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Baub casts invisibility defensively and then moves to the other side of the room.
Concentration: 1d20 + 24 ⇒ (13) + 24 = 37

DM Variel |

Baub I am going to rule that stone skin does not help as they are ethereal and doing touch attacks. If someone can find otherwise I will change my ruling.
Baub casts an invisibility spell hoping to protect him from the shadow demons. Indeed it seems to have worked as none of the other shadows notice him moving. However ‘his’ shadow followed his every move knowing exactly where he went.
still invisible and will have a 50% miss chance but it’s connection to you means it knows exactly where you are

Cynehelm of Orlov |

Cyenhelm, can you slap a blessing on my bow so I can hurt these things?
"I'm sorry, my friend, for my lack of foresight. Would that I could!"
Variel, Cynehelm can now fly (and has all sorts of resistances). I want him to use intensified burning hands to hit as many shadows as possible without hitting any allies. Can I get more than one? How many?

Duardlara Frostborn |

Duardlara casts a spell, causing a glowing disk to appear in the air, protecting her.
Casting shield. Sorry, Jetro, I would absolutely magick you up if I could.
Bah! Realized that shield will do nothing against their touch attacks, but I hope to live with the error.

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It should: This bonus applies against incorporeal touch attacks, since it is a force effect.

Cynehelm of Orlov |

Cynehelm flaps his snowy white wings and rises up into the air, blasting his and Jetro's shadows with the purifying fires of the sun.
Intensified Burning Hands: 10d4 + 20 ⇒ (2, 4, 3, 4, 1, 4, 3, 1, 4, 2) + 20 = 48

Duardlara Frostborn |

It should: This bonus applies against incorporeal touch attacks, since it is a force effect.
That’s why I cast it, then I talked myself out of it. I hope you’re right. Not that it would have stopped a single attack last round. At least her cold resistance finally did something!

Greta Silvermane |

Greta simply swings wildly at the closest Shadow.
Greatsword +1: 1d20 + 23 ⇒ (1) + 23 = 24
Damage if it hits: 2d6 + 27 ⇒ (4, 4) + 27 = 35
Greatsword +1: 1d20 + 14 ⇒ (6) + 14 = 20
Damage if it hits: 2d6 + 27 ⇒ (1, 1) + 27 = 29
Greatsword +1: 1d20 + 9 ⇒ (1) + 9 = 10
Damage if it hits: 2d6 + 27 ⇒ (4, 3) + 27 = 34
Wow, those rolls are impressive.

DM Variel |

Cynehelm casts a very potent burning hands spell
Sr check 1d20 + 14 ⇒ (16) + 14 = 30 success for burning hands
Reflex 1d20 + 13 ⇒ (7) + 13 = 20
Reflex 1d20 + 13 ⇒ (7) + 13 = 20
Both shadow demons fail their save but resist some of the damage and only take half from ethereal. (14 damage each)
Jetro hits with both of his arrows but the shadow demons are immune to the electricity damage and only take half damage for being ethereal. (19 damage)
Duardlara casts shield upon herself protecting her from the touch attacks of the shadow demons.
Greta swings at hers thrice but so sudden is their appearance that she flails helplessly with all 3 attacks.
Helgash channels energy to affect the shadows. However they are not undead but demons and the channel does nothing to them.
The shadows for their part pause their attacks and as 1 rush out of the exit to the southwest.
combat over for now...once one drops to below half they flee but they will be back!

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Baub takes the moment to cast shield to provide an extra buffer agains the creatures should they return. Then he says, "I'm staying invisible should they decide to return. If they do I will cast haste on everyone at the earliest opportunity. Now, is there anything in here we need or should follow up on." Baub begins to look around as soon as he finishes speaking to see if he can find anything useful, to include an exit to another room.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Duardlara Frostborn |

Most annoying. Sorry for failing to change the avatar. Pixie was rolling for Duardlara.
"Indeed, we'd best be prepared."
She will also look around, but she also wants to examine the candle that seemed to cause the demons' arrival.
[dice=Perception]1d20 + 20
[dice=Spellcraft]1d20 + 17 + 2 The extra +2 is to identify properties of magical item.

DM Variel |

The candle is indeed a trap. 1/day it creates an advanced shadow demon from anything that has a shadow created by the blast of light from the candle. Duardlara your first perception was not high enough to spot the trap. Now that you see it for what it is you can disable it with a dc 30 disable device check. A result of 35 + will bypass it allowing it to work on people other than you party if you so wish. However you would not have control of their shadows.

Duardlara Frostborn |

Duardlara curses under her breath. "Another trap. Perhaps I can disable it now that I see it for what it is."
Disable Device: 1d20 + 19 ⇒ (19) + 19 = 38

Duardlara Frostborn |

She's not concerned with bypassing it - she just wants to disable it completely.

