| Esaul |
We just got 1k posts! Congratulations everyone!
"Well, let's see it with our own eyes, shall we?" Esaul sheathes his greatsword, asks Light to back away, recasts Light on a small rock and proceeds to try and make contact with the creature through the secret passage. Assuming we can get it open, that is. "Hey, Sir Allip, are you there?" He will give it several seconds before adding more to the previous phrases.
"We heard you're a nice guy, and wanted to thank you for helping the lady. She's safe now, so can we have a little talk?"
| Tris |
Tris pinches the bridge of her nose, and leaves the body of the dark creature, since it seems to have nothing worth taking.
"The thing that helped her isn't the allip," she says. "That'd be the shadowy wotsit. This could be... a kobold, maybe, or somethin' else along those lines."
Taking 20 to search for a switch/release/etc on the secret door, if needed, as well as making sure it's not trapped; 25 (26 vs traps). If she finds a way to open the door and it's not trapped she'll open it.
"What he said, except for the part about you bein' an allip," Tris calls softly. She calls out a greeting in Goblin and Orc, too, just in case.
Diplomacy, if needed: 1d20 + 2 ⇒ (19) + 2 = 21
| Jubal Breakbottle |
And there it is, at literally the last place Tris looks, she finds a well-crafted secret door masquerading as wall decoration. No locks or traps, but the release still works like it was made yesterday.
So you have three obvious options:
| Rahaal |
Rahaal puts her hand on Cherish's arm. "Are you sure you feel confident to climb back out by yourself, the way you came? Do you need any food first, or anything else we might provide?
"We should continue down the secret passage you told us about, in the hopes that it connects to the mines and that some of Fairhaven's trapped citizens yet live. You could come along with us as well but I fear that doing so will put you in more risk than climbing back out."
| Esaul |
Esaul detects magic on the woman, just for sure. There's something weird about her, but he cannot tell what. "So, shall we escort her to the chasm? We may find other passages to go through."
In that case, Esaul leaves a pack of rations in front of the secret door, and takes the carcass of the shadow creature with them, so he could throw it down the chasm (where the gast came from).
| Jubal Breakbottle |
Esaul, you quickly find out that you are at the bottom of the fissure.
Oh, forgot to blast you all with the dark slayer's death throes. Oh well.
A detect magic will find the following equipment on the dark slayer:
+1 kukri
wand of gentle repose
potion of hide from undead (2)
scroll of speak with dead
non-magical loot
210 gp
3 doses of poison
After the girl devours the food and water, she happily lead you through the North East passage to the bottom of the fissure. After locating her climbing gear, she starts her ascent. She looks pretty competent. "Thanks."
| Rahaal |
"OK then, let's head down that passageway -- and the sooner the better. If we're going to have any chance of saving those miners then time is of the essence."
| Esaul |
"Got it." Esaul puts the loot in his backpack and, along with Light, moves through the secret passage.
How many charges are there in the wand, please?
| Tris |
Tris eyes the young woman one last time-- she's glad they got here in time to save her, but it seems convenient, too--
Sense Motive, just cuz I'd feel dumb not rolling it if she turns out to be a monster or traitor or something: 1d20 + 5 ⇒ (17) + 5 = 22
...and, once her mind is at ease, she gives the girl a friendly pat on the shoulder. "Well, you get home, then. If you start smellin' anything funny, you turn around and come back here-- we ran into poisonous gasses on our way."
Tris glances over the bits and pieces from Mr. Bones, but magic isn't her forte. "Right. Ready to head forward into the passage."
| Jubal Breakbottle |
Marching order: Thondrir (dkvis) - Arend (dkvis) - 5ft - Light - Esaul (light cast on notched arrow) - Tris - Rahaal - Devan (Light spell).
