GM Neirikr's "The Masque of Quarters" (Inactive)

Game Master Neirikr

"Don't you know that a midnight hour comes when everyone has to take off his mask?"

The Forgotten Track


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Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Transparency is my middle name!

1. Darkvision 40 ft., and +1 to Stealth checks in dim light or darkness (that's Shadow Dweller). He loses Trapfinding (so he can't disarm magical traps anymore, unless I can take the Campaign Trait Trapfinder to offset the cost--changing any existing trait I have already).
2. He must choose to take the Blind-fight feat instead of a talent at 2nd level (already had it, so I changed the order of feats I already have--nothing illegal)
3. From the level in Wizard, he gains +1 to Will saves, rounds the BAB to +3, and gains one additional spell slot. He took Sow Thought and Memory Lapse for his 2 free spells at 2nd (wizard) level. From these, he prepared Sow Thought.
4. He put his skill points as normal for a wizard (including the background skill bonus)

That's pretty much it, I think.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

What's with the forums and not showing posts?


Hmm, everything appears to be in order, save for sow thought being restricted to changelings. Is there anything else you could pick in its stead?

As for the Trapfinder trait: it is exceptionally powerful, and designed for a very specifically dungeon-heavy campaign—more specifically, to not force anyone into playing a rogue in Mummy's Mask. I don't think it's intended use is to offset class abilities switched out due to archetypes.

Raveen Liquean wrote:
What's with the forums and not showing posts?

I have no idea, but I hope they fix it soon.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

@Sow Thoughts: Didn't notice that. I've switched to Auditory Hallucination from Ultimate Intrigue.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

I think everything is in order now.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

*bump*

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

10 gp, two real decisions.
Raveen can buy the possibly-cursed glasses, or fulfill his end of the bargain (and more) with buying medicinal herbs*.

* And some recreational weeds/weaponizable poisons

How confident is Raveen in his ability to get the herbs across to Myrna?
That is, knowing what he learned (where he sees Myrna, or where he can drop the items off in her normal pat).


Assuming she's been paying attention and knows you're on spelunking duty, you'd assume Myrna has been preparing on her end to ensure that the mushrooms end up in her possession—even if they're confiscated upon your return. Of course, if you are able to Sleight of Hand the goods through the guards and hand them over when she comes to check on you, it would be easier on both of you.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

I think I have a more devious and safe way, though.

I'll need some material resistant to gastric acids...

I'll mule it, and clean it off with Prestidigitation.

:3 eh? Eh? Am I a wizard rogue or what?

If Raveen can't find such material (or if success is not assured), I'll try to smuggle it the normal way.

There is another way--a more mystic one.
I wrap it around the mask, and deposit the mask in my shadow, and pull it out in the cell.

Edit: A third way is to cast Vacuous Vessel on a bag or similar object. I think that can get it past the checkpoint, but it'll suck if they also confiscate the bag, so it's a last resort.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

If the average light on the cave's mouth is dim light, it'll be easier to Sleight of Hand it, although I'd prefer to not rely on the dice if I can help it.

It also seems like the excavation will continue down this path in the future, so I think it could be reasonable to stow our equipment here somewhere, since our party's current armor and weapons will be confiscated.
Is that a fair guess?


I think we can pretty much montage our way back to the prison whenever you're ready to do so, but I'll go through all your questions first. Let me know when you've decided on a plan, and if it requires co-ordination from the others. Obviously, Andrzej the Smuggler has some ranks in Sleight of Hand.

Raveen Liquean wrote:

Right now, we have the following, right?

belt pouch 0 gp
10 gp of medicine, 1 gp recreational drugs, and toxic (semi-medicinal) lichen
1 dagger
1 iron mask
1 iron unholy symbol of Razmir
1 masterwork morningstar
1 masterwork light crossbow with 20 bolts (i suspect 15 now)
1 potion of cure light wounds (unused)
1 studded leather armor
1 tanglefoot bag
1 white robes
2 enchanted manacles

That sounds about right.

Raveen Liquean wrote:

I think I have a more devious and safe way, though.

I'll need some material resistant to gastric acids...

I'll mule it, and clean it off with Prestidigitation.

:3 eh? Eh? Am I a wizard rogue or what?

