Euan's Second Darkness (Inactive)

Game Master Euan

Roll 20 Map
Treasure Sheet
Map of the Land of Black Blood


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Roll 20 Map

Kaylayne confirm you're not in the right spot. But whether it's east or west is impossible to ascertain.

You have a 60' vision window and the terrain is mostly the same all over. Allarnon drifted, that much is certain, but which way is anyone's guess at this point. Nice roll though - you think this is the right river at least. :)


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

"We should cross...then...head...uh...west. I guess. It's hard to know. It's very dark here," Kaylayne offers the opinion. "I think. I can probably carry one of us across, but not sure about the rest of youse."

Kaylayne looks at Ederin and things she can probably carry him.

Grand Lodge

Completed Second Darkness AP
Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

"Your guess is as good as mine." Allarnon climbs up onto Tarkir's back, better able to help guide his companion through the darkness. He holds onto small tufts of Tarkir's fur and guides his faithful friend with small nudges with his feet and knees.

Kaylayne wrote:

"We should cross...then...head...uh...west. I guess. It's hard to know. It's very dark here," Kaylayne offers the opinion. "I think. I can probably carry one of us across, but not sure about the rest of youse."

Kaylayne looks at Ederin and things she can probably carry him.

"Takir might be a bit much for you to carry." Allarnon pats Tarkir's head


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF

Lief produces his Light, and checks the surrounds, testing the limits of the ioun stone to push back against the limitations of the profound darkness. He debates its use the closer they think they are getting to the first Glyph, but there is already a fair chance Allevrah has felt their touch on her 'web' in the Land of Black Blood.


Roll 20 Map

GM Rolls:
1d100 ⇒ 83

As Lief brings his light, it shines for what seems like miles around. As you're only a mile or two off course, and the confluence of streams Haitan spoke of is just to the west, you're able to see it.

But you are also seen... A group of about a dozen creatures crawl up from the river bank, dripping in black blood. These hunchbacked, green-skinned humanoids have wide, frog-like heads but a mouth more akin to that of a toothy fish. A faint gibbering comes from their mouths as they approach. They carry tridents, and are moving slowly, the mud and muck of the Blood slows them so it'll be three rounds before they close.

Do you keep the light out? Who knows what other creatures it may summon if left lit.

Either way, please do three rounds of combat as they close. You could also escape if you make haste as they are slower than you at least for now...


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF

Lief appropriately tucks away the Light, giving his trackers their new bearings. "No need to wait for them..." The young man encourages a retreat/advance, hoping to avoid unnecessary conflict at the moment.

Grand Lodge

Completed Second Darkness AP
Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

Seeing Lief retreat Allarnon quickly guides Tarkir around and follows behind the young man. "Think we can lose them down here?'


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |
Lief Anemoi wrote:
Lief appropriately tucks away the Light, giving his trackers their new bearings. "No need to wait for them..." The young man encourages a retreat/advance, hoping to avoid unnecessary conflict at the moment.

"yeah, off with the light Lief. I think you got the info you wanted, no need to fight everyone here."

Glad to have his goggles, the bard continued on the path to the cliffs.


Roll 20 Map

The party moves swiftly and soon the thick mucousy steps of the frogs are left far behind.

It takes not long to reach the confluence and is as Haitan described it. You could wade across here, she said, but of course you'd be taking some of 10d6 cold damage every round as you did so at least. It's about 150 yards wide at this point.

You hear nothing in the dark, but the thick gurgle of the flowing stream, dividing and remerging in this rocky area. You see nothing in your short range.

How do you cross?


(Stats):
│HP: 69/105 │AC:26 FF:21 T:18│CMD35 CMB +15│Init+9 │ Saves: F12,R20, W10│
(Skills):
Skills:Acro+7 Clmb+6, HAn+4, Intim+15, K:Geo +16, Dun+5, Loc+7, Nat +16), Lin+2, Perc. +20, Prof:Soldier +7, Ride +11, SenMo +20 , Splcrft+10, Stealth+26,Surv +20 │

Ed looks at fluid and scratches his head.

"Look, I might have a solution for this, but I ain't entirely sure how safe it is. Prepared this spell, jus' in case we didn't 'ave a choice but to cross this stuff, let's us walk on liquids and the like. Actually keeps ya a little above the stuff, so you don't get wet, yeah? But I ain't so sure this s#*@ doesn't 'ave someway to hurt us anyway."

Ederin looks to the group, and waits to see if they want to try his water walk spell.


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |
Ederin Valenta wrote:

Ed looks at fluid and scratches his head.

"Look, I might have a solution for this, but I ain't entirely sure how safe it is. Prepared this spell, jus' in case we didn't 'ave a choice but to cross this stuff, let's us walk on liquids and the like. Actually keeps ya a little above the stuff, so you don't get wet, yeah? But I ain't so sure this s@@* doesn't 'ave someway to hurt us anyway."

Ederin looks to the group, and waits to see if they want to try his water walk spell.

