Euan's Second Darkness (Inactive)

Game Master Euan

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


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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 swirls about in the air. "Blast the Glyph Kaylayne. Try not to hurt the Ropers as much as you can. They are just protecting their home."

Protection from Energy (Electricity)


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 snaps her hand, calling her staff. She sends a fireball at the glyph, but makes no pretense of trying to avoid any ropers, seen or unseen.

10d6 ⇒ (4, 5, 2, 1, 3, 3, 6, 6, 6, 3) = 39 fireball vs DC 20 Reflex
1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 23 SR

"Are you shooting the glyph or ropers, Ederin?"


Roll 20 Map

GM Rolls:
1d20 ⇒ 5

The ropers don't seem to be effected by the blast, though the heat does seem to bother them, and they move away from the immediate area.

The glyph is effected by the fire, but only barely. You expect, at this rate, you'd have to drain your staff - and even then it might not be destroyed.


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF
Kaylayne wrote:
"Does anyone have any idea how far they can reach?"
Allarnon wrote:
"Try not to hurt the Ropers as much as you can. They are just protecting their home."

Lief strains to keep his distance, his sight pulling him closer to observe, his will pushing him back, remembering the creatures' capabilities. "As I mentioned earlier, the ropers can reach you within 50', so take care not to drift too closely. As for their evil nature, think very little about their hunting grounds. They are at best collateral damage." The young man looks at the roper-hugger, Allarnon, shaking his head.

Lief studies the glyph as best he can.

Knowledge(Diplomacy): 1d20 + 18 + 1d8 ⇒ (16) + 18 + (6) = 40 1d8 ⇒ 2
Knowledge(Diplomacy): 22 + 18 = 40

Knowledge(Arcana): 1d20 + 17 + 1d8 ⇒ (8) + 17 + (4) = 29 1d8 ⇒ 8
Knowledge(Arcana), Tenacious Inspiration: 8 + 17 + 8 = 33


Roll 20 Map

Lief takes a minute or two to study the glyph. Though from a safe distance, it seems to reach out to him, yearning…

Lief:
You hear, in your mind, as you ‘connect’ with the glyph, “Bask in secrets once concealed, unleashed magics now revealed. Raging fury, boiling wrath - no calm ere the aftermath.”

This is the Glyph of Fury. It is immune to electricity as you might imagine, but takes 150% damage from sonic attacks. It has DR 15/bludgeoning, and resists acid and fire 10.

Calm emotions and spells of the charm subschool will deactivate the glyph’s ward (the lightning) for 1 round if cast within 10 feet of the glyph. If cast directly at the glyph, it suffers 50 points of damage in addition to losing its aura for the round.

You feel the rage emanating from the magical symbol. The glyph reveals what is necessary to disable it - it must be calmed.

As a full round action, a character touching or adjacent to the glyph may attempt a DC 30 Diplomacy check to calm the glyph. This deactivates the aura as if a spell key had been cast. Three consecutive successful Diplomacy checks made to calm the glyph over the course of 3 rounds by the same character deactivates it permanently.


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

Lief flinches, as if slapped. He shakes his head a little, trying to calm his own mind.

"This Glyph represents 'Fury'. You can stop the lightning for several seconds if you cast a spell based in Charming. I think you need to be really close to it though, roughly ten feet. I suppose you can target it directly, with the same kind of spell, and damage it while hindering its aura. It's immune to any electrical attacks, obviously, but I think you can damage it more effectively with sonic attacks. Unless you bludgeon it, it won't take much damage either. It probably resists acid and fire, too, to be an effective Glyph."

Lief strains to look at it more deeply. "It's very nature is 'rage'. I think we should be able to disable it through calming it. The trouble seems to be in sustaining the effect. We have to endure the effort for close to twenty seconds, and be successful at it. All while the ropers lurk nearby..."

The young man doesn't look thrilled with the circumstance, but is ready to approach the Glyph and make his attempts. He looks to Kaylayne. "So, can you cast something from the set of magics regarding charms? We need to get close. As for the ropers, we'll need you others to occupy them. Dimitrio, are you able to assist in the disabling of the Glyph? You may need to use your eloquence to support my effort."


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:
The young man doesn't look thrilled with the circumstance, but is ready to approach the Glyph and make his attempts. He looks to Kaylayne. "So, can you cast something from the set of magics regarding charms? We need to get close. As for the ropers, we'll need you others to occupy them. Dimitrio, are you able to assist in the disabling of the Glyph? You may need to use your eloquence to support my effort."

Dimitrio thought for a moment, "What about being invisible? The ropers hopefully won't see you while you calm the glyphs down."

He added, "Anyone have any illusion at their disposal? That may keep the ropers occupied."


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 looks at Lief, wondering how he learned all that.

"How did you learn all that? And why didn't you mention it before I got burnt?" Kaylayne asks, still jolted from the uh, jolts.

"I don't have the ability to offer invisibility nor illions. That is not something that we planned for and something contrary to most my magics. I can probably blast a way the ropers, as can Ederin's arrows, but it's going to be messy for someone."

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 |

"Illusions? I know any of that Fey magic" Allarnon growls as he thinks of days past with those tricksters. "We may have to hold off the Ropers and forma barrier around the Glyph while Lief calms it."

Allarnon looks to Lief. "How do you calm a glyph? Talk to it? Stroke it? Pet it? Lick it? Flick it? Mark it?"


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF
Kaylayne wrote:
"How did you learn all that? And why didn't you mention it before I got burnt?"

Lief doesn't take his eyes off the Glyph, as he tries to listen to Kaylayne's inquiry, while sparring with the emotions of the Fury. "I assumed you knew what you were doing when you took off. I was able to study it from a safe distance. What did you gather from your study? Other than learning how close one needs to be to get struck by its lightning?"

Lief nods to Dimitrio. "The invisibility will serve against the ropers, hopefully, but the lightning is the main concern. I'm not sure how much time it will take to deactivate it. Casting something at it from a distance should allow me to close on it, and begin the interaction."

Allarnon wrote:
"How do you calm a Glyph?"

"It's reaching out psychically, so it seems it needs mind-to-mind communication to appease it. I hope to demonstrate serenity, and allow it burn out, based on the feedback."


(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 │
Kaylayne the Undone wrote:
"Are you shooting the glyph or ropers, Ederin?"

"I don't know, thats why I asked for suggestions, yeah? Not that anyone is answering me, so..."

Hearing Lief talk about the glyphs weaknesses, Ederin pulls out what remains of his blunt arrows and fires a volley on the glyph from where the party sits.

Attack: 1d20 + 25 - 2 - 2 + 2 + 1 - 4 ⇒ (10) + 25 - 2 - 2 + 2 + 1 - 4 = 30
Damage: 2d6 + 5 + 8 ⇒ (6, 5) + 5 + 8 = 24
Damage: 2d6 + 5 + 8 ⇒ (2, 1) + 5 + 8 = 16

Attack: Rapid Shot: 1d20 + 25 - 2 - 2 + 2 + 1 - 4 ⇒ (18) + 25 - 2 - 2 + 2 + 1 - 4 = 38
Damage: 2d6 + 5 + 8 ⇒ (3, 1) + 5 + 8 = 17

Attack: Haste (Boots): 1d20 + 25 - 2 - 2 + 2 + 1 - 4 ⇒ (9) + 25 - 2 - 2 + 2 + 1 - 4 = 29
Damage: 2d6 + 5 + 8 ⇒ (4, 2) + 5 + 8 = 19

2nd Attack: 1d20 + 20 - 2 - 2 + 2 + 1 - 4 ⇒ (4) + 20 - 2 - 2 + 2 + 1 - 4 = 19
Damage: 2d6 + 5 + 8 ⇒ (4, 3) + 5 + 8 = 20

3rd Attack: 1d20 + 15 - 2 - 2 + 2 + 1 - 4 ⇒ (9) + 15 - 2 - 2 + 2 + 1 - 4 = 19
Damage: 2d6 + 5 + 8 ⇒ (2, 4) + 5 + 8 = 19


Roll 20 Map

Ederin is frustrated, his arrows diverting from his target as if some unseen force is blocking his shots. But one arrow gets through, though it does seem to damage the glyph. A little.


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

"Try another volley, Ederin....I think its working, albeit slowly," Kaylayne suggests.


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:
"Try another volley, Ederin....I think its working, albeit slowly," Kaylayne suggests.

Dimitrio put a hand on his shoulder, "Wait Shorty, let me try and help. Would you benefit from augmented accuracy?"

He added, "In any case, listen to some poems by some great archers." He winked, "None as good as you of course."

-----------
Dimitrio will cast cat's grace if it will help (not sure if he's something that it won't stack. And start bardic performance +2 to hit/damage


(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 │

"Alright, here goes." Ederin mumbles as he fires another round.