If Raveen can't find such material (or if success is not assured), I'll try to smuggle it the normal way.

There is another way--a more mystic one.
I wrap it around the mask, and deposit the mask in my shadow, and pull it out in the cell.

Edit: A third way is to cast Vacuous Vessel on a bag or similar object. I think that can get it past the checkpoint, but it'll suck if they also confiscate the bag, so it's a last resort.

With no sealable plastic bags available, I think vacuous vessel might be your best bet... :D

The mask trick won't work: if and when Raveen attempts to experiment with this method, he soon finds that the mask dissolves into his shadow without incident, but leaves whatever is wrapped around it—or tied to it—lying on the ground. The mask is not as much transported elsewhere, as it temporarily ceases to exist.

Raveen Liquean wrote:
If the average light on the cave's mouth is dim light, it'll be easier to Sleight of Hand it, although I'd prefer to not rely on the dice if I can help it.

Illumination is unlikely to skew things one way or another.

Raveen Liquean wrote:

It also seems like the excavation will continue down this path in the future, so I think it could be reasonable to stow our equipment here somewhere, since our party's current armor and weapons will be confiscated.

Is that a fair guess?

That is a fair assumption, though you are unsure as to whether or not you'll be sent back. Of course, having been down there once, some of you might be sent back to guide future expeditions—but not necessarily all of you. The warden's reaction and the ensuing procedures will depend on your report: obviously, if he's after the Other's power, as it insinuated, he will likely prioritise activities towards attaining that goal, such as diverting more resources to the tunnel you've been mining in.

You could also trade the objects for something more easily smuggleable while you're still in the market. Of course, handing over some of the more obvious stuff, like weapons, might help to disguise your subterfuge—to make it seem like you're complying with the protocol, as it were, while smaller objects go unnoticed.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Very good.

The Warden intends to bind the Other (and whatever he is guarding) to his will, meaning that he will likely pursue any path Raveen indicates in his report once he pops out.
It is Raveen's primary interest to escape, and despite not considering himself a hero by any means, he realizes enough to not want the Warden to have the power. It might be some kind of mystical kinship, I suppose. So anything he does must hinder the Warden.
On the other hand, Raveen must be (or appear to be) more cooperative to said Warden so that the oversight on him lessens, so he can then better flesh out his plan of getting to the bell and reversing the arcane enchantments upon them.

Furthermore, if he hides information, it might be discovered if he rolls badly (or whoever is receiving the report rolls well).

Quite a pickle. Here is what Raveen's plan is, shared with his companions (except Hjarni unless he's clear-minded).

Raveen will return his sling to its stealth form, and clean weapons of Darkfolk blood while explaining the plan to Andrzej and the others.
He will rehearse the plan several times with the rest, so that everyone has a clear mental image of how it 'really happened' and for everyone to be clear.
This will hopefully help against any attempt at mind-magic to compel him to speak the truth, as well as any confusion that might cause contradictions.

1. Raveen will acquire a cheap but strong bag from the Darkfolk Market for Vacuous Vessel, cram the medicine in it, and hide it by Sleight of Hand (take 20 if possible, with Andrzej's aid), since using the guard's belt pouch would be suspicious. Skill roll #1, before report: Sleight of Hand
If the mask works as a hat of disguise in appearing to change form as well, he will disguise it into part of the string that holds back his hair.
This is what he is stowing on himself.

2. When he first gives his report, he'll study who is talking to him, buying time by talking or 'accidentally' tripping to Mark him (Perception check vs 10 + CR) to get the +2 bonuses to Bluff (bumped to +12), Sleight of Hand (bumped to +15), and Steal (bumped to +9), nearly all being critical for handling the situation. If Andrzej is allowed to help (or Pike grunts assent), that'll be +2/+4 to everything. Skill roll #2, Perception to Mark (possibly Curnow)
3. He will carry the two enchanted manacles in the guard's belt pouch and carry that outright, and bring with him the dagger, the potion of healing, the iron mask, four crossbow bolts, unholy symbol, and the tanglefoot bag as part of his report. He'll ask if he can use the guard's potion of healing since he suffered a minor wound (self-inflicted using a stone) Technical truth. The show of honesty/vulnerability could help his upcoming skill checks. Skill roll #3 Diplomacy to improve attitude
This is what he is sharing openly.

