The Midnight Mirror

Game Master Nullpunkt

A one-shot playthrough of The Midnight Mirror.


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Your group heads out to retrace its steps back to the chandlery. It is still early in the morning, so apparently noone has realized yet, that the candlemaker is missing or that her store lies in disarray.

You enter through the main door, pass the crumbles of what was a threatening creature a mere day ago and enter the back room, where the trap door is still exactly the way you left it.

From our new arrivals I would ask you to browse back for a more detailed description of the chandlery. Sorry, but I have little time right now but want to keep things moving!


M Human Cleric 4

As the adventurers approach the chandlery, Luke speaks up. "I have a hunch that my charm against detection won't quite be able to ward the whole five of us. If anyone wishes to hang back while the others investigate the ghosts, speak up now. Otherwise, I can ward the four of you and let you explore the basement. If I hear your cry, I'll be ready to spring into action against the vile creatures."

Luke, no longer wearing his shining plate mail, has donned instead a black vest over a loose white tunic, and he sports black breeches with leather boots. He still wears his plumed wide-brimmed hat, and his medallions, as always, hang about his neck.

"Alternatively, if we wish to purge this place of the beasts, perhaps this would be an ideal way to lure them into a trap. If they see me, their hunger for warm flesh may sway them to follow me into the open. Then the lot of you can surround them and strike them down."


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

"I really don't like the idea of going down there, but I don't like the thought of staying back and waiting neither! I'd say let's go down there and use you as a trap. Either way, I win, and maybe I'll hear less chatter on my travels." Lorzub manages his best orc half smile, but you can tell he's a bit nervous. He's got his waraxe drawn, ready for whatever comes.


"I'm fine with using someone as bait, but how are we protecting ourselves from their touch and, better yet, how are we beating them to true death?"


M Human Cleric 4

"Your magic blade should pierce their defenses, Corso. I have a charm that should let Lorzub's axe do the same, but only for a short while. As for protecting from their touch... well, they say the best defense is a good offense! I do have a charm which may help deflect their icy touch, but I fear I can only ward one of us in that way." Luke looks uneasily at Corso. "I know you've suffered the worst at the hands of these demons, but if I'm to be the bait, I feel it would be prudent to protect myself."

"If anyone has the misfortune to feel their touch, you must not risk further injury. Make an escape posthaste, and the rest of us will put down the beasts. However badly you felt after your last endeavor, if they had managed to take you down I fear you would have suffered a fate far worse than death. There's no shame in making a hasty retreat when fighting on would doom you to rise again as a foul ghost."

"It sounds like the plan is settled. I'll ward the lot of you against their ghostly senses, and bless Lorzub's cleaver. Allow me a moment to imbue the room with the favor of Kofusachi, and then I'll try to draw the shades up into the main room, where you shall all be waiting, ready to strike."

"If each of you would grasp one of these coins," Luke says as he grabs one of the gold pieces on his amulet, "I'll say the blessing, and let the Lord of Luck guide our way to victory!"

If each of you grab onto one of Luke's coins, he also takes a coin in hand and begins an incantation.

"Let the luck of the living blind the eyes of the undead."

Spellcraft DC 16:
Luke is casting Hide from Undead on his four compatriots.

Right before entering the chandlery, Luke says a blessing and touches Lorzub's axe, then speaks another charm with a hand on his amulet.

"Imbue this blade with the fortune of the divine."

Spellcraft DC 16:
Luke is casting Magic Weapon on Lorzub's axe.

"Let the touch of evil shy from the flesh of the pure."

Spellcraft DC 16:
Luke is casting Protection from Evil on himself.

GM Null:
Luke's touch AC is now 13 against evil creatures. If he is attacked, he will use Adoration (DC 15 Will) as an immediate action to try and thwart the first attack each round.


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Lorzub manages a nod in the direction of Luke, holds his axe ready, falling behind Luke so he can be there when he calls.


HP 22/22 || AC 9/9/9 || F+3/R+1/W+7

Adalieh holds onto one of Luke's coins, letting the spell wash over her. She then raises her hand to envelop Corso in the same familiar sapphire sheen.

Ward Hex on Corso.

"I'll stay back and keep you all protected," she says simply. "Do be careful. Luke, alert us if somebody else approaches."