Beyond the dwarven secret door, the tunnels are only about 5-feet wide in most places and appear to be the mines of Fairhaven. You know from your research that the mines were never industrial in nature, and they are only meant for one or two miners traveling together, often in single file. The crudely mined tunnels are often broken by natural caverns that, in addition to being difficult (terrain) to traverse, are also dangerously unstable in places. Many of the natural tunnels are unworked stone, and narrow, requiring characters of average size to squeeze through them.
Suddenly after 10 minutes of travel, the walls begin to reverberate with an unearthly cacophonic babbling. Moments later, the allip glides through rock wall and attacks Tris who is stunned with fear.
the allip is effectively in Tris's square. You can target the allip without cover.
random target: 1d7 ⇒ 5 Tris
incorporeal touch: 1d20 + 6 ⇒ (14) + 6 = 20
wisdom damage: 1d4 ⇒ 3
allip: 1d20 + 6 ⇒ (3) + 6 = 9
Arend: 1d20 + 1 ⇒ (15) + 1 = 16
Esaul: 1d20 + 5 ⇒ (9) + 5 = 14
Devan Steed: 1d20 + 3 ⇒ (8) + 3 = 11
Tris: 1d20 + 3 ⇒ (2) + 3 = 5
Rahaal: 1d20 + 1 ⇒ (5) + 1 = 6
Thondrir Baradorn: 1d20 + 1 ⇒ (11) + 1 = 12
Everyone BUT Tris and Rahaal can act before the allip!
| Devan Steed |
Well, it attacking Tris should break her fear thingy.
Devan curses a red streak under his breath. "I don't think I can hurt this thing!" He informs his companions.
| Esaul |
Esaul casts Cure Light Wounds and moves to hit the damned creature!
______________
Question, can I cast then move and strike at it, or do I need to cast and strike as part of the same action (thus, needing to cast defensively?)
Also, do you allow us to use Dex instead of Str on melee touch attacks?
Touch Attack: 1d20 + 3 ⇒ (13) + 3 = 16
CLW Damage: 1d8 + 3 ⇒ (5) + 3 = 8
| Thondrir Baradorn |
Will Save: 1d20 + 5 ⇒ (16) + 5 = 21
Thondrir intones another prayer to Angradd, the same as he had uttered before in the sacrificial chamber. Familiar runes flash to life upon his axe's crescent head, and he squares himself off with the creature to begin his assault anew.
Activating the Good Blessing on Thondrir's axe.
| Jubal Breakbottle |
Round 1
Devan curses a red streak under his breath. "I don't think I can hurt this thing!" He informs his companions.
"Me either..." Arend says in a deadpan voice.
Esaul casts Cure Light Wounds and moves to hit the damned creature!
touch AOO for not casting on the defensive: 1d20 + 3 ⇒ (18) + 3 = 21
Will DC 17 to avoid Wisdom damage: 1d20 + 4 ⇒ (7) + 4 = 11
Wisdom damage: 1d4 ⇒ 3
allip Will DC 13: 1d20 + 6 ⇒ (6) + 6 = 12
Allip receives 5 temporary hp and takes 8 hp, so net 3 hp damage
Thondrir intones another prayer to Angradd, the same as he had uttered before in the sacrificial chamber. Familiar runes flash to life upon his axe's crescent head, and he squares himself off with the creature to begin his assault anew.
The babbling allip feels pain for the first time and does not leave as it normally does. It envelopes Esaul and Tris. It also has a 10 ft reach.
touch on Esaul: 1d20 + 3 ⇒ (1) + 3 = 4
Marching order: Thondrir (dkvis) - Arend (dkvis) - 5ft - Light - Esaul (light cast on notched arrow) - Tris - Rahaal - Devan (Light spell).
Everyone make a DC 17 Will save or be fascinated for
fascination rounds: 2d4 ⇒ (4, 1) = 5
Everyone can go if not fascinated.
| Rahaal |
Rahaal hears the creepy babble but steels her jaw and calls on her training to resist it's influence.
