The Tomb of Abysthor

Game Master Ierox

Hexcrawling Map
Battle Map


51 to 100 of 364 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Welp, I hope Zatinya has at least 9 con.

As for flying, yeah, you're right. I just didn't have good track of where you started.


Going to cut off combat here; the last skeleton isn't going to survive the round anyway. No reason to waste precious pbp time playing it out.

You each recieve 733xp.


1 person marked this as a favorite.

Here's a nice illustration of the lakeshore.


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Is the roof of that leftmost shrine partially caved it? Kesh would like to buzz them both and see what he sees.


Notable fact about glyph of warding: if you have read magic running, you can identify a glyph without setting it off with a dc 13 spellcraft check.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

Rhiannon will generally try to stay away from any nasty-looking glyphs. XD

...

I don't suppose I could set them off from a distance by chucking rocks at them after hunkering down behind some walls...?


That would depend on what their trigger conditions are.


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

What's infernal for, "Explosive Runes"?


Soo.... What do?

Camping?

Camping here or elsewhere?


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

I think I'd rather explore the other shrine & the lakeshore, better to deal with it now than in the dark with half the party trying to sleep. Other shrine!


All of you get 400xp for traps, by the way.


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Ooh cool, we get to track our own XP! ^^ What do we get for the skeletons?


Red DM of Doom wrote:

Going to cut off combat here; the last skeleton isn't going to survive the round anyway. No reason to waste precious pbp time playing it out.

You each recieve 733xp.

733xp


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Is the information in the primer post for this adventure considered "common knowledge". I'm thinking specifically of:

Muir was a goddess representing three virtues, Truth, Honor and Courage.

...and then anything like this that comes up in the future. Even though Gren is not trained in Knowledge Religion, it would be strange if he went on this adventure not knowing a basic fact like this.


Ooh! I think he deserves to know that. Nice perception check.

-Posted with Wayfinder


Gren Redbridge wrote:

Is the information in the primer post for this adventure considered "common knowledge". I'm thinking specifically of:

Muir was a goddess representing three virtues, Truth, Honor and Courage.

...and then anything like this that comes up in the future. Even though Gren is not trained in Knowledge Religion, it would be strange if he went on this adventure not knowing a basic fact like this.

Yup. Any fluff I've given to you, you can consider your characters knowing that by virtue of common knowledge. ^^


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

So a thing I've seen implemented in other PBP games is the "Rule of 2". If a player proposes a course of action and a second player seconds it, that's what the party does. Keeps the group from wasting a lot of real-world time debating.

What does everyone think?


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Works for me. It's something that I've started doing myself.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

I'm cool with it. Rhiannon's pretty happy to go with the group consensus anyway, since she's mostly around to have fun and study rocks. XD


That's cool with me too.

-Posted with Wayfinder


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Fine by me. Thanks for the suggestion.


female Aasimar
Spoiler:
HP 11/1 Ini+2 Sp30" Ac 17 T12 FF15 F5 R2 W 5 Per+3
Cleric (Herald Caller) 1

I think this is a very good idea!


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Assuming actual spellcasting is involved in this, my guess is the three spells needed are Bless, Bless Weapon, and Divine Shield. Thoughts? It's possible it's another "speak the right words to make things happen" but I don't know, and Kesh definitely doesn't.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Yeah, I'm thinking that is the case as well. That makes our only options resting or exploring the lake. Since we had a bunch of votes for resting before, I think we find a place to hunker down.


female Aasimar
Spoiler:
HP 11/1 Ini+2 Sp30" Ac 17 T12 FF15 F5 R2 W 5 Per+3
Cleric (Herald Caller) 1

I hope its not bless weapon but align weapon. Because I can´t cast bless weapon. Pally or good domain only. And I think you mean shield other.