M Human Cleric 4

"Medraut, if you've made your preparations, let's head inside."


Male Human Magic User Level 1

While all are about on their preparations, Medraut reaches for the flasks in his backpack, previously perused from Nadia - "These offer quite decent additional protection against the attacks of the creatures, mainly in the ways of providing defense against their incorporeal nature where an armor would be useless"

Handing one to each member of the group he adds - "As an added precaution, I believe they are best distributed by all"

He stashes his own vial, and moves through trained gestures and incantations - it is hard to comprehend if he is drawing energy from the air around you, or if the words themselves carry the power, but the fact is that it is almost palpable, while mystical energies coallesce about his own body.

Spell Cast:

Mage Armor on himself.

Just before they enter the chandlery, asking for Corso's attention, and reaching for one of his many spell component pouches, the wizard dispenses a fine powder over the man's weapon of choice (For Corso to decide) - the smell of lime mixed with something else not easily identifiable fills the air, as an almost imperceptive sheen coats the weapon fully.

Spell Cast:

Magic Weapon on the weapon that Corso chooses.

Turning to Luke he then nods - "I am ready"


M Human Cleric 4

Spellcraft checks:
1d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (4) + 4 = 8

Luke accepts the potion gratefully. "Thank you, my man, this will surely improve our chances." He downs the potion.

Once the others have entered the building, Luke pulls out a vial and walks over to the open trap door. He quickly pours the contents of the vial to form a circle, then takes out a pouch of silver dust and dollops seven piles onto the circle of water, all while proclaiming, "May the luck of the living be the bane of undead."

Spellcraft DC 17:
Luke is casting Consecrate.

After his intonation is complete, Luke draws his greatsword and peers down the trap door.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

GM Null:
In the area 20 ft. around the trap door, undead now take -1 to attack, damage, and saves. Luke's incorporeal touch AC is now 17.

I forgot to mention earlier, the DC on Hide from Undead (which is on everyone but me) is 14.


Medraut, Corso has a magical blade. It was just roleplaying. Luke answered him. Also, it's a potion of Shield, right?

Corso pats 'Touchy': "Ah! It would work? Very well." as he lifts the sword, hefting it.

Taking the vial from Medraut: "Nice." and then downs it.

He then cracks his neck and takes a raised sword stance, infusing the blade with arcane energy, ready to strike on any unsuspecting shadow. You're crazy Corso... Now it's certain!

Right before Luke lifts the trapdoor, he offers his own blessing: You heard the holy man: Luck is us!" Inspire Courage +1, round 1

Ready attack with IC (round 2), Arcane Strike: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15

Touch AC is 16


Luke stares into the twilit room below the trap door. The gruesome corpse lies on the floor in the cone of light that falls in through the door. But eerily, he can spot nothing else in the chamber.


M Human Cleric 4

"I don't see the shadows... perhaps they've moved on, but it's too dark down there to be certain they aren't lurking in the blackness. But in this place, I don't dare drop a torch... perhaps one of you has another source of light?"

GM Null:
If someone illuminates the room, Luke will make another perception check.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


"I'll go first then. They don't see me, right? Last time, they dropped on me as I was climbing down..."

He then proceeds to light the area below, as dancing lights appear and flicker, floating softly down.


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Lorzub looks on, edging up to the trapdoor, waiting for the moment where he needs to make a move.


Corso lowers himself into the basement. Shadows dance on the edge of his magical light but he can't tell wether they are mundane or monsters.

Luke however spots the two abhorrent creatures lurking in the dark on the fringe of Corso's light. Apparently they haven't noticed the bard but instead stare at the hole in the ceiling of their lair.


M Human Cleric 4

Luke shouts, as loud as he can manage, "Come back! I see something" Luke points at the creatures with his greatsword.

GM Null:
Luke is readying an action to channel positive to harm undead (DC 15 with Consecrate) and take a 5-foot-step back as soon as either one shadow moves adjacent to him, or both enter the Consecrated area (20 ft. around the trap door.) While Luke is in the Consecrated area, undead take a -1 penalty to attack rolls, saves, and damage.

Damage if Luke's readied Channel goes off: 2d6 ⇒ (3, 4) = 7

How far is it from the trap door to the bottom of the ladder?


At the sound of Luke's voice, the shadows hiss and quickly meld in the darkness of the basement room.