Concerned that her allies might not be so disciplined, she calls out in a rhythmic tone, "Samaritans, by the wisdom of the Judge of Gods, heed not this spirit's whispers. Recall your purpose and our need for haste!"
However her own nervousness and hesitation creep into her voice, and it's just not enough this round to overcome the unholy babbling.
Will: 1d20 + 6 ⇒ (16) + 6 = 22
Countersong: 1d20 + 7 ⇒ (6) + 7 = 13
stnd: begin Sermonic Performance (countersong). You can replace your Will Save vs the babble with...a 13, which doesn't help.
| Esaul |
Will: 1d20 + 4 ⇒ (17) + 4 = 21
Esaul does not enjoy being hit when he asked a question, but he will wait for the answer before doing his action next time! And since a doubt showed up, he will ask it before taking another AoO. Does freeing Tris from the fascination (Standard Action) causes an AoO from the creature?
| Thondrir Baradorn |
Assuming I can get to it. . .
Thondrir shuffles forward, axe trailing white energy, and delivers a vicious overhand strike into the strange creature's form.
Attack: 1d20 + 8 ⇒ (7) + 8 = 15 +2 more if flanked
Damage: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (6) = 19
| Jubal Breakbottle |
Round 2
Devan continues to curse a red streak under his breath. "I don't think I can hurt this thing!" He informs his companions. "Me either..." Arend says in a deadpan voice.
Rahaal hears the creepy babble but steels her jaw and calls on her training to resist it's influence. Concerned that her allies might not be so disciplined, she calls out in a rhythmic tone, "Samaritans, by the wisdom of the Judge of Gods, heed not this spirit's whispers. Recall your purpose and our need for haste!" However her own nervousness and hesitation creep into her voice, and it's just not enough this round to overcome the unholy babbling.
Tris stands there, slack-jawed and fascinated. She's had a great day.
Esaul focuses on shaking Tris of her fascination.
Thondrir shuffles forward, axe trailing white energy, and delivers a vicious overhand strike into the strange creature's form.
touch AOO on Thondrir: 1d20 + 5 ⇒ (2) + 5 = 7
Allip has 13 hp damage
The babbling allip feels pain for the second time and does not leave as it normally does. It envelopes Esaul and Tris. It also has a 10 ft reach. It strikes the source of the pain inflicting insanity on the dwarf.
touch on Thondrir: 1d20 + 5 ⇒ (20) + 5 = 25 threat. oh c'mon
touch confirmation: 1d20 + 5 ⇒ (6) + 5 = 11 does not confirm. whew.
Thondrir DC 17 Will to negate: 1d20 + 5 ⇒ (6) + 5 = 11 crap
Wisdom damage to Thondrir: 1d4 ⇒ 4
Allip has 13 hp damage and 5 temporary hp
Tunnel order: - Arend (dkvis) - Light - Thondrir (dkvis) - Esaul (light cast on notched arrow) - Tris - Rahaal - Devan (Light spell).
Everyone can go.
| Rahaal |
Jubal, I hate to say this but unless I missed it, Devan, Arend, and Throndrir still haven't taken their first saves vs the babble. Can you confirm if any of us are currently fascinated? If so I'll try my countersong again.
| Jubal Breakbottle |
Thondrir's is here.
Devan vs DC 17 Will: 1d20 + 3 ⇒ (16) + 3 = 19
Arend vs DC 17 Will: 1d20 + 3 ⇒ (15) + 3 = 18
Yeah to the dice gods!
| Tris |
"Bloody-- hell-- what is this thing?" Tris cries out, near-terror making her voice strident and shrill.
She feels it all around her, cold and insane: Tris struggles to move forward, twisting and contorting her body to avoid those chill, spectral fingers.
Acrobatics to avoid AO, vs allip CMD: 1d20 + 6 ⇒ (12) + 6 = 18
Tris hopefully manages to vault beyond the allip's reach, somersaulting past Esaul, past Thondrir, and into a space beyond.
