DM Carbide's Through a Cracked Mirror: The Dark Road (Inactive)

Game Master John Woodford

As the myriad potential Golarions collide, a small group of heroes is charged with setting things right.


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Weakly Godlike Entity

Personally, I'm hoping that Duncan leaves a few for Eretria to incinerate.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Dashel should have a bit of fun here!


Weakly Godlike Entity

It helps that two of them blew their saves vs. your first channel.

Scarab Sages

Female Human Sorceress 6

I am pretty well use to being useless at this point, everything has been magic resistant up to now and go figure I am paralyzed for 2 rounds here.


Weakly Godlike Entity

Missing both saves vs. the auras was not the best thing to have happen, yeah. I'll try to back off on the monsters with SR, too.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

SR sux. That is why I focus on ZOMG melee damage. I tried Bane and every f#@k!ng thing has SR or saved.


Weakly Godlike Entity

Short of time right now due to employer requesting some actual work, but will 'bot Elesandira in a couple of hours if no post forthcoming.


Weakly Godlike Entity

Round 1 (final):

Initiative Order

Duncan-charged and attacked
Elesandira-attacked
Selveshanea-delaying to defend Elesandira
Ava-paralyzed (final round of paralysis)
Mummy 3-acted
Eretria-paralyzed (final round of paralysis)
Mummy 2-acted/Dashel-channeled
Mummy 1-advanced and attacked
Krolmnite-cast haste
Besmarial-acted

Elesandira fires two arrows at one of the trailing mummies; one hits and sticks deeply in the undead dwarf. Ava begins to pull herself together, as does Eretria. Both of you will be able to act next round.

One of the two mummies facing Duncan lands a mighty blow on the inquisitor. Duncan, take 19 points and make a DC 15 Fort save vs. disease. The one that Duncan chopped, though, is sufficiently taken aback that it misses him.

The final mummy of the trio attempts to advance past the line to attack Dashel. It will hit the cleric, but Duncan will get an AoO as it moves up. Something more to do with that last round of bane. Dashel, take 17 HP, unless Duncan takes it down.

Krolmnite casts haste on Ava, Dashel, Duncan, Elesandira, and Selveshanea. Besmarial moves up and emits a line of fire onto two of the mummies; one dodges the worst of it, but the other takes the full effect. It appears that Duncan's information was correct; the creatures definitely seemed to take more damage from the flames than would be expected.

Dice rolls:
Arrow #1, rapid shot, deadly aim, bless: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Arrow #2, rapid shot, deadly aim, bless: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Arrow #2 damage, deadly aim: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Mummy #3 slam to Duncan, incl. power attack: 1d20 + 10 ⇒ (17) + 10 = 27
Mummy #3 slam damage to Duncan, incl. power attack: 1d8 + 14 ⇒ (5) + 14 = 19
Mummy #2 slam to Duncan, incl. power attack: 1d20 + 10 ⇒ (2) + 10 = 12
Mummy #1 slam to Dashel, incl. power attack: 1d20 + 10 ⇒ (18) + 10 = 28
Mummy #1 slam damage to Dashel, incl. power attack: 1d8 + 14 ⇒ (3) + 14 = 17
Besmarial DC 15 Will save #1: 1d20 + 2 + 2 + 1 ⇒ (10) + 2 + 2 + 1 = 15
Besmarial DC 15 Will save #2: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20
Besmarial DC 15 Will save #3: 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17
Besmarial flame damage: 1d6 ⇒ 2
Mummy #1 DC 12 Reflex save: 1d20 + 2 ⇒ (3) + 2 = 5
Mummy #3 DC 12 Reflex save: 1d20 + 2 ⇒ (17) + 2 = 19


Weakly Godlike Entity

Dashel, since it closed with you I don't think you'll get an AoO unless you're using a reach weapon. Duncan gets the AoO because it had to move past him.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3
DM Carbide - Dark Road wrote:
Dashel, since it closed with you I don't think you'll get an AoO unless you're using a reach weapon. Duncan gets the AoO because it had to move past him.

Sorry about that, I misread your passage. You stated Duncan gets the AOO. I'll delete the post.


Weakly Godlike Entity

Save the attack, if you'd like.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Already deleted. Do I owe a Fortitude save from the mummy attack?


Weakly Godlike Entity

Yup. DC 15.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

fortitude save: 1d20 + 7 ⇒ (5) + 7 = 12

"Looks like I've got a bit of leprosy."


