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"Hmmm...I don't think we are ready for a jaunt to the shadow plane again. What all does everyone think we might need to make this journey again? I would like to be able to face its denizens better prepared than what we where during our last visit."

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The Magus looks at the Paladin, "Are you suggesting that we run away again and come back to fight more reinforcements?"

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"Not at all. What I am suggesting is a quick trip into a city to pick up any needed supplies to make our journey, into a plane in which we become the outsider, safer. That is of course if we have that capability among us."

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"I am not sure we should leave, with the chance that, as 42 said, more reinforcements may arrive in our absence. But I will defer to the will of the group."
I vote to forge ahead.

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"Perhaps only one person should make the trip then? I agree that we should get supplies to withstand such a place, however. The rest of us should stay here to hold the location."

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"My thoughts exactly Rand."

FiddlersGreen |

Looks like Itamar and Matamah get to decide. What supplies do you want to get?
42 - move on
Rhon - Get supplies
Rand - Get supplies
Alden - move on

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I have zero desire to visit the shadow plane unless necessary, our mission is to find O-Sayumi. If after searching this entire mansion we do not locate O-Sayumi. Then we shall go get her.

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I am agreed with Itamar, but I have a feeling that is where she lies. I don't think we should wait, however, as she could be in increasing amounts of danger. Voting for moving on.

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"Then on to the accursed Shadow Plane we shall go. Stay alert and remember we are the outsiders while there."

FiddlersGreen |

With a vague sort of consensus reached, you head off down the Northern passageway. As you advance, you quickly notice that your light source dim somewhat, and that all the colours that you see have become muted to black, white or shades of grey, leaving no doubt that 42's analysis was on the mark.
It is not long before the passage splits. There is one branching passage to the left which leads to a gate of some grey hue and with its door slightly ajar. There is another branch to the left again about 10ft further, which is covered by a curtain of beads.
Another 30ft after that, the passage takes a left turn, and then divides into two more paths. One branch here leads to another gate, whilst the other is covered by a hanging cloth curtain.
All in all, there are 4 paths to choose from. 2 with unlocked gates, one covered by a bead curtain and one covered by a cloth curtain.
Map is updated, and I have used Earl to mark your current location. Which path do you follow?

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"We should probably peek in the curtains first to get an idea of what's there before proceeding through portals."

FiddlersGreen |

After some discussion, you decide to investigate the passages in the order you found them in, beginning with the nearest passageway. Rand pushes the slightly-ajar door of the first gate a little further to take a peek inside, and sees that the passage leads into a roughly 30ft x 30ft room, with another passage leading from the other end of the room.
As he observes the room, however, several shadows suddenly form and rush together, coalescing into humanoid shapes that glare balefully at him.
Matamah: 1d20 + 6 ⇒ (1) + 6 = 7
Rand: 1d20 + 6 ⇒ (15) + 6 = 21
Itamar: 1d20 + 7 ⇒ (14) + 7 = 21
Rhon+Earl?: 1d20 + 1 ⇒ (14) + 1 = 15
42: 1d20 + 5 ⇒ (12) + 5 = 17
Alden: 1d20 + 3 ⇒ (2) + 3 = 5
W: 1d20 + 9 ⇒ (15) + 9 = 24
S: 1d20 + 7 ⇒ (15) + 7 = 22
The smaller spectral figure gestures to the other 3 larger, more shadowy creatures, as if directing them wordlessly. The larger creatures move through the walls to the North and South, phasing easily through the shadowy stone walls to attack your flank. Meanwhile, the spectral figure rushes forward with the last shadowy figure to engage Rand.
attack roll: 1d20 + 7 ⇒ (1) + 7 = 8
attack roll: 1d20 + 7 ⇒ (1) + 7 = 8
attack roll: 1d20 + 7 ⇒ (12) + 7 = 19
attack roll: 1d20 + 10 ⇒ (1) + 10 = 11
Wow... just wow... literally rolled 3 1s on 4 attack rolls...
The creatures seem a little disoriented by their own sudden appearance and swipe half-assedly at you, missing all their attacks.
However, the sight of these creatures also unnerve you all, and Naala in particular!
Initiative Order:
W1
W2
W3
S
Itamar - -6, free
Rand
42 - 19 temp
Rhon - (free, -2 STR)
Earl
Matamah free
Alden
All of you are up.
Knowledge religion to know what these things are, roll separately for Ws and S.
Rand, did you see my post about the item updates? Are you keeping your jingasa? Please also note that you need to update your AC.
Alden, Naala is on the verge of panic. You need to make a DC27 Handle Animal or Ride check to keep her from panicking.

