Night of the Werewolf (Inactive)

Game Master Kinetic_cards


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DM

@Ianez - The lowest they hang is between 55-60 ft., going up to almost 100 ft.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"Earl Caromarc, before we take the obvious path would you tell your familiar to investigate the openings in the walls up there?"


Male Human Wizard 9 (Teleport) Perception +8

Caromarc looks at Elspeth


STATUE:?? BODY: 16/20 HP HP Per +11

There is a short pause, then Elspeth starts flitting around the room.


Male Human Wizard 9 (Teleport) Perception +8

Caromarc steps closer to Ianez and speaks quietly
"Ianez, I recognise the you were probably attempting to be careful not to break some chain of command, but Elspeth feels that if you want her to do something you should talk to her directly."

His discomfort at the conversation is writ large on Caromarc's face as he talks. His lecture delivered he proceeds up the stairs.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Ianez nods. "Certainly; since I have not heard her speak, though, it was not clear to me how well she would understand."


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Assured of Phoebe's safety, I place her down and move to inspect the posed undead.

Cover me, Copper... in case they move. Think they've been picked clean?


DM

@Elspeth:
You fly up and inspect the ledges where the gorillas came from. You find another masterwork falchion and some javelins. In one of the tunnels, there's a steaming pile of excrement.

@Sandru:
There's nothing on the corpses except for a few scattered coins.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Perception, Secret Doors: 1d20 + 23 ⇒ (18) + 23 = 41


DM

@Sandru:
You search thoroughly, but there are no secret doors.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Motioning for Phoebe to wait with the others, I attempt to make it up the stairs... stalking up the stairs, alert but confident. As if returning home... returning to madness.

Perception, Traps: 1d20 + 25 ⇒ (7) + 25 = 32


DM

@Sandru:
The stairs and the door at the top aren't rigged with any traps, mechanical or magical.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I motion for the others...


Male Human Wizard 9 (Teleport) Perception +8

"Completely understandable Ianez. She actually has an excellent knowledge of linguistics but is unable to speak without magical assistance."

As Elspeth wobbles at him from above

"Elspeth says there is a large sword and some javelins above."


Female Aasimar Urban Druid 9

La Siréene turns to Quinn. "I'll see what I can find out, darling."

Taking the items from Quinn, she follows Sandru up the stairs, analyzing them as she goes.

Casting Detect Magic and Guidance

1d20 + 15 ⇒ (3) + 15 = 18 Void Dust
1d20 + 15 ⇒ (1) + 15 = 16 Word Bottle
1d20 + 15 ⇒ (18) + 15 = 33 Dragonbone divination sticks
1d20 + 15 ⇒ (7) + 15 = 22 Bottled Yeti fur
1d20 + 15 ⇒ (6) + 15 = 21 War Paint of the Terrible Visage


DM

@La Siréene:
(re: Void Dust) A pouch with three pinches in it. Use or purpose unknown.

(re: Word Bottle) This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. Use or purpose unknown.

(re: Dragonbone divination sticks) These eight rune-engraved dragon bones may be used as a divine focus for augury. They add 5% to the chance to successfully cast augury and divination. The bearer of the set gains a +3 luck bonus on one type of saving throw (Fortitude, Reflex, or Will), determined randomly each day.

(re: Bottled Yeti fur) This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.

(re: War Paint of the Terrible Visage) This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"Elspeth, are the openings up there dead ends, or do they seem to go anywhere?"


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn goes to the body and begins to retrieve his durable arrows then the monk follows Sandru, some distance behind him, to offer any cover fire.


Male Human Wizard 9 (Teleport) Perception +8

Caromarc looks at Elspeth, then back at Ianez
"Dead ends"


NPC

Phoebe shudders at this choice of words.


DM

You reach the door at the top of the staircase. Close up, you can see it's a black panel of...gently rolling smoke? At times, the smoke seems to form a pattern of small question marks. These break up, disperse, and then come together to form one large question mark. Which breaks up...

Always changing.

There is no knob or handle or anything to the door. It looks like you could walk right through.


Male Human Wizard 9 (Teleport) Perception +8

Caromarc orders the archons through "Form a perimeter" - then with a quick glance at Quinn's gauntlet he steps through himself.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"I do not expect this to be of any use, but one never knows...." Ianez incants a quick cantrip that most of the party recognizes as detect magic and scrutinizes the door.

Spellcraft check, if necessary: 1d20 + 10 ⇒ (11) + 10 = 21
Perception check: 1d20 + 19 ⇒ (14) + 19 = 33


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre hesitates for a moment, examining the door as best he can.

What Ianez said - detect magic and...

Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Perception: 1d20 + 14 ⇒ (1) + 14 = 15


DM

@Caromarc:
You hear a buzz. Welcome to the second level of the Tower Out of Time. Beware! Beware! You are now time displaced.

You step through the door into black night, except your features are illuminated from below by a well of light in the center of the room. Your feet no longer touch ground, but you levitate suspended in the dark. You slowly spin around the light well, always facing it, in a clockwise direction.