4. He will report the three deaths by knives, and that something in the darkness that he couldn't see killed them. Asking the only ones known to see in the dark (Pike and Hjarni) will yield nothing, since Pike can't talk and Hjarni would babble about the bones of the earth. He will also lie and say that everything else (morningstar, light crossbow, the remaining bolts, leather armor, and gold in the guard's possession) were stolen by whoever killed them. He then retrieved the manacles by breaking ankles, which took some time and rest, and that the exploration was slow because they were vigilant if whatever killed the prisoners/guards might jump out at them. Skill roll #4 Bluff Lie (by Omission)--will spend last Grit on this one
5. He will state that there was a hole at the end of the tunnel that led to an underground lake. Technical truth
To be safe, he will stow away his knotted rope and the party's equipment in a dark corner (ideally a hole in a stalactite) near the hole, but out of the way. He will also state that mining in that direction would be difficult--since Adamantine cannot be overcome. The statement will be simple, but he will be fishing for hints of they have special preparations (adamantine pickaxes, etc.). He will give the darkfolk creeper to the creeper with the boat, and instruct him with his native tongue to return them to his people.
This is what he is stowing in the cavern.

I hope Andrzej can think of a flaw so we iron it out now.


Sorry for the slowdown in posting. I'm in that awkward phase between study periods where new courses have started, but the old courses are not quite done yet. Things should calm down after another week or so, but I'll try to get in at least one post before then. This might be a lengthy one.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Isn't this was your final year?


Not quite. It took me four years to finish my bachelor's degree (one year over the expected three years) and now I'm working on my master's degree (which is ecpected to take two years in total). Assuming everything goes as planned, I'll graduate next spring.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

So you completed your bachelor requirements but will graduate next spring (and begun with your master's requirements)?
Or have you completed and received your bachelors, and will finish your masters requirements next spring?


More like the latter, though I think the difference is largely semantic: I already have a certificate for completing my bachelor's degree. I could have stopped there if I wanted to, but I've been eligible for a master's degree study program from the time I passed the entrance exam. The master's degree program is where you get to actually specialise in a specific field of translation (in my case, audiovisual and literary), so I thought it necessary.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Congrats, then, on Finnishing your undergraduate degree!


Raveen Liquean wrote:
Congrats, then, on Finnishing your undergraduate degree!

Well, Arabn't you clever... :D

Sorry again for the delay. Life got really busy all of the sudden. Things have calmed down now, so I should be able to get back to a stable posting schedule.

Here's some feedback on Raveen's plan, before we get moving:

Raveen Liquean wrote:
Also, if any of the prisoners or the guard has a bit of fleece and wool, Raveen tucks them into his sleeve as spellcasting components for silent image and ghost sound, respectively, and a bit of copper wire for Message.

Fleece and wool are plentiful enough, but unfortunately there's no copper wire lying around.

Raveen Liquean wrote:

Raveen will return his sling to its stealth form, and clean weapons of Darkfolk blood while explaining the plan to Andrzej and the others.

He will rehearse the plan several times with the rest, so that everyone has a clear mental image of how it 'really happened' and for everyone to be clear.
This will hopefully help against any attempt at mind-magic to compel him to speak the truth, as well as any confusion that might cause contradictions.

Gotcha. Everyone should be able to corroborate Raveen's story, save for Hjarni. Reading his addled mind would be a real chore, though.

Raveen Liquean wrote:
1. Raveen will acquire a cheap but strong bag from the Darkfolk Market for Vacuous Vessel, cram the medicine in it, and hide it by Sleight of Hand (take 20 if possible, with Andrzej's aid), since using the guard's belt pouch would be suspicious. Skill roll #1, before report: Sleight of Hand

You will have to either roll or take 10, but hiding an "empty" bag is relatively easy. The guards won't get a +4 to find it while frisking you, for example.

Raveen Liquean wrote:

If the mask works as a hat of disguise in appearing to change form as well, he will disguise it into part of the string that holds back his hair.

This is what he is stowing on himself.

Yes, any disguise will still need to include some sort of headgear or facial covering.

