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| baldwin the merciful |
| Evil GM |
|
RD1:
John hit the mirror with his mace, no success.
RD 2: mid RD update
Duncan - hammer attack
Shadows - two additional shadows come forth: John missed, Duncan missed. The original shadow attacked Orsin.
John - hit one shadow
Lucrezia - threw holy water
Orsin
Andrea - consecrate
I'm mindlessly watching LOR-Return of the King. Drinking a pumpkin beer.
| Duncan Redhammer |
| Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50 |
|
Sunndenly it makes sense....
Duncan pulls his Heavy Pick, a weapon he normally reserved for putting downed foes out of their misery.
2 hand PA1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
2 hand damage1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12
PIERCING WEAPONS TO CRACK THE MIRRORS
| Andrea1 |
| Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14 |
|
I chose the wrong time to leave my sickle at home. Andrea prepares to channel again to drive off the shadows and suddenly remembers her morning star. I have a morning star that is good for piercing attacks! Andrea waggles her hip to show her rarely drawn weapon.
| Lucrezia Villanova |
| Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants |
|
attack 1d20 + 8 ⇒ (4) + 8 = 12
damage 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
"Good thing arrows are piercing too and you had bestquit wrigg;ing your hips like that or you're going to give the shadows the wrong idea."
Lucrezia draws and fires her bow at a mirror.
| Orsino 'Orsin' Bessatte |
| Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5 |
|
Wow, busy night!
Orsin wheels on the mirror and flings a bolt of sonic energy at it, woven from his devastating aria.
Devastating aria: 1d4 + 5 ⇒ (3) + 5 = 8 Full damage vs. objects, no save.
| baldwin the merciful |
| Evil GM |
|
RD 2: Summary
Duncan - hammer attack
Shadows - two additional shadows come forth: John missed, Duncan missed. The original shadow attacked Orsin.
John - hit one shadow
Lucrezia - threw holy water
Orsin - aria against the mirror.
Andrea - consecrate
RD3:
Duncan - Hit mirror wiht piercing edge. Cracks the mirror
Shadows- a shadow attacks John and misses, then dies from John's attack.
A shadow attacks Orsin but misses.
Two new shadows slither out of the mirror.
John - attacks shadow and hits it. John kills the shadow
Lucrezia - Hits the mirror with a piercing arrow.
Orsin-
Andrea -
| baldwin the merciful |
| Evil GM |
|
RD3:
The shadow remaining by John attacks him:
touch attack against the John, Str damage: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 4
It misses. This shadow is then hit by John and killed.
The shadow injured by the holy water attacks Orsin:
touch attack against the Orsin, Str damage: 1d20 + 4 ⇒ (5) + 4 = 91d6 ⇒ 5
Two more shadows slither out of the mirror and they attack John and Duncan. The mirror is cracking from the piercing attacking.
touch attack against John, Str damage: 1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 3
touch attack against Duncan, Str damage: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 4
I forgot to subtract 1 from the hit but I believe it's still a hit on each.
Both attacks hit Duncan and John.
Currently there is an injured shadow near Orsin and two new shadows near John and Duncan.
| Lucrezia Villanova |
| Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants |
|
round 4
attack 1 1d20 + 8 ⇒ (20) + 8 = 28
confirm? 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
extra damage if confirmed 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
attack 2 1d20 + 8 ⇒ (13) + 8 = 21
damage 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Forgot I had Rapid Shot
Seeing even more shadow things pop outa the mirrors, Lucrezia becomes determined to shatter them before they are overwhelmed. Seven years bad luck my arse.
| Orsino 'Orsin' Bessatte |
| Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5 |
|
Orsin whirls back on the shadow that attempted to strike him, redoubling his efforts to put an end to the fight as quickly as he can.
Power Attack with +1 longsword: 1d20 + 7 ⇒ (17) + 7 = 24
Damage with Arcane Strike: 1d8 + 12 ⇒ (1) + 12 = 13
Ugh, EVERY TIME, lol.
| baldwin the merciful |
| Evil GM |
|
RD3: Summary
Duncan - Hit mirror wiht piercing edge. Cracks the mirror
Shadows- a shadow attacks John and misses, then dies from John's attack.
A shadow attacks Orsin but misses.
Two new shadows slither out of the mirror.
John - attacks shadow and hits it. John kills the shadow
Lucrezia - Hits the mirror with a piercing arrow.
Orsin- hits the shadow near him with his longsword. Destroying it.
Andrea -
RD4:
Duncan -
Shadows -
John -
Lucrezia - Damaged the mirrors hitting twice with her arrows.
Orsin - Damages the mirror, 7HP (not sure if it will be destroyed until the others go.)
