Kana Cherryblossom |
I don´t think i know something that could hurt it. Are you sure that´s the way to go?
Kn Arcana: 1d20 + 5 ⇒ (9) + 5 = 14 to check out this lantern and the mold.
Cole, Warpriest of Asmodeous |
Kana are you asking if thats the door we go through? If so then yes. The inscription says don't follow the herd. There are obvious sets of footprints to the other doors. It further says fear not the icy denzien, only fear thy infernal lord. So yeah pretty sure we go through the door with the icy denzien on it. So you have no damaging cantrips then. Well lets see what this liquid ice does.
Cole throws the liquid ice at the mold.
DM Repentance |
The quartz jewel breaks on the mold and the alchemist's ice shatters as it is exposed to the air. The mold vibrates for several seconds before it freezes solid and then explodes. Shards of snap frozen mold fly across the room as the door is finally cleared. The heat returns slowly to the room and as you approach the door another inscription is revealed. Thou hast made thy own path.
Cole, Warpriest of Asmodeous |
Well Fletch if the sayings keep being as litteral as they have been this room is right up your ally. Don't know what it means by shatter all the blinds you... Lets take a look. Wade, Kana, put out your light for a moment. I want to peek into the room.
Not sure what light sorces people are using, but I will wait a sec for them to be put out and open the door and peek in.
DM Repentance |
Inside the room it is pitch black. Whatever is causing the darkness is powerful enough to dim the light in the hallway just outside the door.
The pitch black room has a plain stone circular pedestal in the middle with a fitting on top holding a black sphere. The walls are stone like the rest of this place but the floor is a grate of metal with 1 inch holes every few inches. There are two doors. 1 is in the north wall and the other in the east wall.
Declan |
Again, not having any idea of what could be under the grates, though she suspected that it was not going to be just air that rose from there, Declan stopped in the doorway. "No bets on what is under those grates." Leaning back, she read the wall, and thought about the words there. "It looks like the orb is causing the darkness I'm guessing.. and it has to be broken."
Wade Willhelm v2 |
Wade looks closer at the sphere spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17"it is indeed a darkness spell, though I think destroying it would be rather wasteful, perhaps moving it would be better if we can"
Cole, Warpriest of Asmodeous |
Nope don't know what I was thinking not preparing it woops :) sorry
Wasteful? The doors have been quite litteral so far and this one states shatter all that blind you. If we could not see in the dark then this globe would be blinding us. Don't let greed cloud your mind. This is a weakness. Asmodeus does not like weakness. Go aheah Declan give it a smack.
Cole, Warpriest of Asmodeous |
You don't need to justify your greed with me. Asmodeous proviedes all we need. If it were a tool it would have been given as suck like the liquid ice. Disobey the lesson and take the orb at your own risk. The lesson says to shatter so that is what we shall do unless you just must have it. If so go and take it then.
Kana Cherryblossom |
Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Kana breathes out loud as Cole mentions not being able to see in the dark would be a weakness.
Stop talking and break the cursed thing.
Declan |
Chuckling, Declan hefted her staff and-- wary of the grates-- readied herself for the fire that would likely erupt upon the breaking of the sphere. While the staff was not long enough to reach the sphere without putting her over those grates, it was perhaps long enough for her to avoid most of the injury that would come from it.