Difficult terrain = x 2; acrobatics to tumble = x 2 movement as well, so I have to double move to even get past Thondrir.
| Esaul |
Esaul assumes the spirit of the tiger and once again casts a spell, but this time knowing the creature could hit him, so he does it in a defensively way. Then he tries to touch the evil thing, but being too careful he misses.
____________________
Swift Action: Activates Spirit of the Tiger
Standard Action: Defesively cast CLW and touches the creature
Defensive Casting: 1d20 + 5 ⇒ (19) + 5 = 24
Touch Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
| Rahaal |
Rahaal looks around at these Samaritans. They weren't as disciplined and orderly as she preferred...but at a time when she found herself doubting, ready to run, here they were: swinging with everything they had. If they are able to succeed in the face of this, then I should be proud if they were to one day call me a fellow Samaritan.
Emboldened by their courage she calls out in a more confident voice, urging them on to greatness. "Throndrir and Esaul are leading the way for us all today. Though doubt creeps toward us, we yet are doing the work of the right. Knowing that the citizens of Fairhaven depend on us, know too that the gods of Justice and Goodness stand behind us today. Allow their righteousness to guide your strikes!"
_____________
Stnd: Switch performances to Inspire Courage.
.
ALL ALLIES receive a +1 competence bonus on attack and weapon damage rolls & +1 morale bonus on saving throws against charm and fear effects.
| Thondrir Baradorn |
"Angradd's forge, light me way!" Thondrir calls out, his axe continuing its work against the terrible foe that now confronts them. Rahaal's words girds the dwarf's resolve as he unleashes strike after strike.
Attack: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
Damage: 1d10 + 3 + 1 + 1d6 ⇒ (2) + 3 + 1 + (2) = 8
| Jubal Breakbottle |
Round 3
Devan continues to curse a red streak under his breath. "Who has some holy water!" While Arend sharpens his claws on the earthen walls.
"Bloody-- hell-- what is this thing?" Tris cries out, near-terror making her voice strident and shrill. She feels it all around her, cold and insane: Tris struggles to move forward, twisting and contorting her body to avoid those chill, spectral fingers. Tris unsuccessfully manages to vault beyond the allip's reach, somersaulting past Esaul, past Thondrir, and into a space beyond. Light and Arend step back to make room for the incoming Tris.
touch AOO on Tris: 1d20 + 5 ⇒ (4) + 5 = 9 whew!
Tunnel order: - Arend (dkvis) - Light - Tris - Thondrir (dkvis) - Esaul (light cast on notched arrow) - empty space - Rahaal - Devan (Light spell).
Esaul assumes the spirit of the tiger and once again casts a spell, but this time knowing the creature could hit him, so he does it in a defensively way. Then he tries to touch the evil thing, but being too careful he misses.
Rahaal looks around at these Samaritans. They weren't as disciplined and orderly as she preferred...but at a time when she found herself doubting, ready to run, here they were: swinging with everything they had. If they are able to succeed in the face of this, then I should be proud if they were to one day call me a fellow Samaritan. Emboldened by their courage she calls out in a more confident voice, urging them on to greatness. "Throndrir and Esaul are leading the way for us all today. Though doubt creeps toward us, we yet are doing the work of the right. Knowing that the citizens of Fairhaven depend on us, know too that the gods of Justice and Goodness stand behind us today. Allow their righteousness to guide your strikes!"
"Angradd's forge, light me way!" Thondrir calls out, his axe continuing its work against the terrible foe that now confronts them. Rahaal's words girds the dwarf's resolve as he unleashes strike after strike.
Allip has 13 hp damage and 1 temporary hp
The babbling allip feels pain for the third time and does not leave as it normally does. Enveloping Esaul and the empty tunnel where Tris used to be. It also has a 10 ft reach. It again strikes the source of the pain attempting to inflict insanity on the dwarf.
touch on Thondrir: 1d20 + 5 ⇒ (6) + 5 = 11 whew!
