GM Rennai's The Midnight Mirror (Inactive)

Game Master Rennaivx

Can a group of intrepid Pathfinders figure out what is happening in the city of Karpad?

Karpad overview map

House of Night maps


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Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

Preparations (if permitted): barkskin, darkvision, bless weapon on shard dagger, and my mage armor should still be up vs incorporeal, I think/hope)

"Be wary of being grabbed!" Milo shouts as he sees the Heart itself. He fought a vine-horror in the Mwangi Expanse once, and this evokes some similar fears, seeing the many-tendriled courtyard.

There's nothing for it but... to attack, he supposes. Milo races in through the break in the wall, hoping they've gotten a moment's surprise on the Heart, though with the noise they took in breaking through... perhaps not. He throws himself into a roll as he goes, just in case.

Free action to activate daredevil boots; attempt to tumble in in case the Heart has reach/etc

Acrobatics: 1d20 + 14 ⇒ (19) + 14 = 33

The shard dagger feels odd in his hand, cold and heavy, but he slices at the Heart's tumor-like plant-flesh with it.

Magic shard dagger, bane bonus, atttaaack: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 Ew. Well, if it's flat-footed, maybe I hit.
Damage: 1d4 + 1 + 2d6 + 2d6 ⇒ (2) + 1 + (6, 6) + (6, 1) = 22

(Bless weapon will mean I bypass any DR/good it may have, if that applies. The last 2d6 are my sneak attack damage assuming it's flat-footed; if it's not, please ignore them)

Silver Crusade

Inactive

Taking 10 on Spellcraft for 18.

"Mother, grant us your blessing." Kinvara casts bless and loads her crossbow. As the hole reaches the size to step through, she enters the courtyard and fires.

Crossbow attack: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Crossbow damage: 1d8 ⇒ 3


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Shogunto touches his familiar, giving it Ironskin, and orders it to move and attack. The floating head moves to enter the room, and proceeds to attack. It has to squeeze to enter the room, and uses the last feet of movement to tumble 5-feet up hoping to avoid an AoO and not block the doorway.

The familiar current AC is 23; it's large, though, so I fixed the token on the map

Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14

It then proceeds to try to slam the heart.

Slam: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

I didn't add the bless to the attack because I wasn't sure it it happened before or not.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander had given Shogunto a heartfelt smile and a nod at his return, but been quiet as he considered what they were all about to do. Before they breached the wall he unleashed a short barrage of magic in preparation.

An etherial polearm with a long, curved blade appeared in his hand.

His eyes clouded over as he began to channel the spirits of those who had died in this place, listening to their council and warning.

The power of Pharasma began aiding his allies.

Preparations: Ancestral Weapon, Location Memories (grants Scent), Bless

When Nisacor blasted through, Xander immediately led the assault by throwing an explosive into the room, targeting the gnarled black mass at the center of the courtyard.

Alchemist Fire, Touch Attack, Bless, 2 range increments: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20
Fire Damage: 1d6 ⇒ 3


Tess goes in with the +1 Halberd

Atk: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Dam: 1d10 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 14


Yes, bless was active for all attacks, and Tess had enough speed to go for flanking with Milo - I've calculated all those effects into the results.

Round 1

The party surges forward into the courtyard to engage. Milo and Tess take up positions opposite each other, taking advantage of the Heart's momentary stillness as it readies to make its reply. Milo, Tess, Kinvara, and Shogunto's companion all have trouble making their attacks hit through the strange plant creature's thick outer skin, but Xander's fire experiences no such trouble - the drops of alchemical flame burn into the creature's tumorous flesh without difficulty, and flame licks at the edges of the wounds.

Pretty hefty natural armor - it was flat footed since it lost initiative, but its flat footed AC is just as good as its normal. It's a giant, nearly immobile plant; let's just say its AC is definitely not Dexterity-based. ;)

Nicasor urges the others in, but Elenuta remains a moment, caught up in her millennium of memories of the Heart's tortures. Corys, however, shoulders his way past Shogunto's floating head and takes a swing with his falchion, bellowing curses as he goes. His falchion makes solid contact with the creature, but, again, can't penetrate its thick coating.

