Amarthecthel |
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Amarthecthel watches Guido's progress with interest.
Guido Sansone |
Climbing down after the fallen loot,
"I wish we still had a goblin to ask about that sword... ...hey I think we left a couple back there alive didn't we? It's all a little hazy."
"Let's see what is in the pouch. If we get lucky maybe it'll be Zog's certificate of authenticity."
GM BPChocobo TK1 |
@Sue: The door does indeed open; you are back upon the balcony.
Sue Basilbottom |
Sue looks around at her companions.
"Well, should we go get hot baths or venture down another pathway?"
GM BPChocobo TK1 |
@Horgrym: The only other valuables you see are the red gemstone eyes.
And following Sue's inquiry, where to? There's a door to the northeast on the other half of the balcony as well as a passage to the east down below the balcony.
GM BPChocobo TK1 |
@Horgrym: You're strong enough that you can pry out the eyes with a bit of effort. You now have 5 red rubies!
Amarthecthel |
Amarthecthel leans on his sword and smiles. "The hot bath does sound appealing. But I suggest that we finish up here first."
"We've seen the west, now for the east."
Amarthecthel leads the way up the stairs to the central room and across the hall.
(OOC: Yeah, we'll finish upstairs first.)
GM BPChocobo TK1 |
Continuing!
Amarthecthel, don't forget you suffered Str and Con damage from the poison (-2 each!); this means you're at 15 HP instead of 17.
Amarthecthel, finally healed and caught his breath after getting it knocked out, leads the way into the next room, rest of the party in tow.
Opening the door exposes a new hallway that leads into a room finished in gleaming dark stone.
[ooc]Accursed Halls 1 map updated
GM BPChocobo TK1 |
That's the assumption I'm making, but wanted to know if anyone want to make perception checks, cast buffs, whatever, before entering the mysterious dark stone room! Sorta figured more than 2 of you would post something, but I'll just push along. The other part of waiting until 10am is due to a meeting I have in 4 minutes. Gotta wait until after that :)
GM BPChocobo TK1 |
Duly noted, Ringmaster :P
The party enters the dark stone chamber and a feeling of cold dread rests upon your shoulders. The shadows in the upper portions of the chamber seem to seethe slowly with foul energy. Another exit is noted to the north, where the light and shadows revert to normal. The northern exit seems to open into another room after a short hallway, with some sort of structure built within the center of the room, but closer examination will be required.
Everyone's currently in the dark stone room. Perception checks if you want 'em, otherwise, let me know if you wish to progress north :)
GM BPChocobo TK1 |
@Horgrym: Somewhat unnerved by the creepy shadows (and having been taught to worry about them as part of your crusader upbringing), you look into the ceiling with caution. You get a distinct feeling that some of the shadows are moving, but you can't pinpoint one in particular. It's almost as if the darkness shifts AWAY from the lights on either entryway.
GM BPChocobo TK1 |
@Sue: You notice Horgrym looking up at the ceiling, but can't quite make out what he notices. You still get a creepy vibe coming from this room, though, but nothing you can pinpoint.
Horgrym |
"The shadows are moving...."
Horgrym's crusader upbringing and halfling blood keep his heart from beating like a drum as he spins his sling and watches the shadows intently.
Sue Basilbottom |
"I can't quite see it, but I feel it, let's make haste."
Sue continue on through the room.
GM BPChocobo TK1 |
Two things happen when you do that: First, the rest of the party has quickly made their way to the exit. Second, the shadows start gathering into a single man sized mass that moves down towards you! It is definitely evil and, oddly, with an undead aura, too (faint).
@Everyone else: As you reach the exit of the room, you see there seems to be some sort of alter or tomb in the room north; you also see what appears to be a humanoid leg, still attached to body it appears, but out of view of you.
Because of the detect evil, no surprise round!
Shadow: 1d20 + 2 ⇒ (14) + 2 = 16
Amarthecthel: 1d20 + 2 ⇒ (6) + 2 = 8
Guido: 1d20 + 1 ⇒ (19) + 1 = 20
Horgrym: 1d20 + 1 ⇒ (14) + 1 = 15
Llathander: 1d20 + 1 ⇒ (19) + 1 = 20
Ringmaster: 1d20 - 1 ⇒ (11) - 1 = 10
Sue: 1d20 + 3 ⇒ (18) + 3 = 21
Guido rolloff: 1d20 ⇒ 14
Llathander rollof: 1d20 ⇒ 20
Init Order:
Sue
Llathander
Guido
Shadow
Horgry
Ringmaster
Amarthecthel
Evil descends upon you... go!
No combat map yet as I'm on mobile. Will update tomorrow morning. For purpose of this first round, Llathander is closer to the center of the room, everyone is near the north exit, about 30 away from Llathander, or 40 from the shadow (including its 10' above). Shadow is close to the center of the room, above Llathander and moving towards him.
