricky now, unfortunately.

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