Tunnel order: - Arend (dkvis) - Light - Tris - Thondrir (dkvis) - Esaul (light cast on notched arrow) - empty space - Rahaal - Devan (Light spell). Bold face are the two spaces the allip is occupying.
Everyone can go!
| Thondrir Baradorn |
Thondrir continues to relentlessly attack the allip, each blow trailing energy from the holy infused runes burning along his axe's blade.
Attack: 1d20 + 8 + 2 + 1 ⇒ (17) + 8 + 2 + 1 = 28
Damage: 1d10 + 3 + 1 + 1d6 ⇒ (7) + 3 + 1 + (6) = 17
| Rahaal |
No time for full post now, but Rahaal continues to Inspire Courage (+1 to hit/dam for all) plus issues an inspiring command (+2 to hit/AC) to Throndrir and (whoever else is going to attack this round? maybe Arend, assuming Tris spends a standard action oiling Arend's claws and Arend is free to attack?) Real post tomorrow...
| Tris |
"Holy water in my pack!" Tris yells back, rummaging frantically in her pack even as she speaks--not for the holy water, but for a different bottle instead. She grabs a vial of liquid stamped with the symbol of Desna, yanks the cork free, and upends it without ceremony on Arend.
(As I understand it, only one of Arend's weapons gets to be blessed; so one claw attack, or bite attack. I'd assume bite attack but I'll let Devan decide which.)
| Rahaal |
Rahaal continues to rally her companions forward, focusing additional divine energy on Throndrir and Arend...praying to Abadar that it will help to turn the tide.
Continues to Inspire Courage (+1 to hit/dam for all) plus issues an inspiring command (+2 to hit/AC) to Throndrir and Arend.
| Esaul |
Although he missed, the positive energy is still in his hands, so Esaul tries to touch the creature again, yet once more he misses miserably!
"I'm running out of options now! Can anyone pass me that Kukri? Or maybe some magic on my sword or arrows?"
________________________________
Touch with spell: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
| Jubal Breakbottle |
Round 4
Thondrir continues to relentlessly attack the allip, each blow trailing energy from the holy infused runes burning along his axe's blade.
Allip has 20 hp damage
"Holy water in my pack!" Tris yells back, rummaging frantically in her pack even as she speaks--not for the holy water, but for a different bottle instead. She grabs a vial of liquid stamped with the symbol of Desna, yanks the cork free, and upends it without ceremony on Arend.
Arend steps toward Tris.
Rahaal continues to rally her companions forward, focusing additional divine energy on Throndrir and Arend...praying to Abadar that it will help to turn the tide.
Although he missed, the positive energy is still in his hands, so Esaul tries to touch the creature again, yet once more he misses miserably!
"I'm running out of options now! Can anyone pass me that Kukri? Or maybe some magic on my sword or arrows?"
The allips envelopes the painful dwarf and tries to strike him again. It finally makes contact but the holy power prevents the insanity from penetrating the dwarf.
touch Thondrir: 1d20 + 5 ⇒ (7) + 5 = 12
DC 17 Will: 1d20 + 5 ⇒ (17) + 5 = 22 whew
Tunnel order: - Light - Arend (dkvis) - Tris - Thondrir (dkvis) - Esaul (light cast on notched arrow) - empty space - Rahaal - Devan (Light spell). Bold face are the two spaces the allip is occupying.
Tris should step back to let Arend in. He can't tumble well.
Everyone can go!
| Tris |
Tris once more tries to vault out of the reach of the scary ghost-like creature!
Acrobatics: 1d20 + 6 ⇒ (2) + 6 = 8 Lawl.
"Esaul! Get back here to me and we can dump this oil on your arrows!" she cries, reaching into her pack to grab the next oil.
Sorry, I didn't realize that Devan was at the far end of the party from me. I'll throw him my pack on the next turn.
| Esaul |
"There's no room for that Tris! I'll help Thondrir finish it!"
