DM Oladon's Second Darkness

Game Master Oladon

Current Map - Named Drow


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Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

Bolstered by Xiddik's rousingly discordant tune, Fíriel attempts her spell again!

SR: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Bump.


Coldborn Ulfen 13 - 134/134 hp + 120 stoneskin, Init +0, AC 21 (26 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
Resources:
Bombs 10/10 | Healing Factor 35/35 | Martial Flexibility 4/4 | Bear Form 2/3
Extracts:
Shield x4 | Cure Light Wounds x1 | True Strike x1 | Barkskin x2 | False Life x2 | Heroism x2 | Orchid's Drop x1

Sorry. Paizo's been absolute balls the last couple days.

Were-Njord thunders forward to aid the trapped elf. With a ursine grunt he slams his undersized weapon into the otherworldly horror's barbed appendage.

Sword (inspire, haste): 1d20 + 20 + 2 + 2 + 1 - 3 ⇒ (5) + 20 + 2 + 2 + 1 - 3 = 27
Damage: 1d8 + 9 + 2 + 9 ⇒ (1) + 9 + 2 + 9 = 21


Fun Fact: The monster's entry doesn't list any specific interactions with dimensional anchor...

1d100 ⇒ 68

Through the tear in reality the monster wails in anger as it finds itself irresistibly repelled by Firiel's spell. It gives Jametor one final weak squeeze before it drops him and its massive tentacle is violently yanked back into whatever dark realm it hungers from.

Several seconds pass but there's no additional sign of the monster. For now.

We're out of combat.


Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]

"Jametor, are you all right? We need to break the glyph before it returns!" Turning to the glyph, Randall studies it to see if he can deface it somehow. "There is some kind of link between it and probably that thing. I don't know if I can disrupt it. Should I try?"

Thinking others should do their knowledge checks against it before I possibly attract the monster's ire again.


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

"Fine? no, but I believe I will live, but a few wand charges are going to get used I am afraid." Jametor says as he begins to study the glyph again.

Knowledge, Arcana: 1d20 + 24 ⇒ (7) + 24 = 31


M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13

Asht'el shrugs nonchalantly and says, "Well, that was easy." Noticing Jametor's discomfort, he adds, "Mostly."

Looking around, he says, "Time to destroy the thingy, right?"


As with the first glyph, Randall detects another trap-like defensive measure built into the powerful magical beacon. Whatever it is it's less obvious than the torrents of lightning called down by the own drawn into the Weeping Cliffs.

You can attempt to disable it though that may be moot in a moment.

Jametor is still unable to read the alien text inscribed within the glyph but he is able to narrow down how to disable it cleanly after some study. The magic of this glyph flows through it like blood through a beating heart. It can be disrupted with a touch and a simple act of will by one with a deep understanding of such things.

Disrupting this glyph properly requires someone to touch it and make a fairly high heal check. Alternatively you can smash it like the last one and suffer whatever consequences come with that.


Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]

"I'm not understanding the actual trap, but I think I have found the trigger. I think I can prevent the trap from triggering, but that does not do anything to remove the glyph. Should I try, anyway? You might want to move back."
.
.

If instructed to proceed and after everyone else has prepared themselves by moving away or readying whatever action they feel is appropriate:
Disable Device: 1d20 + 30 ⇒ (7) + 30 = 37 Not cool, RNG, not cool at all.


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Xiddik nods uncertainly. "Yes, try. What could go wrong?"

Spoiler:
"Oh. That."


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

None of us have a high enough heal skill to try eh?


The DC is high enough that one would need to be reasonably skilled at Heal to pull it off.


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Anybody got a bonus higher than +0? I can give you Competence (+3 to everyone's Heal checks), plus a free +2d4 if you fail. Xiddik will also attempt to aid.

Heal Aid (offering feedback on weird alien anatomies): 1d20 + 3 ⇒ (12) + 3 = 15


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

I have a +0. I think we should do the other way. Disable it.


Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

Prickles has a +1... let's give it a shot!

Everyone aid Prickles!

If we do it:
Prickles Heal (Xiddik Aid, Xiddik Competence Bonus): 1d20 + 1 + 2 + 3 ⇒ (19) + 1 + 2 + 3 = 25

Fíriel Aid: 1d20 + 0 ⇒ (15) + 0 = 15

So that's 27...


M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13

Though he can't help but roll his eyes a little at a crack team of powerful adventurers relying on a hedgehog to undo world-threatening magic forces, Asht'el does what he can to help.

"You can do it little guy," he says, managing to sound surprisingly genuine as he casts a glance at Randall, clearly wondering if perhaps the slightly less small member of the party might have been the better choice to resolve this problem.

