"The Meat Grinder:" DM Norv's The Tomb of Horrors (Inactive)

Game Master The Norv

The classic adventure that chews up character sheets and spits out legends.

Current Map


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Male

Peering through the doorway, Balaxxius (and the others, when they descend) finds himself looking down a ten-foot-long, rough-hewn stone passageway that opens in into a much more normal looking corridor. At the border of the tunnel and the corridor, a flight of stairs descends, taking you down deeper into the earth and a lower level of the tomb...

Map updated!

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Well gentlemen, it appears we have found the way down. Hopefully away from the source of that lava..." Balaxxius says to his companions.

With a glance, and a quick check of his gear, he moves down the steps, continuing his scan of the area for trip wires, magical runes, false steps, or anything else that might jump out and kill them.

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

Alaric is the first to lower himself down the rope, his armour and shield clattering repeatedly against the sides of the pit. "Just need to... get a little bit of... ow! In Cayden's name!"

Pointy ears perked for signs of trouble.: 1d20 + 11 ⇒ (15) + 11 = 26


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan follows down and then down the stairs.

"Into the belly of the beast. A much better way down rather than that hallway."

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Hidden doorways in hidden traps. What more will we find in this place?" Quadravos φ mumbled as he carefully followed the others down.


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"I can't help feeling we're standing on the tip of the iceberg, and the true dangers lay in wait further below," the old man says, stepping to follow the others, waiting for Balaxxius to signal them forward. "... as if we may only have now started to descend into the true, labyrinthine vastness of this place."


Male

As the party descends the stairs, Alaric calls a halt, running his hands over the wall to the party's left. After a few moments of searching by him and Balaxxius, it's confirmed: there's a large secret door halfway down the stairs!

There is, however, no indication of how it would open...pushing on it does absolutely nothing, and there are no clear handles.

Ahead of the party, the lower hallway stretches twenty feet in drab, crumbling stone before turning to the right and descending down another flight of stairs. From your position, you can just barely see that a thick mist or fog seems to be drifting up those stairs, as though they descended into a mountain valley...wisps of it spill into the hallway at floor level before evaporating, but the thick cloud on the stairs themselves never dissipates.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"You can tell me a lot of things, but I doubt this wall of fog is a natural occurrence."

Quadravos φ casts detect magic to see if he notices anything out of the ordinary.

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Yes, I would think the same, wizard. I enjoy being able to see in the dark, I'm not as keen on not being able to see at all..." Balaxxius gets ready to continue moving, despite his trepidation, once the wizard has had a chance to weigh in.

-Posted with Wayfinder


HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10. Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

"For the time being," the gunslinger begins, looking at the tendrils of fog slithering across the steps. "It's best not to let it touch you..."

Cast detect magic on the fog


Male

Ibid. and Quadravos peer into the fog, which seems like it must be pretty dense, given that it's not rising up the stairs...

Those who can detect magic:
However, somewhat to your surprise, the fog is not magical. Which doesn't mean that it's normal fog...just that it's not been enchanted.

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

"Perhaps we have to open it on the other side?" Alaric says, rapping on the secret door with a mailed fist. "Can you magic it open, wizard?"

Quick! Cast open/close! :P

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Quadravos φ examined the fog with his magical sight and after a few short moments states his conclusion.
"The fog in itself is not magical, but that does not mean that it came here by natural means. We must ..." At this point Sir Alaric states his idea for the secret door. "... try that indeed. An excellent idea sir Alaric. Let's see what this will do."

Quadravos φ casts the open/close cantrip on the secret door.


Male

Quadravos spends several seconds muttering and waving his fingers at the door...but to no avail.

Quadravos:
I had assumed from the context of your earlier post that you were detecting magic on the fog, but did you intend to examine the door as well?

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

GM:
The most pressing matter was the fog, but with no physical apparent means of opening it and open/close failing, I would also check it for magic.


Male

Sorry for the delay--holiday weekend and all. Let's see about this...

Quadravos:
As you scan the door for magic, you notice a small, bright, densely-laid enchantment--not on the door at all, but off to one side of it.

Quad, Knowledge (Arcana) DC 20:
The patch of magic is some sort of abjuration, perhaps holding the door closed!

