GM Bold Strider's Dust Comes to Doomspawn (Tier 8-9) (Inactive)

Game Master rpblue

Map will be here!


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The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

Will: 1d20 + 5 ⇒ (4) + 5 = 9

"Hmm, this old thing is looking rather rusty. It's not exactly the smooth entrance that I prefer. Let me see if I can do something about that...."

Can Ali cast grease on the mechanism(s) to make it quieter so we can descend with just an average amount of noise for a party with a dwarf?


Sure! Great idea!

So far Joesef and Ali are cursed, see the above spoiler for Qadathra and Joesef for details.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Brother Grimdoc steels his psyche with his third round of biscuits.

Ok, I'm good. What's next? Guys?

will: 1d20 + 12 ⇒ (11) + 12 = 23 +2 for spells or poison

He will cast extended heroism on himself prior to approaching the mine. (not included in his save above, assuming that as morning)

Ali, why are you looking at me funny? Good plan on the squeaky wheel. Always gets the grease. Hah!

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Before the prior day is up, Vladek will cast divination:

Vladek stares into the face of a fine pocketwatch, and asks "What is causing this curse upon Dustpawn and its people, and how may we end it?" before destroying it with his sword and scattering the gears and wheels to the winds.

25 gp worth of offerings spent. The DM now rolls a 79% chance for a successful divination.

Vladek will also cast lucky number on himself before going to trance.

lucky number: 1d20 ⇒ 15

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Back to today:

Will save: 1d20 + 6 ⇒ (14) + 6 = 20
Qadathra's Will save: 1d20 + 11 ⇒ (14) + 11 = 25

Sensing that the curse has once again fallen on Joesef and Ali, Vladek will work to undo it.

remove curse on Joesef: 1d20 + 11 ⇒ (15) + 11 = 26
remove curse on Ali: 1d20 + 11 ⇒ (10) + 11 = 21
remove curse on Ali, Take 2: 1d20 + 11 ⇒ (1) + 11 = 12
remove curse on Ali, Take 3: 1d20 + 11 ⇒ (20) + 11 = 31

As they descend into the mine, Vladek casts protective spells on himself and his familiar.

First of all, I cast mage armor and investigative mind on myself.

greater false life: 2d10 + 9 ⇒ (9, 3) + 9 = 21
false life on Qadathra: 1d10 + 9 ⇒ (2) + 9 = 11


1d100 ⇒ 31

Vladek finishes casting his Divination and immediately goes into a trance. He sees black discs with a ring of white dots around the rim floating through the air above a lake and river. As the black discs come into contact with the water and the shores, you see a black taint left behind.

Kn. Arcana or Religion DC 25:
You identify the design as one of several favored by cultists of the Dominion of the Black. The Dominion of the Black (also known by many names, including the Dominions of the Black and the Black Truth) is an obscure reference to places, phenomenon, organizations, or possibly even regencies from a distant part of space. The Dominion of the Black has been described as a "mysterious consortium of emissaries," suggesting that it may in fact act as a lower hierarchical rung that serves the malignant incomprehensible intelligences that rule the aether of the Dark Tapestry, the lightless places between the stars.

As Vladek does this, Ali is able to successfully Grease the lift, causing it to produce much less noise. The group takes the lift and descends down into the mines.

As they are safely deposited on the floor of the mineshaft, they find that the main passageway widens into a larger cavern. Remnants of a mine cart track lean against the wall to the north, while a tunnel slopes down deeper into the ground at the west side of the room. The cave floor is cleared of debris, save for a few drifts of dust and dirt, while the ceiling above is obscured by a thick tangle of cobwebs.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

kn:rel: 1d20 + 10 ⇒ (7) + 10 = 17

Wow, can't say I am impressed with the maid service here.

Grimdoc will scan around the room with his keen miner/dwarven eyes.

perception: 1d20 + 16 ⇒ (5) + 16 = 21 +2 vs stone

BTW - about how far are we from town, and the ship for that matter? miles? Days?


