fine_young_misanthrope |
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Round 3
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21 swings hard and hits!
Solvi: 1d20 + 3 ⇒ (12) + 3 = 15 Cat scratch feaver
Devil: 1d20 + 8 ⇒ (5) + 8 = 13 swarm!
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11 HOLD THE DOOR!
Samuel Soulkeeper: 1d20 + 2 ⇒ (2) + 2 = 4 Bite and Claw!
Finn Lochlan: 1d20 + 2 ⇒ (1) + 2 = 3
Orell swings again and causes another screech of pain to erupt from the devil.
The devil still remains invisible but casts a spell...
spell concentration check: 1d20 + 9 ⇒ (11) + 9 = 20
A swarm of spiders erupt from under Orell's feet!
Damage on turn 1d6 + poison save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save and distraction!
to keep life easy, it goes on the devil's turn
Yasmin swings the sword to keep the beast at bay and Samuel attacks with reckless abandon, but doesn't hit anything.
Finn?
Round 4
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21
Solvi: 1d20 + 3 ⇒ (12) + 3 = 15 Cat scratch fever
Devil: 1d20 + 8 ⇒ (5) + 8 = 13
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11
Samuel Soulkeeper: 1d20 + 2 ⇒ (2) + 2 = 4
Finn Lochlan: 1d20 + 2 ⇒ (1) + 2 = 3
Solvi still attempts to persuade the cat to attack the empty air. The cat...does not care....
FIGHT!
Orell Destiny |
Orell takes a five foot step out of the spiders cursing with more imagination and swings again hoping it still hasn't moved
two handed sword: 1d20 + 4 ⇒ (12) + 4 = 16
high you die: 1d100 ⇒ 1
die, would ya?: 2d6 + 1 ⇒ (5, 3) + 1 = 9
fine_young_misanthrope |
Round 4
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21 Swing and a miss!
Solvi: 1d20 + 3 ⇒ (12) + 3 = 15 Cat scratch fever
Devil: 1d20 + 8 ⇒ (5) + 8 = 13 Summon from the pit!
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11
Samuel Soulkeeper: 1d20 + 2 ⇒ (2) + 2 = 4
Finn Lochlan: 1d20 + 2 ⇒ (1) + 2 = 3
Orell swings again, but misses as the creature is invisible.
The creature itself begins to chant in a foul language plying for extra help from the pit...
summon chance: 1d100 ⇒ 4
lemure summoned: 1d4 ⇒ 1
A few piles of organic puke with faces appear around the creature. They look angry at the group, and the devil yells in its child voice kill them! I command you as your master!
Next round on the devil's init, these guys play
Samuel Soulkeeper |
K. planes (bardic knowledge): 1d20 + 2 ⇒ (1) + 2 = 3
Shriek looks at the summoned creature astonished "What's that!"
And attacks at it without fully understanding.
mwk cold iron longsword-PA+IR: 1d20 + 6 - 1 + 1 ⇒ (18) + 6 - 1 + 1 = 24
Cold iron/Slashing damage+PA+IR: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
Bite-PA+IR: 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18
B/S/P damage+PA+IR: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Orell Destiny |
watch yourselves, its another damned thing
attack: 1d20 + 4 ⇒ (2) + 4 = 6
high you die: 1d100 ⇒ 43
damage: 2d6 + 1 ⇒ (6, 3) + 1 = 10
Attacking the spot where it was
Finn Lochlan |
Sorry for my absence...
If I can see the devil, then I will Evil Eye it. Then move back behind Yasmin.
DC 16 Will
Fail: -2 saves for 7 rounds
Save: -2 saves for 1 round
If I can't see it, then I'll move back behind Yasmin and cast guidance.
fine_young_misanthrope |
Round 4
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21 Swing and a miss!
Solvi: 1d20 + 3 ⇒ (12) + 3 = 15 Cat scratch fever
Devil: 1d20 + 8 ⇒ (5) + 8 = 13 Summon from the pit!
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11 holds the door
Samuel Soulkeeper: 1d20 + 2 ⇒ (2) + 2 = 4 kills the puke pile
Finn Lochlan: 1d20 + 2 ⇒ (1) + 2 = 3 hex
Yasmin keeps everything in the room.
Samuel cuts the new addition down where it stood.
The witch sends another hex.
save: 1d20 + 5 ⇒ (9) + 5 = 14
ROUND 5 FIGHT!