Attack: 1d20 + 25 - 2 - 2 + 2 + 1 - 4 + 2 ⇒ (17) + 25 - 2 - 2 + 2 + 1 - 4 + 2 = 39
Damage: 2d6 + 5 + 8 + 2 ⇒ (5, 3) + 5 + 8 + 2 = 23
Damage: 2d6 + 5 + 8 + 2 ⇒ (5, 5) + 5 + 8 + 2 = 25

Attack: Rapid Shot: 1d20 + 25 - 2 - 2 + 2 + 1 - 4 + 2 ⇒ (6) + 25 - 2 - 2 + 2 + 1 - 4 + 2 = 28
Damage: 2d6 + 5 + 8 + 2 ⇒ (2, 3) + 5 + 8 + 2 = 20

Attack: Haste (Boots): 1d20 + 25 - 2 - 2 + 2 + 1 - 4 + 2 ⇒ (11) + 25 - 2 - 2 + 2 + 1 - 4 + 2 = 33
Damage: 2d6 + 5 + 8 + 2 ⇒ (6, 1) + 5 + 8 + 2 = 22

2nd Attack: 1d20 + 20 - 2 - 2 + 2 + 1 - 4 + 2 ⇒ (20) + 20 - 2 - 2 + 2 + 1 - 4 + 2 = 37
Damage: 2d6 + 5 + 8 + 2 ⇒ (6, 3) + 5 + 8 + 2 = 24

3rd Attack: 1d20 + 15 - 2 - 2 + 2 + 1 - 4 + 2 ⇒ (12) + 15 - 2 - 2 + 2 + 1 - 4 + 2 = 24
Damage: 2d6 + 5 + 8 + 2 ⇒ (1, 2) + 5 + 8 + 2 = 18

2nd Attack: Confirm: 1d20 + 20 - 2 - 2 + 2 + 1 - 4 + 2 + 4 ⇒ (19) + 20 - 2 - 2 + 2 + 1 - 4 + 2 + 4 = 40
Damage: 4d6 + 10 + 16 + 4 ⇒ (3, 2, 2, 1) + 10 + 16 + 4 = 38

Dimitrio save your cats grace. GM the very last arrow fired (3rd attack) is not a blunt arrow, but a regular cold iron one.


Roll 20 Map

Ederin connects twice, but cannot critical the target. Further, either it has a lot of HP, or some sort of hardness, for his shots aren't damaging the thing like he thinks they should be. Still, between the fireball and the archery, you suspect the rune is 1/5 or 1/6 of the way there...

The ropers close in a little, watching in fascination. Having seen the fireball though, they are spread out a bit to avoid clustering.


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

"Kaylayne, can you do that thing, where you blink someone from one place to another? I want to be right up against the Glyph, abruptly, so the ropers can't tell that I'm there. I'll be invisible, of course."

Sensing an opening, as the ropers spread out, Lief drinks several formulae. "You need to target the ropers. Scare them back and away from the Glyph. I need time." Assuming everyone begins to assault the closest ropers to the Glyph, Lief moves forward, presumably needing to touch the Glyph, and begins his Interaction.

If Kaylayne can launch someone that far, that accurately, Lief will not hesitate.

Formula Prep:

Body Capacitance
Shield
Invisibility
Resist Energy(Electricity)
Haste
Displacement

Stealth?: 1d20 + 20 ⇒ (5) + 20 = 25 or +40, if he doesn't have to move, from new position next to the Glyph...

If he manages to avoid complications...

Diplomacy: 1d20 + 18 + 1d8 ⇒ (4) + 18 + (8) = 30 1d8 ⇒ 6
Diplomacy: 1d20 + 18 + 1d8 ⇒ (1) + 18 + (8) = 27 1d8 ⇒ 3
Diplomacy: 1d20 + 18 + 1d8 ⇒ (7) + 18 + (8) = 33 1d8 ⇒ 8
Diplomacy: 1d20 + 18 + 1d8 ⇒ (10) + 18 + (4) = 32 1d8 ⇒ 1
Diplomacy: 1d20 + 18 + 1d8 ⇒ (17) + 18 + (3) = 38 1d8 ⇒ 7


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
Lief Anemoi wrote:
"Kaylayne, can you do that thing, where you blink someone from one place to another? I want to be right up against the Glyph, abruptly, so the ropers can't tell that I'm there. I'll be invisible, of course."

