GM Spicer's Cradle of Night

Game Master Neil Spicer

A Nidal/Darklands Adventure


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Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Ailis releases the magic of her war-chant, letting its echoes linger in the hallway. Like Bastian, she unleashes all the might that her strikes can muster. She yells a mundane battle-cry, trying to just hack the creature apart.

Axe v. Worm (Outflank, Bless): 1d20 + 11 + 4 + 1 ⇒ (20) + 11 + 4 + 1 = 36 Damage (Arcane Strike, Sneak Attack, Precise Strike): 1d6 + 3 + 2 + 1d6 + 1d6 ⇒ (4) + 3 + 2 + (3) + (4) = 16
Axe 2 v. Worm: 1d20 + 11 + 4 + 1 ⇒ (7) + 11 + 4 + 1 = 23 Damage (Arcane Strike, Sneak Attack, Precise Strike): 1d6 + 3 + 2 + 1d6 + 1d6 ⇒ (4) + 3 + 2 + (2) + (5) = 16
#1 Crit Confirm: 1d20 + 16 ⇒ (13) + 16 = 29 Crit Damage: 2d6 + 10 ⇒ (1, 3) + 10 = 14

If the critical hit confirms, then Suetonius gets an AoO against the worm we flank together.


Appearance | Female CG Half-elf Inquisitor 9 | HP: 61/84| AC: 25* (12 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +10, R: +9, W: +10; +2 vs. enchantment or fear | Init: +7 | Perc: +22, SM: +20 | Speed 30 ft | Bane 7/9, Discern Lies 9/9, Judgment 1/3, Liberation 9/9, Freedom's Call 9/9 | Spells: 3rd (2/4), 2nd (3/5), 1st (2/6)

Oops! I forgot that my liberation domain ability should have kicked in when I was paralyzed, granting me freedom of movement. I'll accept the loss of last round and just take my actions for this round.

Suddenly, the glow of starlight envelops Lydia, and she staggers forward as the paralysis is suppressed! Gasping in pain as the poison burns through her, she takes a step back to ensure no worms are around, then she reaches for the healing potion Aiyana gave her earlier. She drinks it to heal her wounds, all while her body tries to fight the poison.

Free action to change the judgment of resistance to one of healing, granting me fast healing 3. Move action to draw potion, standadrd to drink it.

Cure Moderate Wounds: 2d8 + 3 ⇒ (1, 8) + 3 = 12
Fortitude, Judgment, Heroism, Con Damage: 1d20 + 13 ⇒ (7) + 13 = 20


weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0

@Neil: Did the worm move 5' to get adjacent to Lesska, and does its moving provoke AoO's?

Do I have room to 5' step back again? If so:

Lesska wails in abject agony as first her beloved armor, then her tunic and finally flesh, muscle and tendons melt. Her eyes widen, and her heart beats fast as she realises another attack like this might drop her. She dances back again, screaming at the top of her lungs as she throws everything she has into two more quick stabs.

"Aieeeeee!!!

5' step

Full Attack

Schwii!!!: 1d20 + 8 + 2 + 1 + 1 + 1 + 1 + 4 ⇒ (16) + 8 + 2 + 1 + 1 + 1 + 1 + 4 = 34 [+8 BAB, +2 Str, +1 weapon focus, + 1 enhancement, +1 close at hand +1 bless +4 flanking]
Ktikt!!!: 1d8 + 3 + 1 + 1 + 8 + 1d6 ⇒ (4) + 3 + 1 + 1 + 8 + (5) = 22 [+ 3 THF, + 1 enhancement, + 1 close at hand, +8 challenge, +1d6 flanking]

Kski!!!: 1d20 + 8 + 2 + 1 + 1 + 1 + 1 + 4 ⇒ (16) + 8 + 2 + 1 + 1 + 1 + 1 + 4 = 34
Tiktsch!!!: 1d8 + 3 + 1 + 1 + 8 + 1d6 ⇒ (5) + 3 + 1 + 1 + 8 + (4) = 22

-2 to my AC against anything other than the worm I'm attacking
+1 to my AC if I'm between my target and Ailis...


HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7

Quick stats:

HP 46
AC 21, touch 16, flat-footed 18, CMD 18
Fort +4, Ref +6, Will +7; +2 vs. enchantment
Effects: mage armor

Magic; arcane bond 0/1; blinding darkness 1/8
4th--resilient sphere (DC 19) [], shadow conjuration (DC 20) [], shadow dragon aspect (DC 20) [], shadowform (DC 21) []
3rd--communal resist energy [], daylight [], dispel magic [], major image (DC 19) [], slow (DC 18) [x]
2nd-- glitterdust (DC 18) [], darkvision [x][x], tenebrous searching shadows (DC 20) [], umbral weapon []
1st--color spray (DC 17) [], feather fall [], grease (DC 17) [], mage armor [x], shadow trap (DC 18) [], tenebrous shadow trap (DC 19) [x], shadowfade []
0 (at will)—flare (DC 15), dancing lights, detect magic, read magic, ghost sound

Not sure if this is the best move, or if it's going to hamper us more than help, but hopefully we can take advantage.

Daehalya concentrates for a moment, seeming to pull shadows from the gloom around her into a ball in her hand. A moment later she tosses it toward the worm Ailis is attacking, entangling it in the darkness.

Blinding darkness ranged touch: 1d20 + 7 ⇒ (13) + 7 = 20

Binding Darkness (Sp):

As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Male Human Cleric 8 (HP 4/59) (AC 22/11/21) (CMD 23) (Fort +8, Ref +4, Will +12) (Init +2) (Perception +18)

I am pretty sure both will be dead before it gets to my turn, but just in case...

Suetonius continues to do his best to assist, stoically swinging his staff with all his might.

+1 Adamantine Lantern Staff: 1d20 + 13 + 4 + 1 ⇒ (13) + 13 + 4 + 1 = 31, for 1d6 + 10 + 1d6 ⇒ (5) + 10 + (3) = 18 damage.
Reflex: 1d20 + 4 ⇒ (8) + 4 = 12.
Fort: 1d20 + 8 ⇒ (2) + 8 = 10.

+1 Adamantine Lantern Staff: 1d20 + 8 + 4 + 1 ⇒ (1) + 8 + 4 + 1 = 14, for 1d6 + 10 + 1d6 ⇒ (5) + 10 + (2) = 17 damage.
Reflex: 1d20 + 4 ⇒ (5) + 4 = 9.
Fort: 1d20 + 8 ⇒ (8) + 8 = 16.


Lesska:

Spoiler:
Yes, you should have received an Attack of Opportunity against the worm as it moved within the reach of your spear to bite at you. Given this round's attacks, however, it won't matter...as Lesska is about to end the battle.

Inspired by her own war chant, Ailis chops away with her axe, landing a solid first blow. The worm's bristles immediately counter...

Ailis's Reflex save: 1d20 + 13 ⇒ (9) + 13 = 22 (success)

...but the dwarf once again avoids them. She follows up with a second hit, her weapon biting even more deeply than the first time.

OOC: Crit confirmed!

It's enough to send the creature crashing to the chamber floor where it finally lays still.

Meanwhile, with the reprieve granted by her dwarven friend's fury, Lydia withdraws from the raging melee just enough to drink one of her potions, gasping with relief as it helps reknit her flesh. Looking down at herself, however, she and Ailis still see what seems to be a darker patch of shadow just beneath the surface of her scarred skin. Whatever danger the attacks of these creatures posed seems to have been magnified by their connection to the Shadow Plane.

With one worm out of commission, Daehalya draws upon the power of shadow magic to impede the one still threatening Lesska and Bastian...

OOC: Ranged touch attack succeeds. Worm is entangled, but also gains concealment against those who cannot see in the dark. Since Bastian drank a potion of darkvision earlier, he's fine, but Lesska's flawed tourmaline sphere can't penetrate the gloom.

Even as Daehalya's shadows embrace the tenebrous worm, the giant-sized Bastian strikes his own significant blow against it, smashing down with his great flail. It turns the creature's head, but it gathers itself and still threatens everyone. Lesska then punches forward twice with her spear.

Miss chance vs. Lesska's 1st attack: 1d100 ⇒ 16
Miss chance vs. Lesska's 2nd attack: 1d100 ⇒ 76

She misses the first time, unable to clearly perceive her foe now that it's cloaked by Daehalya's entangling shadow. The second strike skewers the worm, however, and it squeals in agony, but still seems very much alive.

