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

The work is hard, particularly coming at the end of days of marching and nights of poor rest under the shadow of the Dark Road, and the sight of it in the sky is not a pleasant one. Disturbingly, it seems easier to move towards it now than away. Nothing else disturbs you as you cross the lake, although once or twice those of you with darkvision see what might be other barges in the distance.

Are any of you going to try to rest or meditate during the crossing?


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 will continue to work the pole but eventually he will pray to Iomedae and have his opened spell slots filled for the day.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

LOL! "work the pole", Dashel...work it!


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

Get your silver pieces ready, I'm not cheap!


Weakly Godlike Entity

Moving right along, then.

After the first hour, everyone rowing make a DC 10 CON check, modified by the Endurance feat if you have it.


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

con: 1d20 + 2 ⇒ (3) + 2 = 5

Dashel is tuckered out.


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 takes his turns to keep them moving along, knowing the appointed time to renew his prayers.
I'll ask fer me blessings when yer done, Dash. We're gonna need every bit of hhelp we can muster if that last enemy was any indication. The half fiend musta had a fair bit of power to weaken it so. No offense to yer Shootin, Conner.

Con: 1d20 + 2 ⇒ (20) + 2 = 22


Weakly Godlike Entity

Dashel, take 5 points of nonlethal damage, and you're fatigued. Duncan keeps the barge moving.

Dice rolls:
Nonlethal damage to Dashel: 1d6 ⇒ 5

Scarab Sages

Female Human Sorceress 6

Lyekeli will avoid rowing if she is able to so she can rest to get her spells back... that is if she is allowed to.


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

"Wake me when we land, I need to rest. Those battles and the rowing really wiped me out." Dashel lays down to rest, soon drifting to sleep.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

After shaking off his condition, Conner would have returned to the poles.

Con: 1d20 + 1 ⇒ (1) + 1 = 2

Great!

Conner is now fatigued as well.

He also communicates his feelings of social malaise to the others. He does not feel as talkative, not that he ever was, or as jovial, as prior to the encounter with the flying beast.

GM Carbide:
That was Cha damage, not drain, correct? How long are we talking about for duration, and will anything other than some form of Restoration spell heal it?


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

Conner I do have a lesser restoration wand.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

I am guessing it will be necessary. Thanks.


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 figured I'd roleplay the exhaustion a bit before tapping myself with the wand. We can wait till the DM mentions if your ability damage is a matter of rounds/minutes or if it needs a restoration spell.


Weakly Godlike Entity

It's CHA damage, not drain, so it heals as normal stat damage (1 pt/night of rest, lesser restoration will heal 1d4 points, etc.). Take 6 points of nonlethal damage.

Lyekeli, your sleep is fitful and not terribly restorative, but it's enough for you to get your spells back. Your dreams were not happy ones, though--you felt yourself drawn into the gulf between worlds, the space you passed through to reach this Golarion from your own. In the vision you saw the Dark Road casting its shadow into that gulf, a myriad of small rifts spinning away from it into as many different universes. The Road echoed with the imminent approach of nameless and alien Things, coming closer as the planets began to align in conjunction. You awaken to the terrible fear that they are closer than you thought. Time is short.

Dice rolls:
Conner nonlethal damage: 1d6 ⇒ 6
Lyekeli Will save: 1d20 + 8 ⇒ (10) + 8 = 18


Weakly Godlike Entity

During the second hour, Ava spells Dashel and Conner, pulling easily alongside Duncan. Duncan, give me a DC 12 CON check.

Dice rolls:
Ava CON check: 1d20 + 2 ⇒ (20) + 2 = 22


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Hit me with that lesser Restoration, will ya Dashel?


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

Con: 1d20 + 2 ⇒ (15) + 2 = 17


Weakly Godlike Entity

Hour 3:

Assuming no one spells Duncan and Ava, they keep rowing. At the end of it the eidolon is still going strong; Duncan, give me a DC 16 CON check.

Dice rolls:
DC 12 CON check: 1d20 + 2 ⇒ (14) + 2 = 16


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

Conner:

lesser restoration: 1d4 ⇒ 4

Dashel will also use the lesser restoration on himself to remove the fatigue.

Anyone else need a hit of LR?


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Thank you, friend. I am feeling like myself again.


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

Con: 1d20 + 2 ⇒ (12) + 2 = 14

Into the 3rd hour of rowing, the effort finally takes it's toll on the dwarf.

I'm slowin down Dash... If ye don't mind sparing a turn wit the wand, I think we're nearly there


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 touches the dwarf with the wand speaking the blessing,

lesser restoration: 1d4 ⇒ 1


Weakly Godlike Entity

The lesser restoration spells alleviate the immediate fatigue, and reset the cumulative penalties to CON checks to keep going, but do not remove the need for sleep.

After three hours you're about a third of the way there. A poled barge supposedly goes 1/2 mile per hour, by the book! You're going a little faster than that, though; there seems to be a slight current moving towards the island.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

If it is alright with all of you, I will rest now, as well. If those of you requiring rest to perform your talents need it first then I will wait. Please, let us establish shifts.


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

Dash and I don't need sleep ta refresh our blessings. Just ta say our prayers when the time comes. Rest if ye need it. Got me a wand O'Keeffe watch which let's ye stay awake all night without fatigue but only if ye avoid vigorous activities.


