Reginar

Ryzern's page

242 posts. Alias of PoorWanderingOne.


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Male Human, dual talent Hedgewitch 3

Any movement Tark?


Male Human, dual talent Hedgewitch 3

Its ALIVE!


Male Human, dual talent Hedgewitch 3

<cough>


Male Human, dual talent Hedgewitch 3

<coff>


Male Human, dual talent Hedgewitch 3

Well I'm here until I hear last call from Tark. But it is getting pretty dark outside......


Male Human, dual talent Hedgewitch 3

"Yes I should like a word with our hosts."

Gathering up the animate key Ryzern trails the group. The smoke from his cigar leaving a thin blue trail behind.


Male Human, dual talent Hedgewitch 3

"It is isn't it? Well I think we are almost ready to meet our hosts. I am rather looking forward to that."

"Come along Key" Ryzern heads for the next (final? I am afraid I have lost track, must reread the thread) room. The shiny key skittering beside him on its eight metallic legs.

{duration on the animation is three minutes. Ryzern will pick up the key before it runs out}


Male Human, dual talent Hedgewitch 3

Well that is annoying. Did Ryzern close the door to the hell of burning crates and if so has this had any effect on air quality?

Hmmmm... Ryzern contemplates the area just inside the door. Searching for traps in one space just inside the door. Taking 20 and using a guile point for a total of {20+2guile+9skill} 31.

If a trap is found:"Looks like there is something here. Ryzern will attempt to disarm the trap: 1d20 + 9 ⇒ (12) + 9 = 21.

If no trap is found: "Seems clear...." Ryzern will tap the tiles in the searched area with his walking stick/light mace. If that fails to set off a trap he will smash a tile or three with said mace. If this fails to activate any surprises then and only then will Ryzern step into the searched and abused space.

Unless interrupted by outrageous fortune Ryzern will attempt to Animate the key.

{Note: the key is 35' away at the limit of Ryzern's range. A tiny (or smaller) animated object moves at 15' per round so this will take a bit.
Note 2: There is a flaw in the Animated objects rules that I am choosing to ignore. Tiny Etc. objects have 1 Construction Point. The 'Metal' ability costs 2 CP 'Mithral" costs 4 and Adamantine 6. As there is no way to get more than 1 bonus CP it is either not possible to animate smaller objects of rare metals, mithral has a minimum size of Large and adamantine Gargantuan, or rare metal objects cease to be considered rare metal while animated. How do you want to play this? I propose simply ignoring the CP system and assigning animated objects abilities and flaws as are appropriate to the objects form or function. In this case I suggest the key gains the "clunky" flaw and the appropriate Metal ability depending on what it is supposed to be made of. }


Male Human, dual talent Hedgewitch 3

Tk would likely be the cleanest. Even if they have Indiana Jones style negative weight triggers we would be, at worst, on the edge of the effect. But I will need word from Tark as to what category the key falls into. Spheres of Power has some idiosyncratic rules.

Teleportation would actually be my last choice. Actually being in the room would trigger whatever surprises are in the offing and I would be trapped there for at least one full round. More if they put thought into the trap.

Animation would work nearly as well as TK. Upside, it uses a different resource and I have a bit more juice in that bottle. Downside, The key actually has to walk over to us and means weight on the tiles. Could trigger things if they were sensitive enough. But the key is solid metal so depending on the trap/surprise it might not matter.

All of the choices depend on Tark for stuff like SoP TK/Animation class of the key and the distance from the key to the door.

There is also the good old hook/ring and rope toss. It's loud and slow but free so we might go with that once we see how far we would need to toss the rope.


Male Human, dual talent Hedgewitch 3

Well you would not be the person setting off the traps so there may not be a down side, for you. <smile>


Male Human, dual talent Hedgewitch 3

Tark.

Ryzern on 11 March wrote:
Re air supply: Is this a current worry? Enough smoke to see? To smell? Any one coughing? Eyes watering? If so then Ryzern will wander to the Hell of flaming crates and shut the door. I assume it is not an issue as you have not described the air as stale which, with so much happily outgassing concrete about strongly implies ventilation.At least that is what I am thinking.....could be wrong..