Kaylayne shakes her head. "No, not at that kind of range. But I'll keep the ropers away from you as I can," Kaylayne says. "If you're going to go in alone, let me try to help you first."

If Lief pauses, Kaylayne will offer Barkskin (+5) and Extended Heroism to Lief.

She will pump another fireball at the closest roper (s)

10d6 ⇒ (1, 5, 2, 4, 1, 3, 6, 5, 5, 6) = 38 Fireball
1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30 SR


Roll 20 Map

Kaylayne provides additional support to Lief as he prepares to close with the electrical glyph. She fires a blast at the nearest roper overcoming its high SR.
save: 1d20 + 5 ⇒ (12) + 5 = 17

The roper is lit up and seems to take more damage from the blast than you'd expect (vulnerable to fire) (-55hp). It backs away a little, hissing as it does so. The others crowd a little closer but, mindful of the party, they keep their distance.

Lightning refresh: 1d4 ⇒ 2

Lief waits for lighting to arc out across the face of the cliff and rushes in on round one. On round two he calms the glyph, delaying the lightning strike though he does still take 10hp of electrical damage from contact with the glyph every round (absorbed by the resist spell).

However, on round three, he fails and the lightning arcs! As he's touching (or nearly so) he's effected by the lightning bolt as it arcs out into the air.
lighting blast on Lief: 10d6 + 10 ⇒ (3, 2, 6, 5, 4, 1, 1, 2, 3, 4) + 10 = 41 Reflex DC 18 for half.

Lightning refresh: 1d4 ⇒ 4

On rounds four, five and six, he continues to take 10hp per round, but no lightning arcs from the glyph as he continues his work.

Finally the glyph pulses with enormous power, knocking Lief to the side and dealing another blast of electricity.
lighting explosion on Lief: 10d6 + 10 ⇒ (4, 4, 5, 3, 3, 3, 2, 2, 3, 6) + 10 = 45 Reflex DC 18 for half.

As the glyph is deactivated, a bolt of energy hurtles toward the Throne of Abraxas. If the drow didn't know you were here before - they know now.

The glyph goes dark and suddenly the party can no longer see beyond their 60' darkvision.

Lief:
You see the ropers closing quickly... well as quickly as they can. The round you disable the glyph they move to within your sight. If you remain, they will reach you next round and attack - or at least be within the 50' range of their strands.

Everyone may post one round of actions. Don't know that we're going to be in initiative, but we might...


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

Reflex Save v DC 18: 1d20 + 13 ⇒ (18) + 13 = 31
Reflex Save v DC 18: 1d20 + 13 ⇒ (9) + 13 = 22

hp 100/100

As his sight dims to the claustrophobic 60', Lief retreats until he sees his companions, hoping to outrun opportunistic roper tentacles...

He feels the electricity still pulsing within his veins, and knows that he can redistribute the Glyph's gift, though it will likely fade within minutes.

"Alright. One down, four to go. And Allevrah is likely acutely aware of its destruction. I suggest we press on, and collapse the next Glyph as soon as possible."

Lief beckons for healing, as he smells something like singed skin.


Roll 20 Map

Lief scampers away from the blast radius, hair slightly scorched, but otherwise none the worse for wear.

It's save then resistance applied right? If so, no damage got through as you made both saves.

You hear the ropers scurrying about, but none can fly, so you're safe. Your fly spells are beginning to falter however, and you must reach sold ground soon or fall into the lake of Black Blood...

We're out of rounds. You may do as you will.


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 |

"Nicely done there, b-," He added, "Lief, nicely done there Lief!"

Hoping his fly spell would take him past the lake below, he urged the others to follow, "C'mon, time to get back and decide where to go next."

He looked at Layne and Lief, "So which one is the next glyph?"

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 smiles as none of the Ropers were severely injured. "Good job indeed." Allarnon's swirling form slowly lowers back down to the ground where the air becomes still once again.

"Seems Lief gets along better with Glyphs more than Elven leadership." Allarnon gives a low chuckle as he pats Tarkir's side and mounts back up onto his back, grabbing two tufts of fur in his hands.

Dimitrio wrote:


"So which one is the next glyph?"

Looking around Allarnon tries to determine their current location, which is far more difficult underground without the sun and stars to guide him. "Looks like either the Crystal Plaza is to the north with the Abyssal Harvester or to the south is the Bloodforge, which the drow guard. They are about the same distance from here."


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF
Allarnon wrote:
"Seems Lief gets along better with Glyphs more than Elven leadership."