Samuel Soulkeeper |
"Where is he?! Grrroar!" roars Shriek while attacking once an again to the air in the hope to find the invisible creature.
mwk cold iron longsword-PA+IR: 1d20 + 6 - 1 + 1 ⇒ (3) + 6 - 1 + 1 = 9
Cold iron/Slashing damage+PA+IR: 1d8 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Concealment 50%: 1d100 ⇒ 9
Bite-PA+IR: 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3
B/S/P damage+PA+IR: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Concealment 50%: 1d100 ⇒ 50
fine_young_misanthrope |
Round 5
Orell Destiny: 1d20 + 4 ⇒ (17) + 4 = 21 Swing and a hit
Solvi: 1d20 + 3 ⇒ (12) + 3 = 15 running away from the spiders
Devil: 1d20 + 8 ⇒ (5) + 8 = 13 Teleport
Yasmin: 1d20 + 5 ⇒ (6) + 5 = 11
Samuel Soulkeeper: 1d20 + 2 ⇒ (2) + 2 = 4
Finn Lochlan: 1d20 + 2 ⇒ (1) + 2 = 3
Orell hit the creature one more time. It swears in infernal, literally turning the air dark with it words. Solvi keeps the cat under control. The small creature decides that enough is enough. Yelling loudly in its small, child-like voice, ENOUGH! I would help for only a small price. Now I am gone! And with a thunder clap, you hear the final words of a spell. The creature is gone.
The spiders disappear as the creature departs. You are alone in the room. What happens next?
Samuel Soulkeeper |
"What? What was that?" asks Shriek "Well, I guess we should finish registering this place"
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
"Move on afterwards and explore that southern corridor! Grrrroar!" growls the half-orc after his checking around.
Orell Destiny |
What is left to find?
if we have found all the rooms I will take 20 inch by inch and have the spellcasters do detect magic to find anything in this whole place we may have missed
Samuel Soulkeeper |
Shriek will nod to Orell and cast detect magic as the group checks the room and explores the southern area of this floor.
Yasmin |
Yasmin lays her hand on Shriek's shoulder "Let me see if there are any more traps"
Perception vs traps: take 10 for 19 in regular corridors, 20 for 29 at crossroads, doors and so on
fine_young_misanthrope |
You search the room, you find a journal. The journal describes Hunclay's plans for two of them: He initially conjured the schir in to be his bodyguard on a visit to meet someone named "Barlau," and conjured the shea because he believed, that she might know about the Dark Tapestry. The other creatures summoned run the gamut from devil to demon, azata to archon. The topics of Hunclay's research varied from the creation of constructs and homunculi, investigations into Belhaim's history, and discussions of various magical items and spells, but
far and away the most common topic was the Dark Tapestry. Time and time again, the notes mention a failed conjuration of a "representative of the Dominion of the Black." Hunclay conjured it only to have to kill
it when it attacked him. The notes show that this took place in "my safe cave." The notes do say the cave is located just under a
mile north of Belhaim. The journal is worth 6,ooo gp to anyone interested in conjuring outsiders, because the names and offering preferences of a good three dozen such creatures are recorded within.
You continue through the celler to the last room you can find.The walls of this room are covered with arcane symbols. In the northern chamber, a wooden table sits against the eastern wall, with several items laid atop it. A bright light shines forth from an opening in the south wall. The wall of light ends before a single small cell enclosed by a gate of bright metal etched with strange sigils. Within the cell is an amorphous cloud of shadow, a shape that's difficult to fix one's eyes on. Then the cloud speaks What's this now? I recognize you not, mortals. Are you minions of the petty human? If not, I plead with you to release me from this unjust and outrageous imprisonment. Do so, and you shall be rewarded.
Samuel Soulkeeper |
Shriek takes note of the book for the auction. Then moves until the group finds the shadow "A shadow... are you the one the book talks about?"
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
Orell Destiny |
I am tired of this wizard and his summoned creatures, tell us your name thing so we might make a better determination. We have a way to find your name if you lie and that wont go well
Yasmin |
Yasmin looks on while the others do the talking. She tries to determine what causes the wall of light while they talk.
Perception take 20: 20 + 8 = 28
Finn Lochlan |
"Are we still on Golarion or the summoned creature plane?", Finn mutters to himself.
Knowledge (planes) to identify creature: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (arcana) to identify creature: 1d20 + 10 ⇒ (7) + 10 = 17
fine_young_misanthrope |
You look over the light wall and realize that you can disable it with your standard disable check or using some dust of darkness.
