Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

Ah, ok. I didn't know what was going on. Blame the new guy :P


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Talking about the devil...

Kitara, still planning to dominate the forums? This is the tenth page you start!


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

...oh my...

that one was completely inadvertant. My plans are working even when i'm not thinking about them...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Updated the gameplay.

Since Rose intimidate was a good roll, the elemental will flee for three turns, then take more three turns to return.

Since you guys already posted one round action, you have 5 more before the elemental get back at the horn.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Based on the wording of the ability, I think that I can only cause the frightened condition for 1 round. I don't know if I get extra time for higher rolls.

Would you mind reviewing those rules and letting me know how you'd like to run them?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

GM, where did the elemental flee to? Did it duck around the south-east corner?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rose

For now, let's keep the 5 rounds. Later we can discuss and see how to deal with future situations.

The Sanctum has an open balcony. The elemental just flew out of it.
The last floor of the horns is actually about 600ft above the ground. Anyone with flight capabilities, can leave and enter the sanctum.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

We need a Stone Shape, STAT!

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

A decanter of endless water, fire hose mode. That'll stop sparky


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Better hope the decanter's not conductive...


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

So Mysty, this question has been eating at me all day..., how exactly does a decanter's fire hose mode stop an elemental of electricity?


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Something something electrical diffusion?

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Short it out, I guess.

or could use the fantasy answer. It's magic, silly


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Makes as much sense as a creature made of lightning being able to be burned. So far it seems to have taken fire damage.


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

Question Aku, How far does that thing fly a round? One of my actions I was going to do was produce flame, give me some ranged attacks, but I don't know how many shots I would get before it gets back to the balcony. Range on it is 120 feet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

400ft per round.

Meaning with 120ft, you can only hit him when he arrives at the sanctum in the fifth round.


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

Ok sure thing. I'll work up my actions then later on when I have a bit after work.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Im traveling to india with no Internet until I get there, which is in about a day...

Saturday Ill update the game.

-Posted with Wayfinder


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Battle map turns Rose/Mysty into Blaster Master


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry about that misinformation.

You guys have already explored the second floor.
The only place it's still left to explore is the third floor.

To enter the third floor, there are two ways:

Either you fly to the entrance

or

You climb down from the sanctum or climb up from the second floor.

Climbing down from the sanctum is dangerous, because if you all, it's a 600ft fall.

From the second floor isn't that much safer as well, since it's at least a 100ft fall.

How you guys are planning to explore the third floor?


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

How about pitons, knotted ropes, an anchor line in case the climber falls, and a flying Nahia giving Aid Another bonuses the whole way down the rope?

Would that work?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

That would add to the test, but it would not prevent you from making the test. I'm not sure about the bonus, since I have to check how much that adds in climb tests.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Knotted ropes are a DC 5 to climb. The Aid Another would effectively bring the DC down to 3. Even with a big armor check penalty that's manageable.

The other option would be to actually make a rope ladder.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Is there a hidden stairwell or door we can search for?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

From the sanctum to the third floor, it's about a 450ft climb.

You guys have enough rope for that?

One of the easiest ways would be Nahia casting fly on Hound, and he playing the delivery boy.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

That's a claever and simple idea.

Cue dispel magic trap...


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I don't have fly memorized, but I could piton our way for security, assuming we have enough rope. We need at least something like 120' if we plan to knot it first.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

For some reason I thought you had Flight hex.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Searching for other ways seems prudent.


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

You know, Kitara could do communal spider climb. Would make this fairly easy to do, but would require us to stop and rest.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Bring that up. Resting here sounds fine with me.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]
Lady Rose wrote:
For some reason I thought you had Flight hex.

I do, but check the errata on the flight hex. All of its effects (including flight and levitate) only affect the witch.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Sure. I was thinking you could safely anchor knotted ropes and then float down with us as we climbed providing Aid Another checks.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

That is a possibility.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ill move the history forward in some minutes. Any other RP can be continued in a spoiler.

-Posted with Wayfinder


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

Will try to have a post later today. Had a massive storm come through last night, knocked out over 100k homes and businesses with power and internet.

Good news is power is back up at home, bad news is that ISP is still out. Posting from work now, will get up as soon as possible.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm having a lot of trouble updating the map.

I've put the hallway map, but I'm not being able to resize the party and put in the corridor, if anyone can do that for me, it'll be much appreciated.

Also,

I'll be returning to Brazil today, it's a expected 32 hours of travel, so I'll most likely be able to update only on monday or tuesday. Thanks for understanding.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

I have re-sized the characters and made it so the character avatars are now showing above the map. Should be no problems.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey folks.

Just returned from India. Starting today later, I’ll resume posting daily in the game. Thanks. <3


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Have fun in India?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

So so,

Too hot, too dry, and they are all shorties!

I'm 193cm (6.33 ft). They are, usually 160cm (5,2ft) or less...

Edit: And camels are ugly! :D


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@All

In the map, you'll see room 3-13 and 3-12.

They are accessible only through the spiral and it was where you met Hexor and Vexor.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Sorry for the delay, a rather large tree fell on my house! But I should be able to get a post up later today!


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Wow. As far as excuses for anything go, that's a good one.


Female Aasimar Druid 7 (Urban Druid), HP 43/43, AC 21, T 11/FF 20, CMB +7, CMD 18, Init +1, Fort +6, Ref +3, Will +9 (+2 vs Divination and Enchantment), Bust: Varies (same as Rose in this shape), Resist acid 5, cold 5, electricity 5, fire 10
Skills:
Bluff +18 (+5 if believeable/unlikely), Diplomacy +22, Disguise +7, Handle Animal +17, Intimidate +7, Knowledge (local) +13, Knowledge (nobility) +13, Perception +16, Sense Motive +14, Survival +16

Man, when the ents goop to war they don't play games.

-Posted with Wayfinder


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I know right? Guess who needs a new roof.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay guys, before we continue:

Unchained:

If there's anything you want to use from there, such as feats, you can select when you have a opportunity to pick a new feat.

No re-trainings.

Classes Barbarians and Rogues: You may rebuild the level you took from that class into the Unchained version. By no means I'm allowing the total rebuild of the char. Just replace the old with the new.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I haven't looked at it yet. Will try to tomorrow.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I have a level in rogue, and next level I'll take another, but I'm pretty sure there's no actual difference for me between the Core rogue and the Unchained rogue. The only real change is Finesse Training, which is not useful for me unless I take about 9 points of Strength damage.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Staying as is

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