In any case.

<cof>

"Ble, those Mephits are spoiling my smoke. Hang here a moment and let be shut the little devils in."

With that Ryzern scampers over to the Hell of burning crates and shuts the door. Making sure to spike it closed once it is fully dogged.

His pleasant smoke restored Ryzern returns to the group.

Re this room. How far away is the key? Where does the key fall on the Telekinesis Sphere's size table? Same question for the Enhancement Sphere's animation table?


Male Human, dual talent Hedgewitch 3

There is no way in which the scrubs plan is not a good idea.

I can Lift/Animate/Teleport over and grab the key if we cannot manage a way to do it w/o resources.

But I think it looks like another job for a grappling hook. Might take fifty or so throws the drag the key over to us but w are not pressed for time.


Male Human, dual talent Hedgewitch 3

"Well, that was ... actually more disturbing than the corpses."

Ryzers smokes for a moment.

"One more I think. Or do we want to try using the false key and skip the last room? I am sure it will trigger a trap of some kind but it might also open the door. I have no opinion either way."


Male Human, dual talent Hedgewitch 3

"I'll stick with you Aiseilura. Not that I think anything will happen out here but I'd less than useless in that dark.'


Male Human, dual talent Hedgewitch 3

Cool, and thanks. I do way overthink things.

On we go!


Male Human, dual talent Hedgewitch 3

So what is your thought? Why are you sending Lienhol into near certain death?


Male Human, dual talent Hedgewitch 3

I am worried that this "I dare you to kill me ploy" could be motivated by frustration with our current powerlessness and the slow pace inherent to PbP rather than (or perhaps in addition to?) a desire to change the framing of the situation and seize some initiative from the captors.

I have to admit that I am a little frustrated with this rats in a maze scenario but it is an established trope and I can deal.I am likely overthinking this and am just depressed re: Belgium. But I thought this might be worth talking about.

Thoughts?

also: nice clip pick Tark though I see this more like the Stephen Universe episode "The Test".


Male Human, dual talent Hedgewitch 3

Dreadguard
I do not want to steal your thunder but perhaps it would force our captors hand further if more of us or even all of us walked into the dark with you. Your call, this is an awesome play and it is all yours if you want it.


Male Human, dual talent Hedgewitch 3

Well.... I'm not sure what other precautions we have available. I could slap a minor bonus to AC or Damage or something like a Prot. vs Evil but mostly only for a minute or so. Caun has Bless that might help but saving it for a fight on better ground might be the better option....

<lightbulb>

Actually The Dreadguard is taking the correct action. We should follow him into the dark.

We have no agency here. There is NOTHING we can do to effect our fate. If our captors wish to release us they will. If they do not they will not. They have shown command of resources FAR in advance of anything we can muster. They do not NEED us. We are apparently here for their amusement...

By walking blindly into a lethal threat the Dreadguard has forced our captors to make a choice. They can either kill him or not. If they kill he ceases to be either amusing or useful if they do not they might as well open the door because the so called test aspect is broken.

Good call Dreadguard.


Male Human, dual talent Hedgewitch 3

"Dammed magical darkness. Might be best to try to wait it out. Likely there is someone in there maintaining this. They should get bored eventually."

After the Dreadguard enters the dearkness. "Or use bait, bait works"

Rationalization for waiting this out. Permanency or even long duration magical effects are really difficult/rare in sphere magic. Sphere magic is the most common kind in this setting so assuming that we are dealing with a short duration (min/level or concentration) effect seems correct. I could try a light effect to mitigate this darkness but the odds are not good(My caster level +d20 vs Their caster level +11) and I could only manage it for 1 minute.


Male Human, dual talent Hedgewitch 3

This is normal. Things wax and wane as far as posting rates and pacing. I have been in a game with Tark as GM before and can attest that we have a solid GM. The game will go on.

That said Summer slowdown is real and Play-by-post is NOT a good venue for fast paced games. Some people can do it but to me that is like taking a Penny-Farthing into a triathlon. It can be done but it is not what it was designed for.

I also am enjoying the Hazing summer slowdown be dammed.