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Knowledge (Arcana): 1d20 + 11 ⇒ (15) + 11 = 26
"There seems to be a patch of abjuration magic close the hidden door. It could be that which is holding the door shut."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Hrm.. If there is a way we can counter the magic, perhaps the door will unlock from the other side..." Balaxxius muses as the wizard gets a moment to shine in the exploration.


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"I do have a spell which might dispel the magic. I can give it a try if you think it will help. Hopefully it won't blow up on us.", Elan says with a chuckle.


Male

So? What will it be? :P

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"We have avoided explosions so far, how bad could it be?" Balaxxius says with a nervous chuckle.

"let's just see what happens. "

-Posted with Wayfinder


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Hoping Q will chime in before I do anything foolish.

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

Sorry, thought it would just happen :)
"What spell is it you are talking about?"


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"Dispel Magic. If you think it is a good idea I will cast it on the spot and see if we can open the door. I'm just not sure how successful I will be."

Assuming no objections, Elan then casts detect magic to see the spell and then Dispel Magic on the spell.

Dispel Check: 1d20 + 7 ⇒ (11) + 7 = 18

Grand Lodge

Vitals:
HP: 37/37 | AC: 13/17 T: 13 FF: 10/14 [without/with mage armor] | Fort: +4, Ref: +6, Will: +7 | Init: +3 Perc: +11 | Effects: Mage armor active
Abilities:
Acid Dart 9/9 , Acid Splash 3/3, Wizard Spells (non-crossed spells on sheet), survive without food/water, sleep for only 2 hours, 30 ft of twine or 10 ft of rope/round from robe
Male Human Wizard 7 (Conjuration)

"Shouldn't make things explode normally, so go ahead."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Balaxxius waits for the customary click that indicates an unlocked door as Elan casts his spell.


Male

As Elan chants his spell, he can see the abjuration on the wall next to the door begin to unravel--and as it finishes, with a loud rumble, the door grinds slowly open, receding into the wall to the right.

Beyond the secret door, you can see a blank stone hallway that extends thirty feet before making a sharp turn to the right...leaving you with two potential pathways to explore.

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"I guess we didn't open this door not to check it out, right?"

Balaxxius enters the hallway, picking his way carefully as he moves down, keeping his eyes peeled for traps.


Male

Peering around the corner after finding nothing in this section, Balaxxius sees that the corridor continues another 40' before terminating in a massive, wooden oaken door. After approaching carefully, checking for traps on the way, the rogue sees that this door, unlike so many others in this place, has a clear handle, and no apparent lock...

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Why do I get the feeling that grabbing this handle will drop the floor out from underneath us? Oh yea... because it probably will." Balaxxius says dryly.

Shrugging his shoulders, and taking his time to search the door, floor, walls and ceiling in the area for traps or hidden doors, he grabs the handle and pulls. assuming he doesn't find anything

Perception: 1d20 + 19 ⇒ (19) + 19 = 38 +3 for traps


Male

Sorry for delay...map updated!

The door opens without trouble or danger, and you find yourself gazing into a spacious chamber. This chamber was clearly once a lab or workshop of some kind. Shelves line the walls, covered in dusty jars and unidentifiable alchemical tools. Against one wall is a large desk with a pair of chairs. In addition, there are two large workbenches covered with dusty tools and a pair of large stone slabs littered with scraps of linen wrappings, skulls, and bone fragments. Three large vats or cauldrons, apparently made from heavy clay, occupy the center of the room, each about 7' wide and four feet tall.

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Well now we are really getting somewhere it seems..."

Excited, despite the circumstances, the burglar enters the room, wary of the many traps that could still be laid out for anyone savvy enough to make it this far. Otherwise, he excitedly looks through the implements, shelves, and other various things in the laboratory for any clues or signs of what else may be hidden in this tomb, as well as for anything valuable.

"Is there anything magical in here? There must be..." He asks to his companions, directing the question at them at first before trailing off in his own thoughts as he searches.

Perception: 1d20 + 19 ⇒ (15) + 19 = 34


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan says a prayer and begins to search the room with detect magic active.

"Looks like it's been a while since anyone worked in here."

After scanning the room, Elan heads over toward the desk to search it.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Sovereign Court

Male half-elf fighter 6/gendarme cavalier 1 | Init +8 | low-light vision, Perception +11 | AC 28/12/26 | HP 69/74 | F +9 R +4 W +3; +2 vs charm and compulsion | CMB +11, CMD 21

"Still the first sign of life we've seen in this place unless you count that bloody statue." the man says, removing his helmet and scratching his head. He cocks his shield under his arm and glances about the room, trying to stay out of the way.