Weakly Godlike Entity

Fortunately it takes a little while to develop. You just have to survive, since you're the only one who can cast remove curse and remove disease.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Naturally, neither spell was prayed for this fine morning.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Rd 1:AOO
As the mummy steps past Duncan to attack Dashel, the Dwarf reacts with a Backswing.
Bane, Bless, DF, PA: 1d20 + 7 + 2 + 1 + 3 - 2 ⇒ (13) + 7 + 2 + 1 + 3 - 2 = 24
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (12) + 1 + 4 + 2 + (6, 6) + 3 + 6 = 40
Aww no ye don't!

Duncan feels the disease pervade the mummies strike!
Fort vs Disease: 1d20 + 7 ⇒ (16) + 7 = 23
Needing to get as many attacks as possible, before his BANE runs out he uses HATEFUL RETORT!
Bane, Bless, DF, Haste, PA: 1d20 + 7 + 2 + 1 + 3 + 1 - 2 ⇒ (5) + 7 + 2 + 1 + 3 + 1 - 2 = 17
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (8) + 1 + 4 + 2 + (3, 6) + 3 + 6 = 33

Rd2 Buffs, Haste, Bless, DF. Current AC: 20
He then replies with his own Rage!
Rd2: The Haste spell speeding his limbs, Duncan uses his LAST rd of Bane and turns into a speeding Ball of Dwarf FURY!
Bane, Bless, DF, Haste, PA: 1d20 + 7 + 2 + 1 + 3 + 1 - 2 ⇒ (2) + 7 + 2 + 1 + 3 + 1 - 2 = 14
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (12) + 1 + 4 + 2 + (2, 6) + 3 + 6 = 36

Haste extra Attack: 1d20 + 7 + 2 + 1 + 3 + 1 - 2 ⇒ (19) + 7 + 2 + 1 + 3 + 1 - 2 = 31
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (12) + 1 + 4 + 2 + (4, 6) + 3 + 6 = 38


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

So a 40HP (minus DR on the mummy that moved to attack Dashel.
Hateful Retort missed, 1st attack missed, 2nd Attack hits his first mummy for 38 damage, minus dr. I am blowing through BANE. Gone now, but mummies are pretty dangerous at this level.


Weakly Godlike Entity

Huh, though I'd posted. That's frustrating when that happens.

Duncan makes the mummy pay a heavy toll for rushing past him, but the undead creature survives his attack...barely. On its last legs, it still manages to hit Dashel. Then Besmarial looses a line of fire on it and it falls, rapidly disintegrating into dust with a few glints beneath it, the jewels in its beard.

When the first mummy attacks Duncan, his Hateful Retort return blow misses.

Round 2:

Initiative Order

Duncan-attacked
Elesandira-
Selveshanea-
Ava-
Mummy 3-
Eretria-
Dashel-
Krolmnite-
Besmarial-

The dwarf aims a rapid pair of blows at the first mummy that attacked him; one misses, but the other is enough to put the undead to rest. It, too, falls into dust.

Elesandira is up!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan Kicks ass. Annnnnd I'm done.


Weakly Godlike Entity

Round 2 (ongoing):

Initiative Order

Duncan-attacked
Elesandira-holding
Selveshanea-holding
Ava-holding
Mummy 3-attacked Duncan
Eretria-
Dashel-
Krolmnite-
Besmarial-

Elesandira, Selveshane, and Ava delay. The mummy takes another swing at Duncan, striking him a glancing blow. Take another 15 HP, Duncan, and make another DC 15 Fort save vs. disease.

Eretria is up!

Dice rolls:
Mummy Pattack on Duncan: 1d20 + 10 ⇒ (18) + 10 = 28
Slam damage to Duncan: 1d8 + 14 ⇒ (1) + 14 = 15


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

I'll check back before his next action...Channel, provided the Mummy hasn't already been destroyed.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Fort: 1d20 + 7 ⇒ (6) + 7 = 13
Crap. Blew the save and am at 9 HP.
Think I'll be using the withdraw action next....maybe


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Dashel grits his teeth after the mummy slammed him, then he releases another wave of positive divine energy.

Channel: 3d6 ⇒ (5, 4, 1) = 10

"Back to the dirt with you!"

Scarab Sages

Female Human Sorceress 6

Eretria will use scorching ray on the final mummy.

Attack, Ranged Touch: 1d20 + 6 ⇒ (7) + 6 = 13
Damage(fire): 4d6 ⇒ (4, 3, 3, 4) = 14


Weakly Godlike Entity

Round 2 (final):

Initiative Order

Duncan-attacked
Elesandira-holding
Selveshanea-holding
Ava-holding
Mummy 3-attacked Duncan
Eretria-flamed mummy
Dashel-channeled
Krolmnite-delaying
Besmarial-withdrew

Eretria's spell burns into the mummy, but it's still up; Dashel's channel likewise falls heavily on the creature. The ancient magics that have kept it animated over the long centuries are not so easily defeated, though.

