World's Largest Dungeon Dive

Game Master Nairb the Grey

Delve into the World's Largest Dungeon

WLD Map
WLD Loot Tracker - Credit Zurne


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Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Also apologies for long gameplay post is long. Taanimohka is a student of the Harrow herself.


HP: 9; Move 40'; DarkV 60'; Init: +5; Perception: 7(9); F: +3 R: +3 W: +5; AC 16 T13, FF13
Taanimohka Essirien wrote:

@Son of Atrau: sorry, but I'm not clear.

In your first in-game post:

Son of Atrau wrote:
It was a raven haired beauty that he watched for. Something inside him felt warm and anxious whenever he glimpsed her. She once stretched during the dawn hours of a glorious day, and the boy thought it was the most beautiful thing he had ever seen.

Then, later:

Son of Atrau wrote:
When asked a question directly from Ivonette, he looks away and then down. He glances upwards at the raven haired beauty and then back down.

In the first quote, is Son of Atrau watching a passenger on the caravan? And in the second quote it is unclear who Son of Atrau is looking at, given the preceding sentence indicates Ivonette. Is he looking at Sayarishi with his glance?

Sorry to be uber-specific, just confused as to what is actually going on.

Yes in the second quote...Mistress Ivonette Mortana asked a direct question "Might I ask who you are youngling; and what brings you to my community?"

He looks at the raven haired beauty who happens to be in the crowd reflexively...sorry it was confusing, It usually takes a few edits to get what is in my head to reflect in prose. This slipped by me...But I am so glad that you are reading my stuff so closely...Thanks


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

I make a habit of occasionally missing super-important plot details or fogetting things completely; for some reason I also get super confused by fairly sidereal stuff like who is saying what to whom etc.

PbP is the strangest beast.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Just as a side note, whenever possible, Zordlon will be taking 10 on perception checks


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Sorry folks, went to an unexpected businesstrip, had only 5 hours of sleep last night and am quite plastered. Will poste tomorrow!


HP 7/7 | AC 15, T 12, FF 14 | Perception +9 | Initiative +2 | F +1, R +1, W +5

Hey, sorry, I too got dragged off for booze and little sleep. Also, karaoke. (Despite butchering Africa by Toto, I discovered that I apparently make a decent punk rock singer.)

Will post shortly.


Hey guys, my wife and I are leaving on a cruise 1/3 and I will not have reliable access to internet until 1/10. Because of this I am holding off on taking the story forward by GM fiat. Once you enter the dungeon it is a standard dungeon dive, which will require a lot of interaction from this side of the screen. While you are on the road though it can mostly just be RP between the 6 of you.

Feel free to slow walk the story for now. Interact with villagers, hit the road when you are ready. When the 10th rolls around you will arrive at the crack under Storval Stairs and we will end the Chapter 0 Prologue stuff.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

That's awesome, please please have a great time with your wife on the cruise! I will be happy to wait until your return to continue. Happy New Year!


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Have a great Cruise!


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Before her discussion with Son of Atrau, just after she discovers the recent condition of the Priest of Cayden, she will arrange to purchase (1) one week worth of trail rations and gift it to Dornhold for use after the two week trip.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

I guess no RP until the GM gets back?


And we're back.

Thanks everybody for your patience while I was gone.

We'll get on the road with a game play post some time later today.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Still here...


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Right here... Anyone besides Nairb (GM), Taanimohka, and Zordlon?


Hoping more will come back into the fold next week.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Only Sheth and Son of Atrau then still missing?


And Unbuegsam, the dwarf.

Note to self, check both threads before posting.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

@Nairb - have you heard from our missing players? Maybe send them a PM if you haven't already?


I had not tried messaging them yet, but it seems like it might be time...

Looking at their profiles doesn't look like either of them have posted anywhere on the boards since the new year, so I don't know if they are around to see the PMs...but I sent them anyways, so here is hoping.

I will DM bot them for now, if we don't here from them soon though they might get lost in the dungeon until they reappear if they ever do.


No response from either of our MIA characters. I have invited two more from the recruitment to join us...if I get affirmatives from them I will write them in soon.


So...Northern door is open and shows nothing but blackness beyond. East door is still closed. A random stranger in dark clothes just walked in behind you.

Seems like you guys have some options on what to do next. I look forward to seeing what you decide.

Zurne, you are now welcome to post IC whenever you are ready.


Am I too late to join?


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Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Welcome Zurne and Byung-He!


Hey there Byung-He...didn’t know if it would be a while for you to respond and didn’t want to hold Zurne up.

You both traveled together. I will add you to the map when I am at a real computer instead of a phone.


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Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

I was ready for Zurne and Byung-He to fight for supremacy!

But yes, we traveled together. :D


Together we shall fight death itself my comrade!


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Divine cloaks united!


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Nice to have you both joining us.


To make clear since a previous post kind of confused the matter, both doors are now standing open and have identical darkness just on the other side of the door way. There does not appear to be anything to mark one of the doors as different from the other, both doors and door frames are featureless metal set in a stone wall.

From what experimentation you have done there is something on the other side, not just obliteration (Zurne continued to be aware of the light spell on the stone after it passed through the doorway; however I don't think he shared that info with the rest of the group in text), but from where you stand now it does not seem like you can pass back through the doorway once you enter (Dornhold could not pull the torch back out).