Lief finishes descending cautiously. "The Glyph, it's... it's still here. Its power, at least. There is a ringing between my ears, like a fading roar of anger. I'm having a hard time thinking, at present."

"So, there was a contentiousness, dealing with the Glyph. I expect the other Glyphs to yield a similar challenge. Only, I'm not sure I'll be able to engage the others as well as this Glyph of Fury. The other four must have different personalities."

"I suggest we deal with Harvester next. I don't want to engage the drow just yet."


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

"Oh...wow, Lief! That was amazing!" Kaylayne gushes, completely awed. "How? How...how did you just do that? How did I witness all that. It was amazing." Kaylayne can't believe her eyes.

"Just wow, Lief. Wow."

Kaylayne takes a moment to compose herself, then think about next steps.

"Yes, let's go to the Harvester."

1d20 + 17 ⇒ (1) + 17 = 18 Know (Geography) - directions to Harvester


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

Lief flinches, as he hears Kaylayne's sudden exclamation. For the ringing in his head, it takes him a good long moment to register that she's not berating or condemning his action, but praising it.

Kaylayne wrote:
"How? How...how..."

"The Glyphs are... I think Allevrah doesn't even understand them fully, but... they are their own entities. You can bring them into existence, and channel their energies to your own designs, but the Glyphs almost have a... a mind of their own. The next Glyph, Kaylayne, take a moment to look into the weaving. If it's anything like the Fury Glyph, it will tell you what it takes to unweave it. As if it wants to be released from its current assignment. I've never seen anything like it before..."

The thought of moving towards their next Glyph occupies the young man's mind almost entirely. He gives little thought to the Harvester, only what it seems to be protecting. He doesn't have the mental multitasking to chide himself for lack of knowledge at the moment.


Roll 20 Map

GM Rolls:
1d100 ⇒ 71d100 ⇒ 36

The party travels northeast along the foothills of a mighty unnamed mountain range rising sharply out of sight. 80 miles, or so, you must travel to reach the Crystal Plaza, your stated next destination.

The many skills in the party keep you more or less on track, and the fact that as long as you keep the mountains to your left, and the river to your right, you cannot but arrive at your destination at the edge of the Caltherium. It’s a little tricky with only limited vision, but you manage.

Along the way, you do have some minor encounters, though moving relatively quietly in the dark does have its advantages. You met a giant poisoned spider, some ghasts, and even more skum along the river. What you couldn’t avoid, you killed easily enough to not warrant a detailed combat.

For the most part however, the trip is quiet and uneventful, though the oppressive darkness is beginning to wear at you.

Some three days you travel until you reach the shores of a great lake on the fourth day - the Caltherium. Strange waves lap up on the rocky edge. They follow no pattern you can determine - almost as if there were giants nearby, throwing great boulders into the froth causing varied ripples in chaotic directions in the Blood.

You travel east until you reach the mouth of the mighty river and must again cross the Black Blood. Presuming you use Ederin’s water walking, you pass across without incident. On the other side are a series of massive ancient dockworks. But for what ship or creature these were made eludes you. You find an ancient rune on one of the docks, possible a makers mark, possibly some graffiti, but you cannot make sense of it and continue on.

Only a few hundred yards along the coast, and you find the Crystal Plaza. The Crystal Plaza itself consists of several 30-foot-tall crystal archways set in a rough circle. Several of the crystals have fallen and their shards litter the ground. (Everything is difficult terrain. You may chose to ignore the difficult terrain but you are then treated as if in a field of caltrops.) The glyph shimmers in the space under the largest of the crystal arches, its purple glow dimly illuminating the region and reflecting off the countless surrounding facets.

You’re maybe 200’ from the soft purple light, and 50’ from the entrance to the Plaza.


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 carefully stepped around the broken glass. He looked at his shiny black boots and wondered whether to activate their magic.

He turned to Lief and Layne, "Well, which one of you is going to join minds with the glyph so it can tell us what is needed to deactivate it?"

-------
Euan, will feather step turn the terrain into normal with NO caltrops?


Roll 20 Map

Feather Step and the current terrain:
Hrm, I don't think so.

The boots say, "These fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain."

So you can ignore the adverse movement effects, but not the adverse damage effects I think. In this case the movement effect (difficult terrain) is the byproduct of avoiding the glass shards, rather than the effect itself.

