Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Goggles of night grant Desmond darkvision.


Evil GM

Nym and Karnog shake there head not quite understanding the oddity of the demiplane's construction.

Everyone notices that gravity is normal but the plane seems to be folding upon itself and it a fluid motion. You are in a seemingly endless forest of light devouring trees.

percentage: 1d20 ⇒ 14

The stars briefly go out simultaneously, plunging the forest into darkness. At that moment, a faint breeze caresses the nearby trees. When the faint light reappears you notice a twisting morass of folded space, rendering navigation by traditional means impossible. You do notice a network of dirt paths twist and weave through the forest, though the frequently forking paths often double‐back or end without warning.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

1d20 + 10 ⇒ (5) + 10 = 15 surival

Grung tries to make sense of what he is seeing


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"This place is not normal. I suggest we be on close guard, no telling what or who will jump from these shadows."


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Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym leans towars Kalim and in a hushed tone

Undercommon:
"Is this the "Void" you keep mentioning?"


Evil GM
Nym Omriwin wrote:
Nym leans towars Kalim and in a hushed tone** spoiler omitted **

Classic!!!


Evil GM

I'm looking for know planes from Felic and Kalim.


Evil GM

For as far as you can see…and then some… all the demiplane is a labyrinthine pine forest. Between segments of total blackness rest flashes of seemingly unending starry night’s sky and eternally full moon knowledge history or planes or geography.

DC 18:
called the Eye of the Keeper.

A second, smaller moon hangs like an shadow against the sky in this in‐between realm, nearly hidden against the darkness between the stars, containing a secret trove of knowledge long since forgotten.

percentage for great evilness to crush the hapless party: 1d20 ⇒ 8

The Midnight Labyrinth is a twisting morass of folded space, rendering navigation by traditional means impossible. A network of dirt paths twist and weave through the forest, though the frequently forking paths often double‐back or end without warning. Finding a location within the labyrinth is a matter of time and luck because of the demiplane’s true nature. It is not one singular location, but a network of small, interconnected pocket dimensions linked via the labyrinth.

I don't have the map ready yet.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

I need a drink. . Grung downs his everfull mug then readies his sling again


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

1d20 + 4 ⇒ (1) + 4 = 5 knowledge (planes)

"Aye, Grungsdi, a drink seems very much in order. This place sets me I'll at ease, for sure."

Karnog also downs a mug full, then stows his own cup.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Can't worry about the endless crushing depths of the universe if you're drunk." Desmond says as he fills a cup.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

KnowPlanes: 1d20 + 14 ⇒ (19) + 14 = 33
KnowGeography: 1d20 + 17 ⇒ (8) + 17 = 25
It is not easy for Felicitas to concentrate, but the presence of Aurora helps her to focus.
She then speaks up."This is the Eye of Keepers night!"


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Ohhhhh, it's the eye of the keepers night! Now I know exactly where we are! Thanks!"


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Seeing the dwarves and human pull out their tankard and down a drink Nym does likewise.


Evil GM

Felictas I'll give you a bit more information later on based on your roll. I'll get a substantive post up this evening.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Be silent, Desmond. Twas your foolishness that forced us here, you don't get to joke about it."

Kalim doesn't have any of those knowledges.


Evil GM

Felicitas:
It begins to come to you, you remember a few things that you've read over the years.

The Twilight Demesne is forged from the essence of the Plane of Shadow, and inherited some of its fluidic form, making mapping the plane all but impossible.

Divination magic is impeded across the demiplane except within the walls of the Starlight Shrine. YOu once read that the Starlight Shrine is a temple‐library maintained by the Keeper serving as a repository of knowledge and divinations.

The stars in the plane’s sky are an ever‐changing illusion that sometimes mirrors celestial alignments from other Material Plane worlds.


Evil GM

I don't have a map ready yet, so you'll have to use your imaginations for a bit.

Within this maze of towering blue-black pine trees there are twisting dirt paths, but each path appears to fold over onto and into itself as you transverse it, as if each fold represents the next stitch in this plane. You find as it each path eventually doubles back or ends without warning.

The sky is a mass of shifting stars and a gleaming, ever‐full moon. They appear just over the the tall trees, almost close enough to touch stars.

What are you going to do?


Evil GM

Bump, bump.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"This place is beyond my learning, does anyone know how we make our way through here? I feel we could be wandering forever and not find this blasted orc and the stolen axe."

Karnog looks down the paths and tries to see into the frosted areas, hoping something will present itself as a way to go.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Perhaps we walk and the path will unravel?


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

felicitas shrugs."We must somehow find the Starlight Shrine. This is a shrine devoted to knowledge. But the navigation will be difficult!"


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"Walking seems as good a method as any. Do we have any tricks up our sleeves, magically?"


Evil GM

As you walk in the woods you eventually come upon a path. A few feet away from the path in the bushes lays the remains of a skeletal corpse clutching a compass and carrying an empty water skin. The temperature suddenly drops 20 degrees.

What are you doing?

Evil DM'ness: 1d20 ⇒ 2


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym casts detects magic. to see if the compass is magical


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Felicitas quickly looks around thinking what could make this temperature drop.
Perc: 1d20 + 17 ⇒ (16) + 17 = 33


Evil GM

Nym the compass is of good quality but it is not magical.

Felicitas the sudden drop in temperature is spooky and with the corpse near by it almost feels like a graveyard. Lots of unnatural things in the necromancy world can make the temperature drop, but certain spells can control the weather too. At this point in time you just doen't know enough about where you are at to have a definitive answer other than it's spooky.