Sayarisha recognizes the spell as some variation of a Wall of Force, but this is information that she has not had an opportunity to share wit the rest of the group yet.

That's where we are at. </recap>


I'm for going through but as a character that would be suicide going alone so just need someone to go ahead of me.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Sayarisha is willing to go after the others but she is willing to listen to suggestions from the remaining characters before making her final decision.

Also, I'm curious about which doorway our brave dwarf charged through.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Taanimohka is as cautious as Unbeugsam is rash. Wait until she finds out the remaining door is a broom closet.


I am so pleased that the Dice roller gave you a harrow card that fits the situation...:D


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

I wish I was pleased that I invented a third door. *sigh*


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

LEROY JENKINS!


Damnit LEROY!


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At least I have chicken.


Testing out my new RSS feed reader to see how it displays updates. You can ignore this.


You are correct that you should have been able to see farther Zordlon, but still not far enough to see the far wall of this room or the source of the "cough in the darkness". Map has been updated though for your sight ability.

You guys decide if you want to check out one or both of the two doors in front of you or investigate the noise further down in this room or just wait. Once that has been decided and resolved we will bring in the rest of the group.


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I added in a vision reference chart primarily for my benefit on the map. This gives me a quick glance of how far everyone can see into darkness or low light. Of course, I might have made mistakes while combing through profiles and character sheets to find the info, so if you guys could just let me know if this is accurate that would be great.

Vision Reference:
Byung-He - 30’ Darkvision
Zordlon - 60’ Darkvision
Sayarisha - Normal
Taanimohka - Low-Light Vision
Unbeugsam - 60’ Darkvision
Zurne - Normal

Also, Quad post for the GM...woo!


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Zurne wrote:

"They look harmless...sick, even. Does anyone speak Orcish?"

Zurne nods to them. "We don't want to fight you. Are you sick?" he asks in Taldan.

[dice=Sense Motive]1d20 + 9

Quick word about illumination guys. It is an important part of the dungeon, so please try to keep in mind what your character can and cannot see given the lighting conditions. For my part, I will be more diligent about adding lighting indicators to the map (I have added some for the stone and the light from the doorway already.

Zurne, as a human with normal vision, you can't really see the orcs unless you are right on top of them. To make your post work, I am assuming that you picked up the light stone and moved to within 40' of the first few in the group. If you are not comfortable with being that close please let me know and we can retcon.

This article from the pfsrd would probably be a helpful reminder for all of us on the topic.

I generally hate being a rules lawyer, but like I said it is an important part of the dungeon, and if we don't pay attention to it then what is the point of some people having low-light or dark vision.


Enjoying the game and no worries about rules, I enjoy precision and your attention to details. Also if you need any additional checks or rolls that are not included ina post by my actions just let me know or feel free to make the check yourself using my sheet if you just need to know a result.


Sure, I totally get that requirement. Yes, we'll say that Zurne picked up the light stone and walked near them.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Heh. Shoulda been a post from Zurne.


Hey guys, reminder, we are hoping for a posting speed of 1/week day M-F. Right now you have two doors in front of you that have been inspected, no traps or locks were found. In addition, there is an area to the south of the orcs that is still shrouded in darkness, so you don't currently know what is on that side of the room.

Thank you to Taanhimohka (I spelled that right on the first try! woot!) and Sayarisha for posting today. Let's get some more movement though, there is a lot of dungeon to explore, but its not going to explore itself.

As stated in recruitment, "If you won't be able to meet [the posting schedule] for a short period of time I ask that you PM me so we can work out a plan so it doesn't bog everything else down."


I check daily but as a healer I need to wait for others to take the lead unfortunately. I'll get a post though daily if needed but they may not move anything.


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I think if you have nothing to contribute mechanically or rp wise then it is fine to skip a posting day, so long as you are checking the board. Fluff posts just for the sake of posting is not what we want.


If there is ever any doubt I am here just give me a poke! I'll try to act on anything I can as well.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

Just as a note, I don't actually get trapspotter until level 2, (but I set it off anyway, so doesnt matter)

My understanding of the interaction between Detect Magic and magic traps is that Detect Magic would have told me that there was Evocation magic on the door, (and with a spellcraft check, that it was Burning Hands) but not that it was a trap, but then I could search and see if I could find what the trigger was. (This is only relevent for lower levels, as magic trap DCs are much higher then nonmagic ones)

Also, just making my saving throw here, so I can make the correct post (feel free to roll them for me in the future as part of the gm post)

1d20 + 7 ⇒ (1) + 7 = 8


For this trap the trigger is mechanical and the magic effect is housed on the other side of the metal door until the trap triggers, so a Detect Magic spell would not ping off of it.

If the trigger was an alarm spell, or if the magic effect was on this side of the door you are right that Detect Magic would have made note that something hinky was up. A trap maker capable of making a magical trap presumably knows how Detect Magic works and so can build traps that circumvent its ability to detect.

This is my way of saying that a 0 level spell that is at will for any arcane caster smart enough to take it should not let you know about the presence of all magical traps.

Certainly open to feedback and discussion on the point though...I have changed my mind on game mechanics in the past.

Totally forgot that trapspotter isn't until level 2. That's on me.

EDIT to Add: Note to all, there is not currently any light source mundane or magical within the new room Zordlon just entered. He has darkvision, so he is good...but please keep that in mind as you post.

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