Map as of the end of the round is HERE. Duncan, over to you.

Dice rolls:
DC 16 Will save: 1d20 + 9 ⇒ (6) + 9 = 15
Rounds until Besmarial can flame again: 1d4 ⇒ 2


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Bleeding from many wounds and seeing how damaged the Mummy was, Duncan had to swallow his pride or die...again.

He ducks low, WITHDRAWING back to I18.
On my last legs. Sorry.

In his own mind he kept hearing a word.
Coward.


Weakly Godlike Entity

Round 2:

Initiative Order

Duncan-withdrew
Elesandira-attacked
Selveshanea-delayed
Ava-attacked
Mummy 3-attacked
Eretria-
Dashel-
Krolmnite-
Besmarial-

As soon as Duncan was clear of the fight, Elesandira acted, sending a pair of arrows towards the mummy. Neither of them penetrate the creature's undead flesh. The mummy advances; Ava unleashes a whirlwind of claws, teeth, and tail. Again, the mummy emerges unscathed. Its attack on Dashel is far more accurate, though. Take 20 points, Dashel, and make another DC 15 Fort save vs. disease. If you fail this one, you'll have a single save as the mummy rot progresses, but it'll be vs. DC 17.

Eretria is up again! BTW, if you hit it with a scorching ray (touch AC 10), your minimum damage is enough to put it down.

Dice rolls:
Arrow #1 to mummy, incl. DA and bless: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Arrow #2 to mummy, incl. DA and bless: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Ava bite, PA, incl. bless: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Ava claw, PA, incl. bless: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Ava claw, PA, incl. bless: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Ava tail, PA, incl. bless: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Mummy slam on Dashel, PA: 1d20 + 10 ⇒ (11) + 10 = 21
Mummy slam damage: 1d8 + 14 ⇒ (6) + 14 = 20


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Crap. SORRY. I figured one more would do it but that's how Duncan died last time

Scarab Sages

Female Human Sorceress 6

Thats good I didnt intend to use flaming arc on a single target anyway ^^

Eretria will cast another scorching ray at the mummy hoping to end its assault on her allies.

Ranged Touch: 1d20 + 6 ⇒ (5) + 6 = 11
Fire Damage: 4d6 ⇒ (1, 4, 5, 2) = 12


Weakly Godlike Entity

Blasted by Eretria's arcane fire, the mummy collapses in a heap of dust.

Out of combat!

Within a minute of the end of the fight, though, the malignant disease carried by the mummys' touch takes hold of the priest and the inquisitor. Where the undead inflicted wounds on the pair, their flesh begins to rot away.

Duncan, take 1 damage to CON and 6 damage to CHA. Dashel, take 5 damage to CON and 3 damage to CHA. I think that puts Duncan unconscious.

What do you do?

Dice rolls:
CON damage to Duncan: 1d6 ⇒ 1
CHA damage to Duncan: 1d6 ⇒ 6
CON damage to Dashel: 1d6 ⇒ 5
CHA damage to Dashel: 1d6 ⇒ 3


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Dashel feel the blunt force of the mummy's attack grunts in pain.

fort save: 1d20 + 7 ⇒ (6) + 7 = 13

I'm not doing it the easy way.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan breaks into a sweat as the disease takes hold and passes out.

I thought ability damage going to 0 killed you, but the only rule I could find says 0 CON kills you. Not sure about cha.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

The 5 con ability damage brings me to 9, that will reduce my HP an additional 10, so I'm down 47 total. 17 slam 1, 20 slam 2, then 10 ability. Fort is reduced by 3. My charisma was reduced by 3, so I'm at a 9 charisma so I have one less channel.

Dashel is going to cast prayer which will provide everyone, a bonus +1 saves and skills.

prayer:

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

'If any of you have healing potions Duncan can use them, I'm not far behind. the most potent ones you have too." he pauses looking at the crew, then calmly continues, "I have a wand of curing hear in my pouch, the word is 'Holy Mother' to activate. His hands pull out his healer's kit.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3
Duncan Redhammer wrote:

Duncan breaks into a sweat as the disease takes hold and passes out.

I thought ability damage going to 0 killed you, but the only rule I could find says 0 CON kills you. Not sure about cha.

Ability Score Damage, PFSRD:

Ability Score Damage

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.

Intelligence: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence. A character with an Intelligence score of 0 is comatose.