Falchion attack, damage: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 232d4 + 4 + 1d6 ⇒ (1, 3) + 4 + (5) = 13

Nicasor flicks another bolt of shadowy flame at the creature from the doorway, which bites into the creature's flesh, then makes his way around the edge of the room to stand next to Milo, drawing his twin blades as he goes.

Shadow scorching ray attack, damage: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 184d6 ⇒ (5, 5, 5, 2) = 17

At the bolt of flame, the creature lets out a feral howl of pain and lashes out at Nicasor with a horrifying toothed maw at its center. Its jaws latch on to Nicasor's arm and take hold, tearing at him savagely. It swings long, oozing tentacles at Milo and the huge severed head, but it's clear it's expended most of its effort in going after Nicasor in retribution for the shadowy fire; the ineffectual slap makes little difference to Shogunto's companion, and the other swing misses Milo completely. As it flails about in rage, the marks left by Nicasor's dark flames begin to knit themselves together.

GM screen:

Heart Will save v. shadow evocation: 1d20 + 7 ⇒ (5) + 7 = 12

Heart HP: start 94/94, -20, +10 - 84/94
Nicasor HP: start 83/83, -30 - 53/83

Bite v. Nicasor - attack, damage, grab attempt: 1d20 + 12 ⇒ (15) + 12 = 273d6 + 8 + 2d6 ⇒ (4, 2, 5) + 8 + (5, 6) = 301d20 + 20 ⇒ (17) + 20 = 37
Tentacle v. beheaded - attack, damage, grab attempt: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 4 ⇒ (1) + 4 = 51d20 + 15 ⇒ (11) + 15 = 26
Tentacle v. Milo - attack, damage, grab attempt: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 4 ⇒ (6) + 4 = 101d20 + 15 ⇒ (9) + 15 = 24

Finally, at the attack on Nicasor, Elenuta collects her wits about her, shouting her own angry retort and shooting a beam of red coruscating light at the creature. Though she howls in frustration as it shrugs off much of the spell's effect, it's clear the creature is weakened somewhat.

Elenuta ray of enfeeblement touch attack, Strength damage: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 221d6 + 5 ⇒ (4) + 5 = 9

GM screen:

Heart save v. ray of enfeeblement: 1d20 + 12 ⇒ (18) + 12 = 30
4 Strength damage - -2 to attacks.

Everyone is up! No damage to anyone but Nicasor.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Alchemist fire, secondary fire damage: 1d6 ⇒ 1

Seeing the trouble his companions were having trying to cut the thing, Xander decided to stick with fire.

Alchemist Fire, Touch Attack, Bless, 2 range incraments: 1d20 + 5 + 1 - 2 ⇒ (15) + 5 + 1 - 2 = 19
Damage: 1d6 ⇒ 4

I'm aiming high up on the thing so the splash damage doesn't hit any allies.


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Shogunto moves to squeeze on the same square as Elenuta, and uses his Evil Eye against the enemy (AC -2; DC 18 Will, succeed for 1 round only).

The familiar keeps attacking.

Slam: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

... But the big head misses again, horribly as itself!


Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

Sorry, these have been long days of gaming. Just finished a module where I got hit by 3 Horrid Wiltings in one fight... Also sorry if I missed anything relevant to this post, I'm sleepy and crashing after I type this.

Milo strikes again with the bane dagger, taking advantage of Tess's flank.

Blessed bane dagger, party bless, flank: 1d20 + 8 + 2 + 1 + 2 ⇒ (15) + 8 + 2 + 1 + 2 = 28
Damage, sneak attack, bane attck: 1d4 + 2d6 + 2d6 ⇒ (4) + (4, 6) + (3, 3) = 20

Silver Crusade

Inactive

Kinvara looks at the Heart critically, trying to determine if positive or negative energy would have a more desirable effect. "Any idea if this thing reacts to healing magics as one of the undead would?" She futilely reloads and fires her crossbow.