Evil GM

Everyone can make perception check.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

perc: 1d20 + 10 ⇒ (9) + 10 = 19


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

perception: 1d20 + 4 ⇒ (18) + 4 = 22


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

1d20 + 20 ⇒ (2) + 20 = 22 perception

"I really do not like this place, not at all. What new horror does the plane spawn, now?"


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Perception: 1d20 + 18 ⇒ (20) + 18 = 38 +6 vs traps


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

1d20 + 14 ⇒ (16) + 14 = 30 +2 stoneunning


Evil GM

Everyone notices a beam of moonlight shining near Desmond, you then see his shadow dance away gracefully from him and it goes over to Kalim's shadow. There it bows, then proceeds to strangle Kalim's shadow in a death grip. Suddenly, it stops and retreats back to Desmond.

Kalim:
You do not feel any effect from this effect.


Evil GM

The trail that you are on shifts leaving everyone standing in a thicket of low scrub bushes. When you look down at the corpse with the compass it has now shifted about 10 feet away. It's as the ground that you are standing on in perpetual motion.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Shit! I do not know what the hell is happening?


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Even my shadow knows Kalim is full of it." Desmond jests. He has gone beyond even pretending to know what's going on here.


Evil GM

As the group begins to move through the underbrush you feel the ground start to rumble and shake. Suddenly the shadowy rolling ground erupts both in front and behind the party. Two huge armored shelled beasts emerge and the instant they pop up the entire area is engulfed into deeper darkness.

Deeper Darkness:
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell’s confines.

This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.

darkness:
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

I'll get initiative up soon.


Evil GM

Initiative: RA:

Karnog: 1d20 + 1 ⇒ (15) + 1 = 16
Kalim: 1d20 + 2 ⇒ (19) + 2 = 21
Grung: 1d20 + 2 ⇒ (15) + 2 = 17
Felic with banner: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Desmond: 1d20 + 10 ⇒ (17) + 10 = 27
Nym: 1d20 + 4 ⇒ (13) + 4 = 17
shadow bulletes: 1d20 + 8 ⇒ (20) + 8 = 28

Initiative:

Shadow Bulletes
Felic
Kalim
Nym
Grung
Karnog

Still working on a map. For now assume they are 10 feet away, within their reach, and they are huge in size. Remember you are in an area of supernatural darkness and even darkvision is blocked... for you lesser beings that is.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Who was it whose irresponsibilty got the damned sword here in the first place? Do remind me, Desmond."


Evil GM

Shadowplane bullete battlemap


Evil GM

RD 1: Shadow Bulletes

The burrowing creature viciously snaps it's toothy at Kalim, whom he doesn't seem to have a problems seeing in this deeper darkness, chomping down hard.

bite: 1d20 + 19 ⇒ (16) + 19 = 35;damage: 2d8 + 16 ⇒ (4, 8) + 16 = 28;plus cold damage: 2d6 ⇒ (4, 6) = 10.

It swipes with both claws at the sorcerer,

claw 1: 1d20 + 18 ⇒ (13) + 18 = 31;damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19

claw 2: 1d20 + 18 ⇒ (5) + 18 = 23;damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18

Bullete #2 attacks Desmond

bite: 1d20 + 19 ⇒ (16) + 19 = 35;damage: 2d8 + 16 ⇒ (7, 6) + 16 = 29;plus cold damage: 2d6 ⇒ (6, 6) = 12.

It swipes with both claws at the thief,

claw 1: 1d20 + 18 ⇒ (17) + 18 = 35;damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21

claw 2: 1d20 + 18 ⇒ (18) + 18 = 36;damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18


Evil GM

Everyone should be back at full hit points before they entered the demiplane.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Aaaaargh! Damn you, Desmond!" Kalim utters unearthly words and steps back casting a powerful antinecromantic spell.

HD undead killed, 40 ft burst, dc 24: 13d4 ⇒ (2, 3, 3, 1, 4, 1, 3, 1, 3, 4, 2, 2, 4) = 33


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Pretty sure it was the person who stole my stuff. Victim blaming Kalim, that is beneath you."

That attack will land, although Desmond is wearing the ring of cold resistance so he takes 10 less cold damage.

Desmond cries out as he's stricken and takes a defensive pose. Damnit I hate darkness! I'm getting a refund on these goggles!

*sigh* spend thousands on goggles of darkvision and then get hit with deeper darkness. Desmond effectively can't do damage when he can't see his opponent because it gets rid of all precision damage. He will go full defense for now.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Holding for a moment to see if KArnog is able to get rid of the darkness. DM just a reminder I do have blindfight


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog rummages in his haversack for a moment, pulling out a small, faintly glowing oil vial.

Applying it to his shield, the buckler begins to glow with the light of the noonday sun, hopefully eliminating some of the darkness surrounding these monsters.

"Never tried this before, I hope it works!"

Using oil of daylight, move action to retrieve it. Might provide AoO, but meh, Karnog can take it.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

If Karnog's trick does work, can Des take an action this round or is he bound to the full defense? Either is fine, just let me know.


Evil GM
Kalim Gudlavaletti wrote:

"Aaaaargh! Damn you, Desmond!" Kalim utters unearthly words and steps back casting a powerful antinecromantic spell.

[Dice=HD undead killed, 40 ft burst, dc 24]13d4

I like how Desmond gets blamed for everything.

Does the spell Undeath to death work on living creatures for half damage or is it just spell failure?


Evil GM
Desmond Aeros wrote:


*sigh* spend thousands on goggles of darkvision and then get hit with deeper darkness. Desmond effectively can't do damage when he can't see his opponent because it gets rid of all precision damage. He will go full defense for now.

DM dances with glee for one round. It's hard to come up with stuff you all don't get to instant squash.

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