Agents of the Darklands: A Campaign for Monsters and Madmen
Game Master
thunderbeard
Dungeon map
Party info
Loot list
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
@Illia I think I moved you on accident. I am use to grabbing the screen to move it rather than scrolling and my mouse was on you when I tried to grab. I tried to put it back where I thought it was but you may want to check it.
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
For an Illithid you seem remarkably cooperative and accepting of others. I definitely want to hear the story of how that outlook came about.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
meh, he is lawful and plays by the rules. He has accepted a sort of contract from the crimson stranger, so as long as everything remains within reason, he will abide by it. Petty squabbles are just as beneath him as the lower lifeforms that partake in them. He could just as easily take what he wants as pay for it so he just doesn't see it as that big of a deal. Items of true power on the other hand.... things could get ugly
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Just a heads up, I've got to go out of town Monday and I'll be gone for about 2 weeks. I'm going to take my laptop with me so I can post, but i'll be working 12 hours a day the entire time so will probably only be able to post in the evening a couple times. If there's no wi-fi I'll post from my phone but in that case I would need someone to move me around the maps.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
@GM did I find anything when I searched that door? If not I'm going to open it cuz I have no way to unlock the other one.
Rocks fall, everyone dies
Nothing magical or trapped about that door. I'll open it in a second.
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Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Tomb of the Black Prophet? That sounds like good lootin there;)
AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Zhǔ Dà túshā wrote: Tomb of the Black Prophet? That sounds like good lootin there;) Was it the word "Tomb," "Black," or "Prophet?' :-)
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Diamond (CR +2) Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)
more like Tomb of black PROFIT
AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Shimsil wrote: more like Tomb of black PROFIT I actually made that typo the first time I typed it. ;-)
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Anyone got any ideas on how we should deal with that arcane locked door?
Rocks fall, everyone dies
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
I figured no one had knock or someone would of spoke up by now.
Male Alacritous Bralani Stalker 5/Umbral Blade 4
I believe I am the only one who knows there's an Arcane Lock currently. However I am also waiting on a response if I should go investigate the other side.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
I also identified the arcane lock
Rocks fall, everyone dies
Zhǔ Dà túshā wrote: I also identified the arcane lock Right, but Drisquar slipped under the door and is scouting the doors beyond.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
I get that, but I identified the Lock which is why I'm trying to figure a way past it. However, I didn't realize it only added 10 to the disable and break DC's. I'm just gonna try to get the bebilith to break it down for me:)
Male Alacritous Bralani Stalker 5/Umbral Blade 4
Wait a sec, I'm at the bottom of the map, and I was under the impression that the two Locked doors were the purple and green rectangles at the very bottom. How is Zhu anywhere even close to be able to detect magic on them?
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
I have no idea, but the one I'm speaking of is the purple one slightly below my token and to the right. I identified an arcane lock on that door, as well as a trap i believe
Rocks fall, everyone dies
Ah, yeah. Da tusha detected magic on the door that Drisquar through. Drisquar detected magic on the purple and green ones at the very bottom. If I communicated differently, that was a typo.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Are beliliths demons? I thought they were but now I am thinking that is wrong, or maybe they were in 3.5 but are not in PF
Rocks fall, everyone dies
I think so? They're demonic enough that they'll let the name slide.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Whoops lol, that was noisy. Perhaps I should have went about that another way.
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
I have a pair of undead digging machines with adamantine claws. If the door can't be opened easily, it can definitely be gone through, or around.
AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Anaxian wrote: I have a pair of undead digging machines with adamantine claws. If the door can't be opened easily, it can definitely be gone through, or around. You know you're a terrifying little beast, right?
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35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
You say the nicest things.
Female Succubus
I am about to depart for a vacation of 10 days.
During that period I will possibly have some difficulties replying.
If you are hindered too much by my inactivity feel free to take charge of Dely on my behalf.
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35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
That shouldn't be hard.