Aid Another (perception): 1d20 + 11 ⇒ (20) + 11 = 31


Male

Elan:
Rather to your surprise, you don't detect any magic in this room!

Examining the room's contents quickly reveals that there isn't much of value here...all of the tools are rusted beyond repair, many of them flaking, while the few books that Elan discovers on the desk have molded and aged down to brittle flakes. The urns on the shelves hold various foul-smelling unguents (in the few cases where they're not empty to begin with) that mostly seem to be past their use-by date as well.

The three vats in the center of the chamber prove to be affixed to the floor itself, and they each seem to be full of scummy-looking water, clouded thickly enough to make it unclear what else, if anything, lies beneath the surface.

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Unused... old, forgotten. Much like the rest of this temple. Perhaps all we will find here is constructs and other forgotten wards against intrusion, and the owner of this place just as dead and forgotten as this lab."

Balaxxius dusts off his breeches as he inspects the area, getting ready to move on. "The traps in this place seem to live up to the legends, and for that, my interest is still peaked. If those benches full of silver are all we discover in terms of treasure, then I will be sorely disappointed..." the dark elf muses to himself.

Assuming that we have all searched around the room for some time and not found anything. If there is a surprise for us in here lets go forward with that, if not, then I moved us all on the map to the area that looked unexplored.

EDIT: adding this just for good measure, because we might as well try to make something happen!

Just before the group leaves the room, Balaxxius grabs a nearby stick or broom handle and sticks it in each of the vats to see if there is something solid within. "Might as well leave no stone, or vat, unturned."

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Just want to bump this...

-Posted with Wayfinder


Male

As the group prepares to go, Balaxxius carefully probes the vats, starting with the eastern one. That one reveals nothing, but in the central vat the broom handle bumps up against something heavy that it knocks across the bottom of the vat...there's something resting on the bottom! You have a rough idea of where it is, but for all its weight, it's pretty small, and you still can't see it...

GM Screen:

Starting at which end? 1 is east: 1d2 ⇒ 1
Damage to broom: 2d4 ⇒ (2, 4) = 6


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Hearing the stick hit something solid, Elan offers "I'll give you a boost if you want Balaxxius, so you can see what's in there and retreive it."

Good or bad it may be usefull.

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"It's not so much the height, but the water... or whatever this is in the vat. It is so murky I cannot see the bottom. I shudder to think what it might be, but my curiosity is peaked."

Balaxxius pulls the stick out to examine it and the liquid dripping off of it, smelling it and carefully touching it with his fingers to see what it might be.

I don't know what kind of check might be necessary, but mostly just want to make sure it isn't dangerous to stick my arm in. If we do determine that it is dangerous, we can work together to figure out a solution to get the prize at the bottom of the box out.


Male

Balaxxius can't smell anything from the liquid, but when he touches it with his fingertips he feels a sort of light, stinging buzzing sensation, as though he were drinking soda with his fingertips.

Knowledge (Nature) or Craft (Alchemy) DC 20:
This seems to be some sort of slow-acting acid; casual contact won't hurt, but prolonged exposure--or exposure to large quantities--would start to burn after a few seconds.

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Interesting..."

Balaxxius shows his companions the liquid and the effect on his fingers, hoping someone knows more about it.

Don't have either of those skills. Someone hit that DC so I can tell if I am sticking my arm in a vat of pop or a vat of acid... Though I guess that is what wands of healing are for, right?

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

If only I had a pair of gloves...


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"Unfortunately, I don't know anything about it. Did it do any damage to your stick?"


Male

Perception DC 35:
A close look reveals that the broom handle may just be thinner on the end that was poked into the acid...and it's covered in tiny porous holes, as though something had drilled into it.


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Elan examines the stick and shrugs.

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

Sorry, no idea how I missed those posts... Next time feel free to post a reminder that there is new stuff... :)

perception: 1d20 + 19 ⇒ (9) + 19 = 28

"It doesn't seem like there is anything wrong with it... Must be fine. "

Get ready to heal me... :)

Balaxxius removes his gloves and rolls up his sleeves, and takes a deep breath to prepare himself. He dips the end of the stick back into the vat to get an idea of where the object is. Once he has found it, he reaches in quickly, grabs the thing, then pulls it back out.

roll whatever checks for me that you need me to roll...

-Posted with Wayfinder


Male

With what amounts to miraculous luck, Balaxxius bravely plunges his hand into the vat and manages to locate the object after only several seconds of groping. As he pulls his hand out, though, he lets out a hiss of pain and clutches at his steaming fingers--the vat's substance is burning like acid, albeit slowly. Fortunately he wasn't exposed for long...

The object he retrieved drops to the floor with a loud clatter. It seems to be a golden key--or rather, half of a golden key, which seems to have been bisected down the middle.

6 acid damage to Balaxxius. If you don't believe me about the luck, look in the GM screen. I was going to roll for each round with increasingly better odds of finding it. :P

GM Screen:

10% Chance of finding it, high is good: 1d100 ⇒ 92
Acid damage: 2d4 ⇒ (3, 3) = 6

Dark Archive

Male Drow Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps

"Yeeaaaarrrooouch!" Balaxxius shouts, flinging his hand in pain to get the acid off and in turn, sending the half key bouncing across the floor.

Taking his waterskin, he dumps some water on his hand and arm to help wash the acid off a bit. He flexes his fingers a few times to make sure they still work ok, glaring at the apparently unharmed broom handle.

"well, where do you suppose the other half of this thing us? And what in the world does it go to?"

-Posted with Wayfinder


Male Samsarian Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

"That is a good question, one to which I have no answer. Let me see your hand." Elan then pulls out a wand and taps Balaxxius' hand.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

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Male

So sorry to hear that! Of course RL stuff takes precedence over this any day. Let us know when you're ready to rejoin--in the meantime I'll take care of Baxter's actions.


1 person marked this as a favorite.
Male

Hi all: I'm guessing this post will go unnoticed (and sort of hoping it will) but if anyone does see that the game is missing and comes looking, I wanted to explain why I'm deactivating the campaign. Of course the main reason is that it's been a month and nobody--including me--has posted! So it seems like we're all more or less ready to let this slip into the void...

I do want to apologize for being a less-than-hyper-engaged GM as this campaign wound down. Even after sending out PMs and hearing that people would post soon, I could have done more to move the game along in a timely fashion, and that would probably have kept everyone more involved. I hesitated to do so partly because I myself wasn't feeling deeply engaged by it, and partly because so many of the obstacles in this dungeon can be really, really brutal. I was very hesitant, for that reason, to bot players and possibly get them killed if someone was just experiencing a slowdown.

The other issue I had, though, was this: the module, as I learned, really was not designed for Pathfinder, and in particular I think it translates poorly to PBP. The Pathfinder part of the equation is obvious in how little characters like Alaric and Ibid. had to do for much of the early parts of the campaign: it's not a module that rewards different classes or skillsets evenly, or in some cases barely touches on them at all. In that way, it's started to feel to me a bit like a relic from another era of gaming.

The other way that it's old-school, though, is how central a tabletop is to the experience. I tried to mimic it as much as possible, but there are a number of times when the module says "Unless players immediately act in such-and-such a way, this happens," or otherwise dictates responses based on real-time give-and-take. Puzzles, too, can also be frustrating in PBP: on the one hand, you have a long time to think about them, but on the other, many posters don't have hours to sit and think if they're posting on, say, a lunch break or before picking up the kids. With the right group, the occasional puzzle can be great. But (and I've seen this in other PBP games in which I'm a player) it can also be hard to track multiple moving parts, or even just remember earlier clues over such a long time span. Both puzzles and real-time interaction are huge components to this module, and I don't think they work well in this format.

All that said, though, I want to say that I had a blast playing with you all, and I hope to play with you guys again on these boards soon. (I may have some openings in my Curse of the Crimson Throne game shortly...PM me if you're interested!) If you'd like to know more of my thoughts on the game, or if I'm totally wrong and everyone does want to keep playing and some freak coincidence of timing put us all out of commission at once, please feel free to send me a PM as well. I'm happy to help look for a new GM for the game as well if that's the preference!

In the meantime, it was a great run, so thanks, and happy gaming. :)


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

I have enjoyed lurkering in this game and liked the characters as well. Pity nobody got dunked in the lava.

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