Dimitrio nodded, "Aye, sounds good to me. We can run across to minimize the likelihood of anyone grabbing us from underneath the surface."

He added, "The way you describe the spell, we might not even disturb the surface and no one will be wiser for it."


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

Kaylayne is happy that the group chose to flee the slime people rather than engaging in a useless fight. She, in general, floats about 15' above the ground, hoping to spot dangers before they get too close.

"I can carry one of you across...do the rest of you have solutions?" Kaylayne asks.


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Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF

Lief worries about Ederin's offer of Water Walk, but there is knowledge in learning from mistakes as well as successes. "Let's give it a try, Ederin. Let's see if proximity to the Black Blood is sufficient to injure oneself."

Should the archer cast his magic, Lief waits for Dimitrio to take the first steps over the river, noting it in his newly-produced journal.


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

Kaylayne waits to see if the water walk helps them all, then if it is a viable solution. Unless needed, she will continue to keep an eye out for danger.

"One at a time now, we don't want all of you to fall in at once."


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |
Lief Anemoi wrote:

Lief worries about Ederin's offer of Water Walk, but there is knowledge in learning from mistakes as well as successes. "Let's give it a try, Ederin. Let's see if proximity to the Black Blood is sufficient to injure oneself."

Should the archer cast his magic, Lief waits for Dimitrio to take the first steps over the river, noting it in his newly-produced journal.

Dimitrio smiles, "You are waiting for Dimitrio to dance across the Black Blood. You know this could be the title of my next dance routine. Dimitrio dances across the river of Black Blood has a certain je ne sais quoi ring to it."

ready to try? Any rolls necessary?
whatever the GM wants roll: 1d20 ⇒ 18


(Stats):
│HP: 69/105 │AC:26 FF:21 T:18│CMD35 CMB +15│Init+9 │ Saves: F12,R20, W10│
(Skills):
Skills:Acro+7 Clmb+6, HAn+4, Intim+15, K:Geo +16, Dun+5, Loc+7, Nat +16), Lin+2, Perc. +20, Prof:Soldier +7, Ride +11, SenMo +20 , Splcrft+10, Stealth+26,Surv +20 │

"Right, well, here goes nothin'."

Ederin closes his eyes and silently prays for the best before casting his spell, laying a hand on each member of the party, even Kaykayne, just in case.

"Maybe you should fly with Carini, in case he need you to pull him out, yeah?"


Roll 20 Map

The party, very carefully in some cases, more dashing in others, makes their way across the river of Black Blood.

Those of you walking are careful to avoid any of the splashier areas of the river, but are otherwise not inconvenienced by the thick viscous stuff. The odor is a little heady, and you see a mirage or two as you cross, but nothing too serious, and nothing you can't overcome.

Great spell!

Grand Lodge

Completed Second Darkness AP
Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

It takes Allarnon a moment to test out the spell as he sets his foot just above the Black Blood and quickly draws it back. Slowly and carefully he slowly puts more weight out onto it until he is completely standing over the viscous fluid.

"This is amazing!" He cries out in surprise, though he still hurries Tarkir across as quickly as possible, well as quickly as you can urge a bear out onto water, before the spell wears off. It does take a bit of coaxing to Tarkir to follow along as Allarnon converses and tries to explain it as simply as possible in Tarkir's own tongue as he tries to calm the nervous bear down.

Speak with Animals and Calm Animal spell both cast.

Once across he climbs back on top of Tarkir. "See nothing to be worried about pal!"

"Now which way do we go from here?" Allarnon looks around.

Survival: 1d20 + 20 ⇒ (17) + 20 = 37
Perception: 1d20 + 19 ⇒ (10) + 19 = 29

"Let's keep going this way before those Black Blood creatures catch up to us."


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

Kaylayne nods and follows Allarnon that way.


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF

Lief hesitantly steps out and soon over the river. When he's sure that there is decent magic supporting his frame, he doesn't dawdle, preferring to test the magic with stronger foot steps every so often, to test the barrier that prevents him from actually touching the Black Blood. He is glad that his gait is otherwise normal, as if walking upon a normal, level surface.

"Well done, Ederin. We get to conserve the use of the wand of flying for now. I'm sure we'll have greater need for when we arrive at the Cliffs."

Allarnon wrote:
"Let's keep going..."

Lief heartens to the bearman's confidence, hoping he'll have little need to produce the Light again, or any time soon.


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |

Dimitrio bowed once on the firm ground, "And that is how it's done."

He joked, "Please, please. Hold the applause. Yes, I will be here all week..."

He then looked at his shiny, black boots and got ready to clean any gunk that might be there.

ready to follow bear-man


(Stats):
│HP: 69/105 │AC:26 FF:21 T:18│CMD35 CMB +15│Init+9 │ Saves: F12,R20, W10│
(Skills):
Skills:Acro+7 Clmb+6, HAn+4, Intim+15, K:Geo +16, Dun+5, Loc+7, Nat +16), Lin+2, Perc. +20, Prof:Soldier +7, Ride +11, SenMo +20 , Splcrft+10, Stealth+26,Surv +20 │

Ederin breathes a sigh of relief as his spell works.

