The Cap's Alpha Test


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Male Human Rogue 3

"I'm in!" After listening carefully to the Wizard's instructions, Rheticus slides over to the owlbear skeleton and proceeds to fasten his continual light rod inside its ribcage.
"ooh even spookier!" cries Rheticus. He then joins whomever is searching the Derro and looks to see if the Derro weapons are indeed poisoned.


Male Human Fighter 3

"A fair enough trade for your future assistance. I am in agreement." He moves over to the other exit from the room and peers into the darkness, keeping watch while the others organize themselves and search the dead.


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

Arius looks at the torch bemusedly, then shrugs.

"The secret door next?"

...but only if the skeleton can join us; it's too useful to lose so soon. What's on the derro?


Derro1: short sword, metal tongs
Derro2: standard hammer

No poison can be found on them. There is blood on the hammer and tongs.

skeleton can fit in the passage...


Male Human Rogue 3

having an owlbear skeleton is a nice change from the party-slaughtering owlbear trope I'm used to

"Hmm, I wonder if these little devils were torturing someone nearby? I'm not at all in favour of torture, even for other creatures - and not just because of my profession.

Not that it matters, but why are we looking for this necromancer? An important message? Delivering an owlbear skeleton?"


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

"No, actually the skeleton belongs to the necromancer. Given his criminal conduct, we have temporarily appropriated it as a useful tool for dealing with any other 'projects' that he may have. We intend to apprehend him and retrieve an important Shoati's body from him."

"Given the battle noise, I doubt that we still have the advantage of surprise. Shall we find out what this creature was doing with his tools?"

Arius recites a cantrip Detect Magic and briefly inspects the objects from the derro.

We can send the skeleton on point if you like, though I'm also fine with Hoskuld, Keth, or a scout. If we see the necromancer, he'll probably try to Command Undead to get his owlbear back, so be ready to disrupt his spells.


Nothing shows magic.. they were just two crazy little derro employed by Rolth The Derro came from the main stairs and not the secret door. ( just as a reminder since I accidentally said they came from the secret door when posting from work without a book in front of me)


Male Human Rogue 3

"Soooo, this skeleton is profoundly powerful, yet if we use it too much, we risk having it turned against us. Have you discussed exactly when you'd like to stop using it, or how to decommission it?"

is there a map?

Sczarni

male Captive2/Rower3/Brawler3
Rheticus wrote:


is there a map?

I've been fighting with maptools all week I think i'm just going to take the whoel map and give it to you guys... if you own the adventure, its on the top of page 50. Otherwise I'll post it tongiht when I get home.


Male Human Rogue 3

ew, that's bad news, I downloaded map tools in order to play in a (failed) ventrillo/map tools game. Always hoped it would be a snap...like gimp...inkscape...think I'd have learned by now!


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3
Rheticus wrote:
"Soooo, this skeleton is profoundly powerful, yet if we use it too much, we risk having it turned against us. Have you discussed exactly when you'd like to stop using it, or how to decommission it?"

"An excellent point. For decommissioning, I was going to suggest either all attacking it simultaneously, but I had planned to wait until we had finished clearing the area."

But I'd like to keep it for clearing the minions out of the way. We could turn it invisible before the attack and send it directly at the mage. Alternatively, Arius could turn Rheticus, Keth, or Liz invisible to scout the necromancer's position.


Male Human Fighter 3

I use maptools for my regular games. To extract maps from my pdf's I use Adobe 7 (8 can also do it, but 9 doesn't have the ability any more) by click on the select tool and copying it out. Doing it that way removes the room numbers, secret doors, markers, etc. You can then easily black out portions using Paint or anything else. There is a thread in the "Rise of the Runelords" forum about a free tool that does the same thing.

Hoskuld speaks up, "These things came from outside, perhaps if one of your group has some skill at tracking they could tell where these things were hiding. It may also lead us to their victim."
He offers to join the skeleton on point, eager to aid this group and secure their goodwill.

Sczarni

male Captive2/Rower3/Brawler3

Yeah, maptools was working fine up until this point. but the installed version doesn't want to run right now, and reinstalling it doesn't recognize any of the tokens or maps I had made previously... not THAT big a deal, but still annoying


Male Human Rogue 3
Arius Pelgane wrote:


But I'd like to keep it for clearing the minions out of the way. We could turn it invisible before the attack and send it directly at the mage. Alternatively, Arius could turn Rheticus, Keth, or Liz invisible to scout the necromancer's position.

the idea of an invisible owlbear tearing apart its creator is fantastic!


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

Thanks to the arcane bond "anyspell" ability, we don't have to choose: We can make a scout invisible now and the owlbear invisible later.

"Perhaps one of us could scout ahead quietly, but whether we use a scout or not, we should move before the necromancer coordinates a more effective response."

Let's pick a path and go for it. For strategic reasons, I suggest the secret corridor unless the blood on the derro's items is obviously fresh (i.e., evidence suggesting the possibility of a captive with new injuries that may require our immediate intervention).


map of what you can see from where you are or through any of the secret entrances.. let me know where you go though..


Where on the map are we currently?