Knowledge (religion): 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge (nature): 1d20 + 5 ⇒ (9) + 5 = 14

Crossbow attack: 1d20 + 4 ⇒ (8) + 4 = 12
Crossbow damage: 1d8 ⇒ 2


@Kinvara - Though the thing's certainly unnerving enough, it doesn't have any of the usual hallmarks of undeath; your guess after a few moments' examination is that it would react as a living thing to positive and negative energy.


Tess keeps at it with her +1 Halberd

Atk: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Dam: 1d10 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9]


Shogunto's horrid familiar misses as it attempts to slam down on one of the Heart's larger tentacles, and Kinvara's crossbow bolt goes wide, distracted as she is with trying to tease out the creature's nature. But Xander's alchemical fire makes solid contact, causing another patch of hide to burst into flame, and Milo and Tess strike in unison, driving halberd and mirror shard deep into the creature's flesh.

At the touch of the mirror shard, the creature lets out a soul-rending scream, and tendrils of light burst forth from the shard and begin to burrow deep into the creature's flesh. And this time, it doesn't seem to be able to repair the damage it's sustained so readily...

With his arm still caught in the creature's jaws, Nicasor pulls away, trying desperately to break free of the hold. His chances look bleak, but at the final moment, he manages a deft twist that pulls his arm free of the hold. Crowing triumphantly, he brandishes his blades, ready to bring the fight to the creature.

Attempt to break the grapple: 1d20 + 12 ⇒ (14) + 12 = 26

Corys, bolstered by his master's success, lashes out with his falchion, and this time scores a hit to one of the Heart's writhing arms, drawing forth a gout of black ichor.

Corys attack, damage: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 272d4 + 4 + 1d6 ⇒ (4, 3) + 4 + (2) = 13

Elenuta cheers and lets three bursts of arcane energy fly; they hits the plant creature with a sizzling crackle.

Magic missile damage: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11

GM screen:

Heart HP: start 84/94, -5, -20, -9, -13, -11; 84-58=26/94
Nicasor HP: 53/83
Corys HP: 19/38

Bite attack v. Milo, damage, grab attempt: 1d20 + 12 ⇒ (15) + 12 = 273d6 + 8 + 2d6 ⇒ (3, 2, 2) + 8 + (4, 4) = 231d20 + 20 ⇒ (20) + 20 = 40
Tentacle attack v. Tess, damage, grab attempt: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 4 ⇒ (7) + 4 = 111d20 + 15 ⇒ (18) + 15 = 33
Tentacle attack v. Corys, damage, grab attempt: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 4 ⇒ (6) + 4 = 101d20 + 15 ⇒ (13) + 15 = 28

Clearly, the attack from the mirror shard has enraged the creature; it now turns its attention to Milo with wordless shrieks of primal rage. Its toothy maw snaps in his direction, and he's caught in the bite, teeth tearing through his leather armor and holding him fast. Its tentacles whip toward Tess and Corys, and while Tess ducks easily away, Corys is dealt a heavy blow and caught up in the tentacle's grasp.

Milo, 23 damaged and grappled. Corys is hurt and grappled, while Nicasor is hurt but now free of his grapple. Everyone is up!


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Alchemist Fire secondary damage: 1d6 ⇒ 2

"Damn." Xander said under his breath as the thing grabbed Milo. He ducked into the room along the wall and moved behind his friend, reaching out and touching him with a pulse of silvery light that knitted his damaged bones and flesh.

Cure Moderate Wounds: 2d8 + 5 ⇒ (2, 5) + 5 = 12


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Rennai: I believe you forgot to roll the Will save for my Evil Eye? If he fails, he is still with AC -2. Otherwise, his AC is now back to normal, as I managed to create a witch without cackle! Ouch!

Shogunto casts a spell (Limp Lash). He pronounces the words, and an immense whip made of energy appears in his hands. He tries to hit the creature with it.

Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24
STR damage: 1d6 ⇒ 3
DEX damage: 1d6 ⇒ 6
CON damage: 1d6 ⇒ 2

Confirming Crit: 1d20 + 4 ⇒ (9) + 4 = 13
STR damage (if it confirms): 1d6 ⇒ 1
DEX damage (if it confirms): 1d6 ⇒ 6
CON damage (if it confirms): 1d6 ⇒ 3

The familiar keeps mindlessly attacking.