"Still ain't used to this magic stuff." He mutters as he double checks Al's direction. Satisfied, he follows his friends, watching their backs and making sure the party leaves to tracks, as usual.

Survival: 1d20 + 18 ⇒ (3) + 18 = 21


Roll 20 Map

The group regroups on the northeastern shore and they continue on in the dark, leaving little evidence of their passage. The cold dark chamber begins to pull at you. Even among the drow there was light, but not in this manse of Black Blood…

Early in the third day (the day after the river crossing) the ground erupts beneath your feet as you travel, revealing a blackened-purple worm! It’s enormous, and though it looks enough like a normal purple worm, something about it’s darkened color (image) makes you uneasy.

As it rises into the air around the party, it leaks and sprays Black Blood from it’s pores and orifices. Everyone takes 9hp of cold damage as the freezing substance glops onto you and eats away your skin and equipment. It rises 20' into the air, it's wide mandibles hovering over Kaylayne's form.

-Round Surprise-
Kaylayne - 14
-Round 1-
Good Guys - 16
Kaylayne - 14
Ederin - 13+
Dimitrio - 13-
Allarnon - 12
Lief - 8

Initiative Rolls:

Allarnon 1d20 + 4 ⇒ (8) + 4 = 12
Dimitrio 1d20 + 9 ⇒ (4) + 9 = 13
Ederin 1d20 + 10 ⇒ (1) + 10 = 11 (+2 underground, +4(2) urban)
Kaylayne 1d20 + 4 ⇒ (10) + 4 = 14 1d20 + 4 ⇒ (8) + 4 = 12 1d20 + 4 ⇒ (7) + 4 = 11 (acts in surprise round)
Lief 1d20 + 5 ⇒ (3) + 5 = 8
Good Folk 1d20 - 2 ⇒ (18) - 2 = 16

Next up - Kaylayne in the surprise round.


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

Round Surprise!, Init 14

Kaylayne silently screams internally. The Other Kaylayne hears and rips Kaylayne from time and space, moving her 30' away.

Jaunt.

Round 1,Init 16

Kaylayne takes a deep breath as the carnage of the wurm is unleashed. She moves up a bit to offer the party some of the the Other Kaylayne's frenetic energy to the party.

Haste 1/13: +1 to yadayada.


Roll 20 Map

Kaylayne flees the scene, putting some distance between her and the creature.

Due to an odd bit of luck, the worm goes next. Its preferred target having fled, it focuses on 1d4 ⇒ 1… Allarnon!

It reaches down its long body and tries to end Allarnon where he stands.

bite: 1d20 + 28 ⇒ (16) + 28 = 44 damage: 4d8 + 15 + 1d6 ⇒ (1, 1, 6, 1) + 15 + (1) = 25 (cold) plus grapple/swallow: 1d20 + 36 ⇒ (19) + 36 = 55
bite: 1d20 + 28 ⇒ (6) + 28 = 34 damage: 2d8 + 15 + 1d6 ⇒ (1, 1) + 15 + (1) = 18 (cold) plus DC 27 Fort save or strength damage: 1d4 ⇒ 1

I believe, flat footed, I hit Allarnon both times and succeeded with the grapple. That means, dear Allarnon, you are in the creature's mouth and may be swallowed next round. You can try to break the grapple as normal to escape it's mouth.

Also, everyone except Kaylayne takes another 9hp of cold damage to themselves and their equipment due to the flying flecks of Black Blood.

-Round 1-
Good Guys - 16
Kaylayne - 14 (-9hp)
Ederin - 13+ (-18hp)
Dimitrio - 13- (-18hp)
Allarnon - 12 (-61hp, in mouth)
Lief - 8 (-18hp)

Next up - Everyone, though Kaylayne already went (cast haste).


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |

"Bear-man. NO!"

Using Layne's magic, the bard went into a whirlwind of action. His rapier poked and slashed at the monster not heeding the foul black blood that painfully splashed him.

---------
no map so assuming full attack
rapier to hit: 1d20 + 23 ⇒ (9) + 23 = 32
damage (rapier+3, arcane strike, panache): 1d6 + 19 ⇒ (4) + 19 = 23
rapier to hit: 1d20 + 18 ⇒ (4) + 18 = 22
damage (rapier+3, arcane strike, panache): 1d6 + 19 ⇒ (3) + 19 = 22
rapier to hit: 1d20 + 13 ⇒ (17) + 13 = 30
damage (rapier+3, arcane strike, panache): 1d6 + 19 ⇒ (4) + 19 = 23
HASTE
rapier to hit: 1d20 + 23 ⇒ (9) + 23 = 32
damage (rapier+3, arcane strike, panache): 1d6 + 19 ⇒ (4) + 19 = 23
CRITICAL?
rapier to hit: 1d20 + 13 ⇒ (20) + 13 = 33
damage (rapier+3, arcane strike, panache): 1d6 + 19 ⇒ (6) + 19 = 25

stats:

HP 89/107
AC 32, touch 18, flat-footed 25
10 +4(DEX) +2(belt of DEX +4) +7(chainshirt+3) +4 (buckler+3) +1(ring of prot) +2 (dodge) +2 (natural armor +2)
Conditions:haste, serious wounds stored in armor
Melee (rapier+3): +23/+18/+13 = +11(base) +4(dex) +2(belt of dex +4) +3 (magic) +1(weapon focus)+1(swashbuckler specialization)
Melee Damage (rapier+3, arcane strike, panache): 1d6+19 = +3(weapon) +4 (dex) +2(belt of dex +2) +2 (arcane strike) +5 (precise strike)+2 (specialization) +1(swashbuckler specialization), 15-20, x2
5/5 daggers, 5/5 panache, 3/3 charmed life, 26/26 bardic performance, 5/5 1st level, 5/5 2nd level spells, 3/3 3rd level spells, 1/1 arcane bond spell, ring of fire 5/5

Grand Lodge

Completed Second Darkness AP
Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

Fort save Dc 27: 1d20 + 18 ⇒ (1) + 18 = 19

With a terrified look on his face Allarnon's mind races. What can I do? What can I do?

With little else to do he flies into a fury of rage as his body shreds further, caught in the grasp of the creature's maw. Tarkir! Attack!"

"You will regret swallowing me beast...."

Shapeshift into bear. Enter rage.

Tarkir rushes in and attacks in an attempt to help Allarnon. Tarkir's jagged maw bites against the soft plates.

Bite: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
Damage: 1d6 + 7 + 4 ⇒ (3) + 7 + 4 = 14

Status:

Allarnon-Bear Form
AC Bear: (AC 28) [+5 Armor; +4 Shield +1 Dex; +4 Natural; +3 Deflection; +1 Dodge; +4 Enhance Barkskin (Active); -2 Rage (+1 additional Dodge when raging); +1 dodge haste(active); ]
AC Human: (AC) [+5 Armor; +4 Shield; +2 Dex; +3 Deflection; +1 Dodge; +4 Enhance Barkskin (active); -2 Rage (+1 additional Dodge when raging)]
HP: 88/149; +26 Temp HP; -DR/5 Adamantine (0)
Buffs: Barkskin; Rage 16/17)
Debuffs: -1 Str

Tarkir
AC: (AC 31) [+4 Armor; +3 Dex; +9 Natural; +4 Enhance Barkskin (active); +2 Deflection PfE (active); +3 Magic Vestment; +1 dodge haste; +1 Dodge]
HP: 72/72 (+00 HP- Animal Growth-Not active)
Buffs: Greater Magic Fang (active); Barkskin


Roll 20 Map

There is a map. Do you not see it? Tarkir stars next to the creature, no need to move...


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |
GM_Euan wrote:
There is a map. Do you not see it? Tarkir stars next to the creature, no need to move...

Ok, somebody changed it because when I looked right before I posted I did not see that big purple worm there. I just saw us and a big bear-man. Seriously. :)

Grand Lodge

Completed Second Darkness AP
Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

Tarkir additional attacks

Claw 1: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Damage: 1d4 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Claw2: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Damage: 1d4 + 7 + 4 ⇒ (4) + 7 + 4 = 15


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF

Round 1, Init 8

Status:

AC = 23
HP = 82/100
Weapon Equipped = +4 Cold Iron Rapier
Condition(s) = Haste

Lief throws his rapier into the worm, repeatedly, with Kaylayne's insistent magic boon. Swift Action to Study

+4 Cold Iron Rapier, Studied, Haste: 1d20 + 16 + 6 + 1 ⇒ (14) + 16 + 6 + 1 = 37 for 1d6 + 4 + 6 ⇒ (1) + 4 + 6 = 11 damage
Discharge Scorching Ray, Free Action: 4d6 + 4d6 + 4d6 ⇒ (1, 2, 5, 1) + (1, 3, 2, 3) + (4, 5, 4, 5) = 36 fire damage

Iterative: 1d20 + 11 + 6 + 1 ⇒ (1) + 11 + 6 + 1 = 19 for 1d6 + 4 + 6 ⇒ (4) + 4 + 6 = 14 damage

Haste Attack: 1d20 + 16 + 6 + 1 ⇒ (17) + 16 + 6 + 1 = 40 for 1d6 + 4 + 6 ⇒ (1) + 4 + 6 = 11 damage
Studied Strike: 5d6 ⇒ (2, 2, 2, 4, 3) = 13 damage

He watches Dimitrio strike out repeatedly, and he holds to hope, that Allarnon will survive this encounter.