You realize this is a shae. It is an intelligent cloud of darkness from the plane of shadow.
The creature speaks I am Maffei. I was summoned against my will. I just want to go home. Let me go and I'll help you then go home. Outside the wall is my possessions. Please release me and return them.
From what you can tell it's honest.
Orell Destiny |
by Chaldira look in the wizards book andsee what it says he was doing and it it confirms this then let the thing go and lets move on
Yasmin |
Disable: 1d20 + 11 ⇒ (15) + 11 = 26
"Here, let me try to cancel that wall of light. If you are some sort of shadow light is probably not what you like"
fine_young_misanthrope |
Yasmin works on the wall of light. She doesn't quite get it to come down, but it also doesn't burn her.
Orell look in the journal and sees the wizard was hoping to learn more of the Dark Tapestry. He summoned a creature from the plane of shadow hoping to learn more. He also mentions an off site facility near the river the kept a few things safe in.
someone roll knowledge(planes) as something seems off
Samuel Soulkeeper |
K. planes: 1d20 + 2 ⇒ (4) + 2 = 6
Shriek shrugs with a stupid expression at his face.
fine_young_misanthrope |
Yasmin spends a minute working on the while of light, and it fades. The smoke cloud looks over your group and says Thank you. I am in your debt. Please let me collect my belongings, and I will help you as you require. I ask only to be free once I have served enough. With that, it bows to your group, but doesn't move forward.
Solvi |
I'm now officially confused :-). You wanted us to roll knowledge planes but the knowledge didn't seem to particularly change things. I mean, they sound non good but hardly evil.
Not that I'd have stopped Yasmin with that knowledge, but wouldn't we have had the chance to stop a take 20 if we wanted to?
As I say, from my point of view at least, basically academic
Orell Destiny |
Orell says You seem friendly enough Maffei. I would like you to stick around after the auction as we I am sure will find some trouble to get into and could always use a hand
Yasmin |
"Enslaving others is never a good thing. So we have given you the benefit of the doubt. But it might be best if you just stayed inconspicuous when others are around. Can you do that?"
fine_young_misanthrope |
The shadow looks at the group with its featureless face, and then replies A ma here to serve. I would choose not to enter town as that place would not understand me. I will act as you will.
Maffei will follow the group, enter fights as necessary, and follow any order to the best of her ability. She is not stupid, now will she allow you to steal her gear. She is not suicidal as she will permanently die if killed. She is not a devil/demon, so death is a problem.
What happens next?
Solvi |
"Your assistance is appreciated. Just so we know how to best work together, perhaps you could tell us what kind of things you can do?
Oh, and I mean absolutely no insult, but if you get harmed can we use positive energy to heal you?"
Sorry, I'm losing track. I think that at this point we have explored the whole basement. Is that correct? If so, go back to the village and report in
Orell Destiny |
can we sneak Maffei into the inn and just have food delivered to the door and sneak her out using a full length hooded cloak(obligatory princess bride joke inserted here)
fine_young_misanthrope |
You can sneak her in if you want. Princess Bride-ing her in works just fine. If you are done, you can report in, and be done with the house. You've cleared things, and can take a 20 to open the library, so no problem there. The one thing you haven't done is investigate the off site the journal mentioned along the river. You can do that or just leave it.
The shadow says Magic will not hurt me, but light will. Strong light burns. I am of shadow, but not evil. I can heal if given time.
Hit the river or go back to the boss?
Yasmin |
"We were tasked to inventory the house and disable the traps. That is what we have done. I say we report our success and then explore that cave. The noble does not need to know what we find there..."
fine_young_misanthrope |
[ooc]What do you do with your new addition? Is she coming to meet the Baroness or not{/ooc]
You head to the Baroness' estate. You are greeted by the familiar foot man. Seeing as you are in various states of disrepair, the looks you over and says The lady is eating now. I will return quickly to see if she is currently entertaining guests. He then leaves you on the steps of the house.
After a few minutes, he returns You are in luck, the lady will see you now. The butler takes you through the massive house and into a large dinning room. The lady is eating at one end of a giant table. She sees you, but does not rise. She eyes the footman, then says Please sit. You can discuss what was found over my dinner. She gestures to seats at both sides of the table. She sits at the head commanding the room. With that she continues eating a fine meal of garlic chicken and roasted root vegetables. As you sit, bread, cured meats, and cheese are brought out in front of you. A flagon of wine is brought before you all as well. Well, what have you found?