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Meant to say Shield of Faith, but maybe shield other? Kesh will let the priests sort it out


I don't know how big these tombs are. From a metagame perspective, having spells of different levels to unlock the gates could be a natural way to funnel us into lower-level areas first, before getting to higher level parts of the tomb.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

I was under the impression the shrines were separate from the burial halls, our actual destination.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Hmm, that's a good point. I was thinking the shrines were near the burial halls.


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

So these are little outpost-warmup-dungeons before the real dungeons? ...I like it.


1 person marked this as a favorite.

In ages past, two vast temples to Thyr and Muir were erected in Bard’s
Gate at the founding of that great city that still stands today. The priestly
followers of these noble gods erected smaller duplicates of the twin
temples in a small, secluded valley to the north of the city, adjacent to a
lake of crystalline clarity.
This valley became known as the Valley of the
Shrines. In the nearby hills they also carved burial halls to house their
fallen heroes and worshipers.
For years the worship of Thyr and Muir
thrived, producing heroes and paladins of legend, some of whom are
entombed in the burial halls.
But new gods came, replacing the older gods. And the worship of Thyr
and Muir in the secluded valley — both demanding deities — waned in
favor of the more liberal gods of song, craft and commerce in the city of
Bard’s Gate. Unable to maintain both the twin temples in Bard’s Gate and
the complex in the Valley of the Shrines, the priests of Thyr and Muir
sealed the northern shrines in the valley and returned their worship to
the temples in the city. Abandoned, the burial halls still remained sacred
places, and small groups of pilgrims continued to make treks to the sealed
temples to pay respect to their fallen predecessors and to peer into the
crystalline lake.
As the years passed, the shrines in the northern valley increasingly fell
to disuse and ruin. Only a handful of devoted priests, led by the high priest
Abysthor, were left to continue the elaborate rituals of their gods. Even the
great twin temples in Bard’s Gate began to deteriorate. Despite Abysthor’s
devotion, his temple and the worship of his gods in general waned. In his
final years, Abysthor spent many hours in the main temple in Bard’s Gate
in communion with his deity. Declaring he had received a great vision, he
traveled alone — aged and infirm — to the Valley of the Shrines, claiming
he would return soon and that the glory of Thyr and Muir would be
restored. Abysthor never returned. Some said he had gone there to die and
had done so alone because no other priest could cast the spells necessary
to consecrate him properly. Many groups of priests followed after him,
though none could brave the corruption that had infested the burial halls
since they had been abandoned.
Abysthor’s failed quest was taken as a sign of decline. It has been some
twenty years since Abysthor disappeared. Only a handful of priests remain
in the temples in Bard’s Gate, their cavernous temples falling to disuse,
bereft of worshipers.

So yes, the shrines and the burial halls are seperate things.

Unless someone dug a tunnel from one to the other, of course.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

So, we are resting in the temple?


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

I believe so, much to Arianna's dismay.


One thing that might help you; clerics don't have to prepare all their spells all at once. If you leave spell slots open, you can later spend 15 minutes to fill open slots.


1d20 + 1d6 ⇒ (16) + (6) = 22


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Rules clarification since I've never played an alchemist or investigator before - I create extracts on a per day basis. Usually I take this to refresh after a nice long rest like we just had. I can create them any time through the day though and they explicitly last 24 hours. Here's the what I'm thinking:

Right now I have 1 extract left over that I prepared at the end of day yesterday (adhesive spittle). Should Gren dump this out and start over with 3 new extracts or can he hold on to this one for 1/2 the day and actually have an extra extract to work with for a while (1 from yesterday and 3 for today)?


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

You only get the daily limit, max. Think of them as spells: they last a maximum of 24hrs, but you're still limited to your maximum per day. So you don't get to roll over the leftover extracts to the next day, unfortunately.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Yeah, it felt a little cheesy the way I was thinking about it at first.


Keshokkar wrote:
You only get the daily limit, max. Think of them as spells: they last a maximum of 24hrs, but you're still limited to your maximum per day. So you don't get to roll over the leftover extracts to the next day, unfortunately.

