This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Male human bard 7/pathfinder savant 2: 64/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5
I played a LG eagle knight wizard who made frequent use of infernal healing. Its greater version is unbelievably good if you have time between encounters.
This chamber lacks a visible floor and ceiling—instead, what appears to be an endless shaft stretches to infinity both above and below. A ring of stone stairs winds upward counterclockwise around the room’s perimeter, winding back on itself in a mind-bending twist that, impossibly, brings one back to the starting point’s elevation despite the fact that the stairs themselves seem never to change their ascent or descent.
Stone archways, some opening into other similar rooms and some sealed with stone, extend off from landings here and there on the ring of stairs.
This room is so disorienting everyone has a minus 2 on all DEX based skill checks.
"Well, I guess we can check some of these other rooms and make sure that those sealed off rooms are actually sealed off and just not some concealed door."
Male human bard 7/pathfinder savant 2: 64/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5
Orsin squiggles his index finger about in the air, shuffling a little in place as he orients himself. "That way looks like it's leading in the same direction as we would head in if we had managed to cross the lake." He scratches his head, "...I think."
Poor Orsin, I didn't think we has gonna be a little thick, but I suppose it gives him character.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Well we might as well get going. Remember, we need to get back before breakfast starts. The mayor will drop a brick if he finds out we have been here. Andrea rustles everyone forward to 2.
The door the party enters through closes and disappears seamlessly once the group enters there chamber. Lucrezia can't even feel where the door was located, it is as if it never existed.
As the group moves through the door Andrea suggested they enter another circular chamber that contains only one visible doorway. the door they enter through closes without a trace.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
We might as well keep going forwards. Andrea points to the other doorway and encourages everyone forward.
Andrea also gets out some pen and ink and makes a few notes on it, Since this place is going weird on us, we better keep a map and mark where we have been so we don't get lost. Andrea puts a copper on the floor. Anyone here good at mapmaking? I can make a crude one but someone with a good hand might be better.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Keep an eye on the floor fer your copper. Drop one in EVERY room. If we see a coin, we been here. Drop another one if ye see and old one and note what door we take. We can keep count if we go through the same room. Chalk might be better though.
Anyone else getting flashback from the Labyrinth? :)
"Do we have any chalk? I'd hate to get confused if someone happened to have dropped a copper a hundred years ago in this place."
Lucrezia moves over to check door number 2 for any surprises as they go through it. Even though none of the doors have been trapped so far, she feels it's better to be safe then sorry.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
So what do people want to do after this little trawl is done? we can go try to bag a Shadowbeast like we planned long ago, or spread more of the info that Lady Gruilos talked to us about.
Andrea runs her finger down one of the walls, placing a mark of ink. Plus there is still the matter of the dead merchents like Henrei Stoutpour who we found in the sewer. Need to have a little discussion with his 'partner' about that.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Duncan raises an eyebrow, One thing at a time lass. I already nearly died here. Let's focus on getting outta here first. Sides ain't we sposed to get inta this lodge? That's why we're looking fer the key.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Yea, you are right. We don't know how long it will take us to get into the lodge though. I think we deserve a break from all the screaming and hacking.
Andrea considers as they move through the new door. I think we should have a look at the key ourselves before just handing it over. We have earned that right I think by the blood we've shed. Areal really hasn't been impressing me with being such an armchair Imodaeian. He sends us off to get mangled and lose good people while he gets to stay in the safehouse because he is the 'leader'. I think Janiven would be a much better canidate to head the CoW since she knows what it is like to shed blood for the cause.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Noting that Duncan is no doubt Duncan is turning red in the face again, Andrea just sighs. Never mind, just ranting again. I tend to do that a lot these days. Andrea heads through door #2
After you walk into the next chamber the door disappears. Andrea places her ink mark to note where the door was located. There is only one door way exiting this room it seems as if it is at a great distance. There is dark clothed humanoid there who shoots a hand crossbow. The shot is at Lucrezia. After the shot the figure steps backwards out of the doorway and view.
hand cross bow:1d20 + 12 ⇒ (9) + 12 = 211d4 ⇒ 4
plus a fort save.
The group notices the bolt looks like it is warped in view as it moves across the room.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Init1d20 + 4 ⇒ (14) + 4 = 18
What the hells?
Duncan ducks and tries to get a casting of Divine Favor in so he can charge the newcomer.
Off to bed for 6 hours. Dmpc me as needed. Duncan has buffed now, tactics are stick near John for AC and 1 hand PA.
Lucrezia you feel a burning sensation flowing through your blood, your body radiating heat. As your hand reaches out to steady itself. Your balance is off sightly, then the feeling subsides.
Male human bard 7/pathfinder savant 2: 64/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5
"Everyone stay close, we don't know what could be out there!" Orsin barks, gripping the hilt of his longsword. He readies himself to inspire courage in the event of cry havoc.
The ambush was a hit and move tactic. I assume that you all are continuing towards the doorway, this room is slightly different than the others that you've been in you don't seem to be making quick progress towards the remaining exit.
Will Save was DC13, Duncan can add his magic bonus. Lucrezia is the one who failed.
There is magical effect to this room, The shadow stuff is bending and rolling more than in other rooms.
The group manages to get through the next door, which closes behind you. Lucrezia looks pale, her eyes are glazed over see is in trance. There is nobody in the next room.
Andrea it seems like Lucrezia is under a spell. Then her eyes refocus and she snaps out of the effects, clearly dazled and lost though.
The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks