[Table Fez] ScorchedOne's Insane 5-6 Run (Inactive)

Game Master Nathan Hartshorn

Map

Drandle Dreng

Ambrus Valsin


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The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Knowledge (History): 1d20 + 7 ⇒ (7) + 7 = 14
Kavor Doan is not, as has been shown, the most scholarly of wizards.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James moves into the room and peeks into the inner square to see what is there.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

James leaves the elevator and finds the room to be fairly empty outside of the trio of closed doors and the stairs leading downward. There is little more to this room besides the description above.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Well, Deluge sure as heck ain't leading the say so he fidgets there waiting for one of the stupid brave melee types to go barging in.

Call lightning lasts for 6 minutes. Please let me know if it expires

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Seeing the size of the room, the mage inquires, "James, to make better use of our time in combat, would you care to be enlarged now?"

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James looks north and east, "That may not be a bad idea Fethril. We should check the eastern doors first and then the north I think. Enlarge me right before we open the first door if you don't mind."

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan follows James in.

He does have Still Enlarge Person prepared, but is not sure there will be adequate space to make use of it. So he draws his wand of Shield and uses a charge (so now at 18 charges) before James opens a door.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Happy the warrior listened to reason, the thurge draws a pair of wands.

I will use a Wand of Enlarge Person just before he is ready for the door to be opened. The other wand is Magic Missile

Dark Archive

Scenario and AP Tracker

James grows to twice his size and quickly finds that the central and southern doors are difficult to open. As they wrench open he finds that the entire area behind the two doors is collapsed in with rubble. Taking a look at the northern door it appears to be locked. Disable device or Str check to open.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

"James, I know you have yet to accept the power of the All-Knowing Eye in your heart, but I believe he yet shows his wisdom even to unbelievers. Here is yet more proof."

Fethril will can Guidance on whoever wishes before trying the door.


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

Ooh...a door...my turn to play! Meri says as she cracks her knuckles and tries to pop the lock.

DD: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Meresiel successfully picks the lock and creaks the door open.

The corridor opens into a 30-foot, circular, dusty room littered with the trappings of a modest camp and illuminated by light from a smokeless torch. Four sets of dials adorn the rounded wall at even intervals, and two passageways provide access to the room. The passageway to the northeast leads across a short bridge over a deep trench before terminating in a small recess just large enough to accommodate a fully armored dwarf. The southwest passageway winds gradually to the south and is littered with but not blocked by rubble.

Perched on a folding chair by one of the dials, an exhausted-looking dwarf twirls the his jet-black beard in the fingers of his left hand while in his right dance crackling blue sparks. "Pathfinders or elsewise?" he asks.


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

Well, we're not the ale delivery service, that's for sure. Meri says cagily. Aye, we're Pathfinders. Who might you be?

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Deluge waddles into the square room, following the stupid daring leaders.

Seeing the dwarf with the magic fingers, Deluge wonders if he was the one that sent the magic hand. It does stand to reason.

Speaking of which, is that hand still there and, if so, what is it doing?

Deluge looks around nonchalantly as if to say 'pay no attention to little old me'.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

The mage reapplies his protective spell before moving to join the others. Ah...a dwarf. Well, I hope Kavor can move this along.

GM Tyranius wrote:
while in his right dance crackling blue sparks.

Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26

Will use my Wand of Mage Armor before heading in.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"Yes, Pathfinders indeed!"
Kavor Doan smiles, happy to see another Dwarven wizard. Before remembering. Well, he was Aspis Consortium... but with the Society now.

"Kavor Doan; wizard, warrior, merchant, and diplomat. You are Sandricaan Molnworret, I presume? What has transpired here, and where might the rest of your group be?"

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

"Ah, good," the dwarf says as he relaxes and dismisses the blue crackle from his hand. "Aye, I'm Sandricaan. Glad to see the reinforcements have finally come for me. A fight broke out amongst my colleagues and I was forced to take shelter deeper in the ruins. I just applied every protective spell I knew to the door and didn't answer their calls. They're probably still around somewhere though."

"So now I've been in here for more than a day and the only way out without confronting them is through the next room; only it's some sort of combination lock-part of a vault that surely contains a great cultural treasure that might win me some renown in the Society. I know that this northern panel here is able to raise the column to the immediate north, but it also lowers a column that seals the new space off from sight. Manipulating any of these controls causes a grinding sound to come from the other room before seeming to reset and again open up the first alcove. I'm thinking that in order to operate the mechanism, it might require someone to enter the north room and another manipulate the controls from the outside. Despite my best efforts, I haven't found a way to do it alone."