You hear your archons chiming to each other in tones of celestial, but they are gone from view. They are wondering where you disappeared to.

@Ianez:
The door appears to be some type of passage spell, such as passwall or phase door, but might even be a wish spell. The rolling smoke is likely cosmetic, the spellcaster's signature or a personal touch; it hints that the interior of the room is mysterious and subject to non-standard laws, or perhaps a location of dense magic.

You don't detect anything otherwise unusual about it.

@Blackacre:
The nature of this door is beyond your knowledge. You don't detect anything unusual about it, except that the door itself is rather unusual.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Ianez looks around. "It appears to be a spell of a type I can't cast, one that gives passage through an otherwise-barred space. I see no traps." With that, he follows Caromarc through the door.


DM

@Ianez:
You hear a buzz. Welcome to the second level of the Tower Out of Time. Beware! Beware! You are now time displaced.

You step through the door into black night, except your features are illuminated from below by a well of light in the center of the room. Your feet no longer touch ground, but you levitate suspended in the dark. You slowly spin around the light well, always facing it, in a clockwise direction. Earl Caromarc also levitates, spinning in the circle with you.

You hear Caromarc's archons chiming to each other in tones of celestial, but they are gone from view.

@Caromarc:
Ianez appears levitating and spinning in the circle with you.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Caromarc:
"Hello, Earl Caromarc. Have you any idea how we might get down from here?"


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn, going on Ianez diagnosis and a little faith, enters through the doorway.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Taking Phoebe's hand,O step through.


Male Human Wizard 9 (Teleport) Perception +8

Network:

spellcraft: 1d20 + 18 ⇒ (20) + 18 = 38
Does he have any idea what the darkness is or how to get down?


DM

@Quinn:
You hear a buzz. Welcome to the second level of the Tower Out of Time. Beware! Beware! You are now time displaced.

You step through the door into black night, except your features are illuminated from below by a well of light in the center of the room. Your feet no longer touch ground, but you levitate suspended in the dark. You slowly spin around the light well, always facing it, in a clockwise direction. Caromarc, Ianez, and Sandru also levitate, spinning in the circle with you.

Surprisingly, you're all dressed wizardly, in dark robes with bright capes flapping out behind you.

You hear Caromarc's archons chiming to each other in tones of celestial, but they are gone from view.

@Sandru:
You hear a buzz. Welcome to the second level of the Tower Out of Time. Beware! Beware! You are now time displaced.

You step through the door into black night, except your features are illuminated from below by a well of light in the center of the room. Your feet no longer touch ground, but you levitate suspended in the dark. You slowly spin around the light well, always facing it, in a clockwise direction. Caromarc, Ianez, and Quinn also levitate, spinning in the circle with you.

Surprisingly, you're all dressed wizardly, in dark robes with bright capes flapping out behind you.

You hear Caromarc's archons chiming to each other in tones of celestial, but they are gone from view.

@Ianez:
Sandru and Quinn appear levitating and spinning in the circle with you.

Surprisingly, you're all dressed wizardly, in dark robes with bright capes flapping out behind you.

@Caromarc:
Sandru and Quinn appear levitating and spinning in the circle with you.

Surprisingly, you're all dressed wizardly, in dark robes with bright capes flapping out behind you.

This room is operating on some sort of reality-warping principle, although the exact nature of this remains, as of yet, unclear.


Male Human Wizard 9 (Teleport) Perception +8

"Archons! Assemble!"

network:
any idea on what happened to the archons?


NPC

@Caromarc, Ianez, Quinn, Sandru:
"Sandru? Sandru? Where did you go?" You hear Phoebe, but you do not see her. "Uncle Quinn?"

This is followed by "जहां एक है जो हमें बुलाया है?" (Celestial: Where is the one who summoned us?)

"I don't know," Phoebe says. "They've all disappeared!"


DM

@Caromarc:
You sense they are present and nearby, but you're magically screened from each other. They don't seem to have heard your command.


DM

Here is the MAP. (Also posted to the 'Campaign Info' page.)

Note about the map:
This map represents a horizontal plane and vertical plane. Rows 14-20 exist on the horizontal plane (i.e. representing an "overhead view" of your party around the lightwell). Rows 1-13 and 21-25 exist on the vertical plane (i.e. representing a "sideways view" of your party). The two rows of question marks represent that you hang in space, not knowing your altitude in this location).


DM

2 views of map (3d space) - Revised

MAP (overhead view)

MAP (side view)

Think of "overhead view" as looking down a well, and "side view" as looking at a cross-section. Better?


DM

La Siréene and Blackacre enter the mysterious door into the next room.

@La Siréene:
You hear a buzz. Welcome to the second level of the Tower Out of Time. Beware! Beware! You are now time displaced.

You step through the door into black night, except your features are illuminated from below by a well of light in the center of the room. Your feet no longer touch ground, but you levitate suspended in the dark. You slowly spin around the light well, always facing it, in a clockwise direction. Caromarc, Ianez, Quinn, Sandru, and Blackacre also levitate, spinning in the circle with you (see map - "overhead view" for placement of each person in the circle).