____________________________
Attack: 1d20 + 3 ⇒ (9) + 3 = 12, Damage(2h): 1d6 + 3 ⇒ (1) + 3 = 4
DM Repentance |
Brave Declan gets 1 Villain Point! YAY
Declan steps into the room and swings at the globe cracking it but also sending it flying onto the floor with a crash. It splits in half each hemisphere rolling around several times before finally coming to rest. This breaks the darkness spell allowing those without darkvision to see inside the room though the lack of a lantern in this room keeps the light level low. 20% miss chance for those without darkvision. 1-20 on a d100
Surprise round to creature
Unfortunately there seems to be an occupant beneath the floor who hisses when the light returns to the room. It emerges from the holes in the floor. A red mist which attacks Declan, swirling around her it manages to get past her defenses, the mist attaching to her skin and siphoning away her blood. 6 bleed(ouch soz) and 2 con damage
The mist seems to move faster swirling around Declan and back into the floor. Dungeoneering to know about this creature
Round 1 Thing - Declan - Kana - Fletch - Cole - Wade
Still the closest and easiest prey the creature comes out from the ground again attacking Declan feeding on her blood again. After feeding it withdraws below the floor once again. bleed damage doesn't stack so stays at 6(damage applies at the start of your turn) but another 1 con damage for a total of 3
You guys are all up. Creature is below the floor though.
Cole init: 1d20 + 3 ⇒ (6) + 3 = 9
Declan init: 1d20 + 3 ⇒ (18) + 3 = 21
Fletch init: 1d20 + 3 ⇒ (13) + 3 = 16
Kana init: 1d20 + 6 ⇒ (10) + 6 = 16
Wade init: 1d20 - 1 ⇒ (6) - 1 = 5
Thing init: 1d20 + 8 ⇒ (15) + 8 = 23
1d20 ⇒ 14 1d6 ⇒ 6 1d3 ⇒ 2 1d8 ⇒ 6
1d20 ⇒ 17 1d6 ⇒ 2 1d3 ⇒ 1 1d8 ⇒ 5
Fletch Two-Fang |
Does low-light vision help reduce miss chance any further?
Bomb's away. I am using my Precise Bombs discovery to exclude any and all party members from my bomb's explosion. I know I go after Declan but in case they are still there for some reason when it's my turn.
Miss Chance: 1d100 ⇒ 94
Burn All My Troubles Away: 1d20 + 5 ⇒ (7) + 5 = 12 Targeting center of the room and hoping to catch creatures in splash radius.
Bomb: DC 16 to avoid the splash damage of 6 Fire damage.
Declan |
HP: 4/15, 8con
Declan's shout of surprise was marred by a slur and a stagger, suddenly feeling not so great as she was feasted on. Not sure of any way to fight mist, she dove away from the holes in the floor, wondering if it was actually mist or something else. "Oh, you're going to give that back.." she growled at the mist.
Cole, Warpriest of Asmodeous |
Declan move out here to Wade, Kana bring your lights, Fletch don't waste your bombs or do you have so many you can warrent not hitting direct.
As Declsn comes out Cole shuts the door to regroup.
Ok here I have 3 left 4 including the one in my hand. Wade, Kana and Declan take an alchemist fire. Fletch get another bomb ready. I'm going to hit myself with infernal healing and go in to draw it out. Hopefully the spell will keep me alive form it and the splash. When it comes up everyone throw. Got it?
Cole will then reopen the door after handing out the fire, and making the plan and using a charge from the wand. I assume Wade hits Declan one or twice with his negative energy while this is going on. I should enter the room using up two rounds of the fast healing. Lets storm the gates. :)
Fletch Two-Fang |
7 bombs and 10 Alchemist Fire. Not as many as I would like but I needed to know if my splash can hit whatever is in the grate.
@DM: Can I hear/see any reaction to my thrown bomb? Trying to gauge if i hit it.
Fletch throw a bomb...Fletch don't throw a bomb...Jeez is this guy EVER happy?
I will wait till Cole draws out the creatures then chuck a bomb at the nearest one, leaving Cole (and anyone of us in there for whatever reason) out of my splash radius.
Fire in the Hole: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 5 ⇒ (2) + 5 = 7 vs. Touch AC; DC 16 Reflex to avoid 6 splash damage
DM Repentance |
Hold up guys, you are getting ahead of me a bit. 1 round of actions at a time.
Fletch. Thanks to Kana's dancing lights the room is lit up to normal light. No miss chance for anyone. Low light vision doesn't negate the miss chance however. It just let's you see further in dim light than those without it.