It's a quite regular room, so about 10 ft. effectively.


M Human Cleric 4

"I can't lure them up... we'll have to take the fight to them."

Luke climbs down the ladder.

GM Null:
Luke is still readying to channel if anything moves adjacent to himself or Corso.


Male Human Magic User Level 1

Medraut approaches cautiously, arcane energies tingling at the edge of his consciousness, ready to be unleashed at their foes.


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Lorzub readies himself, willing to follow Luke into hell and beyond, though he won't admit that out loud... "Then let's do it! I don't like the idea of waiting around for them to come to us anyways. Damn creepy shades!"


"Then why don't you come down before he does, Lorzub? And please hurry, I don't like this one bit!"

Corso lifts his swords and stays near the ladder, ready to cut down anything that would come at Luke.

Readied attack is up there.


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Lorzub walks down the ladder.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Anything I can see better with my darkvision?


As Luke climbs down the ladder one of the shadows darts out of the darkness and tries to reach into him! With great presence of mind, the travelling cleric produces his holy symbol and sends forth a wave of divine energy.

The force washes over the shadow as it screams in agony, while a second, less pained wail can be heard from the opposite direction of the horrible creature.

With vicious determination however, the shadow finishes his attack.
Incorporeal touch attack: 1d20 + 4 ⇒ (14) + 4 = 18
Strength damage: 1d6 ⇒ 1

Lorzub climbs down the ladder and reaches the ground next to Luke on one side and the shadow right in front of him. From the corner of his eye he can see the other shadow trying to sneak up behind him.

Once again, I think we can manage this without a battle map.

Initiative:

Luke
Shadows
everyone else

GM Rolls:
Will: 1d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (11) + 6 = 17Channel damage: 2d6 ⇒ (2, 5) = 7
Shadow1 12/19
Shadow2 16/19


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Lorzub, seeing the attack happening on Luke, takes no more time to think. He let's out guttural Orc battle cry and puts all his muscle into the attack on the Shadow right in front of him.

Using a Power Attack with my Greataxe that has been imbued with Magic Weapon
AAAAAAAAARRRRGGGGG!!!
Attack: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27

Damage: 1d12 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Possible CritAttack: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27

If confirmed Damage: 1d12 + 6 + 2 ⇒ (12) + 6 + 2 = 20 +Damage: 1d12 + 6 + 2 ⇒ (1) + 6 + 2 = 9 = 29

For a total of 41!

If it's enough to kill him... Lorzub, after slicing through the shade, turns around to face the shade that he spied trying to sneak up on him.

If it doesn't kill him... Lorzub, after nearly fatally slicing through the shade in front of him, steps to his right and turns inward towards his companion, seeing the shade trying to sneak up behind him.
I'm picturing this as a shade in front of me and one maybe a square away from me behind me, so I'm stepping to the right (or left, not sure which side of Luke I'm on) and turning inward, facing Luke.

And Luke, just as I saw it you posted, I was just too excited about hit!


M Human Cleric 4

"Down, you corrupted souls!"

Luke once again grabs his amulet and calls for the grace of his god.

GM Null:
Did the shadow that attacked me make his save (DC 15) against Adoration? Luke will try to deflect the first attack each round in this way.

Luke is once again channeling to harm undead, DC 15 if they are in the Consecrated area (20 ft. around the trap door,) DC 12 if they are outside of it.

Channel damage: 2d6 ⇒ (1, 2) = 3

Lorzub, did you roll to confirm the crit?


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

So, I'm pretty confident I didn't do the damage right on that crit, but I'll be honest I'm not sure how to read the X3 on that. So, I could use a little help on that. Still pretty jazzed about two nat 20's!

EDIT:Read up on the rule and I believe I fixed it for the crit and power attack. Either way that bugger better be dead!


Corso had a readied attack (see above). Also, don't forget the Inspire Courage (+1 hit and damage).


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

That makes the damage 44 then? I don't know that I need any more help on the hit, if anything it negates the -1 from the power attack. I wish those two bastards were standing next to each other so I could have whipped out cleave!


Male Human Magic User Level 1

Don't forget the nasty miss chance from corporeal sources...


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Well, then both my hits are 28's, but aren't nat 20's auto hits anyways?