Male Human, dual talent Hedgewitch 3

Ryzern speaks to his unseen captors
"...and again with the lights. You lot are simply embarrassing yourselves at this point. Just open the door and we can put this all behind us."
<puf>

Re air supply: Is this a current worry? Enough smoke to see? To smell? Any one coughing? Eyes watering? If so then Ryzern will wander to the Hell of flaming crates and shut the door. I assume it is not an issue as you have not described the air as stale which, with so much happily outgassing concrete about strongly implies ventilation.At least that is what I am thinking.....could be wrong..


Male Human, dual talent Hedgewitch 3

(chuckle)


Male Human, dual talent Hedgewitch 3

Just glad to know you are still with us. Prost!


Male Human, dual talent Hedgewitch 3

Going out of their way to avoid the raging fire in the warehouse room, the group makes for the room in the north-east corner.


Male Human, dual talent Hedgewitch 3

"Excellent work people. One more down."

{Message-boards keep going down. I can't search out where we have been. Does anyone know what rooms are left? Tark, can the big map get an update or did that die with the power-supply?}


Male Human, dual talent Hedgewitch 3

Good call Caun.

Ryzern steadies the rope near the door end.

..time to lend a hand..

For a moment the rope seems to glow. For a moment there is not one rope but a maze of strings and chains and ropes of all kinds spanning the acid. All but the true rope fade but that rope is not quite what it was before.

Assuming the rope falls into the 'weapon' category of the Enhancement Sphere's Enhance Equipment ability. If so then the rope gains a +1 enhancement bonus which should raise it's hardness and hit points should those of evil intent seek to sever the cord.

If this ability does not apply please ignore this post.


Male Human, dual talent Hedgewitch 3

Rope I assume. Jumping allows Murphy's law to dump you in the acid.

Assuming this is what we want to do. Just putting the plan in official motion

Ryzern anchors one end of a long rope to the upper hinge on the entry door as Britti and The Dreadguard walk the other end to an anchor point on the far wall.

With the rope suspended between the key and the brazier Britti now has a pathway to the key or to a bubbly death if there is a backup trap we missed.


Male Human, dual talent Hedgewitch 3

"Well done Dreadguard. Britti, If you would be so kind as to retrieve the key we can be on our way."


Male Human, dual talent Hedgewitch 3

Ooops sorry Caun. I jumped in before Ryzern could have known about the lack of magic thing.

I an very sorry. Less coffee and more attention in the future.


Male Human, dual talent Hedgewitch 3

I knew there was a reason for all those crates.


Male Human, dual talent Hedgewitch 3

"...tinder.....
Ryzern thnks and smokes....

"We have an entire room of old dry flammable crates...
Old dry flammable crates full of packing straw and sawdust."

"Do you think your new friend would like that? He lets us get the key and we lead them to the fuel."


Male Human, dual talent Hedgewitch 3

"Cards on the table Dreadguard. It looks like it is stuck here the same as use. Maybe if we tell it that bit of silver is part of the exit key then it will give it over so we can all get out of here."

The Hedgewitch smiles.

"Mutual cooperation to mutual benefit, it had better not catch on or I for one am out of a job."


Male Human, dual talent Hedgewitch 3

"Caun, are you detecting the smoke mephit as magic?
The brazier might have blocked you before. If the imp was called or bound here then we might be able to offer it freedom...."


Male Human, dual talent Hedgewitch 3

"We have the fire flasks from the clockwork hunters... Perhaps it would want more fire?"

Ryzern relights his cigar.

"We should probably retrieve the hook. It seems to be annoying it."

Tark. Any clue what Mr. Hotbath is? Kn.planes: 1d20 + 7 ⇒ (19) + 7 = 26. reroll: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human, dual talent Hedgewitch 3

"Well don't wait on us, find out what it wants."


Male Human, dual talent Hedgewitch 3

Ok so not enough enough play for the rope to pull it far enough to tip or to clear the altar. Got it.

"Parley? Does anyone speak Ignan?"


Male Human, dual talent Hedgewitch 3
TarkXT wrote:

The chains seem to prevent much movement or even tipping without pushing it upwards rather than pulling it down.

