[Gaming] D&D Jay's Game - She's Dead Jim

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Which is funny, because three of the five louts are suffering from a magic sleepiness, so that could be an excuse--except Helga is one of those not affected.
 
The High Plane of Dreams (HPOD) is a roiling chaos of pure thought and multi-colored energy. It has no beginning and no end. It is the source of all thought, idea, inspiration and creativity. It is mind without matter, thought without substance and as fleeting as a dream.

When creatures sleep heavily, they enter the HPOD in their dreams and stay there till they wake up again. There are other ways to enter the HPOD. Elves can enter it while trancing, psions manage to reach it while meditating and it is said that even vampires travel through the HPOD while resting in their coffins. Every time a creature, be it mortal or immortal, living or undead, surrenders its consciousness and lets the subconscious take over it can enter the HPOD. Only sentient creatures can enter the HPOD in this way. The HPOD can also be entered through magical portals though they are very rare.

The HPOD is infinite in size. Time runs normally. Creatures within the HPOD can try to shape the surrounding energies by making a successful Intelligence check (DC 18). Food and water created in this way are nourishing. Weapons created in this way can hurt opponents (in forms of one hit attacks). If two creatures try to effect the same space within the HPOD they must make opposed Intelligence checks.

Combat is not affected in any way except one thing. While spells are cast normally, all damage inflicted by spells is considered mental damage. Thus a fireball inflicts mental damage instead of fire damage. This mental damage goes away as soon as a creature leaves the HPOD, unless the creature travelled there physically such as per a gate or plane shift spell. The choice remains with the caster who has entered in this way.

The HPOD can be deadly. Physical travelers in the HPOD need to make Will save every hour (DC 15 +1 per hour spent in the HPOD) or start becoming more and more translucent and ephemeral. They suffer 1d4 points of CON damage per failed save (this damage does not affect a creature's hit points). When they reach Con 0 they turn into dream spectres, creatures of pure thought that have no bodies and are lost in their dreams, leaving their bodies as heaps of rotting flesh behind. People that only mentally enter the HPOD do not have this problem unless they remain for a long period of time.

The HPOD is dichotomous in nature. There are regions of restful, refreshing slumber and regions of dark, terrifying nightmares. Regions of nightmares are characterized by dark, roiling energy clouds and constant, maddening screams and visions. The HPOD teems with life but most of it is ephemeral and disappears almost as soon as it appears.


There are two special rumors about the HPOD. The first talks about two gargantuan fortresses floating through the HPOD. One is the Citadel of the Awakened, a place of pure thought and unlimited creativity, where all ideas and concepts are born. The other is the Keep of Darkened Minds, where ideas are twisted and perverted and where insanity and entropy rule. Neither fortress has ever been found nor if they have been found, the finders never returned. The second rumor talks about the Dreaming Dreamer, a huge, vaguely humanoid creature that lies at the very center of the HPOD. It is said that all of creation exists through his or her dreams and that if he or she ever wakes up, it will be the end of all. But those are just rumors...


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There will be 7 DOORS. They will wake up using endurance checks. DC 15 wakes them up. Heal checks allow players to wake the others.

“You wake up in a brightly lit room… yet… there are no sources of light. A white mist floats everywhere. As you move about currents of invisible air moves the mist and it swirls about you… yet…. your vision in this room remains perfectly clear. You look about and find yourself in a large circular room with 50 foot tall walls all around you yet there is no roof and the ground is of the finest marble. You are also surrounded by big red doors, 7 in all with one far larger than the rest. The doors seem to be made of a reflective mirror with a lock for a single key, except for the largest door, which seems to require six keys. In the middle of this room, a small wooden vendor booth stand is located. There seems to be no goods, just a fine silk cord attached to the tiniest cowbell. ”

Falagar you look at your hands and notice they have elongated, there are twice the size they normally are, with 1 inch claws. The rashes you had on your wrists are now all the way up your arms and the itch is unbearable. When you feel frustrated, you feel a burning sensation at the tips of your finger tips.
 
Dibs on the magic dice.

Arguments for:
Looting the dead
Solving multiple riddles
Murdering spectral shadows
Slaughtering Mage Bears
Not touching magic mirrors
Hiding clues that favor him and Helga
Not mutating into a hideous beast

Arguments against:
Taking no damage from Rathkor's blazing starfall

Therefor, the dice go to Rusty
 
R

rathkor

Since you didnt take the ceremonious Blazing Starfall, you belong not to the Brotherhood of Louts, therefor your claim to the Dice are forfit. They belong to me. Low rolls can be saved by higher rolls. I roll low in combat a lot, but sometimes roll high outside of it. Plus, if i roll and store a 20, I am garunteed a crit, meaning full damage AND the bonus from my Rythem Blade. XD
 
Oh I took the full blast of your starfall, you just failed to overcome the awesomeness that is being Rusty Rockhammer you oversized salamander.
 
R

rathkor

The louts arrive in Good Mead, but meat a group attempting to escape. They claim Flying Creatures are putting the Citizens of Good Mead to sleep. Once insode, many of te louts begin to slowly grow weary. The louts eventually make it to a Temple. Inside, they find a mirror. Tyrdin haphazardly touches the mirror, instantly putting the Louts to sleep. The party wakes in a Dream World, in a room with 6 regular doors and a seventh with six keyholes, as well as an old enemy: Simkin. Simkin and the louts enter one room, and they find themselves in Tyrdin's Dream World. Rescuing several copies of Tyrdin's dying mother reveals that the are instead rescuing Good Mean citizens, except for Rusty who slaughtered all the helpless citizens he could find. afterwords, a set of Magical Dice and a key are found. The group return to the central room. They enter another door, and are quickly attacked by a Mage Bear, revealing this world to belong to Falagar. The Louts show their utter ineptitude, and are almost completely slaughtered by this new magical foe. Wil the Louts find a way to survive the Mage Bear attack? only time will tell.
 