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K....Planes?: 1d20 + 12 ⇒ (16) + 12 = 28 If it's Arcana or Dungeoneering add 3 to that. Would like to know what type of magic they are strong against..
42 charges his blade up with ray of exhaustion and strikes out at the closest shadow.
K.Gt.Scimitar: 1d20 + 12 ⇒ (1) + 12 = 13 damage: 1d6 + 6 ⇒ (4) + 6 = 10
and he almost lobs off his own head in the process.

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Here we go again!
Move Action
Battle song time! Inspire Courage
Standard Action
Matamah casts Haste!
REMEMBER: INSPIRE COURAGE AND HASTE (+4 to attack rolls (and CMB), +3 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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Alden calls out "Stay near me, friends!"
He and Naala step forward to protect 42 and Itamar from the nearest shadow. They spend their actions to protect 42, since he is the closest.
+14 AC to 42, and another +14 to any adjacent ally up to 4 times within the round.

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I missed your earlier post, but typically when errata comes out and a group is in the middle of a module, they don't need to rebuild until after the module is over. This has been my experience, at any rate; that being said, however, I'll just be replacing it with a dusty rose prism ioun stone, since they are they same price and do more or less the same thing.
Rand will take a 5' step to be in range of both of the shadow creatures and then unload his attacks on the larger of the two enemies.
Flurry of Blows: 1d20 + 25 ⇒ (9) + 25 = 341d20 + 25 ⇒ (5) + 25 = 301d20 + 25 ⇒ (10) + 25 = 351d20 + 20 ⇒ (2) + 20 = 221d20 + 15 ⇒ (19) + 15 = 34
Damage Rolls: 2d8 + 11 ⇒ (5, 6) + 11 = 222d8 + 8 ⇒ (3, 1) + 8 = 122d8 + 11 ⇒ (5, 6) + 11 = 222d8 + 11 ⇒ (8, 2) + 11 = 212d8 + 11 ⇒ (4, 5) + 11 = 20
So after the incorporeal, that's 9, 6, 9, 9, and 8

FiddlersGreen |

42, with that roll, you know that undead are common on the shadow plane because the negative energy plane lies right at the heart of this plane. It also does not help that Zon-Kuthon was once imprisoned on this plane, and even after being freed he continued to make reside here... But you will need a knowledge religion roll to identify those creatures. At least you know that they are not shadow demons. ;)
Rand, I just figured that since this is a pbp, we can get ourselves up to date without any disruption. Since this adventure might take some time, I think it will benefit all of us to play with the new paradigm instead of switching back and forth between pre- and post- errata rules.
Alden, I still need that handle animal or ride check for Naala. These things have an aura that freaks out animals specifically.
Waiting on Itamar and Rhon.
Round 1:
W1
W2
W3
S
Itamar - -6, free <----we are here
Rand
42 - 19 temp
Rhon - (free, -2 STR)
Earl
Matamah free
Alden

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Religion W's: 1d20 + 5 ⇒ (11) + 5 = 16
Religion S: 1d20 + 5 ⇒ (9) + 5 = 14
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity.

FiddlersGreen |

Unfortunately, their CRs are higher than 6 and 4 respectively.
Itamar isn't quite sure what these things could be.
Actions, Itamar? You can at least reasonably guess that they are probably incorporeal undead of some sort.

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Well I suppose Itamar will keep his shovel of justice at the ready in case this thing wants a piece of him

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Yip

FiddlersGreen |

Unable to identify the enemy, Itamar decides to watch and wait to see what else these things are capable of. Rand on the other hand is not so patient, confidently rushing in to pummel the biggest target he can reach. His every hit strikes true, but the creature's intangible nature makes it hard for Rand to fully leverage his strength. Still, significant damage is done.
Meanwhile, 42 charges up his scimitar and slashes at his attacker, but mistimes his swing and nearly hurts himself in the process.
Round 1:
W1 -41
W2
W3
S
Itamar - -6, free <----we are here
Rand
42 - 19 temp
Rhon - (free, -2 STR)
Earl
Matamah free
Alden
Need a ride/handle animal check from Alden and actions from Rhon.