It can be positioned over the acid before this but that would take flight or some very long poles.

If it can be pushed over the acid by poles then it should be able to be pulled to the same place by ropes. It is all a matter of how much freedom of movement the chains allow......I must be missing something, does it look like this?

Or are the support chains horizontal and anchor the brazer to the four walls? or perhaps stiff supports


Male Human, dual talent Hedgewitch 3
Dreadguard Lienhol wrote:

As Lienhol works on the other end of the rope he decides to break the silence a little:

"So what did you all do before this? Rather, what led to you deciding to involve yourself with this situation?"

"It was the flashy magic with the note that got me. I checked with some friends and they assured me it was no simple trick." (Tark. I am assuming something like taking 20 on Kn. Arcane and/or Spellcraft with the Charlatan bump. The friends Ryzern consulted are the spirits in his head who may have kicked in with a Divine Future to really pump the skill checks.)

"The skill in either Alchemy or Magic required proved our hosts had some power. That meant they were either a potential aid in fighting the plague or a threat. In either case, worth investigating. So I dropped a note to my master at the Imbuers and here I am."

As the brazier tips...

"Thought that was a trap. Lets see if we can trigger it."

Tark: is the brazier/flaming monster platter pulled far enough that if it were to fall/top over what ever is inside would fall into the acid? If not will the supporting chains allow it to be?


Male Human, dual talent Hedgewitch 3

Just think of yourself as a pinata in goggles Britti.

Right, go time. Did I miss anything in the last post? If not then lets clear this room and get out of here.


Male Human, dual talent Hedgewitch 3

Thanks for the map Tark!
TARK! I am also assuming the tossed knot test confirmed that the altar was a solid object and that the goo is real and a strong acid. If this or Caun's assumed null result on the detect are not true then pleas ignore what follows.

Caun Stratego wrote:
"The area does not appear to be magically warded in any way that I can detect."

"Well that is good news Caun." Ryzern says as he pulls a large bundle of rope, a hammer, and leather wrapped bundle of spikes from his belt pouch.

'Britti, would you and Mr. Leinhol kindly take these and string the rope over the island? I'll tie this end to the upper door hinge. That should let you shimmy out and snag the key."

<puf>

"Ms. Saravosa, if you would be so kind as to grapple the brazier and pull it aside. It is safer, I think, if Mr. Longtread does not have to pass directly underneath it."

If Britti is climbing a North - South strung rope then if you were to grapple the brazier from the East or West and pull it a bit the chainns should have enough slack to give Britti a clear path. It might also tilt the bowl enough to dump the coals/flames which would also be a win for our side as the threat is removed. Sound good?


Male Human, dual talent Hedgewitch 3

Not sure who you are addressing Lienhol but any plan that has a gnome dangling over a pool of acid will be tough to beat. ;7)


Male Human, dual talent Hedgewitch 3

I can understand that.

My, well Ryzern's, opinion is that this is an obvious trap. Leaping out the the island would be trivial for pretty much any of us. That makes it too easy and therefore suspicious.

Pretty much the same way he would view a room where the key was just sitting on a table. This whole place is supposed to be a test. This room, taken at face value, is not a test. Therefore either Tark/our hosts screwed up and didn't realize how easy this would be, or there is something we are not seeing.

So caution....

But I understand the frustration. If it helps I think this is also related to the computer issues Tark was having. The question holding up the rope plan would have been answered by a room map but for reasons I suspect are related to the power-supply boom we do not have a map.

I also have a tendency to overthink. Sorry. I will work to curb it as we go forward.


Male Human, dual talent Hedgewitch 3

Feel free.
Don't mean to stand in your way.

Far as I can see we are waiting to see if there is room to string a rope over the key.


Male Human, dual talent Hedgewitch 3

That is pretty much what Ryzern is proposing under the spoiler in the gameplay thread.

Britti climbs on someone's shoulders to get the height to anchor a rope so that it passes over the key. Climb over, grab key, climb back. An alarm spell would still trigger but Caun's detect should/might see that.

Course this all depends on us having access to the back wall to run the rope. If the green goo goes to the wall then we need a re-think.