Slam: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

He is terrible at it!


Tess gives it another taste of her +1 halberd
Atk: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Dam: 1d10 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11


I somehow missed your Evil Eye - I'll check! And a witch without Crack-le? I didn't think those existed...:p

GM screen:
1d20 + 4 ⇒ (16) + 4 = 20

Silver Crusade

Inactive

Reaching out, Kinvara touches Corys. "Mother, bind his wounds."

Cure Moderate Wounds: 2d8 + 4 ⇒ (6, 3) + 4 = 13


Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

"Haannh!" Milo screams as the tree... bites him. Ow. He struggles to stab again at the plant- at least he only needs one hand to hold his dagger...

HP 24/35 after Xander's heal.

Bane dagger, bless, flank: 1d20 + 8 + 2 + 1 + 2 ⇒ (4) + 8 + 2 + 1 + 2 = 17
Damage, blessed bane weapon, sneak attack: 1d4 + 2d6 + 2d6 ⇒ (2) + (6, 6) + (5, 3) = 22

(I didn't include the grappled penalty in his attack since it'll wash with the AC penalty that the plant takes for grappling him.)


GM screen:

Heart HP: start 26/94; -2, -11, -22; -4 STR, -12 DEX, -5 CON; dead

2d10 ⇒ (1, 6) = 71d10 ⇒ 7

That's one hell of a second level spell, Shogunto. o.O

Xander and Kinvara see to the hurts of their allies, mending their wounds with healing light amidst the rush of the melee, trying desperately to keep everyone in the fight. Shogunto's familiar struggles to make contact with the tenebrous plant - but the half-orc himself has no such trouble. He lashes out with a ribbon of pure energy, almost an echo of the plant's own tendrils, and the whip wraps around its core, pulsating with an eerie glow. As the whip coils around the Heart, it suddenly falls still with a shudder, teeth still locked onto Milo.

And the paralysis brought on by the energy whip is the opportunity Tess and Milo need. Tess slams her halberd down, slicing at the tumorous flesh and sending the creature into unconsciousness. And Milo drives the midnight mirror shard into the heart of the Heart, stilling the creature's final twitching movements.

You won!

As Milo frees himself from the now-slack jaws of the creature, it begins almost to dissolve, giant swirls of shadow-stuff beginning to rise from its still form like mist from a lake in winter. And then the dissolution travels down roots and through tendrils, and the walls the tendrils are embedded in begin to release a fine dark mist as well. Destroying the Heart destroys the House of Night, you had surmised. Now it looks like it's begun - and there's no way to know what that will look like. Elenuta rushes to the back of the room and peers out into the hallway, which looks as before except for the gathering gloom. Come on - let's move!


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander quickly moved into the hall, calling down the hall to the others who hadn't been part of the fight.

"The Heart is dead! Grab what you need and move to the basement!"

Silver Crusade

Inactive

"That feels almost too easy. With all that we have heard about this thing, could this be some last trick of the Heart to save itself?" Kinvara ponders aloud while joining the others in making haste to the exit. "If it allows for us to escape I guess it does not matter."


At Xander's shout, you hear a shout of surprise and a sudden rustling; a few moments later, Merys, Jerda, and Lucoth come rushing around the corner. A few belongings, mostly clothing, sit jumbled in their arms, with Xander's campfire bead sitting atop the pile in Lucoth's arms. We heard you talking, but I never believed you'd actually do it... They fall into step, joining in the hustle downstairs.

Or at least, it begins as a hustle. But as you approach the landing of the stairs leading to the basement, an eerie moan suddenly comes from below. Three shadowy forms, much like those that had been birthed from the tallowthroat victims back in Karpad, rise from the floor, blocking your way to the stairs leading below, leaving gaps in the floorboards where the material from which they coalesced had come from.

Initiative!:

Xander initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Milo initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Kinvara initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Tess initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Shogunto initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Shadows initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Everyone is up! We'll do theater of the mind unless it proves too troublesome.


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

If these are actual shadows, then I believe we might have already identified shadows before assuming where we are and what we have been dealing with; I'll work under this assumption.