Yup.


female Aasimar
Spoiler:
HP 11/1 Ini+2 Sp30" Ac 17 T12 FF15 F5 R2 W 5 Per+3
Cleric (Herald Caller) 1

It says extracts go inert after 24 hours.


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Right, but it's been FAQ'd to prevent people from gaming them the way Gren asked. Can find the link in a bit.


The old way of doing this was casting extended hour/lvl buffs right before you went to sleep.

I'm honestly just going to vaguely handwaive it out of existence, via rule 0, if the rules turn out to allow it.

In other news I ran the first bit of slumbering tsar for my face-to-face group today, filling in for the normal GM. Two PCs died, but they have a druid, so they came back to life okay.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

That sounds about right for a Frog God game. XD I suppose "live" and learn might be a bit too optimistic, but... perhaps they're getting a better sense for what they've gotten themselves into?


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Bring it! :)


If anyone else has solved it, or just parts of it, then feel free to discuss ooc in clear terms.

Edit: Clues you've been given:

Quote:

“Invoke the divine favor of our goddess and speak the name of the virtue that is her shield,” on the southern wall.

“Call upon the power of our goddess to make your weapon as hers and speak the name of the virtue that is her sword,” on the western wall.

And “Pray to our goddess that through your self-sacrifice you may protect others and speak the name of the virtue that is her armor,” on the northern wall.

Quote:
She's pretty sure that "Courage" is supposed to be the armor.

Trying to say "Courage", "Honor", or "Truth", on their own, failed to open any doors.

Casting Divine Favor and saying Courage failed to open a door.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Good call. Here is all of the information:

Tapestry 1, East Wall:
-One depicts Muir with her sword raised over her head, much as the ruined statue in the temple above.
-No Inscription

Tapestry 2, South Wall:
-The second depicts Muir and Thyr, standing with a vast shadow against a horde of undead and demons.
-Invoke the divine favor of our goddess and speak the name of the virtue that is her shield
-Just saying Honor did not work
-Just saying Truth did not work
-Casting Divine Favor and saying Courage did not work

Tapestry 3, West Wall:
-The third depicts Karith the paladin, slaying a a dragon with his holy sword.
-Call upon the power of our goddess to make your weapon as hers and speak the name of the virtue that is her sword
-Just saying Honor did not work
-Just saying Truth did not work
-Casting Divine Favor and saying Courage did not work

Tapestry 4, North Wall:
-The fourth and final one depicts a vast group of fifty-one Justicars (a holy order of warriors devoted to Muir, elite beyond even paladins) entering the gates of a foreboding fortress.
-Pray to our goddess that through your self-sacrifice you may protect others and speak the name of the virtue that is her armor
-"Courage" is supposed to be the armor
-Just saying Courage did not work
-Casting Divine Favor and saying Courage did not work


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Best guess looks like:

South Wall: Divine Favor + Honor
Second Best: Divine Favor + Truth

West Wall: Align Weapon + Truth
Second Best: Align Weapon + Honor

North Wall: Shield Others + Courage


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Well...maybe not

Lorien wrote:
She will cast Divine favor and say "Courage!" in celestial.
Red DM of Doom wrote:
The doors remain shut, one and all.
Lorien wrote:
As the spell is still active she will quickly say honor and if that does not work Truth.
Red DM of Doom wrote:
The door doesn't open.


It might've failed because Lorien said Courage; saying all the other words later may not make a difference. Or maybe it all doesn't work, but it's hard to tell for sure.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Yeah...at the very least we should try it with Truth and/or Honor again...I think she left a spell slot open though so it should just be a short meditation to get the spell and try again. From the text I would guess that Honor is a shield and Truth is a sword.

Then again I can convince myself the reverse is also true!

51 to 100 of 364 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Stoneheart Mountains Adventures All Messageboards

Want to post a reply? Sign in.