Raveen Liquean wrote:
To be safe, he will stow away his knotted rope and the party's equipment in a dark corner (ideally a hole in a stalactite) near the hole, but out of the way.

That's fine, there's plenty of dark nooks to stuff them in.

~

Everything else seems fine to me. We'll go through the rolls in chunks, as instructed in my gameplay posts.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Will do. :)

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

): .od lliW


Ugh, sorry. I've been really bad at posting lately.

Raveen Liquean wrote:
What is Curnow carrying? I'm considering Sleight of Hand to steal

Not impossible, but not without considerable risk: he's a pro at this, and would absolutely make Raveen walk before him up the ramp. The only things on him that would be easy to swipe are his holy symbol and a pouch at his belt—if he has keys or the like, they're well hidden.

Of course, there's also the control ring on his finger. Obviously, he would soon notice its absence.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Curnow is scheduled for a hell of a beating...

Fortunately for him, the appointment is very far in the future. :P

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Was Raveen able to study the bell in passing? It's a quick glimpse, but considering movement speed, he might've been in range enough (3 rounds) to pull it off.

Diplomacy to convince: 1d20 + 3 ⇒ (12) + 3 = 15

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Can't Raveen disguise his spellcasting with the bluff check?
Such as saying something to Curnow and dropping in the verbal component mid-way (like a curse word when tripping, etc.), like he did in the previous campaign.
I'd hate for that natural 20 to go to waste, and Raveen needs as much information as he can get.


Yeah, sorry. Normally I'd allow you to try, but in these circumstances (being directly observed in a totally empty, silent mine) it would be implausible, especially since it requires three rounds of concentration to get any relevant information. You need some sort of a distraction.

Of course, wasting such a good roll is a bummer. You can use it for something else, if you'd like.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

If it's OK, I'll keep the roll for the next opportunity of studying the bell.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

@Bell: I forgot to ask, can I roll another Bluff for distraction?
There's one roll for conceal spellcasting, one roll for identify (natural 20). If I can add bluff to distract, Raveen can get the chance to cast the spell.
Of course, that also means he'll have to content with Curnow's impatience and a possible beating, but that's a chance he is willing to take.
After all, it won't do to deliver the annoying prisoner beaten up for the boss.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Talk about driving a truth (adamantine) to cover up something bigger (the Other and Darkfolk)...

Also, it's almost the game's 1-year anniversary!

Raveen blows a party whistle.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Will Raveen have to roll a Bluff check to pass this off?


Raveen Liquean wrote:
Also, it's almost the game's 1-year anniversary!

Oh, you're right! It's crazy how time flies...

Raveen Liquean wrote:
Will Raveen have to roll a Bluff check to pass this off?

That's sort of what we're building towards here, I feel. You've got a good angle on it—giving the warden just enough to get him excited, but not so much to give him what he wants, or make him think Raveen is holding something back. The question is, how he's going to use this to reposition himself in the prison hierarchy?

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

We're getting there. The plan (so far) is to position Raveen as something of a prospector where his carpentry skills will prove useful so he can gradually shift out of manual labor into a position where he can get more time resting and less oversight (more spell prep, more contact with other staff). Since he has world experience, it might work.


Give me a Bluff check, if you could. Failing won't automatically mean that Raveen is busted, but it will affect his position in the negotiation to follow.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Here's hoping that the warden isn't at focused, or that we can pull some other bonus out of somewhere.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Oof indeed.

Sigh.


So it goes. The odds were heavily in your favour, but the dice can be cruel sometimes.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Remember Heroforge? Those guys added a new feature--you can customize your poses, now.

I didn't get a new miniature since we last talked, but the potential for artsy crap feels unlimited now.


I do play around with the program every once in a while—mostly when I'm really excited about a new character.


Raveen Liquean wrote:
Like 'release the first prisoner who manipulates his manacles from the binding enchantment'? or 'ring the bell one time, but target the bearers of the ring'?

Most likely something along the lines of, "neither the manacles nor the rings will function at all for a brief moment of time." This may allow the manacles to be removed as if they were normal bindings, which might still require some application of force. Reversing the polarities, as it were, or any other more finely tuned tinkering, would require either the control rod, or some other direct interface with the bell. Basically, without administrative privileges, the best you can do is introducing a glitch into the system, causing it to crash for an undetermined amount of time—basically as long as it takes the warden to come in and fix it.