"I considered using dimensional travel to return to the surface and resupply but I just can't leave here empty handed. Perhaps you folks can help me out here; I've been at it for too long and am starting to fall asleep at the control. Can't think straight any more."

Basically while one person steps into the maze another must manipulate the controls (North, South, East, West) with a DC 13 Intelligence check or a successful DC 24 Disable Device or Linguistics check; a PC able to read Dwarven receives a +5 bonus on all of these skill checks.

If the person manipulating the controls succeeds then the pillar in that direction will rise opening the space in the maze for the PC in the maze to move to while the space they were in has a pillar fall into it closing it off behind them.

The trick here is two fold. If the operator at the controls fails the check then the mechanism takes damage. There are also pillars that are not able to move which also causes the mechanism to take damage if you try to move them. 3 failures of this and the pillar that the PC in the maze is on falls down on them hurting them and slamming them below to a chute that brings them back to the beginning.

Also since these are solid stone pillars the control operator and the PC in the maze cannot see each other so neither know which controls to do so you will need to figure out a way to communicate, but a damaged map of the lock mechanism is carved into the wall above the northern dials. I have posted this into the maps. This shows some of the pillars that cannot be moved but certainly not all.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Deluge looks on with horror as the puzzle is explained. Deluge hates puzzles and would probably spend an eternity in the place if it came down to solving one. And this time he has no spells that might be of use.

But, unless we can communicate, this is going to be tough. Is slide 3 the damaged map and we are starting from the southeast? If so I think we want to go 5 north then repeat the pattern 3 west, 1 north 3 times then 3 west, 1 south 3 times, 1 north, 2 west 2 times, 1 south, 2 west 3 times.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"I could operate the controls or be in the maze."
Kavor Doan can read Dwarven and has a 16 Int, for a +8 on these checks (succeeds on 5+). Slightly better odds would be Fethril casting Comprehend Languages (his domain spell) so that he can read Dwarven; he would then have a +9 (succeeds on 4+). But it requires Fethril lowering himself to read Dwarven.

"I don't have Message prepared, but could use my axe to cast it. The spell cannot go through entirely solid barriers, but if there is any space around these pillars it might work."

"It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range." - so how big does this "open path" have to be? Are the gaps between the pillars sufficient?

"The non-moving pillars will be the most significant problem we face. It would be a simple problem otherwise. Perhaps this map will help us to a degree. We can fill in the damaged area of the map with our own observations if we find that some pillars do not move."

Are we starting at the West or the Southeast?


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

just a thought...does it specify tht only one person can do it? like for example, could meri go in with someone who speaks dwarven? that's a +22...only fails on a 1...just a thought...

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Slide 2 is the main map. Someone will start on the left. Will place their token on the map once you decide who. The operator will try to get them through the maze to the exit on the right.

Slide 3 is the damaged map that gives you some clue into the maze. You can mark the bad pillars on the maze if you wish to use that method to keep track of them.

What I mainly meant by communication is you can come up with a route or plan before entering as you are doing or you can devise some sort of signal. For example, you can hear each other pounding on the floor or wall with a successful DC 25 Perception check, and they might devise a code to signal which direction to move next. If you have a route lad out before entering you can give me all of your rolls for the route at once.

@Meresiel- Yes, you can have someone speaking dwarven sanding next to the operator.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

I can see another damaged column in the partially faded area on the top right. Based on that I've drawn Kyra's recommended path in red on Slide 3. Kavor seems the natural choice at the controls, as he can hit that DC 13 Int check with a roll of 5 or more thanks to his dwarven language. Either Fethril or Deluge would do great in the maze thanks to their high Perception. Kyra has a scroll of comprehend languages: if Meri can UMD it on herself, her disable device would get a +5 bonus due to her new understanding of dwarven which would mean a total of +22, thus a roll of 2 or greater would hit the Disable Device DC of 24.