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Drawing my axe as I move beside 42.
Rhon takes a swing at the shadow creature.
Melee Attack: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 1d10 + 6 ⇒ (3) + 6 = 9 (magic, slashing, ghost touch]

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Earl delays as he has no way to harm an incorporeal creature.

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Handle Animal: 1d20 + 22 ⇒ (12) + 22 = 34 Naala does not panic, luckily.

FiddlersGreen |

As Rhon moves up to attack the shadowy creature, it takes a swipe at the paladin. Has reach.
attack roll: 1d20 + 7 ⇒ (12) + 7 = 19
But with Alden at hand, the creature's attack is foiled as the halfling waves his lance in its face, momentarily distracting it.
Rhon retalies and cuts into the shadowy creature with his appropriately-enchanted axe. Meanwhile, Matamah begins to inspire courage in his allies and casts a spell to speed them up! Naala begins to fidget and whine in fear at the sight of the strange monsters, but Alden is able to clam her and prepares to continue protecting his allies.
W2 moves down from the North, eager to box you in. He reaches for 1d3 ⇒ 2 Itamar...
attack roll: 1d20 + 7 ⇒ (3) + 7 = 10
But even without Alden's help the cleric is able to avoid the clumsy attack.
W3 presses the attack from the South, going for the pesky paladin who cut him.
attack roll: 1d20 + 7 ⇒ (20) + 7 = 27
confirmation roll: 1d20 + 7 ⇒ (20) + 7 = 27 The dice roller legit hates you.
damage: 2d6 ⇒ (3, 5) = 8 The damage is negative energy damage. And please make a fort save.
The creature's shadowy arm passes through Rhon, leaving no visible wound, yet the paladin feels his life force being pulled from him.
Meanwhile, at the other side of the battlefield, Rand finds himself facing off with two opponents of his own...
attack roll: 1d20 + 7 ⇒ (6) + 7 = 13
attack roll: 1d20 + 10 ⇒ (9) + 10 = 19
He fares much better, effortlessly side-stepping the monsters' attacks.
As soon as the monsters finish attacking, however, they quickly sink into the ground, taking full advantage of their homeground advamtage to avoid reprisals from you this turn.
Round 1:
W1 -41
W2
W3 -9
S
Itamar - -6, free <----we are here
Rand
42 - 19 temp
Rhon - -8 (free, -2 STR)
Earl
Matamah free
Alden
Rhon, you need to make a fort save. You're a paladin, so I'm expecting you to pass. ;)
I've left the monsters on the map since you are able to tell they took 5ft steps into the ground and know exactly where they are (just beneath the surface), but the question is whether or not you have a way to reach them.
42's ring of blinking will allow him to strike them through the ground if he activates it.
If you have no way to reach them, readying actions is also a viable alternative.

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Free Action
Matamah continues his battle song.
Standard Action
Better do my normal routine. He defensively casts Mirror Image.
Mirror Image: 1d4 + 4 ⇒ (1) + 4 = 5
Move Action
Matamah takes out his Flag of the Open Road. +1 morale bonus to attacks and damage for those within 30 ft.
REMEMBER: INSPIRE COURAGE AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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The Deathless armor enhancement protects me from up to 10 Negative Energy damage per successful hit.
Fort Save: 1d20 + 14 ⇒ (15) + 14 = 29

FiddlersGreen |

Rhon's armor and divine foritude enable him to shrug off the monster's attack entirely!
Round 2:
W1 -41
W2
W3 -9
S
Itamar - -6, free <----we are here
Rand
42 - 19 temp
Rhon - - (free, -2 STR)
Earl
Matamah free
Alden
What do you do for your action?

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Realizing that his shovel while cool and all will not do much against incorporeal. Itamar readies an Acid Dart for these things

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42 activates his ring and strikes at the nearest foe.
K.Gt.Scimitar: 1d20 + 12 ⇒ (6) + 12 = 18 damage: 1d6 + 6 ⇒ (4) + 6 = 10

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I ready a Single Attack action against the first shadow creature to come within my reach.
Melee Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 1d10 + 7 ⇒ (9) + 7 = 16 (magic, slashing, ghost touch)
Edit: Added my attack for you Fiddler.