Having not much more he could do, Shogunto tries to act as fast as he can. First, he will look in the eyes of the closest shadow and show his terrible gaze.

Evil Eye DC 18 for Attacks -2

Next, he will try to move to a wall and order his familiar to move and place himself in front of him, in an attempt to at least give him total concealment from the attacks of the shadows.

GM:

Limp Lash can be fairly awesome, but it's a relatively easy to escape spell if the target can just move out of its range. Plus, even though it doesn't give a save, it allows Spell Resistance (and if the creature is immune to ability damage, it doesn't do squat!). When it works, though (especially if the caster lucks out like I did and crit!) it can be very effective :)


Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

Milo picks himself up, still bleeding a fair bit, and runs after the others in a half-limp. The black dagger still hangs in one hand, plant ichor dripping from it.

"Godsdammit," he groans when more of the shadows appear. He brandishes the dagger at them with a curse.

"I just killed your stupid Heart!" he shouts. "I can do the same to you, you bastards-- turn and flee back to whatever dark hole spawned you!"

Intimidate the nearest one: 1d20 + 11 ⇒ (3) + 11 = 14 (snort)

Seeing that they aren't exactly turning tail to flee, Milo draws his rapier instead.


Tess thinks
And of course something has to be in our way when time is critical...

Silver Crusade

Inactive

Kinvara watches as the shadows rise from the floor. She raises Pharasma's symbol. "Mother of Souls, let these rest!" A wave of positive energy flies towards them.

Channel Positive Energy: 2d6 ⇒ (5, 3) = 8 DC 18 Will Save for half damage.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Are the non-combatants near the shadows? I don't see where they are on the map.


I hadn't placed a map because it's not likely to be too tactical of a fight - I'll put them up if you like. They're with the group hanging near the back.


Ok, I've gone ahead and put tokens on the House of Night map for the encounter.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander's previous trick of making the undead blind to them wouldn't work. The shadows would target the fetchlings. The fetchlings themselves were too far away to effect with that spell.

Damn.

Three Shadows was bad. If they all focused on Milo or Tess they could kill either of them in moments.The shadows had them in a bottleneck. This was bad.

Pulling off his satchel of alchemical supplies, he slid it on the floor beneath Shogunto's massive, awful familiar back to Shogunto and the group in the rear. "Holy water! In the side pouch! Use it!"

There's 10 holy water in the side pouch of his bag. There's also Alchemist Fire and Tanglefoot Bags in the other pouches. Hopefully they won't grab the wrong ones. They're pretty clearly marked. That's all I'm able to do this round.


Ugh - for some reason, I totally thought I'd done an actual post last night, not just the OOC comments. Sorry!

GM screen:

White shadow Will save: 1d20 + 4 ⇒ (11) + 4 = 15
Grey shadow Will save: 1d20 + 4 ⇒ (18) + 4 = 22
Black shadow Will save: 1d20 + 4 ⇒ (6) + 4 = 10

Grey shadow Will save - Evil Eye: 1d20 + 4 ⇒ (8) + 4 = 12

Nicasor holy water throw at grid intersection - AC5: 1d20 + 14 ⇒ (6) + 14 = 20
Corys holy water throw at grid intersection - AC5: 1d20 + 10 ⇒ (6) + 10 = 16
Elenuta magic missile damage: 1d4 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (2) + 1 = 3

White shadow: 6/19
Grey shadow: 11/19, -2 attacks
Black shadow: 6/19

Grey shadow - Milo: attack with Evil Eye, damage: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 61d6 ⇒ 2
White shadow - Tess: attack, damage: 1d20 + 4 ⇒ (2) + 4 = 61d6 ⇒ 2

The shadows screech as Kinvara's burst of energy washes over them, and though the one facing Milo seems less affected than the others, all are injured by the burst. The one in front of Milo also looks somehow bewildered as it meets Shogunto's gaze, and it doesn't look to be for mere seconds. Failed save v. Evil Eye. Milo attempts to cow the creatures, but they soldier on, and Tess simply prepares for the confrontation, while Xander throws back his pack to aid Nicasor's allies in back.