Kyra points at the faded map, tracing a proposed path with her finger. "I recommend Fethril be in the maze due to his keen senses. If Fethril comes across a broken pillar that does not rise on that northern stretch of the path there, then he could tap the stone wall three times slowly to indicate the pillar did not rise. That would let the operator know that the next one to try should be the one south of Fethril's position. After Fethril has moved to the next position successfully, he can tap the stones five times in quick succession to indicate to the operator that he has moved in the newly created gap. As for communication on the direction, that would be generated by Fethril, based on his wishes in the event of encountering a faulty pillar... however if we stick to the path I've traced and then adapt to any faulty pillar, it would be self-evident for Fethril to know which spot to move next, based on the operator opening the next logical location after receiving Fethril's input on whether the columns have risen or not."

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

I was also wondering about 'message'. I wasn't certain this would work, but maybe there is enough of an air way to allow it to work?

Fethril has no issue casting Comprehend Languages and entering the maze.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

I'm not sure if I understood everything correctly, but I think the comprehend language is just required by the control room operator. The maze-walker doesn't have to deal with dwarven runes AFAIK, and just has to move in a square as soon as the pillar in front of him rises, then provide feedback to us via code whether the movement was successful or whether the pillar was faulty and stayed down, with no progress made.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James nods and says "Sounds good to me." and moves near the dwarf they found.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Message wouldn't work as you would no longer be able to see your target.

Correct Kyra. Basically you need someone at the controls making all of the rolls while someone else is in the maze that can likely take a hit or two or three.

So whenever you are ready if you have a planned route and a way to communicate then draw your route out on the map and give me your rolls


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Path has been drawn (both maps updated). Kavor to roll Int checks with additional +5 bonus for being a dwarf and +1 bonus from Kyra as she spams Guidance on him every 6 seconds.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Neither Guidance nor Heroism helps ability checks. Fethril with Comprehend Languages has our best chance at activating the controls, so I would suggest he do it. I can be in the maze (lots of HP).


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Cool. I don't think you'll need a lot of perception in the maze as you're right next to the pillars when they'll rise.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

In spite of his hatred for puzzles he suggest the following...

"If you need us to raise a pillar knock a number of times for how far it is to the east and then a pause and then knock a number of times for how far it is from the north."

"So the first square would be one knock followed by 4 knocks. Hopefully the sound will carry well enough."

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

So, if I have this right, my bonus to the Intelligence check is +10 (ability +4, Dwarven +5, Guidance +1). Only fail on a 2. Can I 'Take 10' on this? If not, I will just spam rolls until I get a 1 or 2.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Guidance doesn't apply on ability checks.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Well poop!

Alright, it looks like the proposed path is 23 squares. Here we go!

Checks 1-5
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (5) + 4 + 5 = 14
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (20) + 4 + 5 = 29
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (7) + 4 + 5 = 16
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (3) + 4 + 5 = 12

"Sorry, looks like we have to start again."

Checks 1-5
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (5) + 4 + 5 = 14

Checks 6-10
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (15) + 4 + 5 = 24
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25

Checks 11-15
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (9) + 4 + 5 = 18
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (9) + 4 + 5 = 18
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (13) + 4 + 5 = 22
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (3) + 4 + 5 = 12

Checks 16-20
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (13) + 4 + 5 = 22
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (14) + 4 + 5 = 23
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25

Checks 21-23
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (14) + 4 + 5 = 23
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28
Int check (w/Dwarf bonus...ew!): 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25

I guess this begs the question, do we need to roll on ones we have already 'solved' a second time? Or can we skip them and pick up rolling where we left off?


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Looks at the rolls... concludes this 'puzzle' has officially entered the category of 'ridiculous'...

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

So if one of those middle columns in the damaged area of the map does not move as it is supposed to, Kavor Doan will shout as loud as he can and bang on the stone three times.

There are many players who would try to solve this with a +2 Adamantine Dwarven Waraxe, and that is tempting though it seems unsporting to the author of the scenario. We'll try the puzzle the legit way.


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

huh...could have sworn i posted...oh well...can't really beat those rolls anyways...

Merisiel stands by as the others work the problem, ready to offer any assistance if needed.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

I agree, this puzzle is a bit out there. The explanation in the scenario is very hard to understand and I had to research several GM help pages to understand it even a little. Seems most people had to.

With lots of knocking, stomping and smashing of weapons on stone, Fethril errors the system a few times before figuring out a etter method as Kavor finds a few solid pillars that don't move in his path. Partway through one of the pillars comes crashing down on top of him.