Cole you drew and readied. then 5ft. stepped inside. You cannot close the door this round as you have no further remaining actions.
Declan stumbles from the room as Kana sends magical lights whizzing around the room lighting everything up. Fletch uses this light to aim his bomb at the center of the room. The explosion blackens the pedestal and sends the split globe flying into a corner of the room. A screeching hissing is heard as the force of the explosion and flames are felt in the small area below the room. Cole steps inside the door with his alchemist's fire ready. Wade... Post soon or will have to DMPC you for this round
Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
Wade Willhelm v2 |
Wade touches Declan with his hand and Chanels the touch of life and death though his arm, sealing up her wounds
1d6 + 1 ⇒ (5) + 1 = 6
DM Repentance |
Declan's bleeding is stopped and some of her wounds healed.
Round 2
Thing - Declan - Kana - Fletch - Cole - Wade
The creature emerges hissing with hate 10 feet in front of Cole who throws his Alchemist's fire as he prepared. His throw is off and the fire hits just to the red mist's left, barely singeing it. 1 dmg
The mist continues advancing on Cole slipping around his armour as if it wasn't there, sucking the blood from under his skin and withdrawing below the floor once again. 6 bleed this round Cole and you get an AoO. Healing before your turn will of course cancel this damage. And yes the creature somehow is benefiting from an extra move action per round at the moment in case anyone wonders how it gets back below after attacking.
You are all up. I have Fletch and Cole's actions. Post to confirm of change them though please.
Cole Alch Fire: 1d20 + 2 ⇒ (2) + 2 = 4
Miss: 1d8 ⇒ 3
Mist: 1d20 ⇒ 14 1d6 ⇒ 6 1d8 ⇒ 1
Kana Cherryblossom |
Perhaps we should get under the floor somehow! Somebody has a wooden stake? This seems like a vampire mist to me. We should drive a wooden stake into the floor and pierce it´s heart!
Wade Willhelm v2 |
"I don't have any stinking wand, and I have to touch it to use positive energy and we don't know if that hurts this thing or helps it"
Fletch Two-Fang |
Sacrificing bomb throw to heal Cole instead.
Reluctantly, I shift my bomb to my off hand as I pull out a short birch stick with Bob's Bargain Basement etched into it's length.
Abra-whatever. At everyone else's look of contempt I reply, What? That's the command word!
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2 I am assuming minimum caster level needed to cast the spell.
>.<
Bob's Bargain Basement indeed.
Declan |
Thinking, Declan remained silent, though she did shake her head at the others. Either they found a way to get to whatever that mist was, or the mist would have to come to them. While she was healed, she felt that she was being drained of more than just health. She felt less "healthy" than she did before, not including the missing blood. If only they had some oil, perhaps using fire would be a bit easier. She was probably going to have to get some when she got the opportunity.
DM Repentance |
Not sure how to proceed, wands are wielded to reduce the creatures effectiveness and fire is prepared. The mist was too quick for Cole's hasty shield attack as it retreated, his shield hitting empty air.
You wait seconds wondering if it will be back and as you talk amongst yourselves the red mist strikes at Cole again. He throws the alchemists fire wide just to the left dealing minimal damage. Still this seemed to slow the creature slightly. It then retaliates, easily getting around Cole's armour and inflicting more wounds. 6 bleed and 2 con damage (forgot to roll that for you last round. lucky.)
After being invigorated again by Cole's blood it moves back under the floor again, continuing its hit and run tactics. Wade AoO
round 3 you guys are up.
Cole: 1d20 + 2 ⇒ (7) + 2 = 9
1d8 ⇒ 3
1d20 ⇒ 10 1d6 ⇒ 6 1d3 ⇒ 2 1d8 ⇒ 2
Wade Willhelm v2 |
1d20 + 5 ⇒ (3) + 5 = 8 wade flings himself at the slightest hint of the creature, unfortunately in his zeal he overextends and his attack swings wide