The fetchlings, clutching their belongings, cower in the south hallway - it's clear they aren't equipped for this, physically or mentally. Nicasor, however, keeps his head. Grabbing one of the vials from Xander's pack, he throws it at the ground between where the three shadows hover, and the flask shatters. Blessed water splashes through the shadows, which scream in pain. Following Nicasor's lead, Corys does the same, while Elenuta fires off a bolt of arcane energy at each of the creatures.

I don't know for sure if splashing holy water is supposed to work like that, but it seems fair, since the only thing stopping a direct throw from working is that there's nothing to break the flask - I'll let you guys use the same trick if you like.

Enraged, the shadow in the back can only roil in place, but the other two attack, one swinging at Milo and one at Tess. In the chaos of the house's dissolution, however, neither can make contact with the intrepid front-line fighters; both Milo and Tess easily dodge the swings, standing ready for another round.

Everyone is up!


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Shogunto steps "out" of the shared space with his familiar and uses his evil eye against another target (White).

Grey should be under its effects for 4 rounds.

The familiar moves after Shogunto to cover him again.


Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

More to keep its attention on him than to really hurt it, Milo stabs at the shadow directly before him with his rapier.

"Wretched thing! I won't be barred by you!"

(Fighting defensively)

Magic Rapier: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Damage: 1d6 + 4 ⇒ (3) + 4 = 7 3 after incorporeal

(Milo's mage armor should still be up, I think, making his AC vs incorporeal touch currently 21.)

"Do you want me to move so you can cast spells on them?" Milo says over his shoulders to the others. "Or hold the line?"

Silver Crusade

Inactive

Kinvara keeps Pharasma's symbol aloft and once again intones. "Mother of Souls, let these rest!" A wave of positive energy flies towards them.

Channel Positive Energy: 2d6 ⇒ (2, 1) = 3 DC 18 Will Save for half damage.


Tess gives the shadow a swing of her +1 Halberd

atk: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d10 + 4 ⇒ (1) + 4 = 5


GM screen:

Evil Eye Will save: 1d20 + 4 ⇒ (10) + 4 = 14

White Will save - channel: 1d20 + 4 ⇒ (14) + 4 = 18
Grey Will save - channel: 1d20 + 4 ⇒ (5) + 4 = 9
Black Will save - channel: 1d20 + 4 ⇒ (20) + 4 = 24

Grey shadow: 5/19 (-2 attacks)
Black, white shadow: destroyed

Grey shadow - Milo: attack with Evil Eye, damage: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 101d6 ⇒ 5
White shadow - Tess: attack with Evil Eye, damage: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 61d6 ⇒ 4

Nicasor, Corys, Xander ranged touch attacks: 1d20 + 14 ⇒ (7) + 14 = 211d20 + 10 ⇒ (8) + 10 = 181d20 + 5 ⇒ (20) + 5 = 25
Elenuta magic missile damage: 1d4 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (3) + 1 = 4

Shogunto unleashes his glare of unluck upon the shadow, and he feels the strange magics take hold in its consciousness. Milo stabs forward with his rapier, and Tess swings with her halberd, but this time they are not so fortunate, and both their attacks go wide. Kinvara's wave of energy washes over them, but it seems the despair of the house has seeped into her spirit; the glow is only faint, and two of the creatures resist it.

What they less resist is the barrage of holy water flasks from Nicasor, Corys, and Xander, who managed to grab a flask from his bag before tossing it back. All three toss their payloads into the center of the group, and the bottles explode, splashing through the creatures. And with three more bursts of arcane energy from Elenuta, two of the creatures begin to dissipate into nothingness - along with the walls around them. Only the shadow facing off against Milo now remains, and its swing with its claws goes wide.

Everyone is up!


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

I still have my bandoleer. I just gave them my pack. I have 6 Holy Water on me. Well, 5 now I guess.

Xander couldn't help but be distracted by the melting walls. He aimed his next throw right at the wall next to the shadow. he wanted to see what was on the other side.

Ranged touch, bless: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage is 1 splash.