M Human Cleric 4

Incorporeal mechanics:
I don't think there's any miss chance for weapons (that's only for corporeal spells and effects that don't do damage,) but your damage will be halved. Unfortunately, as I found out incorporeals are immune to critical hits. It's confusing because the rules are in 3 different places:

Universal Monster Rules:
Incorporeal (Ex): An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Conditions:
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

Creature Types:
Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

GM Null:
Nevermind about my Adoration ability, I forgot these things are immune to mind-affecting.


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Jiminy Christmas! I'm just going to let the DM call what he will and hope that I killed the bloody thing. If not this is going to be a looooong fight.


Lorzub's powerful blow slashes through the monstrosity and with a mournful shriek it disperses into nothingness.

Some lengthy OOC:
No crits on incorporeals, sorry! But your hit was heavy enough anyway, so no worries here! Oh, and please take rules discussions or explanations to the discussion thread, if you don't mind. Call me pedantic, but I'd like to have the gameplay thread nice and clean. On another note: Corso's readied attack was not triggered because he couldn't see the creature until it struck Luke and was suprised by it. That makes him flat footed until his first initiative comes up.


M Human Cleric 4

"Well struck, my good man! Truly, the King of Weal is with us today! To victory!"


Corso lets arcane magic drift from him to his sword, focusing on his strike while he keeps his companions' spirit high: "Quite the cut! Hardi Friends! Let's give them some rest!"
Inspire Courage round 2
1d20 + 10 ⇒ (6) + 10 = 161d8 + 9 ⇒ (7) + 9 = 16


HP 22/22 || AC 9/9/9 || F+3/R+1/W+7

"Well done!" Adalieh shouts, walking carefully around the edge of the trapdoor. She watches the shadow closely, attempting to gauge its intent.

Sense motive on remaining Shadow: 1d20 + 4 ⇒ (3) + 4 = 7

In the unlikely event that Adalieh successfully gauges the shadow's next victim, she will cast her Ward hex on said target - otherwise, she Wards Luke.


Corso strikes the pitch-black creature but the monster's substance partly gives way to the sword as if he was cutting through some gelatinous ooze. Still it is obviously hurt as it hisses in pain.

Adalieh can't quite make any sense of the shadow's erratic movements and blank face so instead decided to ward Corso, as he is standing right in front of the beast.

Initiative:
Medraut, Luke
Shadow
Corso, Adalieh, Lorzub

GM stuff:

Shadow1 0/19 *destroyed*
Shadow2 8/19


Male Human Magic User Level 1

Medraut steps forward, reciting an incantation in a low tone - when he is finished two missiles of magical energy dart forth from his fingertips striking the shadow previously damaged by Lorzub.

Magic Missile damage: 1d4 + 1d4 + 1 + 1 ⇒ (4) + (2) + 1 + 1 = 8


M Human Cleric 4

Greatsword in hand, Luke runs toward the last shadow and swings away.

1d20 + 7 ⇒ (13) + 7 = 202d6 + 5 ⇒ (3, 2) + 5 = 10


With the magical energy and Luke's swing combined, the second shadow disperses as well.

You catch your breath and take in your surroundings. The room is piled high with crates and boxes filled with candles and packing material. Though there was once some semblance of order to this place, it is long gone as spools of twine, pots of dye, and other elements of candle manufacture have been dumped here haphazardly. What really grabs your attention however, is of course the corpse of a women, lying on the floor in a pool of what probably is her own blood.
A single door leads out of the room.


M Human Cleric 4

"Well done, my friends! The power of corruption holds no sway here today."

Luke says a quick prayer over the corpse of the woman, and then searches her possessions for any clues.


Male Human Magic User Level 1

"Good job all - Lets proceed with a quick search of this area before we proceed. Make sure there are no additional shadow creatures, and if we can find any clues regarding our search - let me take another look at this poor soul..."

Medraut observes the woman's corpse, trying to ascertain what was exactly that caused her demise - looking for distinctive wounds. He also seems to be quite interested in any discerning details that may give a clue as to who was this victim.