You can move through the terrain normally, you just run the very tiny risk of stepping on some glass and puncturing your foot. I have to crit to hit, so your chances are pretty good you'll be OK unless you run crazily through the whole thing (I get an attack every 5' of movement).

I'll think on it further though, and if I change my mind I'll let you know.
- - -


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

Ederin, Kaylayne has pearls of power 2 & 3 if you need them for Water Walk.

Kaylayne looks on, examining the crystal area.

"Don't forget, this is where the Harvester is. Let's be ready. Be wary, this won't be as easy as the last one," Kaylayne notes. "We don't really know what the Harvester can do."

Kaylayne begins some additional magical protections.

Extended Heroism (Kay), Heroism (Ederin), Mag Circle vs. Evil (Tark), and Bless when are are close to combat.

* * *

Dimitrio Carini wrote:
"Well, which one of you is going to join minds with the glyph so it can tell us what is needed to deactivate it?"

Kaylayne looks at Lief. "You got this or should I? How close should we be?"


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

"Well, let's start with what we can see. If we can't get a good sense of it from here, we might have to get closer..."

Lief turns to the Glyph, and looks it over from where they have positioned themselves. The Harvester must be lurking about somewhere, so he stays back, and tries to get a sense of the new Focus Glyph.

Perception: 1d20 + 23 + 1d8 ⇒ (10) + 23 + (2) = 35


Roll 20 Map

Lief tries to study the great rune from here, but cannot see all of it through the crystal maze. He'll have to get closer to see any detail.

All appears to be quiet to his impressive perception.

New map is up!

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 |

Gaining further ground Allarnon begins to toughen himself and Tarkir up as much as possible, just in case they came across this Harvester.

Allarnon= Stoneskin (120 min/ 120 damage); Barkskin (120 Min)
Tarkir= Greater Magic Fang (12 hours; +1 to all); Barkskin (120 min)

Allarnon shrugs as Lief is unable to see much movement from his angle. "No point in waiting, right?" Once everyone is ready Allarnon begins to stride forward, paying little mind to the broken crystals underneath his paws.

The broken crystals feel like little more than pebbles underneath his padded feet.

Perception: 1d20 + 20 ⇒ (13) + 20 = 33

His ears twitch with each sound around him as he watches for any sign of movement, while advancing on the Glyph.

Status:

Allarnon-Human Form
AC Bear: (AC 33) [+5 Armor; +4 Shield; +1 Dex; +4 Natural; +3 Deflection; +1 Dodge; +5 Enhance Barkskin; -2 Rage (+1 additional Dodge when raging)]
AC Human: (AC 30) [+5 Armor; +4 Shield; +2 Dex; +3 Deflection; +1 Dodge; +5 Enhance Barkskin; -2 Rage (+1 additional Dodge when raging)]
HP: 187/187; +0 Temp HP; -DR/10 adamantine (120 remaining)
Buffs: Rage 18/18; Stoneskin; Barkskin)

Tarkir
AC: (AC 36) [+4 Armor; +3 Dex; +11 Natural; +5 Enhance Barkskin; +2 Deflection PfE; +1 Dodge]
HP: 72/72
Buffs: Greater Magic Fang; Barkskin


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 |
Allarnon wrote:
Allarnon shrugs as Lief is unable to see much movement from his angle. "No point in waiting, right?" Once everyone is ready Allarnon begins to stride forward, paying little mind to the broken crystals underneath his paws.

Dimitrio puts hand on the bear=man's shoulder, "Wait. There may be a point in waiting. Perhaps we can see what we are up against..."

The bard waits for everyone to get ready for battle before casting his illusion spell.

Once everyone is ready, he softly sings and brings into being an illusion of the entire party, bear included. By concentrating on this image, the 'party' slowly walks up to the glyph through the plaza...

-----------
cast major image of party walking up to glyph...


Roll 20 Map

GM Rolls:
1d20 ⇒ 17

The illusion is impressive, and the 'party' moves through the crystal palace without incident. It does not seem to draw anyone out however, as the area remains peaceful and quiet.

Just to be certain, what's my DC?


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:

The illusion is impressive, and the 'party' moves through the crystal palace without incident. It does not seem to draw anyone out however, as the area remains peaceful and quiet.

Just to be certain, what's my DC?

The DC is 16 but you only get a saving throw if the you 'interact' with the illusion. I take that to me that you attempt to do something to it and not just 'watch' it but you may feel differently. In any case, Dimitrio is concentrating and will make the illusion react to whatever stimuli is presented (if possible).


