GAL 9: TPo1KS (After Action Report)

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GathersIngredients
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Re: GAL 9: TPo1KS (Turn 17: Two Arms Beats Four)

Post by GathersIngredients » Thu May 28, 2015 2:17 am

Aegis J Hyena wrote:Walks With The Wind (Init: 88) does not act.

Are you mocking me? She was paralyzed, what was I supposed to write? "Walks drools a bit" ?! :rant:



As soon as she recovers Walks thanks Vengeful and Without for the rescue with a hug each, then grabs some mirror shards from the chest (if there are any that are about the size of a hand or a knife, I want them because you can probably signal with the bigger ones and a light source, and also as shrapnel ammo with the smaller ones) and carefully wraps them in a bandage before putting them in her Satchel. She also tries to harvest/butcher the FFAW and FFAM for their claws and/or poison glands or anything else useful (perhaps the fur?).
If she's still able to move afterwards, she'll make her way towards Tells.
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Quarg
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Re: GAL 9: TPo1KS (Turn 18: The Fuzzy Four Armed Loot)

Post by Quarg » Thu May 28, 2015 4:06 am

William wraps the Withering Touch in the banner and slips it away in his backpack. Since as a weapon it seems to be quite useless in this pit...
William will then pocket his amthest and continue to go down towards the acid traps. He will use his stick to find the pressure plates and then ask. "With our employer dead, are we supposed to keep the traps operative or just splunk this for whatever goods we can find?"
Really...why are you reading this?

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Patdragon
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Re: GAL 9: TPo1KS (Turn 18: The Fuzzy Four Armed Loot)

Post by Patdragon » Thu May 28, 2015 7:54 am

"Why bother re-setting? there's no need to now, this is just a scavenge until we decide its too dangerous for the reward"

Having let someone else go first and test out the ladder Forges is fine to continue downwards. Having let both William and Vengeful go past him as well he calls up to Without.

"See if you can help Walks overcome the paralysis or poison, If not drag Her down to this layer we don't want to leave her behind. Also kick one of the bodies down here and grab some of the glass for her she likes that kind off stuff."

Forges then heads down the ladder following the ever growing amount of light sources..
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ChuckDaRighteous
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Re: GAL 9: TPo1KS (Turn 17: Two Arms Beats Four)

Post by ChuckDaRighteous » Thu May 28, 2015 8:30 am

GathersIngredients wrote:As soon as she recovers Walks thanks Vengeful and Without for the rescue with a hug each
Vengeful shrugs off the hug uncomfortably, the emotional response not meshing well with all his internal rage.
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Re: GAL 9: TPo1KS (Turn 18: The Fuzzy Four Armed Loot)

Post by Braineel » Thu May 28, 2015 4:08 pm

"Yay, everyone's okay! What were those things? Are they dead? Can we eat them? Ooooh! What'd you guys find?"

Without likes hugs. He likes shiny stuff more, though. As soon as he sees a piece of mirror, he is enthralled, trying to figure out how a goblin got inside the little piece of glass.

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Aegis J Hyena
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Re: GAL 9: TPo1KS (Turn 18: The Fuzzy Four Armed Loot)

Post by Aegis J Hyena » Thu May 28, 2015 5:41 pm

William and Vengeful were on the 180 mark dealing with the Fuzzies; they'll reach 200 feet this turn (where Forges is). The only person ahead is Tells. (Edit, since no one accepted Vengeful's Trident, I'm having him hold the spotlight in one hand; it's not in the backpack yet but it will be next round if he doesn't strap it on)

Workin' on the post now.
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Re: GAL 9: TPo1KS (Turn 18: The Fuzzy Four Armed Loot)

Post by Nolandking » Thu May 28, 2015 6:18 pm

Tells use his harpoon to try and chip out part of a block and make a loop for his rope.
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Re: GAL 9: TPo1KS (Turn 18: The Fuzzy Four Armed Loot)

Post by Nolandking » Thu May 28, 2015 6:18 pm

Tells use his harpoon to try and chip out part of a block and make a loop for his rope.
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Aegis J Hyena
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Re: GAL 9: TPo1KS (Turn 18: The Fuzzy Four Armed Loot)

