In the Shadows There Is Light

Game Master James Martin

A Midnight-lite Pathfinder game, set in the small town of Red Grove.


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Seeing her companions in dire staights, Israfel attacks her opponent and then steps away.

Arcane Strike, attack with dagger, 5' step towards Xochtli.

Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

How far away is Xochtli. My goal is to be able to reach her next round without provoking


Female Half-Elf Rogue 2

I am out next round anyway by normal hit or by the creature. Sitting on 1 hp here... with +5 or 8 to their roll doesn't matter if I am free or grappled anyway they have a high chance of getting me every round.

Xotchli attempts to attack the creature who still has her choked again.

Attack:1d20 + 1 ⇒ (14) + 1 = 15
Damage:1d4 ⇒ 3


Our Mysterious Benefactor wrote:
No problem! I had the same issues, so I dig. I'll be around this weekend, so I'll probably skip ahead to the end of the storm. If you want to do anything before then, feel free!

Me too! I am catching up now!!! Sorry!!!


1d20 + 7 ⇒ (16) + 7 = 23 Initiative. How/where do you want me to jump in?


Bonekeep Slides

Kers, stumbling from behind from taking a side trip to answer the call of nature, is shocked to see the scene of horror unfold in front of him.

Jump in!


Hearing the commotion Kers comes running up and starts swinging! First at Xochtli's opponent. His enthusiasm fouls his swing though and the blades bites nothing but the air.

1d20 + 7 ⇒ (4) + 7 = 111d8 + 4 ⇒ (4) + 4 = 8


Bonekeep Slides

27 Opponents
23 Kers
21 Israfel
15 Xochtli
9 Fleur
8 Allain
5 Dwarf

As Kers stumbles back from answering the call of nature, he sees the carnage and springs into action. Unfortunately, his attack misses and the creature hisses at him.

Israfel swipes at the creature menacing her, then steps adjacent to Xochtli. Xochtli manages to take advantage of the thing choking her's awkwardness and stabs deeply into the thing's gut with her dagger. It squeals and releases her, suddenly outnumbered by Israfel, Kers and Xochtli.

Fleur flings at dart at the creature who has just let go of Xochtli, sinking it deep into its neck. It tears the dart out, but suddenly looks much less brave than it did before.

Allain, still locked in battle, stabs at the creature choking him: 1d20 + 6 ⇒ (7) + 6 = 13, but fails to penetrate its skin.

The dwarf swings his axe at the brute: 1d20 + 7 ⇒ (7) + 7 = 14, but the thing dances free and they continue circling.

ROUND 4:
27 Opponents
23 Kers
21 Israfel
15 Xochtli
9 Fleur
8 Allain
5 Dwarf

The injured brute again attacks the dwarf: 1d20 + 9 ⇒ (12) + 9 = 21 and 1d20 + 9 ⇒ (6) + 9 = 15, hitting with one attack for 1d4 + 5 ⇒ (2) + 5 = 7 damage, and attempting to lock its victim in a choke again: 1d20 + 11 ⇒ (4) + 11 = 15. Its attack barely scrapes the dwarf and fails to constrict his neck!

Thing 1 bounds after Israfel, attacking her with 2 claws: 1d20 + 6 ⇒ (9) + 6 = 15 and 1d20 + 6 ⇒ (20) + 6 = 26. Only one claw hits, but it seems to hit terribly hard: 1d20 + 6 ⇒ (2) + 6 = 8. Fortunately her armor keeps the wound from penetrating too deeply: 1d4 + 3 ⇒ (2) + 3 = 5 and a grab attempt: 1d20 + 8 ⇒ (7) + 8 = 15. However, Israfel turns at the last minute, preventing the creature from locking on.

Thing 2 turns to flee, evoking attacks of opportunity from Kers, Xochtli and Israfel.

Thing 3 continues choking Allain: 1d20 + 8 ⇒ (12) + 8 = 20, dealing 1d4 + 3 ⇒ (3) + 3 = 6 damage and sending the elf into unconsciousness. The creature then barks a single harsh syllable and begins to drag Allain off into the darkness.

Hero time!


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur throws another dart, this time at the one on Allain, hoping to stop it from dragging him off. If Kers has already dropped that one, she'll aim instead at the one on Israfel.

1d20 + 4 ⇒ (17) + 4 = 21 If changing targets to one that is in melee, -4 to hit means 17 instead of 21

1d4 + 1 ⇒ (4) + 1 = 5


Kers will attack the creature dragging Allain if he can do so with no AoO, otherwise he goes for the closest one he can.

Kers takes a split second to try to focus his emotions. This one counts, and he shall not let the darkness claim anyone else if he can help it. Feeling rage and bile build in him, he swings with all he has.

1d20 + 7 ⇒ (19) + 7 = 261d8 + 4 ⇒ (7) + 4 = 11


Female Half-Elf Rogue 2

AoO on the fleer #2: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

On her turn she'll pull her last mundane dagger out and throw it at the creature grappling and dragging Allain away.