(Stats):
│HP: 69/105 │AC:26 FF:21 T:18│CMD35 CMB +15│Init+9 │ Saves: F12,R20, W10│
(Skills):
Skills:Acro+7 Clmb+6, HAn+4, Intim+15, K:Geo +16, Dun+5, Loc+7, Nat +16), Lin+2, Perc. +20, Prof:Soldier +7, Ride +11, SenMo +20 , Splcrft+10, Stealth+26,Surv +20 │

Round 1, Init 13/Status:

HP 73/91
AC: 26 (Touch 18/ FF: 21)
Equipped Weapons:
+3 Keen Longbow (+2)
+1 Cold Iron Longsword
Conditions:
Relevant Data:
+13/+8/+3 BAB
+2 STR
+8 Dex
+3 Keen Composite Longbow (+2)
+1 Weapon Focus
-2 Rapid Shot
-4 Deadly Aim
+6 attack/damage Rangers Focus
+8 damage Deadly Aim
+1 Attack/Damage PBS Gravity Bow (2d6 damage rolls on arrows)
Boots of Speed (0/10 Rounds left)
+1 Attack/from Haste
+4 to COnfirm Crits: Critical focus

Extra attack from Haste
[Rangers Focus 1/3 per day]
73 Cold Iron/ 99 Adamantite (*)/10Silver/20 Ghost Salt (*)/11 Blunt Arrows (8 Silvered (Blanch) 6 Silvered (Alchemical)/20 Thistle Arrows (*)

"F$$@" Ederin shouts as he takes a step back from the beast as it bursts from the ground and splatters him with flesh eating ooze. "F!#~ f*~# f&&+!"

He watches as Tarkir rushes in to save his master and lifts his bow to aid in the attempt, focusing on hitting the worm where ever it looks weakest Rangers Focus.

Hasted Attack 1: 1d20 + 25 - 2 - 4 + 6 + 1 + 1 ⇒ (11) + 25 - 2 - 4 + 6 + 1 + 1 = 38
Damage: 1d8 + 5 + 6 + 8 + 1 ⇒ (5) + 5 + 6 + 8 + 1 = 25
Damage: 1d8 + 5 + 6 + 8 + 1 ⇒ (1) + 5 + 6 + 8 + 1 = 21

Hasted Attack: Rapid Shot: 1d20 + 25 - 2 - 4 + 6 + 1 + 1 ⇒ (1) + 25 - 2 - 4 + 6 + 1 + 1 = 28
Damage: 1d8 + 5 + 6 + 8 + 1 ⇒ (7) + 5 + 6 + 8 + 1 = 27

Hasted Attack: Haste: 1d20 + 25 - 2 - 4 + 6 + 1 + 1 ⇒ (5) + 25 - 2 - 4 + 6 + 1 + 1 = 32
Damage: 1d8 + 5 + 6 + 8 + 1 ⇒ (7) + 5 + 6 + 8 + 1 = 27

Hasted Attack 2: 1d20 + 20 - 2 - 4 + 6 + 1 + 1 ⇒ (20) + 20 - 2 - 4 + 6 + 1 + 1 = 42
Damage: 1d8 + 5 + 6 + 8 + 1 ⇒ (8) + 5 + 6 + 8 + 1 = 28

Hasted Attack 3: 1d20 + 15 - 2 - 4 + 6 + 1 + 1 ⇒ (17) + 15 - 2 - 4 + 6 + 1 + 1 = 34
Damage: 1d8 + 5 + 6 + 8 + 1 ⇒ (5) + 5 + 6 + 8 + 1 = 25

Confirm Hasted Attack 2: 1d20 + 20 - 2 - 4 + 6 + 1 + 1 + 4 ⇒ (15) + 20 - 2 - 4 + 6 + 1 + 1 + 4 = 41
Damage: 2d8 + 10 + 12 + 16 + 2 ⇒ (4, 6) + 10 + 12 + 16 + 2 = 50

If crit confirms, Worm must beat DC 23 fort save or be staggered 1d4 + 1 ⇒ (3) + 1 = 4 rounds.


Roll 20 Map

I’m letting it slide in this fight for simplicity, but I don’t think you’d all be carrying your weapons out all the time. I believe Dimitrio has quickdraw - perhaps you others should consider the same if you want full attacks on round one like this.

Kaylayne casts haste to speed the party’s attacks. Ederin lights up the giant worm with arrow after arrow, including a critical! Dimitrio also rips into the creature, fouling his blade with its blood (9hp of acid damage to your blade for each hit, which I believe doesn’t bypass hardness so you’re fine). Allarnon enlarges himself forcing the giant worm to shift his bite to hold him, but even in his larger size, the creature is yet larger. Tarkier wades in and while he does connect, he suffers 9hp of acid damage for his trouble. Lief piles on the damage and his blade too is pitted by the black acidic blood. It is not immune to fire however, and the scorching ray and studied damage take their toll as he hits twice!

The giant beast flutters and falls at Lief’s final blows, scatting one more round of Black Blood on the party (everyone except Kaylayne takes 9hp of acid damage). Allarnon climbs quickly out of its mouth to avoid further acid as the giant body grows still.

We are out of combat. The acid burns in your nose and mouth like vomit, and the world is a little wobbly, but the sensations pass in time.