Raveen Liquean wrote:
Then, by Raveen's assessment, she really is Myrna and she seems legit.

No hint of enchantments, illusions, shapeshifting or anything like that, if that's what you're asking.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Admin privileges xD

Alright, this sounds good.

Regarding jobs
Medicine: Raveen can help out here despite having little training in medicine proper--since he is skilled in alchemy. This does not give him as much mobility but does give him influence in the area (and social link with Myrna)
Scaffolding/Construction: Raveen can help out here with Craft: Carpentry. This'll put him nearer to the action and closer to two critical areas; the new tunnel and the vertical rise (to the bell) as well as a lot of mobility, but is more strenuous work than alchemy
Administrative: Raveen can deduce a lot from the supplies and items brought to the mine, understanding the inner workings of the prison and possibly even gaining contacts outside (to circumvent needing the halfling priest smuggler and/or taking his place). This will likely put him closer to subversive elements, so he'll be the hand of the warden, but in return it's the most comfortable and intelligent-agency-like job.

To be frank, Raveen is suspicious that there will be a mole in his job.
Basically an agent for the warden who is supposed to be a not-so-subtle subversive that Raveen should report. But making the distinction between a real subversive and a mole will be the task.


Raveen Liquean wrote:

Regarding jobs

Medicine: Raveen can help out here despite having little training in medicine proper--since he is skilled in alchemy. This does not give him as much mobility but does give him influence in the area (and social link with Myrna)
Scaffolding/Construction: Raveen can help out here with Craft: Carpentry. This'll put him nearer to the action and closer to two critical areas; the new tunnel and the vertical rise (to the bell) as well as a lot of mobility, but is more strenuous work than alchemy
Administrative: Raveen can deduce a lot from the supplies and items brought to the mine, understanding the inner workings of the prison and possibly even gaining contacts outside (to circumvent needing the halfling priest smuggler and/or taking his place). This will likely put him closer to subversive elements, so he'll be the hand of the warden, but in return it's the most comfortable and intelligent-agency-like job.

I think we're mostly on the same page, here. The one thing you (and Raveen) need to keep in mind is that time is limited: Rastagar is keen on finding the Other, and the next exploration team—a much larger and better-equipped one—will be sent down two days from the present. While Raveen might be able to divert them for a time, eventually they are going to find what they are looking for. Unless he wants that to come to pass, it's time to start making moves.

Raveen Liquean wrote:

To be frank, Raveen is suspicious that there will be a mole in his job.

Basically an agent for the warden who is supposed to be a not-so-subtle subversive that Raveen should report. But making the distinction between a real subversive and a mole will be the task.

Possible, though with Raveen being able to choose his own posting, that would assume there are moles everywhere, just waiting to be rooted out. While it might be a test of skill—being able to pick out the right person—there is a good chance it is simply a test of loyalty: the way he talked about it, the warden seems more interested in getting Raveen to implicate himself in the system than anything else. Once he snitches on another inmate, any cooperation with them will become... complicated.


Sorry for the delay. I got swept up in midsummer celebrations, and I'm still recovering.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

No worries, friend.

How are your other games, by the way?


Not much to report on that front. The last two months have been quite slow, with lots of scheduling issues IRL. DD is still trucking along. I also finished playing through The Harrowing in PbP (thesecond module I've ever finished in the format!), and I'm looking for a replacement.

How's your gaming life?

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Quote:
How's your gaming life?

Is that a The Room reference?

Well, I picked up a new RL game based loosely on an unholy mix of Dark Souls, Castlevania, and Nodiatis (a browser game that is quite low-quality, but has good atmosphere), where humanity lives on a sliver about 4% of the known world with the rest being swallowed by unholy monsters (new twists on orcs, undead, goblins, etc.), with the remaining humans following mysterious cults because the gods have either gone or stopped answering calls (leaving the divine playground to demons and ascended creatures, both claiming godhood), with a very heavy dark & gritty feel (high lifestyle costs, using months of downtime to retrain and perform downtime activities, and knights in sour armor).
It's with 5e, and I'm playtesting various systems I came up with like KSW (kingdoms, strongholds, and war), new Wounds and Maneuver rules, variant insanity, etc.