Attack (this is a roll assuming its still in melee if not add 4):1d20 + 1 ⇒ (18) + 1 = 19
Damage:1d4 ⇒ 2


I forgot the AoO!

1d20 + 7 ⇒ (6) + 7 = 131d8 + 4 ⇒ (3) + 4 = 7


AoO: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Upon seeing Allain fall, Israel charges his attacker, warding off the attacks of the creature facing her.

Fighting defensively I charge Allian's attacker (-2 attk, no change to ac), swift action arcane strike

Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


Bonekeep Slides

27 Opponents
23 Kers
21 Israfel
15 Xochtli
9 Fleur
8 Allain
5 Dwarf

Kers swipes at the fleeing creature, but his attention is focused on the one dragging Allain off and he misses. However his charge finds purchase on the creature dragging Allain off, and he nearly slices through its torso with his swing. It lets out a high pitched blood curdling scream and yanks harder on Allain.

Israfel, however, has the opposite effect. Her swing catches the fleeing creature in the back, cutting through its spine and sending it to the ground, dying. However in her cautiousness, she misses the creature dragging Allain.

Xochtli swipes at the fleeing creature, but it's dead as it hits the ground and her attack only serves as insult to injury. However her well thrown dagger strikes the creature dragging Allain high in the shoulder, rendering one of its arms useless.

Fleur's dart is the icing on the cake of death. It strikes the thing in the back of the throat, puncturing some vital artery. A spray of greenish blood arcs from its throat and it falls forward, releasing Allain. It tries in vain to crawl away, but it soon twitches once and goes still.

Allain lies still, his neck bruised and rent.

The dwarf swings his axe once more at the brute: 1d20 + 7 ⇒ (19) + 7 = 26, cutting into it for 1d12 + 6 ⇒ (1) + 6 = 7 damage, enough to lop its head from its body and end its threat.

Round 5:
27 Opponents
23 Kers
21 Israfel
15 Xochtli
9 Fleur
8 Allain
5 Dwarf

The last thing, seeing its leader and comrades all slain, abandons its attack and flees into the darkness. Kers, Xochtli and Israfel will have AoOs.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur rushes to Allain's side, wishing she had some way of healing him... so she does what she can to at least see if he's still alive...

healing, untrained: 1d20 + 1 ⇒ (4) + 1 = 5

Her meager skill not up to the task, she thinks perhaps he might be dead and feels tears well in her eyes.

"Israfel, help him, please... I... I think he's dying... or already dead."


AoO: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 4 ⇒ (6) + 4 = 10

Kers knows he will be unable to help Allain, but he also knows that if this creature gets help they are all in a world of hurt, so he pursues it untl he makes it fall. It will fall, he thinks grimly, it will!


Israfel slashes at the beast as it flees before turning her attention to her wounded companions.

AoO: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Kneeling beside the wounded Allain, Israfel sings a song of healing, attempting to repair at least some of the damage he has suffered.

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

She then turns her attention to Xochtli, healing her as well.

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Seeing the others' wounds knit and heal, especially Allain's, at least hopefully Allain's too, Fleur bites her lip a moment before asking, "I hate to be a bother, Israfel, but I am seriously wounded as well... is there any chance you can do that one more time? I'd really appreciate it."


Shaking her head sadly, Israfel responds to Fleur's request I wish I could, but that was all I have, at least until I have a chance to rest.

Sorry, I only have two bard spells / day. It will take me several days to heal everybody, assuming we are given that opportunity. We still have to find our way out of this place.


Bonekeep Slides

Allain's eyes flutter as his wounds mystically knit together. "Ugh. Are those things dead?" He struggles to his feet while the stone dwarf calls out. "Best not to stop. More things might lurk here. Leave the bodies to them."

However, as you pass you note that the largest of the creatures has a ring jammed onto one long tentacly finger.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur will bend down and take the ring off its finger before moving on... "Allain is right, we'd best keep moving, but I don't think this one will be needing this trinket any longer. It's ours now." She sighs and stands back up, slowly and not without some degree of pain.


Does Kers catch his fleeing foe?


Bonekeep Slides

Sorry, Kers, once it hit the darkness it was able to elude you. It knows these tunnels and has darkvision and a +13 to stealth, not to mention having the ability to take three move actions a turn. Fast!


Cursing, Kers returns to the group.


We need to run, they know we are here.

Why am I getting flashbacks of Moria


Bonekeep Slides

As you gather yourselves and limp onward, the dwarf leads you to a tunnel that leads downward. He stops beside it and beckons you close. "This tunnel has been forbidden to us, the stonefolk. But it leads directly to the north and will bring you out safely near the Vale of Weeping Trees. Walk carefully, you have about a day's journey before you reach the door. I know not what you will face, but I trust you will face it well. Fare well, humans." He turns to the elf and speaks in a language that sounds like grating stone. Allain replies, albeit in a less harsh throat. With this, he turns and strides away the same way you came.

