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Helgar, with his scorpion's help, figures out that the creature is the 'brains' of the symbiotic thing you are fighting. It's a human worm that walks with wizard levels. It has strong damage reduction, is immune to critical hits, disease, flanking, paralysis, poison, and sleep. Helgar is still up.
Venture Lieutenant, Play by Post (online)
Ela Kukai wrote: But I presume there's still a monument or more specific clue at the Hall of Records? Yes, but it won't do you any good without the paintings. Yes, there's a logical leap here, and I have not idea how you're supposed to get over it other than GM declaration. I wonder if this bit, together with one or two other things that make no sense over PbP, is why I've never seen these scenarios run in PbP.
Venture Lieutenant, Play by Post (online)
Svetlana init: 1d20 + 5 ⇒ (6) + 5 = 11
Helgar
Helgar is up first. The beetle is up in the air, so you can't just climb into its mouth. The beetle's mouth is open, and a creature is standing at the edge of that mouth. The six circles on the map are the beetle's legs. You think that it's possible damaging the legs could cause the beetle to fall over. (this won't be quite a normal encounter due to the size of the beetle.)
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An enormous beetle the size of a war galley rears its insectile head in this canyon. Massive, chitinous plates cover every inch of its mighty frame, save for its gaping, toothy maw, which opens into the fleshy and tunnellike stomach of the beast. I was going to reveal the map and roll initiative, but for some reason Google Slides is not working for me tonight. I will try again tomorrow, but you may roll your own initiative while you wait.
Venture Lieutenant, Play by Post (online)
Because it's been over two months, I'd like to call your attention to several previous posts. Please look at and consider this post and this post.
Venture Lieutenant, Play by Post (online)
Queck answers Neri's question about what buildings the Ismacco family were involved in the construction of. "“The construction of the entire Swift Prison was headed by Ismacco engineers and I’ve been asking the city to destroy that Groetus-festooned statue in front of the prison for years. They also built the Imperial Hall of Records, the Admiralty Citadel, and the Harbor Watch; laid the stone that makes up the square around Pharasma’s Pulpit; and built retaining walls to shore up some of the ruins at Quickfall Abbey.”
Venture Lieutenant, Play by Post (online)
“They ransacked our guild and stole ancient city plans—not to mention
To keep things moving, I will assume that one of you asks what the Crypt of Fools is, and where it can be found. "The Crypt of Fools is a secret graveyard, long fallen from use, where traitorous families were buried, or in some cases re-buried, to scrub their stain from Taldan history. The entrance lies under an ancient fountain hidden somewhere below Old Cassomir, though the knowledge of its exact location was lost some time ago and finding it presents a bit of a problem. A legend among engineers tells of a series of hidden clues within three Cassomir monuments. These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance. Look for old buildings built by the Ismacco family, whom we’ve long suspected used the Crypt of Fools as the base of their heinous operations after it fell from use.”
Venture Lieutenant, Play by Post (online)
Ela, Anya, and Specter all damage the leader, who falls over, dead. The gnome engineer introduces herself as Queck Majet. She thanks you for rescuing her and the other engineers who remain in the building. She explains that about an hour ago, more cultists left with six captive engineers— the six engineers who are most knowledgeable on the subject of ancient Cassomir construction. What questions do you have for her?
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After 1 hour of travel, the trail leads into a deep canyon. Along the way, you see various ways that Deskari’s death has brought ruin to his kingdom. In the distance, demonic servitors of Deskari tear each other to pieces in a battle for supremacy, paying no mind to you as you pass by. The once-mighty fortresses of the Rasping Rifts have already begun to crumble to ruin. A thick layer of insect husks blankets the floor of the canyon, crunching underfoot as you walk on the ground and leaving clear footprints like snow. Swarms of insects fill the air up above the ravine. Just in front of you is a sharp bend in the ravine. Anything particular you want to do before going around the corner? Also, please place yourself on the map we will be using after you go around the corner. It's the first map after the rolling macros; your icons need to go into the blue box that is revealed.
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Ela knows the spell is Shield of Faith on herself, and can indeed shoot the remaining enemy. As noted earlier, the blue heart is the gnome who the attackers were tormenting. (on the map so you know where you could have safely used AoOs on the enemies who were nearby) 1d20 ⇒ 16 The enemy does not immediately fall from the grease. Anya's acid does a little more damage. status: enemy -5 HP, Shield of Faith Ela, Neri, and Dass still to act.