Post by Aegis J Hyena » Thu May 28, 2015 6:22 pm

Turn 19: Loot secured, thus onward

Without A Past: The Pit's "Soft" Stone Layer (200 Feet Down)
Tells Bad Jokes: The Pit's Graveyard Layer (230 Feet Down)
Vengeful One: The Pit's "Soft" Stone Layer (200 Feet Down)
William The Red: The Pit's "Soft" Stone Layer (200 Feet Down)
Forges for Food: The Pit's Graveyard Layer (230 Feet Down)
Walks With The Wind: The Pit's "Soft" Stone Layer (200 Feet Down)
----
Gorak, Wrestler of the River: The Pit's Surface Layer (30 Feet Down)


Statblock:
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Actions

Forges for Food (Init 82) moves down to join Tells, halfway down the rope to 230'.
Walks With The Wind (Init 69) picks out some sharp mirror shards and uses one of the sharper ones to skin the FFAW for anything useful before joining the party at 200 feet down. (8+) 4+1 = 5 (Nope); d8: 2 (Nope) I wasn't mocking you. Next time I'll put a "can't act" instead of does not act, it does sound better. :)
Vengeful One (Init 56) collects the gnomish spotlight and loose change, then moves down to the 200' ledge.
William The Red (Init 35) puts the banner in his backpack then prods the acid traps nearby with his bo before dropping to the 200' mark. 6+1 = 7 (No trigger by accident); d8: 5
Without A Past (Init 14) picks up a couple of mirror shards and joins the rest of them at the 200' mark. Since he's wielding a pair of makeshift blades, the shards go in the backpack next turn unless he does some inventory shuffling to hold onto one (his satchel is full)
Gorak, Wrestler of the River (Init: 2) continues climbing.
Tells Bad Jokes (Init 1) does not act.

Light Source(s): Walks's Torch (26 turns), Tells's Torch (31 Turns), Vengeful's Gnomish Spotlight (indefinite, 60')

Can see down to: 270 Feet

---------------------------------------------------

The party secures the loot, not terribly able to take the treasure chest with them (as it's made of valuable hardwood that would fetch a good price if it were hoisted out) for the moment. Much further above you see Gorak has almost reached the top and he seems to have been chatting with the old man all this time. Once he gets up there and spends a turn securing the man in the wagon, he will double move at all possible speed to get down to wherever you are.

Walks attempts to skin the Fuzzy Four Armed Woman with some of the sharper edged mirror shards but doesn't turn up a usable fur pelt. It's probably just as well as the Fuzzies were dirty, mite-infested, and otherwise not terribly valuable creatures. The poison glands and claws are an even worse bet as when a claw is pulled off the gland bursts; Walks was lucky not to get any of it on her. Giving up on the body she wraps up the shards carefully then heads down to the 200' mark where the rest of the party is gathering. Vengeful shines the gnomish spotlight briefly down into the Pit but as Tells is down ahead of him, his torch shines just barely ahead of the spotlight's range.

The spotlight did, however, shine a stronger light on the 250' mark where the next ledge is. You can see the small concealed bumps of flat pressure plates, probably wired to thin horizontal slits in the wall about an inch off the ground. More scythe traps, and these look untriggered. Meanwhile you think you hear the sound of rushing water echoing from further down into the Pit, like a stream or a water source. There's also very faint bubbling sounds and squelching sounds, but they're barely audible from this distance.

With nothing in the way until you reach the 250' mark, next turn you can single-move and still reach the 250' mark with no problem, rather than it requiring a doublemove.

Onward to Turn 20!

-------------------------------------------

I thought the Withering Touch was a spell, not an item, heh. But ok, it's wrapped up nice and and safe inside the banner and in the backpack now.
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by Nolandking » Thu May 28, 2015 6:42 pm

Tells use his harpoon to try and chip out part of a block and make a loop for his rope so they can descend further.

"Hey Vengeful can you come down here and shine that light down here" yelled Tells
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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ChuckDaRighteous
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by ChuckDaRighteous » Thu May 28, 2015 7:14 pm

Vengeful will continue his dissent avoiding the pressure plates.
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GathersIngredients
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by GathersIngredients » Fri May 29, 2015 2:16 am

Walks extinguishes her torch for now and climbs down to the 250 ft ledge, avoiding any traps she can.
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Patdragon
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by Patdragon » Fri May 29, 2015 6:12 am

" Hey guys, Just a thought but perhaps we should practice disabling traps with out tools instead of fixing them. This is the first proper trap that could have gotten us from the looks of things and we need to mark it, wait here or disable it so as Gorak doesn't trigger it when he gets to this level."