Allarnon needs to make DC 27 Fort twice in a row to get clear of the poison. It lasts six rounds (this is round 2) and does 1d4 strength drain per round you fail a save.

Technically your equipment has all taken repeated acid splashes of 9hp each. Metal stuff should be fine, but leathers and other items have been damaged. I don’t want it to be too big a thing, just note that your gear is the worse for wear at the moment.

Good Guys - 16 (-354hp)
Kaylayne - 14 (-9hp)
Ederin - 13+ (-36hp)
Dimitrio - 13- (-36hp)
Allarnon - 12 (-70hp, -1 str, poisoned)
Tarkier - 12 (-45hp)
Lief - 8 (-36hp)


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF

On the contrary, GM. This land is dangerous, and we were traversing a river that had previously spawned bulbous humanoids from mere exposure to light. For clarity's sake, Lief has rapier in hand, going forward, expecting attacks from anything outside the 60' sphere of sight, which itself is grounds for supreme paranoia.

Lief wipes himself as clean as he can, but turns to Dimitrio quickly, hoping for more Prestidigitation to whisk the Black Blood gone.

He begins the healing process, sheathing his rapier for the moment, to produce his healing wand, and restoring himself.

CLW:

1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6

"Thank you, Kaylayne. The fiery touch is quite potent. I don't mean to impose, but whenever you can renew it, I will be grateful."


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

Kaylayne nods, agreeing as the stench of burnt wurm hits her nostrils.

"That did better than I thought it would," Kaylayne says as she recharges the blade. "Try not to roll on it by accident when you sleep."

Kaylayne looks to the rest after the healing is done. "Shall we continue on? And let it be noted that the black blood has some untoward applications." Kaylayne points to the damages to their clothes and gear. She makes a note to cast Mending on her more damaged objects to repair them.

She is ready to continue on.


Roll 20 Map

On the contrary Lief, you’ve traveled three days, and the only encounter was when you produced light that could be seen for miles, and that was easily avoided. Not sure you’d still have your weapons out in fear at your levels. But I am not you - so if Lief is fearfully carrying his rapier as he clambers over the cool slate-rocks of this silent realm I’m cool with that. It is an unnerving place…

Don’t forget to heal. I don’t expect you to travel heavily wounded though you do have a day to your destination for minor injuries.

The party heals up, checks their gear, and moves on in the darkness leaving the massive worm to rot behind them. Another day and you find yourselves crossing the second river near dusk, this time near the mouth of the giant slowly bubbling lake to your west. There are few waves, but there is some activity and so the sluggish Black Blood froths a bit at the shore, lapping up the rocks and blackened sand like an oil spill.

As you cross the river (using Ederin’s spell again I’m guessing) you see a dim twinkle of light in the darkness ahead. By mid-day of the following day the light is easy to see high up on the walls of a great cliff hovering over the silently bubbling lake. By evening, you can see it clearly, though you’re still a few miles away at the edge of the lake.

The glyph is quite visible and hauntingly beautiful; its near constant blasts of lightning make it almost appear as a strobe light. Lightning crackles angrily from the carved face of the cliff, lashing out in all directions upwards of a hundred feet every few breaths. Rage flows from the wounds cut into the rock, as though the walls themselves are protesting the glyph’s presence.

Of course, reaching this glyph presents you with a harrowing vertical climb, and the rock is coated with moisture, guano, and slippery fungal residue - climbing here requires a DC 30 Climb check as a result. Fortunately, 5 to 10 foot wide ledges every 150 feet or so give climbers a reprieve: either a place to rest or a place to land if they fall. Still, you must cross 2 miles of lake to reach the cliffs first.

Even at this distance, you can see things moving along the cliffs. Ropers. Lots of them, and they don’t seem to be avoiding the glyph. If anything, they are attracted to it and it’s clear power. You are at 'H' on the map.


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |

Dimitrio heals himself after helping Lief out with cleaning his weapon.

Dimitrio's weapon looked no worse for the wear but he still meticulously cleaned all the black blood and other gunk of himself and his belongings.

---------
He looked at the cliff and ropers, "Time to use the fly wand and stay away at least 50'. Is the magic strong enough for us to cross the lake and go up the cliff face?"

-----------
clw: 1d8 + 5 ⇒ (2) + 5 = 7
clw: 1d8 + 5 ⇒ (8) + 5 = 13
clw: 1d8 + 5 ⇒ (7) + 5 = 12
With a night's rest, Dimitrio is fully healed.

Dimitrio offers up two more clw spells, a clw wand (35 charges) and a csw wand (49 charges) so let me know if you need healing.


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

Kaylayne is fully healed.

"Piddplespot. Look at all that crap," Kaylayne says, pointing to the glyph. "I don't suppose any of you can bring the entire cliff face down, can you? That might be easiest." Kaylayne looks at the party, but knows the answer.

"We have more walking to do, and then we'll need to find a way up to the top. Climbing might be an option. Or flying, let's get it done."

I've read the description twice and don't really know how high up the cliff face the glyph is.