Surprisingly, you're all dressed wizardly, in dark robes with bright capes flapping out behind you.

You hear Caromarc's archons chiming to each other in tones of celestial, but they are gone from view. You hear Phoebe calling for Sandru, but she isn't visible. The Mechanical Manservant and Elspeth are gone too.

@Blackacre:
You hear a buzz. Welcome to the second level of the Tower Out of Time. Beware! Beware! You are now time displaced.

You step through the door into black night, except your features are illuminated from below by a well of light in the center of the room. Your feet no longer touch ground, but you levitate suspended in the dark. You slowly spin around the light well, always facing it, in a clockwise direction. Caromarc, Ianez, Quinn, Sandru, and La Siréene also levitate, spinning in the circle with you (see map - "overhead view" for placement of each person in the circle).

Surprisingly, you're all dressed wizardly, in dark robes with bright capes flapping out behind you.

You hear Caromarc's archons chiming to each other in tones of celestial, but they are gone from view. You hear Phoebe calling for Sandru, but she isn't visible. The Mechanical Manservant and Elspeth are gone too.

@Caromarc, Ianez, Quinn, Sandru:
La Siréene and Blackacre appear levitating and spinning in the circle with you (see map - "overhead view" for placement of each person in the circle).

In addition to the archons and Phoebe, the Mechanical Manservant and Elspeth are gone too.


DM

(Now that everyone is in the mysterious room)

The lightwell spits out a fountain of six jewels: an onyx, a sapphire, a ruby, a topaz, a tigerseye, and an emerald. The gems orbit around each of you as follows:

1) Caromarc - Onyx (black)
2) Ianez - Sapphire (blue)
3) Quinn - Ruby (red)
4) Sandru - Topaz (yellow)
5) Blackacre - Tigerseye (orange)
6) La Siréene - Emerald (green)

The lightwell also spits out flasks, some filled with red liquid, some with yellow liquid, some with blue. There are also magic wands carved from precious gnarled wood.

You all hear a voice. It sounds soft and gentle, like a kindly old man. "Tee-hee! Welcome to my puzzle room, brave adventurers! Today, we play dress-up...a council of wizards! Drink from the flasks, then grab a magic wand and point it at one of your companions to cast a spell and see what happens!"

You all start spinning faster around the lightwell.


Male Human Wizard 9 (Teleport) Perception +8

Much better map! Thanks
Caromarc is appalled at the idea of playing with arcane energies as a "dress up".

Still, not everyone with power is insane - it has to be worth attempting to reason with him

"Sir" appeals Caromarc "I apologise for not being able to convenience you, but the fate of the the world and ourselves hangs in the balance. We must proceed to the top of the tower with all possible haste!"


DM

"Tee-hee!" the voice says. "Solve this conundrum to escape this doldrum."

"Solve this puzzle room...quickly!"

("Tee-hee!")


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre looks confused. He eyes the potions in the hope of discerning something about their nature.

Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16

He asks hastily, What is the difference between the potions? What solution are we trying to find?


DM

@Blackacre:
The potions come in three different colors - red, yellow, blue. The liquid is a special concoction specific to this puzzle room. Drinking them empowers the imbiber; when they target someone else with a wand, it triggers an effect. The gems are somehow related to this. The optimal effect you're looking for is the thing that lets you proceed to the next part of the puzzle. Other effects are also possible, however.

The only way to determine the right solution is through trial and error. Hopefully, not too much error!


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Are there any obvious differences between the wands?


DM

No.


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

Mathematical Prodigy trait here. "This is a basic logic puzzle, then. We have six gems, which don't appear to be able to move from one of us to another. We also have three types of potion. Presuming that one is barred from drinking and pointing at one's self, that gives--" Ianez stares off into space, muttering to himself. "--ninety possible permutations; one of the six of us, with five options for each to choose from, and three possible potions to drink. While not a particularly large combinatorial space, our time constraints make it--I am sorry, I'll hurry. We can't just pick at random; I believe the colors are significant. Which means.... Voice! Can more than one person cast a spell at once?"


DM

"Yes!" exclaims your unseen host.

(Manic giggle)


Human Archaeologist Bard/4; Init: +3; Perc: +10; HP 27/27, F: +2/R: +7/W: +4 ***INACTIVE***

"I believe that what we have to do is invoke the color that matches the target to release that target. To test that, I propose that La Siréene take up a red potion while Blackacre takes up a blue; both of you drink and direct the magic released at Caromarc. Red and green combine to black, you see, and since green is made from yellow and blue, and orange is made from yellow and red, orange and blue should likewise give black."


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn grabs at the nearest wand floating before him. He also takes the blue liquid flask. He does not do anything until otherwise told to do so.


DM

Just to clarify...

There are many flasks of red, yellow, or blue colored liquid (not just one of each), and

There are many wands. All the wands are the same.

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