Heal, Aid Prickles: 1d20 + 0 ⇒ (16) + 0 = 16


Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

Yeah, I just realized Randall has a +2. :P


M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13

Not what I meant at all, I didn't look at anyone's bonuses. I was just comparing the wee Heal bonus to Randall's mighty Disable Device bonus. But I'm totally down for this approach!


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

Heal aid: 1d20 + 0 ⇒ (2) + 0 = 2


Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]

Aid heal: 1d20 + 2 ⇒ (6) + 2 = 8

Randall shrugs, He's as important as anyone here. Come on, Prickles, you can do this! Focus!


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Quote:
...the glyph is filled with life and must be tampered with by an expert healer in order to deactivate it. As a full round action, a character adjacent to the glyph may attempt a DC 30 Heal check to divert the flow of life through its runes.

With some magical/musical aid from Xiddic and more mundane pointers from the rest of the party, Prickles waddles his way across the enormous glowing rune massaging the pulsing magic within. After a long tense moment, the rune's intense glow begins to fade until it's almost entirely dark. The purple glow returns a second later but coming from Prickles himself. As the last of the glyph's magic dies, a ribbon of energy arches high into the sky and due north.

By disabling the glyph the safe way, Prickles has usurped its power for himself. In addition to glowing a night light he gets fast healing 5 for the next 24 hours.


Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

Ha. I suppose that would've been better used by someone else...


Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

Dr. Prickles squeaks proudly as he's suffused by the purplish glow.

Onward? DM, is the "ribbon of energy arches high into the sky and due north" supposed to point toward the next glyph?


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

The problem with tackling more than 2 glyphs in a day is that I run out of teleports. Specifically, the greater teleports needed to get us there safely. Teleporting back to "base" is good because I "know"
it.


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Hahahahaha...oh, man. Well, at least Prickles will be safe.

Xiddik watches the fearsome spinebeast as it easily rips apart the ancient magical protections. She looks at Firiel, then at the ribbon of energy, then at Jametor. "Maybe we should head back for the sleep," Xiddik says. "Have you still got a teleport left, Jametor?"

In Darklands language, Xiddik isn't even being grammatically incorrect. There's no night and day, so a lot of people just refer to "the sleep" and "the wake". I get to write canon like that, because I'm your token Darklands native teammate. ;D


The glyphs were quite a ways apart so it's difficult to say for sure but the northness does fit the direction of one of the remaining glyphs.


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

Jametor nods. "I can get us back to the shrine without problem. I'll need to relearn some greater teleports to get us to the next glyph though and I still need to heal the damage that beast did."


Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

"I'll never really understand how your memory is so bad compared to the rest of the elves I've met," comments Fíriel offhandedly. Before Jametor can reply, she adds, "I don't mean any offense, is just that you don't see me or Ash forgetting how to call the magic. Isn't doing something more than once supposed to help you remember how to do it even better? It seems like it you could figure out some memory tricks or something, you'd be... really, really powerful."


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

"That just how wizards work," Xiddik says cheerfully. "They put so much energy into cramming scribbles in their brains, they've got no will to hold onto the...framing? Framing. Me, I have the music running in my head always. Makes it much more easy."


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

Jametor shrugs and waits for the group to decide if they are moving...normally or magically.


Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]

Randall has absolutely nothing to contribute to a discussion of using magic, so he doesn't, ruminating on how nice it is to have toys with magical properties even if he has none himself.


Coldborn Ulfen 13 - 134/134 hp + 120 stoneskin, Init +0, AC 21 (26 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
Resources:
Bombs 10/10 | Healing Factor 35/35 | Martial Flexibility 4/4 | Bear Form 2/3
Extracts:
Shield x4 | Cure Light Wounds x1 | True Strike x1 | Barkskin x2 | False Life x2 | Heroism x2 | Orchid's Drop x1

It would take a very long time to travel between the glyphs entirely on foot.

"Let's head back to the shrine and get some rest", Njord suggests as the last vestiges of his furry transformation melts away. "I'd say we made good progress on avertin' the apocalypse for the day."


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

Jametor begins the incantations needed to create the teleport spell, weaving together the components and gestures. Right before he finishes he grabs Njord's hand who should be holding the next member of the group..and the group is teleported back to the shrine.

Teleport: 1d100 ⇒ 94 Welp as long as the Hope Crusher says I am very familiar or Studied carefully..we are good. otherwise we are going to be somewhere else.


M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13

Not averse to a little time to rest, Asht'el agrees to Njord's suggestion, trying to position himself in the teleport line so he doesn't end up holding a hedgehog's prickly paw.