Current location (this is placement before the battle, so this might have changed slightly)

Dark Archive

Female Human Wizard (Conjuror) 1 Rogue 2

Elizabeth takes note of the two newcomers, but doens't introduce herself, instead spending the time while they are talking examining the secret passage once more. She continues to monitor the conversation however and finally pipes up, "I could scout ahead if you like, although without a light source it would be slow going on my part. Perhaps Keth might be better suited, unless you are untrained in the arts of stealth?" She turns to Keth and raises an eyebrow, although with her mask on noone can see it.


Male Human Rogue 3

Rheticus' head whips around to look at Elizabeth during her speech, a look of terror on his face. He scoots over to her and whispers: "should you being saying things like that? it might be a 'hurting' offense?"

if we're not going to roll in behind our monstrosity (which I think is the best idea considering the current state of our ability to surprise etc etc), Rheticus is happy to scout ahead, in the company of Elizabeth, ideally.


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

"Do you want to risk it, Liz? Keth could join you to spot the corridors ahead to see if anything was lurking, and my brother could make a concealable light source. I could make you invisible if you think it necessary." i.e., a coin with light on it.

My interpretation is that we're all in the first big room, with the owlbear guarding the south entrance and Liz watching the secret entrance.

I think that Keth's player is pretty busy right now and may be unable to post regularly. If scouting with Keth solo will lead to long posting delays, I'd say (i) scout with Liz or Rheticus, possibly with Keth as their darkvision spotter, or (ii) just bull forward.

If we scout, to avoid splitting the party too much, I suggest the main group should move up to rejoin them at each room unless there is risk of discovery.

Because the necromancer is human, at least some of the complex will probably be lit, though any intervening corridors with guardian undead may not be. Scouting with a dim light might not be terrible.

Dark Archive

Female Human Wizard (Conjuror) 1 Rogue 2

"I am amenable to the use of a concealable light source to use during my scouting. What do you suggest, all I have are my Sunrods. I am not sure that invisibility will be necessary, but I suppose it couldn't hurt as I am not suicidal enough to attempt attacking anything on my own."

I am sooooo getting Darkvision Goggles when Liz has enough money... best 12,000gp ever to be future spent...

Cap:

Spoiler:

Liz will just take the passage straight ahead. She will stop at each side passage and take a quick look down with the light coin. Otherwise she will just head straight ahead.


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

"A coin--or perhaps several coins--enchanted with a spell of light." Arius smiles. "I will even provide the coins, if my brother will provide Torag's blessing on them." He pulls three copper pieces out of his purse.

If you have several, you can toss one or two if necessary.


I had only one light spell memorized, which I have already used.


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3
Branahm Pelgane wrote:
I had only one light spell memorized, which I have already used.

I think that in the Pathfinder Beta (and finalized) rules, spellcasters get unlimited reuses of their 0th-level spells in memory, so you don't have to worry about it. That's why Cure Minor Wounds was changed to Stabilize (i.e., to avoid the cleric's fully healing the whole party after each encounter by casting Cure Minor over and over).


If so, that's good news for clerics!


Male Human Rogue 3

yes, the final version allows spellcasters to keep using their cantrips/orisons. Found out on friday night about the nice change to stabilizing (DC 10 constitution check)


I'll reveal the rest of the rooms you can get to today (there's nothing spectacular in any of the passages.


Full map
I'm guessing that Liz ends up coming out into D3, if that isn't right, let me know.
Rank with the stink of sweat and mud, this cavern contains
four filthy straw pallets and a low table covered with dice and
a miniature maze of carved clay. There is a pair of pliers on the floor and a hammer matching the one the derro that attacked you wielded.

Dark Archive

Female Human Wizard (Conjuror) 1 Rogue 2

That's right.

Elizabeth heads down the corridor, coming out into what appears to be some kind of crude barracks. She does a scout around the room before the others arrive, to see what's about and check for more Derro.
Perception Check. (1d20+7=25)


it appears that this is where the two derro that attacked you came from, and that the thunderstone interrupted their needlessly complex and cruel game using a rat, a maze, handfuls of stones marked with numbers, a hammer, and a pair of pliers.... There is nothing in the staw pallets, and nothing of real value on the table, there is a wounded rat in the maze, and 3 dead ones on the floor next to the table.


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

When Elizabeth signals that the path ahead is clear, Arius orders the skeleton to advance into the derros' room. "Skeleton, advance before us at our pace, and attack on my command."

He grimaces in disgust when he sees the evidence of the derros' cruel game and mutters something under his breath.

I'm assuming the advance-by-stages scouting strategy, flash, but let me know if you are having Liz go substantially further before alerting the party to proceed. Also, if you want Invisibility at any point, just say the word.

A proposed marching order: Liz (scout), skeleton, Hoskuld and Keth, Arius and Rheticus, Branahm and Anju. No objections to switches, but Arius doesn't want to be at the front or back.

Liberty's Edge

Female Elf Druid
The 'Cap wrote:
it appears that this is where the two derro that attacked you came from, and that the thunderstone interrupted their needlessly complex and cruel game using a rat, a maze, handfuls of stones marked with numbers, a hammer, and a pair of pliers.... There is nothing in the staw pallets, and nothing of real value on the table, there is a wounded rat in the maze, and 3 dead ones on the floor next to the table.