Sue Basilbottom |
Sue will lify one foot into the air, somersault back towards the creature and throw a guarded elbow
Enter Crane Style, move up to the critter and attack defensively.
Attack: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6 (Non-Magical)
Know: Religion: 1d20 + 8 ⇒ (12) + 8 = 20
"Don't get too close, I think I can hold it off."
GM BPChocobo TK1 |
@Sue: It is indeed a deadly, strength sapping Shadow! It is incorporeal, so only magic weapons, weapons coated in ghost salt, holy water, or positive energy will damage the thing. Furthermore, if it kills anyone by sapping all of its strength, the deceased becomes a new shadow!
However, your attack does miss.
@Llathander: You swing out with your sword, but it goes right through the creature as if it wasn't there!
Assuming that somehow Guido doesn't one shot this thing!
The shadow descends upon Llathander and reaches out with its shadowy claw.
Shadow touch @ Llathander Touch: 1d20 + 4 ⇒ (7) + 4 = 11
Strength damage on hit: 1d6 ⇒ 6
Immediately, the paladin feels his armor start weighing him down and his sword almost slips out of his hands.
6 Strength damage to you Llathander... ouch!
Everyone else, save your holy one!
Also, combat map is finally updated!
The Ringmaster |
"The Ringmaster doesn't like shadows! Let's see if I can bring some light to vanquish it"
SLA: Summon Celestial Firebeetle.
1d1d20 + 1 ⇒ (11) + 1 = 12(Llathander) to add 2 to his AC.
A celestial, lightgiving bug might be a distraction to a shadow right?
Horgrym |
Horgrym drops his sling and moves forward to stand beside Sue, drawing his greatsword so he could attempt to distract the shadow. As he starts to move forward, he remembers how slowly his feet carry him and double moves instead to stand beside Sue.
"I preferred goblins!"
Amarthecthel |
Amarthecthel hustles back into the fight, summoning his will into his blade as he goes.
Swift Action-Spend Arcane Pool point to make weapon +1; Move into place; Standard - attack
+1 cold iron longsword (attack, damage): 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 81d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
GM BPChocobo TK1 |
@Amarthecthel: Your hustle to reach the shadow falls just short as your enchanted blade misses the thing.
Wait til noon MST for Guido, then botting him to continue!
GM BPChocobo TK1 |
Botting Guido
Taking his wand of mage armor, the Varisian hands it to The Ringmaster. "Use this on him!", pointing to Llathander.[/ooc]
Round 1 Recap:
Sue and Llathander try to attack the creature, but fail to hit (incorporeal).
The Shadow saps much of Llathander's strength, rendering him very weak.
Horgrym moves up to support, noting he prefers goblins to this.
Ringmaster summons a celestial beetle, using it to aid the weakened Llathander.
Amarthecthel runs up, enchanting his blade, but misses.
Round 2: FIGHT!
GM BPChocobo TK1 |
Giving Shadow's action, plus noting Llathander's
Llathander pulls out his wand, charging it and using it against the shadow looming overhead.
Shadow will save: 1d20 + 4 ⇒ (5) + 4 = 9
With a flash of light, a chunk of darkness is blasted from the being; it still remains, but obviously not at full power.
Moving as if it shrieked in pain, it lunges forward towards the paladin.
Shadow touch @ Llathander touch +2: 1d20 + 4 ⇒ (1) + 4 = 5
Strength damage on hit: 1d6 ⇒ 6
Thanks to the disorienting attack of positive energy and the bursts of light from the heavenly bug, the shadow misses the Ragathienite entirely! And thank goodness, too... 6 Str again?!
This is your chance, take it down!
Horgrym |
Horgrym swings his greatsword towards the shadow in an attempt to distract it and assist Amarthecthel in striking the strange creature.
Aid Another: 1d20 + 6 ⇒ (13) + 6 = 19
GM BPChocobo TK1 |
@Horgrym: You succeed in distracting the shadow.
@Ringmaster: However, it no longer fears your glowing ladybug. Also, don't forget Guido lent you his wand of mage armor.
GM BPChocobo TK1 |
@Ringmaster: For Llathander's sake, I'll assume if you shouted that before your action, he'd move over via 5' step either before or after attacking
@Llathander: Your touch AC vs the Shadow is enhanced with the Mage armor and Aid for 17! Woot!
Sue Basilbottom |
Seeing that her companions haven't headed her words of warning Sue will draw her wand of CLW and continue to fight defensively.
Attack: 1d20 + 4 - 2 + 2 ⇒ (8) + 4 - 2 + 2 = 12 (Non-Magical)
"I've got a wand here if somebody else wants to use it on the shadow."