If Forges happens to go first (as he is in the way on the ladder) he will try throwing a human bone at a presser plate from above while on the ladder and a way from the trap to see if it is a once trigger trap or they need to wedge it. Maybe wearing the cross hair circlet will assist with his throw.

If for some reason imitative means other people are already on that layer he will try studying the presser plate (without touching it) along with what might be the attack part of the trap seeing if there is a way to disable the trap.
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Aegis J Hyena
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by Aegis J Hyena » Fri May 29, 2015 9:07 am

I'm going to start posting rolls for init before the turn starts as I've already made the init rolls for the next turn.

Turn 20 Order: Walks, Tells, Without, Gorak, William, Vengeful, Forges

gods I'm reminded of my IRC battle arena days, where one hosted a game "script" that he ran as a series of arena battles vs video game characters...
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by Quarg » Fri May 29, 2015 10:13 am

William will follow Walks down and will begin to see if he can disable the traps at this level before the others arrive.
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by Aegis J Hyena » Fri May 29, 2015 1:28 pm

Post's just about ready; going to wait a few more hours to see if Without acts. William rolled doubles but a negative crit on the d8 (nothing terrible, just had to stop trying to disarm the traps since they -may- go off all at once).
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Re: GAL 9: TPo1KS (Turn 19: Onward and Downward)

Post by Aegis J Hyena » Fri May 29, 2015 7:21 pm

Turn 20: One 10th of the way to the Bottom.

Without A Past: The Pit's "Soft" Stone Layer (200 Feet Down)
Tells Bad Jokes: The Pit's Graveyard Layer (250 Feet Down)
Vengeful One: The Pit's Graveyard Layer (250 Feet Down)
William The Red: The Pit's Graveyard Layer (250 Feet Down)
Forges for Food: The Pit's Graveyard Layer (250 Feet Down)
Walks With The Wind: The Pit's Graveyard Layer (250 Feet Down)
----
Gorak, Wrestler of the River: The Pit's Surface Layer (20 Feet Down)


Statblock:
► Show Spoiler
Actions

Walks With The Wind (Init 86) climbs down to the 250' mark, extinguishing her torch on the way (and to be safe, grabbing her shield from her pack, if that's ok).
Tells Bad Jokes (Init 84) harpoons the ground to chisel out a loop for rope securing. 6+1 = 7 (success); d8: 7
Without A Past (Init 80) does not act.
Gorak, Wrestler of the River (Init: 32) continues climbing.
William The Red (Init 21) heads to 250 feet and attempts to disarm the traps (9+): 5+5 = 10 (Doubles) (Success); d8: 1 (Negative Crit)
Vengeful One (Init 12) descends to 250 feet.
Forges for Food (Init 3) studies the pressure plates and traps to look for means of disarm. 6+1 = 7 (Success); d8: 4

Light Source(s): Tells's Torch (30 Turns), Vengeful's Gnomish Spotlight (indefinite, 60')

Can see down to: 310 Feet

---------------------------------------------------

While Walks climbs down to the ledge and Without stays up at the 200 mark playing with a mirror shard, Tells bends down and chisels out a simple hole in the stone to run the rope through. It won't be very stable for very long, and will probably break after the party gets down to the 300' mark (though one of you does have a grappling hook). William meanwhile begins working on disabling the floor-height traps, briefly waiting for Forges to complete a once-over to decide how best to attack the problem. Forges examines the pressure plates and directs William a little bit; it appears that stepping on one will trigger them all, and they look like they may be set on a repeating timer making this ledge into something of a meat grinder if the blades were triggered normally. He decides that simply removing the pressure plates is easier than trying to remove the many scything blades set at such a flush level with the ground.

While William is successful in prying off the pressure plates that trigger the traps so you have extra space, something snapped while he was working on one of the blades to neutralize it and one of the traps triggered. He was able to dodge back and not take any damage, but he's now convinced that all of them are wired to a single point inside the wall somewhere (as a safety precaution against tampering by rogues). There's now a "break" in that point somewhere. The net result is unknown; while the pressure plates are now removed (William has a good stack of 15 that go into the backpack) it doesn't mean the traps are completely neutralized if someone steps directly on top of where the pressure "sensor" used to be. The blades making up the traps may or may not fire in unison if one of the other blades is messed with, or they might shoot out in a single-use attack, or they might jam. No one knows.

