Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Dalton was a bit ticked the blood offer was not made when it could be split between the two. Surely thrice a pint wouldn't kill them. Instead, they found themselves in a macabre prison. Also holding his breath, Dalton followed towards the door - and ignored contact with the dying.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Toramin was willing to give, but very unwilling to force.


The cries of the desperate follow you as you reach the far door, a mother thrusts our her baby, but the party realizes the gravity of the situation and moves on.

They close the door behind them, then turn to examine the room they're now in. The room is a 30 foot diameter circle, painted around the entire length of the wall is the history of minotaurs. Above the one massive painting are four torches (reachable), evenly spaced out. One above the door, one on the far wall, and one on each side.

The most interesting aspect of the room is the center. You see hundreds of thousands of tiny white specks floating in space. After a minute of watching them, you see they are slowly moving linearly, but are confined to the exact shape of two separate minotaurs, except each one is about twice the size of a normal minotaur. Also, inside all the specks of the one on the left, you see another stone chip.

Map to come soon.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Out of curiosity, what is the history of minotaurs in this world?


I left my files up at school, but I believe I sent Bjorkus a PM with a fair amount of it. Bjorkus, could you possibly find that PM for us? I get flooded with a lot of them and it would take me some digging to find it.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Toramin will un-gag the villainous alchemist, whose name he has already forgotten, and ask him a brief question.

"I tire of riddle, traps, and puzzles. While we make our way to the gatehouse, good men and women die. The more of our people who are injured the longer you will have to suffer broken hands and ankles. I assure you that our priests are your only hope for succor because I will make sure you die before any outside rescue is actualized. I am your only path through this war. I will give you one chance to speed our passage to the gate house and to your healing. Choose. Choose wisely and choose now."


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Any sass, bluster, insults or anything that doesn't reek of abject compliance will get him the return of the gag.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Do these specks appear to be light? If they are motes of light, do they appear to have any relation to the flame and shadow thrown by the four torches?


Gelrick takes a moment to clear his throat, looking around the room with curiosity. "Interesting, they even depict..." He stops as Toramin starts talking. He glances over at him before continuing to read the history on the walls. "My life is already forfeit, your bargaining chip is weak."

The room has a torch at each side, casting enough light that shadows are hardly noticeable.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

That does not reek of abject compliance to me.

What was he looking at when he spoke?

After stuffing the gag back into the mouth of some nameless footnote on the rolls of the damned, Toramin will note, "It sounds as though our guest -- who thinks he is too clever by half -- has not been in this room before. That suggests that there is an alternative route of ingress and egress into the compound."


He was glancing at a depiction of when the minotaurs lost a battle at Sans de Glor, a battle they often deny ever happened.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Bjorkus moves towards the cloud of specks bearing the stone shard.

"What are they?" he rumbles aloud. "Are they alive?"


The best way I can explain this, imagine tiny specks of matter in a vacuum that bounce off the sides without losing velocity.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

That sounds vaguely danger/ominous.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Any sort of knowledge checks we can make?


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Toramin will start examining the room in detail, taking 20 (19). He is looking, but not touching.


I didn't design the room with any in mind, perhaps arcana could help a little.

You don't notice anything else Toramin


M Human Rogue (sniper) 3|HP 24/24 |Init +2|AC 13 [touch 13 FF 10], Fort +2 Ref +6 Will +1; Per +6

When Psotheos hears what the man wants for his cure, he feels hopeless. Not just because three liters of blood from the drow would put Lindale out of action for a few days at least, but also because of the enormity of the situation. This man is the creator of the disease and the best chance for a cure, but he has no scruples and is utterly untrustworthy unless his own well being is involved.

Psotheos doesn’t blame Lindale for walking away, refusing the offer. He admires Toramin for being brave enough to offer his own blood as well.

Overwhelmed with pity and grief he nearly cries as he walks across the chamber filled with his fellow citizens under the throes of the disease. As he holds his breath, it feels like a pressure is building within him, a rage at Nuro that he can’t wait to unleash. His eyes plead with the woman holding the babe to understand that he can do nothing for her.

In the new room, after catching his breath, Psotheos walks around the two minotaurs. ”Like statues made of illuminated motes. I would have studied magic if I knew I could do this,” he says in a whisper. Their beauty does nothing to lift the heaviness in his heart from the last room.

”Bjorkus, does the mural appear accurate to you? There might be some incorrect information that is a clue to the exit.”


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

"Beautiful," remarked Dalton at the light-sculpture. "But thin." He waved his hand through the space between some of the motes, not particularly toward the chip.

Know(History): 1d20 + 9 ⇒ (9) + 9 = 18 This is with regards to the minotaur history to see if there's any special connection to what's present.
Know(Arcana): 1d20 + 10 ⇒ (13) + 10 = 23 This is to glean any non-artistic purpose of the motes.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

"I don't know a whole lot 'bout Taur history. My father an I weren't real close and there weren't any others on our crew", he explains.