Kaylayne will attempt to begin to count ropers as they get closer.

"Might be that an unrelenting barrage of fireballs cleans off the cliff...maybe."


Roll 20 Map

Sorry, the glyph is 1,000' in the air, as you expected.

Grand Lodge

Completed Second Darkness AP
Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

Fort save 1 DC 27: 1d20 + 18 ⇒ (3) + 18 = 21 Str damage: 1d4 ⇒ 1
Fort save 2 DC 27: 1d20 + 18 ⇒ (11) + 18 = 29
Fort save 3 DC 27: 1d20 + 18 ⇒ (3) + 18 = 21 Str damage: 1d4 ⇒ 1
Fort save 4 DC 27: 1d20 + 18 ⇒ (18) + 18 = 36
Fort save 5 DC 27: 1d20 + 18 ⇒ (11) + 18 = 29

Allarnon's body shakes as he becomes fatigued from the poison running through his body. Looking over he notices that everyone is severely burned in the process.

Shifting back Allarnon does what he can to tend to everyone's brutal injuries.

Allarnon CLW Wand: 12d8 + 12 ⇒ (1, 2, 3, 3, 4, 7, 3, 6, 1, 6, 8, 3) + 12 = 59
Tarkir CLW Wand: 7d8 + 7 ⇒ (2, 2, 7, 8, 4, 7, 5) + 7 = 42

After several more days of traveling Allarnon groans at the sight of the cliff-face as it Ropers crawl all over it like a colony of moths.

Sneering Allarnon sees little other choice. "What about your staff of destruction Kay? The one that throws fire everywhere?"

Status:

Allarnon-Bear Form
AC Bear: (AC 28) [+5 Armor; +4 Shield +1 Dex; +4 Natural; +3 Deflection; +1 Dodge; +4 Enhance Barkskin (Active); -2 Rage (+1 additional Dodge when raging); +1 dodge haste(active); ]
AC Human: (AC) [+5 Armor; +4 Shield; +2 Dex; +3 Deflection; +1 Dodge; +4 Enhance Barkskin (active); -2 Rage (+1 additional Dodge when raging)]
HP: 149/149; +0 Temp HP; -DR/5 Adamantine (0)
Buffs: Barkskin; Rage 16/17)
Debuffs: -2 Str

Tarkir
AC: (AC 31) [+4 Armor; +3 Dex; +9 Natural; +4 Enhance Barkskin (active); +2 Deflection PfE (active); +3 Magic Vestment; +1 dodge haste; +1 Dodge]
HP: 72/72 (+00 HP- Animal Growth-Not active)
Buffs: Greater Magic Fang (active); Barkskin


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21
Allarnon wrote:
"What about your staff of destruction Kay? The one that throws fire everywhere?"

Kaylayne nods, snapping her fingers and calling the staff from her glove to her hand, then snapping it away again.

"That's the plan. I can nuke the entire site from the air, it's the only way to be sure. Yeah, I'll pump the area with fire, as needed."

Kaylayne intends to fly up, what about the rest of youse?


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |
Kaylayne the Undone wrote:

Kaylayne nods, snapping her fingers and calling the staff from her glove to her hand, then snapping it away again.

"That's the plan. I can nuke the entire site from the air, it's the only way to be sure. Yeah, I'll pump the area with fire, as needed."

Dimitrio nodded, "I think that's pretty safe. At least try it and see how these ropers respond. Hopefully, they are immune to fire."

He looked at Lief, "I have a few fiery rays from my ring that I could use if I was made able to fly. How many uses can you get out of that wand? I don't want to waste them."

---------
potentially use scorching rays from the air to support Layne...

Grand Lodge

Completed Second Darkness AP
Consumables:
Rage 4/18 | Bullets: 20/20; CI 50/50; Silver 50/50 | Wands: CLW 50/50; 1/50 |

Allarnon concentrates. "I am only able o do this for a short while as I haven't done it in years, since I fell from that cliff." The wind slowly whips throughout the chamber as it picks up in intensity, concentrating around Allarnon's body.

"Tarkir, stay here my friend. We will be back soon." Allarnon holds his hand out in a flat palm at Tarkir. The wind picks up so much that it slowly becomes visible, creating a sort of shield around Allarnon, making it difficult to tell where the air begins and his form ends, blurring his image, though his voice remains.

Wild Shape into Large Air Elemental.


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF
Dimitrio wrote:
"I have a few fiery rays from my ring that I could use if I was made able to fly. How many uses can you get out of that wand? I don't want to waste them."

"Nineteen, if I remember correctly. This is as good a time as any to join our companions in flight." Lief flicks the wand into his hand, and listens as Allarnon heels Tarkir to the ground.

When Allarnon shifts into airy state, Lief watches in amazement. Not that a man who can change into a bear was something to ever get used to, but this new form was sudden, and seemed to deny certain tenets of reality.

"Well, looks like we only need three charges for now. We may only have roughly five minutes of flight time, depending on the maker of the wand, so we'll need to be careful."