Tess gives the last shadow a swing of her +1 Halberd

atk: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d10 + 4 ⇒ (1) + 4 = 5

and misses wide

Silver Crusade

Inactive

Seeing one Shadow remaining, Kinvara once again chants. "Mother of Souls, let this one rest!" And another wave of positive energy flies towards it.

Channel Positive Energy: 2d6 ⇒ (4, 3) = 7 DC 18 Will Save for half damage.


Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

"Die already, please--" Milo groans, and stabs again, maintaining his defensive posture.

Magic Rapier, fighting defensively: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25 Snort. On something I can't crit, of course.

Damage: 1d6 + 6 ⇒ (3) + 6 = 9 4 after halving


Chucking a holy water seemed like the most reasonable course of action to bot you on, Xander, so I went for it.

With a focused effort, the last shadow falls to the group's barrage, and the way is clear once again. And things are beginning to get strange - at the end of the corridor behind you, you hear a sudden clatter as some of the shadow planks composing the walls collapse onto the floor. And a strange shattering in the other hall surprises Lucoth and Jerda, who look back and confirm that the floor has suddenly wrenched itself into a craggy mess, with pits and peaks in the floor nearly a foot high.

Down the stairs, I presume?

But the biggest surprise waits at the bottom of the stairs. As Tess leads the charge down the stairs, she suddenly gives a cry of alarm as her foot hits the floor of the basement - and keeps on going. The floor seems to have liquefied into a strange black goo, the stone table and shelves listing sideways as they sink beneath the quagmire. Tess seems to have suffered no ill effects from stepping in it, but judging by how far the altar in the corner has sunk, it's deep.

Fortunately, craning her head over the banister confirms for Tess that the strange pool ends several feet down the corridor to the mirror, and as she watches, one of the fetchlings from upstairs touches the mirror and instantly begins to fade into a soft white light. It seems you're close to safety - but how to reach it?

The floor of the main room of the dungeon is treated as quicksand (see about halfway down the page for rules). The extent is marked on the map. Staying in place is a DC10 Swim check, while moving 5 feet as a full-round action is a DC15 check. Pulling someone through requires some sort of appropriate implement (rope, weapon haft, etc.), a DC15 Strength check on the part of the puller (failure means no movement), and a DC10 Strength check on the part of the swimmer (failure means losing hold and a Swim check to stay above the surface).

But being adventurers, you'll probably pull out an off-the-wall way to circumvent it easily, which is as it should be. :)


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Can my familiar fly around and carry people?


I believe so, although I imagine it'd be a bit of a harrowing trip, clutching onto a giant floating head. :) Someone more knowledgeable confirm for me - Pathfinder didn't include the rule from 3.5 that you can only fly with up to your light load, right?


Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

Under the fly spell, it says that creatures using it can't carry aloft more than their maximum load, but that's the only reference I could find, and that is the spell rather than natural flight. But anyhoo.

"Let's drag one of those sinking stone tables closer with a rope!" Milo shouts. "Might last long enough to serve as a bridge of sorts, and let everyone get through!"

Any particular roll needed for table lassoing?


@Shogunto - Then yes, your familiar can ferry people.

@Milo - Ranged touch attack DC5 to rope a table. A.k.a., for you, don't roll a 1. :) If you aren't doing something to support it at the surface, it'll let 1d6 ⇒ 3 people cross before it begins to sink again, necessitating either pulling it back out or finding a backup plan.


Male Human AC 17 (t12, fl15) | hp 17/30 | F+5 R+3 W+6 | Per +12 | Hero: 0/1

1d20 ⇒ 4 ... low, but not a 1!

Milo uses his rope to try and haul a stone table closer through the tarry muck of the room. "Get across, you people! To the mirror!" he cries to the fetchlings. "We'll hold it a moment! Tess, can you use your halberd to help prop it, beneath-- I have nothing that will reach that long!"


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Shogunto's familiar start carrying the other people around, one by one. Some people can just climb the large flying Giant head, while he can "bite" others clothes and armors to pull them across.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

"Oh, this is disgusting..." Xander said as he found himself halfway submerged, being dragged through inky goo by the jaws of a giant rotting head.


"Oh Yuck, this is disgusting." as Tess moves through the inky goo
"I hope this stuff gets easily washed off."

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