Male Human, dual talent Hedgewitch 3

Leaping up onto the alter, grabbing the key, and then leaping back could work. It is rather risky though if the platform is trapped.

It would be easy to make the altar a shell, stone sides, no top, full of acid, and slap a painted plaster lid on it.

You go through the plaster when you land which triggers the brazier to fall leaving you on fire in a small stone box full of acid.

But then I may be paranoid.

I am sure the jumping plan will work just fine.


Male Human, dual talent Hedgewitch 3
TarkXT wrote:

There is a small wispy amount of smoke coming from the brazier and you detect no magic from within it.

The moat most definitely has that distinct smell of a strong acid.

Tark: Is there a path around the moat or does the goo cover the entire floor?


Male Human, dual talent Hedgewitch 3

At corpse party.

Kn. Local: 1d20 + 7 ⇒ (13) + 7 = 20. Spiritual re-roll: 1d20 + 7 ⇒ (9) + 7 = 16.

Hmmm. Above the law and incompetent. Winning combination.

Ryzern will explain the comment and impart the info in the spoiler to all who are interested.

------------------------
At the pool room.

Ryzern studies the set up.

Do we smell any acid? Smell the smoke from the brazier? Hear anything? I am wondering is this is an illusion and hoping that asking about smell and hearing might be enough interaction to warrant a save. Will save +4 if it is. AND Is there a path all the way around the outside of the 'moat' or does the green goo reach the walls?

"There are about a thousand ways to do this with magic. Trick is to do it without."

Ryvern cuts a couple of inches of normal rope and ties it into a simple knot.

To Aiseilura "I would recommend against swinging on the brazier. Previously the lighting has been by magic. They are using fire here for a reason. I suspect that pan of fire is rigged to tip should anyone get underneath it."

Ryzern smokes a bit. "And if they are dumping fire on things then why not go whole hog? I'll lay odds this green gunk will go up most satisfactorily. Leaving anyone on the alter on fire and in a nice little oven."

Time for a test I think. Step one, is what we are seeing there?

Unless anyone objects Ryzern will toss the bit of rope at the altar. Goal is for the know to hit the 'stone' and then fall back into the green stuff. The dry rope should float, at least for a little while, which would confirm that both the altar and the liquid are real. We will also learn if the green goo is a strong acid by what happens when the knot lands.

Assuming nothing dramatic re test.

"I think I have a plan"...

Plan:

Assuming that 1) the alter and green goo are real and 2) that there is a goo-free path around the moat-altar centerpiece, then we can swipe this without touching the goo or the stone and without using resources.

Someone takes one end of a rope and walks round the room so the alter is between him and the exit. Britti climbs onto that person's shoulders and spikes the rope solidly to the wall. Undignified but we need the height.

Same thing happens on the exit side. There is now a rope strung over the target. Britti (sorry but you are the lightest of us) climbs out on the rope and snags the key part. Retrieve Gnome, spike and rope, bobs your uncle.

One problem is if the key part is on a weight trigger a'la Raiders of the lost Ark. But we do have the (probably) false key part to do a swap if that is thought the best idea.

Any thoughts?


Male Human, dual talent Hedgewitch 3

Tark, we could use some background on body harvesters ect. How in the culture responding to the plague legally. It will avoid future embarrassments.

Ryzern returns the flame flask to his pocket at the mention of "...forceful measures".

"Yes and I would love some anti-plague while you clean up your mistake. After all your stupidity exposed us to the plague you claim to fight.."


Male Human, dual talent Hedgewitch 3
Brittiri Longtread wrote:

The gnome bristles at the room and stays closer to the door, "This seems in poor taste really...the room I mean."

"The whole exercise is in poor taste, why should they break theme now? But yes, yes this is a new level."

Know local: 1d20 + 7 ⇒ (2) + 7 = 9. Spiritualism reroll: 1d20 + 7 ⇒ (20) + 7 = 27

"Nice. Our captors didn't bother anyone who mattered... These are the poor of the city. Lower class beggars, day workers... some working girls thrown in for color I suppose. Should not be too hard to identify one or two, and that will tell where they were stolen from. This was a mistake."

Next door, middle top? No plan just a whim.

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