Esaul steps closer to Rahaal, so he and Thondrir or Tris could flank the creature. Then he tries once more to touch it with his spell, but to no avail.
_____________________
5-foot-step closer to Rahaal
Touch with spell: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
For future reference, do I flank it from there?
| Rahaal |
Rahaal continues to rally her comrades forward with a steady cadence, willing herself to believe that they can succeed here. "Samaritans, we are turning the tide. We can defeat this foe, and we will -- through perseverance and discipline -- in the names of the women and men of Fairhaven. Now Throndrir and Arend -- on my mark -- strike as one and you will throw this spirit off it's stride, and with Abadar's grace banish it to the nine hells!"
Continues to Inspire Courage (+1 to hit/dam for all) plus issues an inspiring command (+2 to hit/AC) to Throndrir and Arend.
| Thondrir Baradorn |
Unleashing another dwarven bellow, Thondrir continues slashing wildly at the allip.
Attack: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Damage: 1d10 + 3 + 1 + 1d6 ⇒ (10) + 3 + 1 + (2) = 16
| Devan Steed |
I'm back, but seems there's not much I can do here.
Devan backs away from the allip, while Arend moves up to occupy the space that Tris had been standing in a moment before.
Devan takes a move action down the tunnel away from the allip. Arend moves to where Tris was.
| Jubal Breakbottle |
Round 5
Tris once more tries to vault out of the reach of the scary ghost-like creature! "Esaul! Get back here to me and we can dump this oil on your arrows!" she cries, reaching into her pack to grab the next oil.
"There's no room for that Tris! I'll help Thondrir finish it!" Esaul steps closer to Rahaal, so he and Thondrir or Tris could flank the creature. Then he tries once more to touch it with his spell, but to no avail.
Rahaal continues to rally her comrades forward with a steady cadence, willing herself to believe that they can succeed here. "Samaritans, we are turning the tide. We can defeat this foe, and we will -- through perseverance and discipline -- in the names of the women and men of Fairhaven. Now Throndrir and Arend -- on my mark -- strike as one and you will throw this spirit off it's stride, and with Abadar's grace banish it to the nine hells!"
Unleashing another dwarven bellow, Thondrir continues slashing wildly at the allip.
Allip has 28 hp damage
Tris cries, "Thondrir, Thondrir, he's our man, if he can't do it, no-one can!" *ducks*
Devan backs away from the allip, while Arend moves up to occupy the space that Tris had been standing in a moment before.
Tunnel order: - Light - Tris - Arend (dkvis) - Thondrir (dkvis) - empty space - Esaul (light cast on notched arrow) - Rahaal - empty space - Devan (Light spell). Bold face are the two spaces the allip is occupying.
With magical oil dripping from his beak, Arend pecks at the allip but chickens out.
Bite: 1d20 + 6 ⇒ (1) + 6 = 7
The allips envelopes the painful dwarf and tries to strike him again. It makes contact again but the dwarf's willpower prevents the insanity from penetrating.
touch Thondrir: 1d20 + 5 ⇒ (20) + 5 = 25 uh oh
confirm: 1d20 + 5 ⇒ (1) + 5 = 6 whew
DC 17 Will: 1d20 + 5 ⇒ (12) + 5 = 17 whew
Everyone can go!
| Esaul |
Nice, thanks! Can't wait to have the ACG released...
Unable to hit the creature with a strong thrust of his hand, Esaul tries to follow its flow, touching it lightly, but even goes awe, as the dice is not helping him this day, and to avoid having the spell wasted he steps back to where he was, and touches Thondrir lightly.
______________________
Std Action: Try to hit the thing.
Free action: 5-foot-step back beside Thondrir
Free Action: Touch and ally with a spell.
Touch Attack: 1d20 + 5 ⇒ (2) + 5 = 7
CLW: 1d8 + 3 ⇒ (7) + 3 = 10
I can do that, can't I?