Duardlara Frostborn |

Sounds good.
"Let me look first. Cynehelm, would your lady bless my efforts?"
Mostly a flavor request, but my rolls lately have not been the best for finding traps...
The elf moves to the entry and examines each step of the entrance with the expectation that there will be yet another trap, maybe more.
Checking door handles, latches, the door itself, completely paranoid at this point
Perception vs traps: 1d20 + 21 ⇒ (19) + 21 = 40 Not including any divine blessing that Cynehelm might provide.

DM Variel |

Thick vines and tendrils of ivy twist and writhe over every surface of this overgrown cottage room. This room is furnished with cluttered tables and stuffed cabinets, but with ivy writhing through every nook. More disturbingly, the vines support dozens ofwithered humanoid and animal corpses, their desiccated forms sucked dry ofall life and vitality.
An open doorway to the west leads to area AJ, but pushing through the thick vines and overgrowth requires a successful DC 20 Strength check. Alternatively, characters can hack through the vines with edged weapons in 15 minutes. The vines are immune to normal fire, but magical fire burns them away in 5 minutes. A fireplace in the east wall connects to the fireplace in area A1. The only other exit from the room is through a worn, upright travel trunk overgrown with vines and filled with dirty clothing and rags in the southern portion of the room. Pushing through ragged cloaks and smelly tunics deposits creatures inside the back ofa large wardrobe in area A5.
No traps Duardlara however you see an oversized mandragora in the room along with 5 assassin vines clinging to the walls. The mandragora makes mumbling sounds that sound like ‘mummy’ followed by a possible sniff or snort.

Duardlara Frostborn |

Duardlara reports back to the others, ”Mandragora and assassin vines, nasty specimens of the plant kingdom. There are bodies among the thick vines present in the room, maybe worth investigating. I really don’t feel like dealing with these plants right now. We would need to burn out the mundane vines and maybe take out the sentient plants with missile fire. What do you think - should we see to the other room first?”
I think we have enough information to make a pretty solid plan, but I’m trying to roleplay some mental fatigue on D’lara’s part. She will go along with whatever.

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"Might as well check the other room and then come back to burn this out." Baub suggests.

Duardlara Frostborn |

Duardlara nods and goes to the other room, attempting to be similarly thorough. She would not turn down another blessing, if it were offered.
Perception vs. traps: 1d20 + 21 ⇒ (1) + 21 = 22

DM Variel |

Poking your way forward you reach what seems to be a dead end. However you realize that the door is above you. Slowly pushing it up you see Rows of wooden coffins lean against the thick timber walls of this room, with dozens more lying stacked and scattered on the floor. A dusty fireplace sits to the south, and a stout ironbound door stands in the
eastern wall. You realize that your perspective is from a coffin in the northeast corner ofthis room. The door in the east wall leads outside to the hut's exterior porch. The windows in this room are real, not illusions, and look out over the hut's exterior surroundings, providing a view ofa snowy hilltop overlooking a burned
and ruined village next to a wide, ice-choked river.
A cracked clay bowl with a brown hen's egg inside sits on a table against the western wall.
A skeletal figure dressed in strange dark robes and crowned with a tall fur hat slumps in a dusty chair in front ofthe room's door. He is seated behind a dry-rotted coffin, grasping a crooked scythe in one hand and a deck of cards in the other. Several cards are dealt on the coffin lid before him. This creature is known as the Coffin Man. When PCs first enter the room, the Coffin Man simply sighs heavily and waves for the PCs to take a seat on one of the many coffins in the room.

Duardlara Frostborn |

Duardlara is investigating alone, I believe.
”The Coffin Man, I presume? What keeps you in the attic of this enchanted place?”
Do I know anything about this figure?

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"How interesting," Baub says as they enter the room and he sees the coffin man.

DM Variel |

The Coffin Man introduces himself, and claims to be Baba Yaga's "cousin." With a creakingjaw and dusty coughs, he constantly wipes the backs ofhis skeletal hands against his grimy coat while speaking, as ifperturbed by some unseen ichor. The Coffin Man is not interested in conflict, and is willing to engage in conversation.

Cynehelm of Orlov |

Cynehelm cautiously follows Duardlara.
Knowledge (Planes): 1d20 + 15 ⇒ (7) + 15 = 22
Hearing the Coffin Man's answers as he enters, Cynehelm grips his holy symbol, but largely as a defense.
"What is your purpose here?" he asks.
"We were invited by the owner, by the way."

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"Well, that was anticlimactic." Baub says. "Shall we have a look around then?"