Not far. Maybe thirty minutes to an hour?

Nothing really sticks out to Grimdoc as it appears to merely be a mineshaft that is devoid of nearby minerals, likely due to it having been fully excavated at this point.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Knowledge: 1d20 + 7 ⇒ (18) + 7 = 25

Oh! I can identify the design as one of several favored by cultists of the Dominion of the Black. The Dominion of the Black, or Dominions of the Black or the Black Truth, is an obscure reference to places, phenomenon, organizations, or possibly even regencies from a distant part of space. The Dominion of the Black has been described as a "mysterious consortium of emissaries," suggesting that it may in fact act as a lower hierarchical rung that serves the malignant incomprehensible intelligences that rule the aether of the Dark Tapestry, the lightless places between the stars.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc's jaw drops as Joesef shares his knowledge.

Lad, you spend WAY too much time reading old books! HAhahrrr

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Knowledge (Arcana): 1d20 + 20 ⇒ (5) + 20 = 25

"Why...yes. I could scarcely have said it better myself. Something much bigger may be going on here. Much bigger. Perhaps Ali should ask his friends at the tavern about any strange visitors. Any other strange visitors."


What's the plan? You guys are in a mine. Map is updated.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I say we go right. I'm not sure I want to go further down quite yet. Joesef will try to determine if anything has come in here recently.

Perception?: 1d20 + 10 ⇒ (1) + 10 = 11

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

"That sounds reasonable...."

Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Qadathra's Perception: 1d20 + 8 ⇒ (6) + 8 = 14 Okay, SERIOUSLY? *looks around for Q or Loki or Robin Goodfellow or Agi Hammerthief or something like that*


The group peers down the eastern passage to see it widen a bit and those with darkvision see that there is a barricade of some sort in that direction, however the passage to the west are covered much more heavily in the cobwebs, but Grimdoc notices that the passage to the west is a bit more recent in its mining operation.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Someone's been diggin around east of here lately...or less not lately rather. But it stops or blocked.
More of them cobwebs to the west. I ain't never been a friend of those.
Neither way sounds good.

Grimdoc will start heading to the east and takes a closer look.

perception: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 +2 stone


I can't tell if Grimdoc wants to go east or west as he seems to want to go towards the newer excavation (actually west), but declares east. I will say you start to move east.

The dwarf decides to move east to the barricade and quickly surveys the scene. The tunnel widens into a cave with an exit leading out the opposite wall. A five-foot-wide pit fills the eastern side of the cave, and just beyond the pit, a three-foot-tall wall of jagged stones has been erected to form a low barricade. Due to his excellent dwarf eyes, Grimdoc sees the hint of someone's clothes that is crouching down behind the barricade and that the other side of the pit is false floor.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

oops. I assumed east was to the right on the map. Keep it as you have written and if his position needs to change I can put him down the other corridor/tunnel .

Grimdoc stops and puts up a hand indicating a pause.

"Interssting stone work here. Mind your step as some looks unstable ."

not sure if he can see enough of the crouching creature to make it out or sense motive of cowering vs ambush .

He pauses for the others to catch up


You just see the hint of skin and clothing, so all you know is that there is a creature with skin and clothing on the other side of the barricade, though you cannot tell if it is alive, dead, human, orc, etc.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Ok, gotcha

Psst? Guys?

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef will volunteer to sneak up closer to get a better look.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


GM:
1d20 ⇒ 9

You approach to within 20' feet of the barricade, nearly the edge of the pit, but the man doesn't seem to react, either because he can't or he won't. As Joesef signals to the rest, they approach to the edge of the room.

Despite the map's wording, I think that a slightly larger room will beneficial to the party to maneuver. The dimensions of the pit and such are the same, however each square is now 10' x 10'.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Ali, it might be just the right place for a magic show.
What do you have in store for us today?