Bjorkus snorts in frustration and studies the murals.


The murals don't help with the puzzle, I promise you I'll give you a more detailed history when I'm back at school.

As Dalton attempts to wave his hand between the motes, his hand is stopped on the outline of the minotaur, which you now realize is more than just an outline. Suddenly the giant minotaur animates, turning to strike at Dalton! Just as suddenly as the minotaur animates, it returns to its original position and becomes still.

Dalton takes 14 damage and his left arm is dislocated.

Dice:

Attack: 1d20 ⇒ 11
Damage: 2d6 ⇒ (4, 4) = 8
Location: 1d8 ⇒ 7


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Bjorkus snorts again, in surprise this time, as the giant pseudo-minotaur animates long enough to flatten the fat elf. He prepares himself for a fight, only to see the creature resume its disinterest.

The bull approaches close enough to drag Dalton back.

"Get that wand. He's hurt bad."

Did Dalton's checks reveal anything useful? Is there anything interesting about the torches lining the walls?


His history check confirmed it is an accurate history of minotaurs.

Dalton & Toramin:
As you look at the chip, the motes, and the light cast from the lanterns, you noticed the motes of light don't cast shadows, but the stone chip does.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

If I remove one of the torches on the wall, do either of the minotaurs change shape?


Which torch? And no, they remain the same. Although with one less torch the shadow of the chip is easier to see.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Which minotaur is the chip in? Toramin will remove the east west torch nearest it.


The minotaur on the left, or to the west.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I think this might be a kabuki puzzle, so Toramin will try to manipulate the location of the stone or the positioning of the minotaurs by playing with the torches in both the positioning and their status as lit. Given his methodical nature, he will take notes and proceed by trial and error to see if his hunch bears fruit.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Heh, I have no idea what that is but I trust you. Bjorkus will just stand in awe of the giant minotaur construct-things.


The stone casts as a shadow as expected by a solid object, and the motes continue to not reflect or absorb light in any way.


Male Drow Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

Does detect magic show anything up?

Lindale uses detect magic.


Indeed, some magic coming off the minotaurs. Spellcraft if you would


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Are the motes flammable?


Idk, try sticking a torch in there >.>


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Sure


Toramin takes a torch and brings it to the motes, but as it gets to the outline of the minotaurs it's stopped dead, as surely as if you hit a stone wall.


Male Drow Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

Untrained Spellcraft: 1d20 ⇒ 8


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Do the motes stop moving when that happens? Lindale, shouldn't you be healing poor Master Dalton. :-)


Yup, that's magic!

The torch has no effect besides the light it casts


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Difficult puzzle is difficult.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Spellcraft: 1d20 + 1 ⇒ (15) + 1 = 16


Male Drow Inquisitor (Infiltrator) 5 Init +3, Hp: 37/37, AC: 14(16)/Touch: 11/ Flatfooted: 14(16), Fort: 5/Ref: 3/ Will: 6, CMD: 17; Initiative +3; Perception +12; Sense Motive +10

Dalton you could detect magic then spellcraft better than me surely.

"Here Dalton. Can't have our magician dying on us now can we."
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
"I can help you put your arm back in if you want."


DC is too high for untrained, sorry Toramin.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Can we get some kind of checks for a hint?


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Womp. Womp. This is a puzzle not meant for my character. :-)


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Our characters are cleverer than we are. Well Dalton is at least.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I'm cleverer than Toramin, I hope, but I'm also not great at puzzles that I cannot see. The torches and the motes are the only moving parts in this room. They seem non-interactive so far. My idea of it being a shadow-puppet puzzle turned out to be a dead end. My current thought is we might need a specialized Knowledge or Spellcraft check? I would be curious if there are oversized Minotaurs on the wall. I had hoped the murals would be a clue, but we were told it is not relevant to the puzzle. *shrug*


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Brought back to consciousness with a wand, Dalton thanks his rescuers and stands slowly. His arm ached, and his temper was red-hot. He studied the situation anew.

Spellcraft: 1d20 + 13 ⇒ (17) + 13 = 30

"Perhaps something to do with light and dark to get that chip. The motes are points of light, so perhaps a shadow would halt their rather violent response. It's also possible the reverse might have the effect, flooding them out with light."

Trying none of the above though, Dalton merely reached for the chip this time - but with the hand of his mind.

Mage Hand on the stone chip with an attempt to move it out towards us.


Killer check Dalton

Dalton:
This is quite a work of illusion. Apparently, the motes are creating a field where physical things cannot enter, but shadows have substance.

You almost jumped right on it with your first thought Toramin

You don't feel anything weird go on with your mage hand, but it simply doesn't effect the stone chip. You don't feel as if your magic was cancelled or dispelled, it just simply didn't work inside the minotaurs.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Toramin watches Dalton use his mage hand, and then gets a smile on his face. Toramin will use the torch to extend the shadow of his hand into the minotaur to get the chip.

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