Roll 20 Map

Oh, I agree. Interact is more than just observing. Nothing immediately happens.


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 what happens with her other, other self (the illusionary one). She hopes that her illusion-self is free of the self doubt and uncertainty that she feels, especially at this moment.

She soars a bit higher (25' or so) in preparation for her own, real moving into the crystal area.

She follows behind Allarnon.


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 shrugs as the illusion fails to get a response at first.

"Let's try this..."

He then continues to concentrate and sends the 'illusion' all the way to the glyph and try to interact with it.


Roll 20 Map

As your ‘creatures’ interact with the glyph, you summon the beast - the Feasting Damnation - the Abyssal Harvester! From out of the thin air, tentacles begin to writhe, reaching out, perhaps from some sort of invisibility (knowledge planes) and grasping at each of your illusions!

You can, seemingly, shoot through the arches at the writhing tentacles. Improved cover for most of you, but you can manage it.

-Round Surprise-
Kaylayne - 23
-Round 1-
Dimitrio - 25
Lief - 24
Kaylayne - 23
Ederin - 14+
Allarnon - 14-
Feasting Damnation - 11

Initiative Rolls:

Allarnon 1d20 + 4 ⇒ (10) + 4 = 14
Dimitrio 1d20 + 9 ⇒ (16) + 9 = 25
Ederin 1d20 + 10 ⇒ (2) + 10 = 12 (+2 underground, +4(2) urban)
Kaylayne 1d20 + 4 ⇒ (19) + 4 = 23 1d20 + 4 ⇒ (10) + 4 = 14 1d20 + 4 ⇒ (16) + 4 = 20 (acts in surprise round)
Lief 1d20 + 5 ⇒ (19) + 5 = 24
Feasting Damnation 1d20 + 0 ⇒ (11) + 0 = 11

Next up - Kaylayne in the surprise round, and everyone in round one!

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 |

Knowledge Planes: 1d20 + 6 ⇒ (20) + 6 = 26

From his current vantage point Allarnon begins to call forth a ragings storm above the writhing tentacle monster. Loud cracking reverberate through the cavern walls as lightning flashes in the darkness.

Cast Call Lightning


Roll 20 Map

Knowledge Planes DC 25:
You notice an unusual rippling in the air amid the crystal arches, almost as if a thin layer of water were superimposed vertically between them. You see the same in other spots here and there. The rippling is a thinning of the border between the worlds. Extra dimensional travel is easy here - at least between the two planes connected here.

Knowledge Planes DC 30 (same check):
This space borders the Abyss.


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 slowly moved up to the abomination as it continued to concentrate on the image.

The fake PCs looked surprise and terrified at the apparition and slowly started to move away.

He whispered to his companions, "I'll keep this up as long as it believes it. It'll draw out some of its attacks hopefully. We need to pepper it from far away."

----------
move and concentrate, making the fake PCs move away towards the east so it can hopefully show its back 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

Round of Surprise

Kaylayne moves up above the crystals so she can see clearly (45' up).

1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 Know (Planes) - Abyssal Harvester
1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23 Know (Planes) - other check


Roll 20 Map

Kaylayne:
As a very Rare monster, the DC starts at 15. Further, as you can only see the tentacles and not the whole creature, I'm applying a two point circumstance penalty to your roll.

As a result of one or both of theses reasons, you didn't make the check - you're not sure what the tentacles lead to, but you're sure it's nasty.
- - -


(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 14+/Status:

HP 98/98
AC: 26 (Touch 18/ FF: 21)
Equipped Weapons:
+3 Keen Longbow (+2)
+1 Cold Iron Longsword
Conditions:
Relevant Data:
+14/+9/+4 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 5/5 per day]
73 Cold Iron/ 99 Adamantite (*)/10Silver/20 Ghost Salt (*)/20 Thistle Arrows (*)

Ederin moves forward, quietly and casts gravity bow while he watches the tentacles, waiting to see if Dimitrio's tactic works to keep the things attention of him and his friends.

GM: My initiative modifier is +12 now, think I forgot to tell you when I upgraded my belt.


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 1, Init 13

Delay to Init 13.

She floats closer to the main party. (20' up)

Kaylayne waits for others to ready themselves, then concentrates inward to push the Other Kaylayne's frenetic energy onto others. Getting Alla, Tark, Kay, & Dimi...and Lief if he's close.