We are not getting slaughtered by the Mage Bear, we are simply not hitting it with any frequency. It's bloodied and contained by Helga and Rusty, while the distance attackers are well out of range from it.
 
R

rathkor

Falagar is about to go down, which now that i think about it, is a fairly common occurance, actually. maybe we're not doing as bad as i thought. lol
 
With the current initiative order, it's actually to our benefit to wait until you drop below 0 HP before you get healed. And Falagar is currently attacking from a range that is greater than has been shown by the bear. Nor has Falagar taken any damage since Helga, Rusty and Simkin engaged it in melee.

If our rolls stay the same, we are in for a long combat, if they change it might last 2 more rounds.

edit:
Helga, Tyrdin and Falagar all forgot to heal themselves 3 HP for taking an action point last night, so the parties current totals should be;

Rathkor 34/34 100%
Rusty 28/36 78%
Helga 29/44 66% (has used 2nd wind)
Tyrdin 14/33 42%
Falagar 9/28 31%

So that leaves us with 178.8 hp left in our healing pool for the bear to eliminate by itself, while we have only 140 hp to eliminate on the bear
 
OOC I have no interest in the dice, they provide no significant benefit to Rusty in game or RP wise.
IC Rusty would see no value in the dice either.
OOC they should go to Tyrdin. Or if Jay allows be shared amongst the party and have them used by Falagar, Rathkor and Tyrdin when they use their dailies.

:p Healing Pool is just a DM tool for building encounters, seriously breaking it down would be:

Avg party damage / round: 22
Avg bear damage / round: 12

Avg rounds left for party: 14.8
Avg rounds left for bear: 6.36

So even if our horrible streak of rolls continue, the bear will die long before it can TPK
 
Daaaaamn, this sounded like an amazing session. :(

To be clear, Thursdays still work for me, I just underwent freak occurrences wherein my internet and then my classmates stopped working for no good reason.

Looking forward to next week, as well as any recordings I can listen to.
 
Unless it starts to break out its arcane abilities now that she's bloodied. ;)
Well I expect that our avg party damage will greatly increase (seriously 3.4 pts of damage per member per round?) and be able to overcome any new abilities Falagar's nightmare could bring forth.

Plus we can always kill Falagar to end the nightmare should we face a TPK.
 
R

rathkor

I'm not ruling out that falagar will go down first, making it so we need not kill him ourselves. he has a habit of going down in battle a lot. he also has a habit of stealing the finishing blow from Helga.

So either he will go down like a fool, or manage to be the one to lay the final blow on the enemy, usually the turn after Helga does something awesome.
 
R

rathkor

Dice of Auspicious fortune. as a daily, you roll 3 D20's and store the results. Then when you would roll an attack roll, you can go ahead and use one of the stored results as your attack roll. I dont know if you can roll and then decide if you want to use it, or if you have to use it before rolling, but either way it could be useful.

If the group decides on one person to give them to, i'll go ahead and vote we give it to that person. If we're gonna roll for it anyway however, i'll throw my hat in the ring for them.
Added at: 00:04
Dice.png
 
A level 11 item? In Jay's game?

Daaaaaaamn.
Added at: 01:11
I vote Rathkor gets it. As our party's striker, it's likely that e'll have the hardest hitting encounter power to "guarantee" a hit on.
 

doomdragon6

Staff member
I suppose it is best for a striker, as a controller (me) rolls an attack for each creature.

Plus, I have enough items right now I guess.
 
That's not an encounter power item, that's a guarantee a hit with your daily item. The odds that you are going to get 3 good stored numbers are very low, so it essentially makes it a one use item.

With this party make up it definitely should not go to a striker (Helga/Rathkor), control is far more valuable than damage. With 2 controllers, we should be invincible to most single mobs and be able to handle large mobs easily.
 
Well, you can use each result for one roll each, and you have to roll for each creature you're trying to attack. So let's say you have three good stored dice rolls, and there are four creatures you wanna hit, you'll still be rolling your attack for one of them.

And you choose to use the dice before rolling, Rathkor. That's why it says "instead" of rolling to attack.
 
The wording of the item limits you to a single choice of dice per encounter. So basically it is a once per day 3d20 pick the best result attack roll where you know the results before hand, almost effectively tripling your chance at a critical.
 
R

rathkor

also, i could use a low result if i ever use blazing starfall with a teammate in the middle of it. :p
 

doomdragon6

Staff member
Well my dailies are Sleep and Summon Dretch, so aside from a Dretch's attack, it wouldn't help for that.

Rathkor's 6d6+x Daily, however, could benefit from it.

Don't forget though, it's entirely likely that we could roll a 5, 4, and a 3 on this thing and it's useless.

.... EXCEPT, for when somebody with an AOE who doesn't want to hit his party members!

So actually, even the bad stored rolls can be useful.
 

doomdragon6

Staff member
Choosing a new feat is hard.

I found the Wild Talent Master feat which gives me a choice of 3 new cantrip-like powers, but I don't know if they're worth a feat.

I have like 20 potential feats written down.
 
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