Allain sighs. "There is a grotto not far inside where we can rest and bind our wounds. The stone folk say it is a sacred place, so it should be safe."


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur nods and limps along, glad for the opportunity soon to rest a bit. "Lead on then, Allain, I'm glad you know the way."


Female Half-Elf Rogue 2

"We should still find a place to rest shortly, we're all injured."


Bonekeep Slides

Allain leads the way into the darkness. Unlike the rest of the tunnels, this one is unworked stone and drips with water from an unknown source. Stalactites and stalagmites line the floors. Your feet crunch unseen insects as you go deeper, and the tunnel gets closer in and nearly claustrophobic. Without warning the tunnel angles upward and opens into a dome, with the ceiling covered in a pale luminescent fungus and the center of the room dominated by a pool of crystal clear water that bumbles up from below. Colorful luminescent fish swim in the pond.

Unlike the rest of the tunnels you've just passed through, this room is dry. Near the pool is a low stone bier covered in the remains of a mattress. A small table nearby sports two chairs and strangely enough, a spread of delicious looking food, unspoiled and smelling delicious. In the corner of the room is a curtain, behind which sits a natural stone bath, shaped from the stone of the room and filled with steaming water. Also behind the curtain is a privy, though a thin trickle of water keeps it clean and fresh smelling.

Allain whistles, the sound echoing. "I think this was their matrimonial chamber. According to their customs dwarven couples would come here following the marriage to spend a week, and um, consummate the marriage."

Across the room another similar entrance leads outward, but this one features a stone door that is tightly closed.


Kers takes a moment and looks over the room for obvious dangers. He pays careful attention to the ceiling.


Israfel carefully looks around the matrimonial chambers before glancing at Kers. As long as nobody gets any bright ideas we should be safe here for the next few days

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

After looking around, Israfel will walk over to the table and more carefully inspect the food with detect magic.

Spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Ah good, a place to rest... I must say I'm sorely in need of one." Fleur opens her bedroll and lays down on her back, staring up at the ceiling. "I don't think I've hurt in so many places for so long before. This feels a little better to be able to relax a bit."


Bonekeep Slides

Israfel, the food is conjured, but seems fresh and edible.


After inspecting the food, Israfel will take a seat at the table and prepare a plate of food. We should take advantage of the Dwarve's foresight. The food seems to be safe and magically replentished.


Female Half-Elf Rogue 2

Sorry I haven't been posting as much lately, been in a lot of pain irl so been off resting a lot.

"How can we know for sure it was left by the dwarves though?"


Israfel smiles A magical meal for two waiting in the matrimonial chambers?


Bonekeep Slides

As Israfel takes the first bite, it does appear to be a feast fit for a honeymoon. The food is delicious and the drink is pure and tasty. There's more than enough for two here, and thus enough for everyone to eat.

Anyone who does gains back twice as much hit points from 8 hours' sleep.

How long do you wish to stay in the chamber? As promised it is safe, and the food regenerates each morning and evening, providing a sumptuous feast for all.


Long enough for everybody to fully recover. It would normally take me several days to heal everybody. Probably no more than two with the accelerated healing.


2 sounds right to me as well.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur is down 15 out of 17 hp, will be healed 4 in 2 days leaving her still down 11 out of 17 after 2 days of healing... just an fyi


Female Half-Elf Rogue 2

I will eat after seeing it isn't hurting anyone else.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Hmm... seems I miscalculated... after eating the food, she'll be healed 8 in 2 days, leaving her still down 7 out of 17 after 2 days of healing... I forgot to double the healing.


I think the hope was that some magic healing might heal her, and still leave spells recharged on day 2.


I was planning on it.

Cure Light: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7

The first one was Fleur, the second can either finish healing her, or go to somebody else if they are in greater need.


Female Half-Elf Rogue 2

I think I could use it too if I recall


The second one is yours then Xochtli


Bonekeep Slides

The next two days pass quietly, with food appearing each morning and evening and the tub filling with hot steaming water when a dwarven word is spoken, something which Allain shares after availing himself of the luxury and commenting upon the idea that you might wish to do the same.

Finally on the morning of the third day, you all feel well enough to travel, though reluctant to leave the paradise you've spent the last two days in. The door out of the chamber is heavy and stone but only requires a hand to be laid upon it to swing open. The tunnel beyond is lightless and silent, and as you set out, you feel a sense of wonder fall over you as the tunnel turns a corner and opens into a large cavern, lit by luminescent mushrooms. You hear crickets and some sort of lilting lullaby being hummed as you enter...

Perception checks, please!


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

perc: 1d20 + 6 ⇒ (5) + 6 = 11


I have Darkvision 60'

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Not that it matters with that roll


Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Female Half-Elf Rogue 2

1d20 + 7 ⇒ (17) + 7 = 24

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