Haste: 1/14. +1 to AC/Reflex/yadayada +1 attx

Kay's Combat Stats:

Haste: 0/14. +1 to AC/Reflex/yadayada +1 attx

Statuses:
AC: (4 dex+6 armor+3 magic vestment+2 ring force shield+1 def+5 barkskin) =31 AC+1 haste=32
HP: 100/100

Left hand:
Right hand:
Glove of Storing: Staff of Dark Flame

[ dice]1d20+16-2[/dice] touch hit; (rapid)
[ dice]1d6+5+1[/dice] fire damage.

+10 Bab +4 Dex +1 magic +1 PBS
1d6 + 1 magic +1 PBS

Pearl of Power 1: 0/2 used
Pearl of Power 2: 0/1 used
Pearl of Power 3: 0/1 used
Pearl of Power 5: 0/1 used

Rod Metamagic Extend: 2/3 used (magic vestment*2)
Scroll of Water Breathing
Wand of Lesser Restoration: 9 charges left
Ring of the Ram: 11/36 charges left (unequipped)
Wand of False Life 19 charges left
Staff of Dark Flame (9/10 left)

10 Adamantine Stones
25 Cold Iron Stones
10 Silver Stones

Spells:
Magic Vestment (28 hours)
Overland Flight (14 hours)
Heroism: (280 minutes)
Barkskin (140 minutes)
MCPfE10' (140 minutes)
Produce Flame: 0/14
Other Kaylayne: round 0/14


Human HP 115; AC 23, T 16/FF 20; F+11, R+14, W+14; Init +5; Perc +23; CMD 27/24FF
Allarnon wrote:
"No point in waiting, right?"
Dimitrio wrote:
"Wait. There may be a point in waiting. Perhaps we can see what we are up against..."

Lief recognizes that he should prepare quickly, as the bearman indicates his willingness to venture forward imminently. When the dancer speaks up, Lief is unsure what he might bring to the discussion. His doubts are allayed almost immediately, as a new magic is woven, and sent forward as bait.

Preparations:

Stoneskin (18/19)
Overland Flight
Shield
Cat's Grace

Lief rises in the air, to join Kaylayne.

Round 1, Init 24

Status:

AC = 28, Shielded, Hasted
HP = 108/108
Weapon Equipped = +4 Cold Iron Rapier
Condition(s) = Stoneskin(140), Shield, Overland Flight

As the bait proves successful, Lief decides to stay close enough, receiving Kaylayne's gift eventually, as he studies what part of some creature he can see from the air.

Knowledge(Planes): 1d20 + 19 + 1d8 ⇒ (8) + 19 + (1) = 28 1d8 ⇒ 1

"The creature is reaching through from another plane, it looks like. So we risk being pulled from this plane, if it ensnares us." Lief doesn't look at all ready to get closer to any of the tentacles, as his hand travels to his necklace. He watches Allarnon's opening salvo, as well as Dimitrio's continued distraction.

"That was nicely done, Dimitrio. That could have been us, already, grabbed by so many tentacles..."

For the waiting, the young man finally decides to begin his own assault, throwing a lesser marble from his necklace, testing the creature's resolve to continue crossing over. He makes sure to envelop all tentacles he can see at present. For now, he excludes the Glyph.

Fireball: 6d6 ⇒ (3, 6, 6, 4, 2, 6) = 27 Reflex Save DC 14 for half damage


Roll 20 Map

Kaylayne moves up and away in the surprise round. Dimitrio moves and keeps the illusion lively as it moves away. Lief takes to the air and drops a fireball on the tentacles, capturing all of them. Ederin moves up and prepares with a heavy bow. Allarnon examines what he sees and prepares to call lighting from the black ’sky’ above. Kaylayne delays and clusters with the party casting haste… just in case.

Reflex: 1d20 + 8 ⇒ (20) + 8 = 28 vs DC 14 for 13hp each

The tentacles are scorched to be sure, but they seem to have some sort of resistance to the flame and the overall damage seems slight.

Meanwhile, there’s a pause as the tentacles seem to sense the illusion of the creatures they fight. They withdraw back into the ground and air from whence they came. The entire field is quiet again, aside from your own heavy breathing, as you watch, and wait.

Perception DC 20:
More importantly, the tentacles seem to heal before they depart. You see no flame damage upon them as they disappear again.

-Round 2-
Dimitrio - 25
Lief - 24
Ederin - 14+
Allarnon - 14-
Kaylayne - 13
Feasting Damnation - 11

Next up - everyone in round two.

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