Following the group sees the Derros grimey quarters as well. She is saddened by the maltreatment of the rats. She tries to scoop the wounded rat out of the maze.

Handle Animal
1d20+2 -> [18,2] = (20)

Using the Spell "Speak With Animals" Anju tries asking the rat about its captors and why they were here.

I'm perfectly fine with that marching order Arius


Anju wrote:


Using the Spell "Speak With Animals" Anju tries asking the rat about its captors and why they were here.

I'm perfectly fine with that marching order Arius

The rat doesn't tell you much, other than it's hurt and scared... and it lived in these catecombs all of its life


Male Human Rogue 3

looks like a comfy place to start!
Rheticus examines the maze game.
"I wonder what this game means to the Derro? Will it show us how they see the world?"
Jumping back and forth between positions, trying to recreate the moves, Rheticus has to be reminded when it is time to leave this room.

Liberty's Edge

Female Elf Druid
The 'Cap wrote:
Anju wrote:


Using the Spell "Speak With Animals" Anju tries asking the rat about its captors and why they were here.

I'm perfectly fine with that marching order Arius

The rat doesn't tell you much, other than it's hurt and scared... and it lived in these catecombs all of its life

Anju gives the rat some of her rations and coaxes it into her pack.

I want a pet rat! I could actually use him.


Male Human Rogue 3

"Wait wait wait I need the vermin to figure out this game."
'Clack-Clack' Rheticus snaps the tongs for emphasis.

Just put him, riiight here - he gestures to the center of the maze with the tongs.

"Does anyone have some way to heat these tongs up?"


Male Human Fighter 3

Hoskuld bends over the maze and examines it, trying to determine if it is random or if it matches the tunnels they are in now by chance. If it does, he'll try to figure out where the "cheese" at the end of the maze is and propose they head there! Oh, and the marching order works for me.


Nope, no relation that you can tell - Derro aren't coherent enough to build real models to scale


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

"Ahem... maybe it would be better if you put those down, Rheticus, before something else gets hurt." Probably you, by Anju.

"The next room, perhaps?" I'm assuming that we've done a quick search, but found nothing.

Dark Archive

Female Human Wizard (Conjuror) 1 Rogue 2
Arius Pelgane wrote:
I'm assuming that we've done a quick search, but found nothing.

Liz did a scout of the room before the others arrived and found nothing of consequence.

Elizabeth follows the discussion about the rat with distateful disinterest, instead concentrating on the room itself.
"Alright, it appears we have two exits. The one we came in through and that one ther," she point to the north corridor. "Do we want to go back the way we came and take a side passage, or out that one there, which appears to be the main entrance? Personally I don'r care which, as long as we find a room down here with some kind off valuables in it instead of this filth."


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

"I say that we try the new path." i.e., the passageway, not D5


Male Human Rogue 3

"Well I can't say I condone feeding rats to dogs, but I'm clearly not the expert here."
He holds his nose experimentally with the tongs.
"Yeff yeff, luts take teh passage...ouch"


"Yes, let's go," says the unusually silent Pelgane brother.


Male Human Fighter 3

"Let's try the passageway. If ve find nothing, then ve can split into pairs and search faster." Hoskuld moves to follow the scout and skeleton down the next passage.


The majority of this room contains a nasty-looking stretch of mud—a partially collapsed sinkhole—kept damp by rivulets of water seeping from the walls. A patch of solid ground extends into the mud to form an island, on which is heaped a reeking pile of body parts. To the north, a rickety wheelbarrow sits on its side against the wall.

perception 15+:

Spoiler:
you hear Erm???? as the door opens

perception 27+:

Spoiler:
you see a tentacle moving among the pile of bodies

Everyone: After the last person enters the room, you hear a delighted slobbery voice yell "Come here, fresh food as the center 8 feet of the sinkhole raise up and lumber's toward you, mud falling to the ground all around it. not going to try to describe Him coming up out of the sinkhole.. I've tried 3 times and can't quite do it justice


Male Human (mostly Chelaxian) Pathfinder Universalist Wizard 3

Perception:1d20+3=18

As the secret door opens, Arius tenses. "I heard something speak. Be wary."


Male Human Rogue 3

perception is 22, initiative is 1d20+4=20

"Now that's interesting. Do you think he's talking to us? Or about us? In the tight confines of a dungeon, I'd have thought some precision in language would be well rewarded. Hrrmpph!

Well, which one of you wants this one as a pet?"

Rheticus immediately starts to dig into his backpack for something useful...

Dark Archive

Female Human Wizard (Conjuror) 1 Rogue 2

Perception Check. (1d20+7=24)

Elizabeth looks at the beast rising from the mud before her in horror. Her resolve hardens and she quickly mouths the words to a spell. Casts Mage Armour She then moves around to come at the beast from the side.

Initiative. (1d20+8=15)


Branham stares aghast at the monstrosity.

"By all that's holy, what is that thing?"

Perception 1d20+1=7
Init 1d20+4=15

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