Besides that, I'm also going to initiate a much more lighthearted Pirates of the Caribbean-inspired PBP game run with Whatsapp as a medium (of all things), since a friend moved from our region in KSA to the capital Riyadh (known as Boring Land of Ultimate Stress and Toxic Workplaces) and is suffering from D&D withdrawal.


Raveen Liquean wrote:
Is that a The Room reference?

Not an intentional one. :P

Raveen Liquean wrote:
Well, I picked up a new RL game based loosely on an unholy mix of Dark Souls, Castlevania, and Nodiatis (a browser game that is quite low-quality, but has good atmosphere), where humanity lives on a sliver about 4% of the known world with the rest being swallowed by unholy monsters (new twists on orcs, undead, goblins, etc.), with the remaining humans following mysterious cults because the gods have either gone or stopped answering calls (leaving the divine playground to demons and ascended creatures, both claiming godhood), with a very heavy dark & gritty feel (high lifestyle costs, using months of downtime to retrain and perform downtime activities, and knights in sour armor).

Sounds cool! Post-apocalyptic fantasy is always a treat.

Raveen Liquean wrote:
Besides that, I'm also going to initiate a much more lighthearted Pirates of the Caribbean-inspired PBP game run with Whatsapp as a medium (of all things), since a friend moved from our region in KSA to the capital Riyadh (known as Boring Land of Ultimate Stress and Toxic Workplaces) and is suffering from D&D withdrawal.

WhatsApp is an... odd medium, but then again, I've only dabbled in chat-based roleplaying. Whatever works, I guess!

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Speaking of contrasts, it's funny that how I'm playing the game is sort of like that.
Part pragmatic rationality, part intangible mysticisms.


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Raveen Liquean wrote:
Is this beyond Raveen's power, or can it be done by spending spell slots?

There is nothing Raveen can do by himself that would instantly fix Myrna: she has suffered severe psychological trauma, and even if her memories were restored to her, it would still take years to recuperate. Even if he was powerful enough, this is traditionally the purview of divine and psychic spellcasters.

Now, in theory, I suppose Raveen could bring Myrna to the Other, and have her go through the same process of forced introspection as he did—make her face her demons, as it were. However, I don't think that the literal externalisation of cognitive faults into a semi-tangible form is a universally beneficial form of therapy.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Vision of the Fifteenth Step wrote:
Raveen Liquean wrote:
Is this beyond Raveen's power, or can it be done by spending spell slots?
Even if he was powerful enough, this is traditionally the purview of divine and psychic spellcasters.

Or bards.

It still feels like s%#! that bards are better spellcasters than Raveen at this point.

Vision of the Fifteenth Step wrote:
Now, in theory, I suppose Raveen could bring Myrna to the Other, and have her go through the same process of forced introspection as he did—make her face her demons, as it were. However, I don't think that the literal externalisation of cognitive faults into a semi-tangible form is a universally beneficial form of therapy.

Passed my mind, but ultimately not going that route.

Alright, I've got my thing planned out; going to help with lifts and stuff.
If I recall correctly, the guys who handle the lifts normally are the less dangerous inmates, while Raveen is thrown in with revolutionaries and murderers.
Or are there actually three classes of inmates?


Raveen Liquean wrote:
Vision of the Fifteenth Step wrote:
Even if he was powerful enough, this is traditionally the purview of divine and psychic spellcasters.
Or bards.

They get access neither to greater restoration nor psychic surgery, which are the least one would require to restore someone's memories once they've been entirely removed—as opposed to just repressing them, which would be easier to deal with.

Raveen Liquean wrote:

If I recall correctly, the guys who handle the lifts normally are the less dangerous inmates, while Raveen is thrown in with revolutionaries and murderers.

Or are there actually three classes of inmates?

It's more of a spectrum, with the prisoners getting more "dangerous" (either revolutionary or especially violent) the further down you go. Roughly, you could say there are three groups: the troublemakers down in the mines, the crane crews (who consist mostly of non-violent criminals, like thieves and smugglers; more brawn than brains) and the scribes (who consist of "white-collar" criminals, like embezzlers and tax evaders; more brains than brawn).

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