Pillar: 1d20 + 10 ⇒ (8) + 10 = 18

Luckily Kavor dives down into the pit and slides over to the beginning once more where he points out the two new unmovable pillars. With this in mind Fethril begins once more and successfully guides Kavor through the maze. On the other end he finds a switch that is able to set a safe path through the room where everyone else can join up with him.

This stark room measures twenty feet to a side and is undecorated but for a large stone stele that stands against the southern wall. A pile of rubble loosely covers a square metal chest, but the ceiling above shows no sign of damage.

The polished granite stele weighs 5 tons and carved into its face is a worn map of the Inner Sea region, albeit with no scale and only the faintest of remaining markings. A handful of runes survived but you aren't sure of their significance. You are able to read one of them in Dwarven, however, and it reads "Koldukar".

Sandricaan spends some time studying the stele closely. "Ah!" he says after a few moments of contemplation. "Oh! Oh, very clever! And quite the find! These runes here-" he begins tracing his fingers over the various markings "-represent the Dwarven Sky Citadels. There are similar steles said to exist in other Sky Citadels, though this one is among the better preserved I have heard of among the dwarves. They were repositories of knowledge for the dwarves. See here! There are runes for Dongun Hold, HIghhelm, Janderhoff, Kraggondan, Kravenkus, and Koldukar."

As Sandricaan speaks this last name, the rune he was pointing to begins to glow with a faint blue light for a fraction of a second. Sandricaan stands amazed at this sight as the light fades away. "Could that? Did you? Did you see that? That response? That could mean Koldukar has another stele-one well-preserved enough to respond. But Koldukar lies in what is now Belkzen, land of the orcs! This is quite the find! We must take this information to Venture-Captain Heidmarch as soon as possible! We'll all get our names in the Chronicles for this."

The dwarf seems ecstatic by the news. He marks the wall with a personal rune, allowing him more accurate teleportation to the room in the future in order to avoid the drudgery of the maze from now on.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Deluge is not nearly as excited about a musty old dwarven fort. He never did get all that excitement over dwarven workmanship. He was quite content in his natural cave, thank you very much.

"Oooohhh goodie. Does that mean we can go home now?"


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

Well, I'm glad that at lest something good came from our trudging through this place... Meri says thankfully. She looks around to make sure mothing is left behind.

perception: 1d20 + 13 ⇒ (6) + 13 = 19

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan examines the stele, and soon proves to be equally as excited as Sandricaan.

"Such marvels of Dwarven craftsmanship and magic! Repositories of the knowledge of our people..."

His face darkens at the mention of Belkzen.
"It is a great shame of our people that we allowed Koldukar to fall to the orcs and have not yet retaken it. Knowing that their stele is intact, it must be that a fair amount of the Sky Citadel still remains."

"It would be the effort of generations to build a force to assail the Hold of Belkzen and reclaim Koldukar... but this could be the start."

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You still have the small room down the stairs before you came across this puzzle. Otherwise if you don't wish to investigate it then this certainly is the end of the scenario.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13
MISSION BRIEFING wrote:
so your task is twofold. First, find out what happened to the first team of Pathfinders. Second, explore the recently reopened chambers, and recover or document any historical treasures found within.

Do we feel both these objectives have been completed? Do we need to take rubbings of the newly discovered chamber?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You have indeed recovered the historical treasures. As for the Pathfinder team, while you have not found their bodies, Sandricaan did explain what happened so I could probably count that.


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

no stone left unturned! no Pathfinder left behind! i'll check the room...

Meri goes and sees if there is anything in the small room.

perception: 1d20 + 13 ⇒ (16) + 13 = 29
+3 more if trap

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Not one to leave an elf unattended, Fethril follows the rogue into the chamber.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James looks at the discovers in the maze and says "I'm glad we found something you can appreciate Kavor. It's kinda lost on me." He then follows the elves to make sure they don't get into too much trouble.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan goes to back up Merisiel.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Meresiel leads the party back down the stairs she examined earlier.

An acrid smell permeates this natural cavern, and a thick coat of dust cakes nearly everything here. To the north, what might have once been a passageway has collapsed. Several inches of murky water cover the floor here.

As you look into the cavern, you can see a Tian woman on the far side. She looks hurt and caked in mud. "Help," she says feebly.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

It's probably a trap.

"Well, go help the poor lost lamb."


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Kyra approaches the woman and pours healing into her.

using the wand or her own spells, depending how hurt she is...

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