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

[dice=lucky number on Ali]1d20[/dice]

Vladek gently touches Ali, who is struck by a fleeting vision of himself in a moment of either glorious triumph or escape from certain doom (it's hard to tell which).


I don't want to bot Ali in this situation as this isn't a fight, so I leave it up to any of you to choose his actions. He will be fine with any of your choices.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Ali, cover me with one of your "hold-em" tricks. I am going for a closer look-see

Grimdoc will move up closer to the pit, trying to get a better look beyond. If the edge looks unsafe (like a cast-pit), he will back away.

perception: 1d20 + 16 + 2 + 2 ⇒ (20) + 16 + 2 + 2 = 40 vs stone walls/pit

kn:miner: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 vs stone walls/pit

I ain't sure why they'd put a big hole in the floor. Don't look like no drain or baffle.


The pit appears to be a normal pit and the trap on the other side seems to be non-magical and designed to make you fall into the pit below, likely for easy killing. As you approach, the behind the barricade realizes that he isn't alone and peers out over the barricade, letting you just see his eyes, before he flees further into the caves, turning right at the junction.

You appear to be left to your own devices in the pit room, for now.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Should we try to go after him? Joesef will go and see if he can't disable the trap. I assume I can move around the edge of the pit to the other side?

Disable: 1d20 + 9 ⇒ (20) + 9 = 29

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Yeah, but lets stop this trap before we chase. I ain't good at no jumping over. Yes, you got it Joey...I think


The pit has no edges to cross to the other side. You have to leap over it to reach the other side, it seems.

If you can make it over without setting off the trap, then I'll let you use that roll!

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Ok, change of plans if there is no ledge...see if this works.
Grimdoc

Joey, hang on to the end of me hammer here for a moment.

If he complies, Grimdoc will grow to large size and try to deposit Joey to the other side 20' away (large reach) and let him drop to the wall?

If either of the wizards want to fly over, have at it.
Otherwise Grim is going to suggest tossing Joesef over next...lol


You can tell the trapped floor is 10' wide and the pit is 10' wide, so putting him 20' from your space next to the pit would deposit him on the trap. If he wants to try to swing from the edge and leap over the barricade from the end of your hammer, then Joesef can try that.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

Qadathra and I could fly over with no trouble - but we don't have any trap-picking skills. If it can be disabled from the other side without that, of course, we can do that.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Joesef can try to jump over there, perhaps with Grimdoc aiding him either was a toss or a rope in case I fall, etc.

If none of the other ideas are usable, Acrobatics, plus any aid: 1d20 + 7 ⇒ (4) + 7 = 11

Oh boy, I hope the other ideas are good or I get a lot of aid...

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

If Vlad can carry Joesef over, then that solves both problems. Otherwise, hopefully the lucern-lift-boom (patented name) can get Joesef within 5' for an easy jump.

Well lads, this is a good place to install a gang-plank....not that we are a gang. Although I have been called a gang by accident once...at least I think it was an accident. HHahahaharrrr!

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

I'm afraid I couldn't carry him; my maximum load is 100 lbs., and the fly spell (or Flight Hex) doesn't allow you to carry more than your maximum load aloft.


Ok, I have Joesef's Acrobatics. Can Grimdoc make a strength check? Holding a creature half your size aloft twenty feet away from your body seems like it might be difficult, yes? So, I think a strength check would be appropriate.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

sounds good. But he will be about 1/8 my weight when enlarged...still tough .

"Ok Joey . Ain't ever tried this so get ready ."
StR, large : 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16

not sure if heroism adds here so not including.

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

Ali taps his foot as the man runs away. "If we can get close to him, sure, I can put on a show and maybe win over his heart. But first: how am I to cross this pit? I really don't feel as nimble as Joesef and can't fly. Otherwise, let's put a rope down. That's really the easiest."