FiddlersGreen |

I do prefer that you roll your readied attacks. If not I will roll them for you if they trigger.

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Acid Dart/Touch AC: 1d20 + 11 ⇒ (15) + 11 = 26
Pain: 1d6 + 6 ⇒ (6) + 6 = 12...Readied Action

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Assuming that the large ones were fully out, they would either provoke an attack for moving more than 5' or they are only 5' into the ground and would have cover (since they have to move 10' to get fully in the ground.
Rand is going to prepare to weave through the battlefield, drawing as many attacks as he can.
going to delay until after they have gone. It'll make my plan easier.

FiddlersGreen |

They were half in the ground, but attacking at reach, so were using the ranged attack rules for cover. Second round I didn't bother too much with their cover since they rolled 1s on thier attack rolls anyway...
Alden?

FiddlersGreen |

Putting Alden in delay.
Rand waits for them to fully emerge, while 42 activates his ring (but is unable to attack this turn since activating a ring is a standard action). Matamah conjures several more of himself.
The rest of the party prepares and waits for the oncoming attack. When it comes, spells and attacks go off. Itamar launches a dart of acid at one of the creatures, catching W2 right in the face, and Rhon manages to take a piece out of W3.
Eager for some payback the creatures attack. W2 and W3 go after their attackers, Itamar and Rhon resectively.
attack roll vs Itamar: 1d20 + 7 ⇒ (10) + 7 = 17
attack roll vs Rhon: 1d20 + 7 ⇒ (17) + 7 = 24
But with Alden watching their backs, they are able to evade the attacks.
Meanwhile, W1 and S go for Rand, attempting to catch him in a flank.
attack roll vs Rand: 1d20 + 7 ⇒ (16) + 7 = 23
attack roll vs Rand: 1d20 + 10 ⇒ (4) + 10 = 14
But they find the monk much too quick for them. The translucent one's mouth moves wordlessly as its eyes flare with anger.
But it is now your turn.
Round 3:
W1 -41
W2 -6
W3 -25
S
Itamar - -6, free <----we are here
Rand
42 - 19 temp, blinking
Rhon - -8 (free, -2 STR)
Earl
Matamah free, 5 images
Alden
Ok, you guys are up again. They are visible.

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Swift Action
Activate Stonestrike (All melee attacks until my next turn count as magical and adamantine, ignore up to 24 hardness, +3 to attack, damage, and CMB.)
Full Attack Action
Melee Attack: 1d20 + 23 ⇒ (19) + 23 = 42
Damage: 1d10 + 10 ⇒ (3) + 10 = 13 (magic, slashing, ghost touch, adamantine)
Melee Attack: 1d20 + 23 ⇒ (11) + 23 = 34
Damage: 1d10 + 10 ⇒ (3) + 10 = 13 (magic, slashing, ghost touch, adamantine)
Melee Attack: 1d20 + 18 ⇒ (17) + 18 = 35
Damage: 1d10 + 10 ⇒ (9) + 10 = 19 (magic, slashing, ghost touch, adamantine)
Melee Attack: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d10 + 10 ⇒ (3) + 10 = 13 (magic, slashing, ghost touch, adamantine)

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Sorry, busy weekend. Just got back from a local con.
Alden continues helping out his allies, and also calls out instructions on movement to his friends. Using Tactician to give everyone the benefits of Escape Route for 5 rounds.

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Now that his ring is activated, 42 strikes at the shadows on the floor with his charged sword.
K.Gt.Scimitar: 1d20 + 12 ⇒ (9) + 12 = 21 damage: 1d6 + 6 ⇒ (6) + 6 = 12 My rolls are sucking..

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Itamar focus fires on the one Rhon Hit
Touch AC: 1d20 + 11 ⇒ (4) + 11 = 15
Acid Dart: 1d6 + 6 ⇒ (6) + 6 = 12

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Standard Action
Matamah blasts the same one that Rhon attacks with a Thundercall. (Or the one that Rand attacks if Rhon's target is down)
Sonic Damage: 5d8 ⇒ (8, 6, 7, 6, 1) = 28 Will only take half of that.
Move Action
Matamah restarts his battle song. Two rounds of bardic performance used this turn.
REMEMBER: INSPIRE COURAGE AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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Remembering that he has haste on him, 42 swings again.
K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (19) + 12 + 5 = 36damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (7) + 12 + 5 = 24damage: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
SR: 1d20 + 12 ⇒ (18) + 12 = 30[ooc]DC18 Fort for save from Ray of exhaustion