Perception?: 1d20 + 7 ⇒ (20) + 7 = 27

Wow, and it may even be useless :D


Luke and Medraut examine the corpse and find her skin to be of a waxy hue and texture and a large gash in her throat that looks as if something burst out of it. She is dressed in the clothing of craftswoman and in the pocket of her wax-stained apron are two vials, filled with a light, transparent colorless liquid. On her right hand she wears a plain leather cord, wrapped securely around her ring finger.
Medraut also spots a small chain around her neck, almost hidden by the enormous amount of coagulated blood. On the chain dangles a small metal key.


Male Half-Orc
Vital Stats:
HP: 32/36, - AC: 16/T: 11/FF: 15 - Perception: +3 - Initiative: +1 - F: +6 / R: +2/ W: +1 (+1 vs. fear) - CMB +8(-1) (+10(-1) Tripping); CMD 19 (21 vs. Trip), Speed: 20

Lorzub, with his axe still out but slightly rested on his shoulder, not willing to put it away just yet, peers over the shoulders of those examining the body. He grunts, "Hmph, not a good way to go, I'd say. Did these shades do all that? Good thing we got them first." Turning to his friend Luke, who he saw get touched by the shades, "Are you alright, Mr Luck? I saw the...thing touch you. Glad you didn't end up like that," leaning his head towards the body, he looks one last time before examining the room around him.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21


M Human Cleric 4

Luke uncaps the two vials, one after the other, and wafts the vapors to try to identify their odor.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

GM Null:
Can Luke roll a knowledge check about whether the leather cord has any significance?

Knowledge (arcana): 1d20 + 4 ⇒ (7) + 4 = 11

Knowledge (religion): 1d20 + 4 ⇒ (20) + 4 = 24

Luke will also cast Detect Magic on the vials, and all of the corpse's other possessions, and also on the door leading out of the room (not the trap door, the door in the basement.)

Also, should in case I can roll a second perception check on the second vial...

Perception: 1d20 + 7 ⇒ (11) + 7 = 18


Luke:
Through magically attuned eyes both vials as well as the leather cord radiate a faint transmutation aura.
You're not sure with the first one, but the second one is probably a potion of pass without trace. Both look pretty much the same, though.
You can't think of anything the little strip of leather is supposed to represent in a religious or arcane context.
The door leading out of the room does not appear to magical at all.

Lorzub:
There is nothing else you can discern about the corpse or the room around you.


M Human Cleric 4

Luke laughs good-naturedly at Lorzub's words. "Hahah, Mr. Luck! Calling me Luke suits me just fine, my good man."

"It appears this vial contains a draught that would allow one to move in a manner that would hide one's path from detection. Although where this woman would have needed to go in secret, I haven't a clue..."

"The band she wears around her finger also contains some sort of aura. With a little luck, we can identify what it is."

Spellcraft to identify the leather band: 1d20 + 4 ⇒ (10) + 4 = 14

Spellcraft to identify the second vial: 1d20 + 4 ⇒ (2) + 4 = 6

"Hmmm, I can't make much of it. Perhaps someone else would care to try?

If someone else makes a Spellcraft check with Detect Magic to identify the leather band, Luke will use his Bit of Luck power on you, allowing you to roll twice and take the better roll.

After trying to discern the function of the magic items, Luke walks over to the door and listens with his ear pressed against it.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


Corso's breathing calms as the threat is cleared. "They really got us with our pants down the first time around..."

He starts to look at the woman, noticing Luke taking some items: "Mmmh, I can have a look, but you should ask Medraut. He's the expert."

He kneels near the body, taking in the clues: "I don't think shadows did this to her. This is more... tangible. But what could have done this to her?! Look at her skin. Is this normal for a corpse? And what of the gash?'

Corso resumes his examination of her clothes, hair, age, fingertips.

Did she wear make up? How old is she? Does she look like someone from the village? Could she be Lucian's daughter Olya..?

Absentmindedly, he warns: "Mind the door! The trapdoor was trapped, so could this one be. My ears are still buzzing!"


Corso:
Her clothes are those of a craftswoman, sturdy and practical rather than fashionable. She also does not appear to wear make up. Her hair is drenched in dried blood and a hair style is hardly discernible anymore. She is probably middle-aged though her body, even discounting death and the gruesome wound, seems battered by some strange disease. Her fingertips show the signs of a person who works with her hands for a living and you find some waxy residue underneath her nails. She is definitely too old to be Olya but summing up the facts you conclude that she might be the village's candlemaker.

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