Once a rope is tied off or held by someone, Ali climbs down and back up the other side.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"I ain't fond of climbing ropes ." Grim pats his belly

"But Ali, I suppose we all need to cross eventually. Plus Joey has been eating too much in the village. I can barely lift him. Need more of a fulcrum ."


@Grimdoc: Oh I know, it's not impossible, it just takes a bit of strength! :D Was going to be a DC 15 and you passed!

@Joesef: I figure DC 5 for jumping 5', doubled due to not being able to run beforehand is DC 10 and then a modifier for swinging from an extended lucerne hammer is a bit more, so please bear with me.

Grimdoc enlarges himself and, as the dwarf begins to 'dwarf' the rest of the party, he draws his lucerne hammer and tips it so that Joesef can hold onto the weapon's end. The stout man then carefully moves the man over the trap and pit, leaving him hanging from the edge of the weapon just over the trapped floor.

Whipping his legs around, Joesef tries to build up momentum to overcome the lack of ability to jump. As he does this, the sweat on his hands becomes slick on the metal of the hammer and he begins to slip.

Reflex Save from Joesef.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Works for me...as long as Joesef can tumble over successfully. I know this circus stunt was a bit of a stretch. Trying to get into Ali's flying circus is not for armatures.
If this fails we may all be climbing Ali's rope anyway.lol

Hang on there, Joey. You're a wobbling the whole apparatus!

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

Ooops.

Well, I've never done it like this before!

Reflex!: 1d20 + 8 ⇒ (10) + 8 = 18


Joesef hits the edge of the other side of the pit as you hear a cracking sound. Grimdoc sees that some false stone supports were built into the wall below the false floor and as Joesef lands the supports snap and the entire floor shifts, causing Joesef to stumble as the counterweighted floor begins to send the man rolling towards the pit, however he is able to grab onto the barricade and pull himself to safety before the floor completely flips over.

With a quick hand, Joesef quickly takes a nearby rock and slams it into the weighting mechanism, shattering it and causing the floor to wobble. The axle breaks and the floor plummets 10', leaving a 30' drop into the pit from Grimdoc's side and a 10' drop to the now secure floor from Joesef's side. The lower level of the platform means that everyone should be able to jump over with ease.

Scarab Sages

CG male Elf Witch 15
Spoiler:
|AC 18, T 18, FF 15|HP: 85/85|F+9, R+12, W+13 (+4 vs death,+2 vs gaz/poi/elc/chm/cmp,+1 vs Tran/fea/cnf/aci/cld/fir/glyph)|Init +7, Per +26|CMB +7 CMD 20 (+2 vs grp)|15/15 Fly, 1/1 Lev, 1/1 Spx, 1/1 SoR, 3/3 Blt, 1/1 Wng

"Well, that was exciting."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

DID...YOU...SEE...THAT? Ali? Can we be in your act now? Huh? Can we?

Grimdoc will cross and high-five with Joesef before advancing to look for the missing thug...who is probably long gone by now.

Grand Lodge

Male Human Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6

I'd really rather not have to do that again. Joesef does his best to brush himself off and follows after Grimdoc, in search of the thug.

The Exchange

Male Suli The Greatest Magician in the World 8 | HP 10/59 | AC 21 T 11 FF 20 | CMD 17 | F +4 R +7 W +5 | Init +1 | Perc -1 | SM +5 | perf: 23/25

Ali's eyes go wide. "That was... impressive! It would take a lot of setup though, not quite suited for my traveling show where I like to keep things light. But if I ever set up a permanent stage or amphitheater, I am going to keep this contraption in mind!"

"But now about that rope.... I'd really rather not do as Joesef just did so let's all just take it slow climbing down and back up."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Well, we can just see how it goes once we finish this jaunt. Now where in Golarion did that mysterious stranger go?

Grimdoc will head off down the hall to the east once everyone is clear of the pit.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will advance down the tunnel, checking for traps or hidden passages as he goes.

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