The party reappears with a *pop* near the entrance to the Shrine of Bound Earth. Inside their host watches dutifully the detailed earthen map she conjured earlier for the party's benefit.

"You've been busy", she concludes as the party enters with some a little worse for wear. "But whatever you're doing is working. The earth tells me the dark elves have begun mobilizing at the southern end of the Caltherium - no doubt to reinforce the remaining glyphs. The fight will only become more dangerous from here. How heavily were the first two guarded? And what happened to your hedgehog?"


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

Jametor rubs his temple a bit as he wearily finds a seat. "No dark elves there but the glyph itself can have pretty strong defense. We ran..well I ran into that Abyssal Harvester that is not just a rumor. Thanks to Firiel she sent it back and the Hedgepig was able to disable the glyph..that's what happened to him." Jametor says, slumping a little.

"Who has that healing wand, might want to get the healing started.

44 damage, so one or two bops and then we'll let some of it heal from sleep?


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Who did have the healing wand? Xiddik can certainly use it to heal people.


M Ifrit Sorcerer 14 | HP 92/92 | AC 15 | T 14 | FF 12 (with mage armor 19 / 14 / 16) | CMD 19 | Fort +11 | Ref +10 | Will +12 | Init +9 | Perc +13

Sorry, didn't see the new posts.

Asht'el pulls one of his healing wands from his belt pouch and taps Jametor with it, glad to have avoided damage himself.

Three taps puts him down 14, which one night's rest will heal.


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Xiddik does still have some Strength damage, but unless we have lesser restoration, I'm good for some slep.


Coldborn Ulfen 13 - 134/134 hp + 120 stoneskin, Init +0, AC 21 (26 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
Resources:
Bombs 10/10 | Healing Factor 35/35 | Martial Flexibility 4/4 | Bear Form 2/3
Extracts:
Shield x4 | Cure Light Wounds x1 | True Strike x1 | Barkskin x2 | False Life x2 | Heroism x2 | Orchid's Drop x1

We got a wand of lesser resto here that I think is still in the wrapper. Go nuts!


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

...huh, I don't have UMD. What kinda bard am I?! Well, Ash't and Firiel have it. To avoid bogging things down further, mind if I just assume Ash't says yes to Xiddik's request?

"I do not understand this thing," Xiddik says, when offered the wand of restoration. "None of the magic in it sings. A strong will is needed, I think, to overrun it. Personality is, I think, the word?" She looks up at Ash't and Firiel with appraising looks.

Assuming one of them Takes Ten: 1d4 ⇒ 3

Yay! All better. Xiddik sleep now.


Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]

Randall has a +19 UMD. I stopped there because that means wands just work for him...

"Here, I think I know how it works..."

UMD: 1d20 + 19 ⇒ (8) + 19 = 27


Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

Huh... I totally posted this morning saying that Prickles could take care of the wandage (complete with a UMD roll). The post seems to have gotten eaten. :(


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

Hope Crusher doesn't get his name by accident. Crusher of all hope and posts.


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Maybe we forgot to set out alarm.


Njord could have used the wand for you too. Lesser restoration is on the alchemist spell list.

2d100 ⇒ (76, 88) = 164

Haiten the shaitan leads the party to a large chamber sparsely decorated but well-furnished chamber lined with thick cushions and plush furs. Seasoned by their weeks as drow servants, not even the unnatural sounds of Darklands flora and fauna is enough to keep the heroes from getting their much needed rest. Despite the hostile environs surrounding them, the host of the Shrine of Bound Earth makes good on her promise and the time passes without incident until the party wakes hours later fully rested.


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

Alchemists don't cast spells, technically speaking. ;)


Male Elf--Drow (Jamleus) Wizard 14| HP 80/80 | AC 15 | T 15 | FF 11 | CMD 22 | Fort +7 | Ref +10 | Will +11 | Init +4 | Perc +20 | Sense Motive +18 |Effects: Mage Armor +4 AC

Oof the site has been odd. very odd and then down a lot. Wonder what's going on.

I think my spell list is fine. I wouldn't mind maybe a scroll or two of dispel magic and perhaps a couple of teleports when we get some time. Unless other ideas are better


Female Kobold Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20

"So, what next?" Xiddik asks. The kobold hasn't slept much, and seems to have been occupied scribbling in her notebook and fiddling with the ocarina. Her tone is brusque and snippy. "Another bloody scrape? Maybe we finally meet some drow." Her tail scrapes its blade against the stone floor.


Female Halfling Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

How often does Xiddik have to sharpen her tail blade?

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