Vengeful circles the ledge, avoiding the pressure plates (there's room to stand between plates, but not to sit down and camp as a group). While exploring the ledge, he discovers that carved into the wall is a niche and that inside the niche is a tiny empty fountain. The centerpiece for the fountain is a large cat-sized statue (removable with some effort, but requiring two hands to carry if not put in a backpack) depicting a orcish amazon wielding a ridged, serrated spear and riding a giant scorpion bareback. Both scorpion and amazon are made of shiny black metal with gold and silver etchings and linings. The eyes of both the amazon and scorpion are tiny garnets half-covered with a blackish mold that can easily be washed off.

Upon further investigation, the scorpion's tail and the amazon's head both appear to be mounted on swivels or screws that allow the head and tail to be turned. It appears the tail can be twisted left, up or down into a striking stance, or right; the head can face center, left, right, or even backward to look at the tail. Barely noticeable beneath the statue and under the fountain's edge lies a small plaque: "Venom against a body is simply not right. When you're running from danger, you don't look back, right? For doing something right, you get stabbed in the back. What's left? A corpse. Neither the stars nor the ground holds the answer to living."

The tail end currently faces forward, as does the amazon's head. Next to the plaque there seems to be a tiny oddly-shaped slit.

At the 300 foot mark below you, as Vengeful shines his light, you can see a new layer where the dark "graveyard" stone is replaced with the regular granite... but the granite itself is plated wall-to-wall with a chilly bluish steel inset with triangular designs (all variations on the color blue; some are azure, some are aquamarine, some are other bluish shades). Also at the 300' mark, there's a stone minotaur's head set into one part of the metal wall with its horns upturned like a demon's rather than outwards like a normal bull. Its tongue is sticking straight out, pierced by what seems to be a dagger.

Onward to Turn 21!

Once again, with no obvious monster threat, you can make it to the 300' mark in a single move once Vengeful fixes the rope and hook to the hole Tells made.

Turn 21 Turn Order: Forges (Init 71), Gorak (Init 55), Tells (Init 41), Walks (Init 34), Without (Init 33), William (Init 3), Vengeful (Init 1)
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ChuckDaRighteous
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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by ChuckDaRighteous » Fri May 29, 2015 9:32 pm

Vengeful tries to cover the slit with the buckler in case its some sort of trap then tries to work out the riddle out loud.

"Venom against a body is simply not right."-the tail shouldn't be in striking position

"When you're running from danger, you don't look back, right?"-the head shouldn't be backwards or towards the right

"For doing something right, you get stabbed in the back. What's left? A corpse."-either the tail or the head shouldn't be left or right.

"Neither the stars nor the ground holds the answer to living."-the tail shouldn't be up or down.

So the tail is either left or right and the head is either forward or left?"



Vengeful isn't entirely sure but will accept input from others before tampering with the statue.
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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by Patdragon » Fri May 29, 2015 11:04 pm

"OOooo a riddle let me looks see... seems a fair assumption Vengeful ---hmmm....- it also sounds to me the first line refers to the tail, the Venom part should not face right... So the tail should face left.

Then as for the head..It sounds like when your running don' t look back and for doing something right you get stabbed in the back so.. no right... then it says whats left? a corpse so you should not look left either or you die... So the head should be forwards..

Just turn the tail left and its done.


Question @ aegis - you said the fountain was empty right... So what is /was the bubbling and squelching sound? can we still hear them?
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Aegis J Hyena
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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by Aegis J Hyena » Sat May 30, 2015 12:03 am

The fountain is empty, yes. The bubbling is coming from much further below. It gets louder the more you descend.
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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by Braineel » Sat May 30, 2015 5:58 am

Without moves to catch up with the others.

(Sorry about that. It was my turn to DM for my group yesterday.)

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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by Nolandking » Sat May 30, 2015 1:35 pm

"Am more of a jokes goblin so riddle aren't my thing" said Tells.

Tells head down to check on the minotaur's head to inspect the dagger (not pull it out).
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by Nolandking » Sat May 30, 2015 1:35 pm

"Am more of a jokes goblin so riddle aren't my thing" said Tells.

Tells head down to check on the minotaur's head to inspect the dagger (not pull it out).
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by Patdragon » Sat May 30, 2015 10:50 pm

so i actually act and not just speak Forges will also turn the scorpion tail left.
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Re: GAL 9: TPo1KS (Turn 20: Are We There Yet?)

Post by Aegis J Hyena » Sat May 30, 2015 11:19 pm

Post's mostly done, going to wait to see if William and Walks acts, and post tomorrow (well, today) afternoon.
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