Andrea -
The two mirrors are cracking but they are not shattered.
| Andrea1 |
| Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14 |
|
I am here for a little bit until I need to work so I will do my Round 3 and 4
Round 3 Andrea channels again. 2/5 used. DC 16 (They have -1 to their saves) 3d6
Channel: 3d6 ⇒ (1, 5, 6) = 12
Round 4 if more shadows appear, Andrea channels again. 3/5 used.
channel: 3d6 ⇒ (3, 5, 4) = 12
| Andrea1 |
| Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14 |
|
Hell ya! Andrea does a little dance. Okay, everyone who needs to be healed line up. I have two potions of Lesser Restoration and one scroll of the same.
Andrea looks up and down. We might as well keep heading down I believe.
| baldwin the merciful |
| Evil GM |
|
You all can roll your lesser restoration recovery dice.
A rickety-looking wooden set of curved stairs, supported by creaking ropes above and a lattice of wooden boards below, passes like a bridge through the center of a circular shaft. No floor is visible below, and no ceiling above. An opening in the far wall beckons about 30 feet below the point where the stairs curve.
| Lucrezia Villanova |
| Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants |
|
"Scroll me please."
1d4 ⇒ 4
4 + 7 = up to 11 str now. At least I don't have a negative score.
Lucrezia shrugs as Andrea looks down. "We got rope. We could try climb down to that opening."
| Andrea1 |
| Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14 |
|
I have rope. We could lower our best climber down and they could swing over and help as we each climb down. Isn't there something where you use two ropes as a kind of safety harness or something? Andrea looks a little puzzled and then looks at John. You might need to remove your plate mail to climb down safely.
Andrea has 50' of rope for anyone who wants to go down.
| Duncan Redhammer |
| Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50 |
|
I'm decent at climbing a rope lass. Me armor doesn't affect me none. I'll go first if ye like.
Duncan swaps his axe for his War hammer and moves near the edge, hammering a Piton deep into the floor and a second one a foot to the side.
There. Now we got two anchor points fear a climbing rope and another fer a backup. I got some rope me bag as well. We drop one rope of me first anchor and tie the other around me waist. The one going around me waist wrap 2 loops around the second piton and keep it slack so it will let out. If I fall ye only need hold the end o me safety line and it'll lock up round the piton as I fall and catch me.
| Duncan Redhammer |
| Male Dwarf Inquisitor 6(Witchunter) Int+4, F7, R4, W7, +5 vs Spells/PoisonAC20/T12/FF18, HP3/50 |
|
Ably assisted by the by the pretty (if a bit tall) cleric, Duncan gives the safety line to John to let out as the strong Dwarf spits on his hands and then climbs down the knotted rope.
Climb1d20 + 7 ⇒ (7) + 7 = 14
| Andrea1 |
| Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14 |
|
You know what we need to do when we get back, Duncan? Get more booze. We've gone through the stuff that we took from the goblins and Bastards. So finding more bandit-types to harass for booze sounds like a good idea. Perhaps those ones who threw an axe at Shinon's head.
| Orsino 'Orsin' Bessatte |
| Male human bard 7/pathfinder savant 2: 43/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5 |
|
"I could go for an ale right about now myself. Hair of the hellhound and all that," remarks Orsin, scratching his head in vain attempt to rid himself of the lingering hangover.
Once the climbing apparati are all set up, Orsin follows after Duncan.
Climb check: 1d20 + 4 ⇒ (17) + 4 = 21
Are there any circumstance bonuses for the piton(s)?
| baldwin the merciful |
| Evil GM |
|
The group is able to find solid anchor position to secure the rope. Duncan going down the rope first followed by Andrea, Orsin then Lucrezia realize something quite odd about the pit. It feels as if there is some buoyancy in the air. Duncan and Andrea have no problem reaching the archway, while Lucrezia's hands slip. Even with her hands sliding off the rope she easily manages to get her grasp back. she does finally manage to the archway.
John's claim check: 1d20 + 3 ⇒ (18) + 3 = 21
John easily climbs down to the join his companions.
| baldwin the merciful |
| Evil GM |
|
There is a small 15 foot by 4 ft hallway that is dimly lit by greenish glow. At the end of the hallway is a door and the corridor turns to his left. It's pretty tight and the marching order is the same as coming down the rope: Duncan, Andrea, Orsin, Lucrezia, John.
The door at the end of the hall has a stout wooden door which contains a narrow barred window set at eye level, and is also barred from the outside. When Duncan moves to the end of the hall, towards the door, he can see the joining corridor to his left runs another 30 feet, or so, there are similar doors lining each side of the that hallway.
| Lucrezia Villanova |
| Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants |
|
perception 1d20 + 12 ⇒ (7) + 12 = 19
"Ok now, doors barred from the outside usually means that there is someone or something inside that isn't supposed to be let out. So have we stumbled upon a secret prison or devilish menagerie?"
| baldwin the merciful |
| Evil GM |
|
The next two of the right also hold a long mummified prisoners, they look like they have been dead for quite some time, perhaps longer than the current mayor's rule. The same can be said about the two on your left.
You are now to hallway on your right hand side that extend to 10 feet to "T" intersection. If you pass the "T" the hallway continues.
One door on the left appears unlocked. There is a sound of moaning coming from further down the hallway.
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