*Charm Enemies*
* Berate party for being uncouth*
Rocks fall, everyone dies
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
@GM if yur wondering why my power did 10d10+1d10 damage rather than 11d10, its because I had my damage wrong and had to add 1d10 after I re-read the overchsnnel feat.
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Compression is a weird ability. Spiders have it. So do Gibbering Mouthers (or whatever Paizo is calling them these days). The mechanics are pretty simple but it is worded confusingly.
The way the wording should go is "This creature counts as one size category smaller than it actually is for the purposes of safely moving. It counts as two size categories smaller than it is for the purposes of squeezing"
The gug moves through spaces as though it were a medium creature. It can move as though it were a small creature if it wants to take squeezing penalties while it does.
Anything a small creature can fit through, so can the Gug. Basically, it can take up as much space as it wants to between small and large size.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
@GM Did you overlook my action yesterday?
Rocks fall, everyone dies
Zhǔ Dà túshā wrote: @GM Did you overlook my action yesterday? Nope. Despite its good will save, the first Gug failed against your Mind Thrust, which took out about half of its HP and is the reason it's now teetering at the verge of death. (All the Gugs, however, saved against your stunning attack before combat started).
And everyone's up for initiative again.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Ah ok, I missed the resolve somehow, ty. I'm just about to hop in the shower but I'll be back to take my turn shortly
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
@GM You may want to check again. I've read everything from when I declared the action to current 3 times and I don't see my name mentioned at all, nor do I see anywhere they made a DC 26 Will save.
Rocks fall, everyone dies
Huh, I'm reading through it now, and I see it passing a DC 24 Will Save, which I guess was supposed to be DC 26. It also looks like it's passed the Will Save, but I distinctly remember it failing, so maybe the dice rolls got changed in order somehow from preview to posting on my part. In any case, I'm counting the damage as dealt.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
We've got a couple members mia. There was a long stretch where progress was slow. You just caught us at a momentary upswing.
Hoping to keep the momentum going, but we may grind to a halt for a bit as we find out who's getting botted/replaced for the time being.
Rocks fall, everyone dies
Yeah. I'll move Delyliath after everyone else has gone, and it looks like TSG might be out for good.
Hopefully it's not my GMing scaring people away. >.>
Can't imagine that, Dappercroc. :D
You should keep botting everyone who leaves for the rest of this dungeon, and then, once enough people are gone, give one bot to every player. :D
By the end of the dungeon, we should have some nice downtime to recruit/swap out/wait for players on vacation.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Wow, that was an upswing? I am out of state on a super crappy WiFi connection so it's hard to post right now, but usually I'm way more active. I'm surprised people aren't more excited to post in a game like this one.
@GM I don't see any issues with yur GM style man, everything's pretty awesome. I know a couple frequent posters. You want me to check them for interest?
Rocks fall, everyone dies
No worries—it's been a slow week, for all of my games. I'm just sitting here reading the Paizo boards compulsively because I've had a really bad day and don't want to leave my office yet.
Male Alacritous Bralani Stalker 5/Umbral Blade 4
I never took traits, can I do that now?
Also, I believe I have 9 HD, 7 from being a Bralani and 2 from Inquisitor, so I should have an extra feat, right?
Rocks fall, everyone dies
Go for it, and let me know if it affects any recent rolls.
Yeah, that sounds right—5 feats, not 4.
And the rules for traits were 2 + up to 3 drawbacks (each giving an additional trait) because villains are allowed to have lots of flaws.
Male Alacritous Bralani Stalker 5/Umbral Blade 4
So is this an update from what you told Zhu. I thought you had told him 3 base with more based on flaws?
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
^I remember the same. I will have to change my sheet if I'm only suppose to have 2
Rocks fall, everyone dies
Oh, whoops. I guess it is. My bad!
Rocks fall, everyone dies
It looks like my philosophy, back in May, was "take as many traits as you want... as long as you have lots of flaws, Villain!"
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