Wisdom: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

Charisma: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Catch-22 situation here. Boost our saves first or try a DC 20 CL check to conjure up a cure spell. Cure potions are probably the best thing right now, since it doesn't involve the act of casting a conjuration (healing) spell.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

I actually in worse shape with the 5 con damage, I think that puts be down 15 total HP, if that is the case I'm -3 HP and I'm unable to cast the prayer spell.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Our ranger can use a cure wand to wake you up. I am down for the count till we get a Remove Curse each and a remove Disease.


Weakly Godlike Entity

Lesser restoration will get you back up, actually (after the DC 20 level check). The CHA loss isn't stat drain.

ETA: Dashel and Duncan, you had ten rounds after the first hit before the disease kicked in; I elided over that, but you've got some time to try various things.


Weakly Godlike Entity

One other thing that will probably help a little--all of you are now 6th level.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Since we have a minute to get our affairs in order, Dashel will ask everyone to get out any cure potions that may help since they do not involve casting.

I know Duncan needs this potion but if I go down, he has no chance of making it.

He quaffs one himself, CLW: 1d8 + 1 ⇒ (2) + 1 = 3


Weakly Godlike Entity

Any more channels left, Dashel? Because as I read the potion rules:

PRD wrote:
Potions are like spells cast upon the imbiber.

even drinking a CLW potion calls for a level check, but channeling doesn't.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

The spell for the potion was already cast when the potion is brewed, which is a slight distinction with the mummy rot which states "...Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check,..." The word casting being active. No problem, I'll try something else.

Two channel left if it takes 10 rounds to hit my charisma.

Dashel prays forcefully,
channel 3: 3d6 ⇒ (2, 5, 5) = 12

Channel 4: 3d6 ⇒ (3, 2, 6) = 11


Weakly Godlike Entity

Fair point; I'll accept that argument. I went looking on the boards for any sort of ruling, but couldn't find anything (except that paladins are immune to mummy rot), and that some people have ruled that channeling is also subject to the need for a caster level check. I disagree with that.

One other thing that I just remembered--when Duncan & company joined the party, Prester Gallowsmith had sent along a couple of wands and a scroll of restoration. Eretria used the latter to remove the last traces of sanity damage from the seugathi; one of the wands was a fully-charged CLW wand, while the other was a partially-charged wand of lesser restoration. I never said how many charges were left; there are 21.

Dice rolls:
Charges left: 5d10 ⇒ (4, 6, 1, 2, 8) = 21

Scarab Sages

Female Human Sorceress 6

Eretria has umd.

hp time for levels!: 1d6 ⇒ 3

Picking up mending, level 0, diamond spray level 3, raising arcana, perception and spellcraft and 2 into umd to give it 3 base ranks now instead of 1 so I have a half decent chance to use a wand xD


Weakly Godlike Entity

While everyone is leveling up and pondering what to do about your two sick puppies, here's what the room at the end of the hall looks like:

It's forty feet across. A shallowly-domed marble ceiling stretches over this octagonal room built of polished basalt blocks. (Thinking back on it, slight differences in the stonework of the hall every time the key symbol changed suggests that the entrance hall was built piecemeal, and was expanded as needed.) Apart from the hall you came through, there are no other exits apparent.

In the center of the room is a stone bier, apparently carved from a single block. The sides are elaborately carved with a myriad of decorative keys, twining in linked chains about the block. The body on the top of the bier is a dwarf, interred with his arms crossed over his chest. In his right hand, he holds an adamantine stonemason's hammer, beautifully made and chased with mithril designs. In his left, he holds an adamantine chisel. His clothes are workmanlike but even now you can tell that they were finely made, and he still wears a (now falling apart) leather work apron. In the apron's pockets are a collection of brushes and a set of smaller adamantine chisels and picks.

Not that I'm suggesting anything, but how close does anyone come to the bier?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Good thing that Duncan is asleep. That hammer beckons...


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3
DM Carbide - Dark Road wrote:

Fair point; I'll accept that argument. I went looking on the boards for any sort of ruling, but couldn't find anything (except that paladins are immune to mummy rot), and that some people have ruled that channeling is also subject to the need for a caster level check. I disagree with that.

One other thing that I just remembered--when Duncan & company joined the party, Prester Gallowsmith had sent along a couple of wands and a scroll of restoration. Eretria used the latter to remove the last traces of sanity damage from the seugathi; one of the wands was a fully-charged CLW wand, while the other was a partially-charged wand of lesser restoration. I never said how many charges were left; there are 21.

** spoiler omitted **

Thanks and the lesser restoration is great boon.

Scarab Sages

Female Human Sorceress 6

The room we are in, are there exits anywhere but where we came in from?

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