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Dass makes sure orange won't torment any more gnome engineers ever again. Anya, I misread something so your splash of acid does hit the enemy on the catwalk. damage: 1d3 ⇒ 3 The only remaining enemy, who is up on the catwalk, casts a spell of some sort. The party is up again. status: red -3 HP
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For everyone's convenience I have put a red arrow pointing to the ladder you will need to climb in order to get to the packman who is up on the catwalk. It would also be possible to shoot up from where some of you are standing. Please note that the catwalk is shown on the other revealed map.
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Ela's shot eliminates yellow completely.
orange -8 HP
Orange tries to club Dass.
Green tries to get revenge on Specter.
The enemy on the catwalk mutters some magical words and points at Dass.
results of save:
If you passed DC 14, you are fine. If not, you are blinded. The party is up again.
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I'm sorry, everyone, I really can't do this. This scenario is one that I would never have chosen to run in PbP. I thought I could make myself push through that, since you had already put up with enough, and you needed a new GM. I've realized I'm not going to be able to make this a good game for anyone. Not only am I not posting nearly often enough here, my problems with this game are making me post less to other games, too. Would you like me to post in Flaxseed to see if I can find a new GM for you, or would you like to just declare this game never happened?
Venture Lieutenant, Play by Post (online)
Everyone, The next few weeks are a time when posting tends to be slow. I will continue posting, but definitely less frequently. I'll be expecting that most of you will do the same. Please post when you can. I'll allow plenty of time for you to post, botting the last person who has not posted if it's been a while. In early January I'll resume normal posting expectations. I hope all of you enjoy any special holidays you have in the next few weeks.
Venture Lieutenant, Play by Post (online)
Everyone, The next few weeks are a time when posting tends to be slow. I will continue posting, but definitely less frequently. I'll be expecting that most of you will do the same. Please post when you can. I'll allow plenty of time for you to post, botting the last person who has not posted if it's been a while. In early January I'll resume normal posting expectations. I hope all of you enjoy any special holidays you have in the next few weeks.
Venture Lieutenant, Play by Post (online)
The fog finally clears. You notice someone threatening up on a catwalk (see the other revealed map). You also see three cultists (green, yellow, and orange circles) tormenting a female gnome who appears to be some sort of engineer or technician. init:
Ela: 1d20 + 6 ⇒ (16) + 6 = 22 Laurentina: 1d20 + 2 ⇒ (9) + 2 = 11 Specter: 1d20 + 1 ⇒ (8) + 1 = 9 Dass: 1d20 + 2 ⇒ (17) + 2 = 19 Neri: 1d20 + 2 ⇒ (14) + 2 = 16 Bagurm: 1d20 + 2 ⇒ (18) + 2 = 20 Anya Silversong: 1d20 + 7 ⇒ (10) + 7 = 17 culitists: 1d20 + 0 ⇒ (5) + 0 = 5 person on catwalk: 1d20 + 0 ⇒ (1) + 0 = 1 The entire party is up before the bad guys.
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'To determine the order in which the armies act, each army rolls 1d10 and adds its Speed and commander’s Charisma bonus to the roll.' So what I need from each of you is the speed of your army plus the charisma bonus for your character. I'll need to go through and change all the dice in that rolling macro to D10, unless someone else gets to it first.
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IHiYC, please reach out to one of us (the PbP VO team) for help. Chronicle repair like this is best done with such help. By the strictest interpretation of the rules, that chronicle sheet would simply become invalid, as would any other chronicle sheets that couldn't apply because the character was under leveled. It would quickly become quite a mess. In cases like this where a mistake was made, we can help find the best way to fix the problem.
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damage: 15d6 ⇒ (1, 1, 2, 1, 5, 6, 6, 2, 2, 1, 1, 2, 5, 1, 2) = 38 The insects’ bites infuse you with the raw essence of the Abyss. Kahwen takes 38 damage, a –2 penalty on attack rolls, saving throws, skill checks, and ability checks, as well as a –2 penalty to his AC and to spell DCs, for the duration of the scenario. Everyone else takes 19 damage and -1 penalties as listed above. The team is quickly able to deal with the insects, but not fast enough to avoid the bites listed above. pausing briefly for any reaction or action taken in response.
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Following the trail you found, you find yourselves in an area crawling with various biting and stinging insects. Before the team can react, you find them crawling all over you. I need a fortitude save from everyone. You have a hunch this might be a very important fortitude save. |