Lief turns to Kaylayne. "Shall we all go up together, or do you want to go up with Allarnon first, and see what damage you can do?"

When the timing is set, Lief casts Fly on Ederin, Dimitrio, and himself, but not before sheathing his rapier, and readying his hand crossbow, as well as his Necklace.


Roll 20 Map

The party takes flight, each in their own way, though poor Tarkir is left behind in the dark as you close with the lightning. The Weeping Cliffs are a swath of vertical drops coated in the slime and muck of the great cavern. Here, the legendary black blood oozes raw and thick from a number of fissures among the cliffs easily seen as you close. Climbing that mess would have been rough indeed.

The cliffs are peppered with Roper, at least you guess. Roper can blend into their surroundings changing shape and coloration, and so it is hard to make them out, especially with the occasional lightning flash worth of light. I assume you are keeping your distance (at least for now) which adds to the problem of perception.

Still, from what you can see, and what you surmise, you could easily spend weeks trying to clear their tenacious forms from the cliffs. However, as they have little by way of ranged capability, they are not much of a threat if you keep your distance and continue to fly.

Lightning crackles angrily from the carved face of the cliff, lashing out in all directions every few breaths. Rage flows from the wounds cut into the rock, as though the walls themselves are protesting the glyph’s presence.

There are three roper currently examining the rune. They seem immune to the lighting flashes. No map, but I figure you're flying 150' away currently. If the ropers see you (which seems likely) they do not react to you.


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

Kaylayne buffs up a bit, then moves closer (100') to again examine the area.

"Looks like 1...2...3? 3 ropers? Is that what you all see?" Kaylayne seeks confirmation. "Does anyone have any idea how far they can reach?"

1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Know (Dungeoneering) - roper reach

"When you guys are ready, I'll pump a few fireballs into the area, then we'll see what's left. Maybe we'll do it again," Kaylayne suggests, giving others time to power up.

She casts Fire Seeds and hands them to Airanon when he is ready. "If you get close to them, hold them away from yourself and at a roper and we'll have a nice bonfire."

Extended Heroism, Extended Barkskin, Resist Energy (electricity), Heroism on Ederin.


Roll 20 Map

DM Rolls:
8d8 ⇒ (3, 2, 6, 2, 6, 7, 1, 1) = 28 1d4 ⇒ 2

As Kaylayne approaches to 100', one of the ropers seems to lift it's head as if to watch.

The glyph reaches out, shooting several bolt at random directions, but it seems to sense Kaylayne and launches a bolt about a minute later in her direction... and follows it up a couple rounds later with another!

lightning bolt: 10d6 + 10 ⇒ (3, 4, 3, 6, 3, 4, 4, 6, 4, 3) + 10 = 50 Reflex DC 18 for half

lightning bolt: 10d6 + 10 ⇒ (2, 4, 1, 2, 4, 6, 2, 3, 6, 3) + 10 = 43 Reflex DC 18 for half

... you can avoid the second bolt by backing out of the area of effect - about 120' from the glyph.


Spirits Dispenser 15
Stats/Skills:
F12R11W19;Appr+5;Dip +7;HandAn+4;Heal+11;Arc +19;Geog +19;Local +13;Nat+14;Pls21;Rel+19;Perc+25;Barkeep+13;Sense+12;Spllcrft+21(+4moreIDing );Stealth+18(+4);Surv +11;UMD+21

1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 Reflex

Kaylayne takes some pain and dances back out of the radius.

"Wow...that's more painful than I thought!" Kaylayne grunts, knowing more than she had known a moment ago. "Gah!"

Kaylayne looks to see what others want to do next.


Male CG human bard 10 (arcane duelist) / Swashbuckler 5 | CMB: 13, CMD: 29 | F: +11, R: +19, W: +13 | Init: +10 | Perc: +18, SM +8 | Speed 30ft |

Dimitrio flys next to Layne and offers his healing wand.

"Did you shoot your fireballs? I didn't see anything come out of your staff..."

----------
CSW wand: 3d8 + 15 ⇒ (6, 7, 1) + 15 = 29


(Stats):
│HP: 69/105 │AC:26 FF:21 T:18│CMD35 CMB +15│Init+9 │ Saves: F12,R20, W10│
(Skills):
Skills:Acro+7 Clmb+6, HAn+4, Intim+15, K:Geo +16, Dun+5, Loc+7, Nat +16), Lin+2, Perc. +20, Prof:Soldier +7, Ride +11, SenMo +20 , Splcrft+10, Stealth+26,Surv +20 │

"F-f!@# that." Ederin says as Kaylayne takes a hit from a lightning bolt and retreats from a second one. He takes the opportunity to cast protection from Energy: electricity on himself as well as bolster his bow with gravity bow.

"I can shoot 'em from where we are right now. Ain't gonna be as accurate, but I can reach 'em, maybe I can lure 'em closer to us and away from the glpyh, or...should I just shoot the glyph? Queen said physical destruction might be dangerous, but what the hell ain't down 'ere?"

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