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Rand will 5' step and obliterate the large shadow.
Attack Roll (including a Ki point for an extra attack: 1d20 + 26 ⇒ (1) + 26 = 271d20 + 26 ⇒ (14) + 26 = 401d20 + 26 ⇒ (2) + 26 = 281d20 + 26 ⇒ (6) + 26 = 321d20 + 26 ⇒ (12) + 26 = 381d20 + 21 ⇒ (19) + 21 = 401d20 + 16 ⇒ (14) + 16 = 30
Damage Rolls: 2d8 + 11 ⇒ (1, 4) + 11 = 162d8 + 11 ⇒ (7, 2) + 11 = 202d8 + 11 ⇒ (3, 3) + 11 = 172d8 + 11 ⇒ (2, 1) + 11 = 142d8 + 11 ⇒ (4, 7) + 11 = 222d8 + 11 ⇒ (2, 1) + 11 = 142d8 + 11 ⇒ (6, 7) + 11 = 24

FiddlersGreen |

Itamar fires a dart of acid at one of the creatures, but misses. Rand steps towards the big shadowy creature before him and pummels it till it dissolves into wisps of shadow. 42 also manages to destroy his target as his enchanted scimitar cleaves the shadowy substance easily.
Round 3:
W2 -33
S -
Itamar - -6, free
Rand
42 - 19 temp, blinking <----we are here
Rhon - -8 (free, -2 STR)
Earl
Matamah free, 5 images
Alden
Rhon, your target has been destroyed. Since Alden is granting you all the benefit of the escape route feat, I'll have you move up to the last shadow-thing to attack it instead.
With Alden providing ample distraction and giving appropriate warnings as he watches the battlefield, Rhon is able to advance on the last shadowy creature and cut a chunk out of its shadowy form. Matamah follows up with a thunderous blast of sonic energy. will save: 1d20 + 8 ⇒ (5) + 8 = 13 Against all logic, the sonic vibrations are able to damage its incorporeal form. Meanwhile, Alden continues to provide valuable support to his allies.
The spectral creature sees itself caught between Rand and Earl, and remembering the trouble it had with Rand, steps towards and reaches out for Earl instead.
attack roll: 1d20 + 10 ⇒ (7) + 10 = 17
damage (negative energy: 1d8 ⇒ 3 Earl needs to also make a fort save
Its hand just brushes Earl, but the Earth elemental feels its lifeforce being pulled from him...
The last of the shadowy creatures reaches out for Rhon...
attack roll: 1d20 + 10 ⇒ (4) + 10 = 14
...but with Alden's protection, does not even come close to hitting. It steps partially into the adjacent wall, evidently seeking easier prey.
Round 4:
W2 -33
S -
Itamar - -6, free <----we are here
Rand
42 - 19 temp, blinking
Rhon - -8 (free, -2 STR)
Earl
Matamah free, 5 images
Alden
Ok, you're up again. Earl needs a fort save. Rand will need to flying kick if he wants to full attack since he and the spectral thing took 5 ft steps in opposite directions towards their targets.

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Worked last round. Let's do it again!
@Rhon: If Earl needs a Saving Finale reroll for his Fort save let me know. He'll use it on him as an immediate action. Won't even cause a gap in Inspire Courage with Lingering Performance. :)
Standard Action
Matamah blasts again with a Thundercall. Targeting the big one as I can't blast the smaller one without hitting someone.
Sonic Damage: 5d8 ⇒ (8, 6, 3, 8, 1) = 26 There's no save for it, only fort for stun which they are immune to. It's half damage because they are incorporeal. (It's basically sound burst but more damage)
Move Action
Matamah yet again restarts his battle song. Two rounds of bardic performance used this turn.
Bards: A beacon of buffs.
REMEMBER: INSPIRE COURAGE AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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Fort Save: 1d20 + 9 ⇒ (6) + 9 = 15

FiddlersGreen |

Earl will not pass the fort save with a 15. Is he going to take the saving finale re-roll?
Round 4:
W2 -47
S -
Itamar - -6, free <----we are here
Rand
42 - 19 temp, blinking
Rhon - -8 (free, -2 STR)
Earl
Matamah free, 5 images
Alden