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 looks around the barge for an anchor. "Perhaps, we should rest here before pushing forward. Does anyone see an anchor? He has an uneasy feeling about sleeping on a boat, he is use to solid land under his boots, and this is certainly something out of his element. "Does anyone need another blessing to remove the day's strains"

If needed,

lesser Restoration: 1d4 ⇒ 3


Weakly Godlike Entity

Going to set watches? Lyekeli is unconscious, but occasionally twitches and talks in her sleep.

ETA: Duncan, what's that wand you have? I think your autocorrect did something odd, there.


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

Sorry. Always seem to be posting from my phone (Galaxy Note 3, is awesome btw).
I meant a wand of KEEP WATCH.


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

If Duncan taps Dashel with the keep watch wand, Dashel will dutifully stay alert all night. Otherwise he will take the first watch and rest the remainder of the time and pray in the morning.

Before retiring:

if anyone else needs any healing channel: 3d6 ⇒ (6, 1, 2) = 9

I made a lesser restoration roll above, if anyone needs more healing or restoration let me know.


Weakly Godlike Entity

Between naps and potent restorative magics, the party survives the night without loss of sanity or strength of arm. The morning disappearance of the Dark Road lifts everyone's spirits, but the relief is fleeting; the combination of several more hours of rowing and a growing unpleasant smell in the air leave the party somewhat short of temper when the barge finally grinds against the rocky shore of the barren island.

Duncan sends Silf up to get a quick look at the lay of the land. Though nothing seems to be flying at the moment, the pseudodragon does not want to be cut off from the party for any length of time. He reports that the island seems to be about two miles across, roughly circular, with a peak in the center. A road runs from another dock at the shore (roughly a quarter of the way around the island from you) up the central peak. The top of the peak, however, is obscured by a featureless black hemisphere at least 200 feet in diameter.

Other than that, the island is devoid of any notable features. There are no plants; nothing but rock. Silf did see signs of movement on the road, though.


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

Gazing up towards the center peak, "'sume we are eventually heading that way." He motions towards the center.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Indeed, let's have at then.

Conner takes the point with Longbow drawn and arrow set.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Scarab Sages

Female Human Sorceress 6

"I feel like we need to hurry guys...." Lyekeli will mumble softly.


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

Time to get to it...


Weakly Godlike Entity

The group disembarks from the barge and starts towards the center of the island. The terrain here is not-well-eroded volcanic rock, so about half of it is Difficult; you're limited to about 1.5 miles/hour for the first half-mile, dropping to 0.75 miles/hour as the slope increases. That puts the center of the island within around an hour and a half.

By the time you reach the hill and come within sight of the road, there is no longer any traffic on it. How do you plan to approach the summit?


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

You mean openly or stealthily? Duncan is fine with either but given the sense that time is running out...

Duncan looks at the route before him.
Normally, I'd prefer to stalk ahead with Conner but I don't think we got time ta go this the smart, long way. The most direct path would be quickest but probly the best guarded.


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

"Aye...the direct path works for me." He pretty much follows the direction of Grimm these matters.


Weakly Godlike Entity

Throwing caution to the winds, the party advances up the hill. The hemisphere is visible from some ways away, looming over the crest of the hill like a hole into nothingness. There is not even a hint of reflected sunlight on its surface; it seems to drink in the light, giving up nothing. It gives some trace of the same feeling you've gotten from the Dark Road, but much muted.

From where you come up, you can see what looks like heaps of butchered bodies along the very end of the road. There may also be something moving around that quadrant of the hemisphere, but it's hard to tell.


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 squints trying to make out more detail. "What is that in the distance?'

perception: 1d20 + 9 ⇒ (3) + 9 = 12

"Blasted darkness!


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

Stick to our path, but be prepared. If time is of the essence and we find battle again, we must be fast and brutal.


Weakly Godlike Entity

You reach the hemisphere without being noticed. What do you do once there? Nothing can be seen inside it.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

How about a light source?

Scarab Sages

Female Human Sorceress 6

"I can make light but for all we know it won't be needed inside..." Lyekeli will reach a hand out to touch it... for experimentation obviously.


Weakly Godlike Entity

Lyekeli, the tips of your fingers sink into the darkness with no resistance. They feel normal, but you can't see them on the other side of the darkness.


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

What evilness can block the goodness of light! Surely a blight on land.


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

Well, only one thing for it. Been dead once already.

Duncan steps into the Darkness...


Weakly Godlike Entity

Everyone else sees Duncan swallowed up by the darkness. He apparently felt no discomfort, as he didn't flinch at all.

Duncan:
You emerge into daylight, atop a rocky hill that looks rather similar to the one you left behind. Turning to look back the way you came, you see a flat black wall; a few more steps away from it to give you some perspective reveals it to be a hemisphere of darkness strikingly similar in size to the one you walked into.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Let's give Duncan a couple of minutes to see if he steps back out to report anything.


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 attempts to step back through the wall.

If he CAN get back, everyone read:

Looks the bloody same terrain as here. I'd say this hemisphere is either just a magic dome or one of them inter..junction things the mad wizard was talking about.

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