In an attempt to close out the fight, Suetonius hurries forward and brings his lantern-staff crashing down on it.

OOC: No full attack, but I'll use Suetonius's first die roll...
Miss chance vs. Suetonius's attack: 1d100 ⇒ 36

He successfully smashes it to the chamber floor, where it joins its companion in death.

Combat is over...

GM notes:

Spoiler:

Tenebrous Worm #1: -2/105
Tenebrous Worm #2: -6/105


"Desna's stars!" Aiyana exclaims once the din of battle dies down, "Those things were hideous...and horribly dangerous. How'd they find their way in here? Lydia? Are you okay?"


Appearance | Female CG Half-elf Inquisitor 9 | HP: 61/84| AC: 25* (12 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +10, R: +9, W: +10; +2 vs. enchantment or fear | Init: +7 | Perc: +22, SM: +20 | Speed 30 ft | Bane 7/9, Discern Lies 9/9, Judgment 1/3, Liberation 9/9, Freedom's Call 9/9 | Spells: 3rd (2/4), 2nd (3/5), 1st (2/6)

Lydia breathes heavily but nods to Aiyana. "The worm's poison has weakened me, but thanks to Desna's blessings, I've survived. I'll need some more restorative magic to be at full fighting capacity again."


weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0

@Neil: No worries, to be honest I hadn't considered the AoO coming from Lesska, I thought perhaps Bastian or Aiyana...

Lesska staggers before falling to her knees, taking care to place her spear down before she begins to moan, reaching for the buckles on her armor's straps. Her eyelids flutter as she discovers the true nature of the melted nature of her physiology. Her brows knit, whether in concentration or frustration perhaps Daehalya, or Lydia or maybe even Aiyana understand as the Kellid growls in halting Hallit-accented Elvish, clearly mentioning Daehalya's name.

Elven:
"My human eyes pierce not dusk. Please to not make foe disappear, good aunt Daehalya..."


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Ailis doesn't even stop to snarkily offer Lydia a "you're welcome" before moving to Lesska's side. She pulls a wand from her belt and lays it on Lesska's melted wounds, restoring the Kellid warrior's flesh to being whole. "Gabh e leis a 'chànan amaideach sin agus cumaibh nighean fhathast." she says, the language rough but her tone gentle.

Dwarven:
"Shut it with that fool language and stay still, girl."

CLW (x7): 7d8 + 7 ⇒ (6, 5, 8, 5, 6, 4, 2) + 7 = 43

When she's finished, the traces of the worm's horrible acidic attack are nearly vanished, and Ailis pats Lesska on the shoulder. "A little more caution next time, eh?"


weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0

Lesska coughs a throaty chuckle, wiping blood, nodding her thanks to her firm friend, then haphazardly batting a partially ruined pauldron. The Kellid warrior sighs.

"More scars Ailis. At least the flesh...knits. [winces] But the armor! You saw how long I scrubbed and polished it ere we left for Atteran! Ruined."

She smiles ruefully.

"Caution?!? I danced this way and that, but the little... devil... had the scent of me. What in all the worlds has ensorcelled this place?"


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

Actually, Lesska’s armor is probably unharmed.

Tenebrous Worm Monster entry wrote:
The acid of a tenebrous worm’s bite affects only organic matter—as it dissolves creatures, it converts their flesh to shadow that swiftly fades away, leaving raw, jagged wounds behind.

While his increased size lasts, Bastian patrols the room and keeps an eye on the entrances, to make sure the noice didn’t attrack further danger. His minor injuries have already been healed by Aiyana.


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Ailis chuckles, then spreads her arms to show her own unscathed form. "Well, perhaps you're simply favored less by Lady Starsong than I am," she says, fairly pleased with her own reflexes and ability. "Nonetheless, it can be fixed, if it even needs." She scratches at the scarred armor, and some black char-marks come away to reveal shining fresh armor beneath. "See?"


Lydia:

Spoiler:

OOC: You've successfully saved against the poison once now (at DC 20), but it requires 2 consecutive saves to end the damage...or neutralize poison, etc. So, you need to make another Fortitude save now that combat is over. If you suceed, it will have run its course. If you fail, Lydia takes another 1d2 ⇒ 2 Con damage.

Lesska:

Spoiler:

OOC: Your armor is undamaged. Also, though Ailis manages to heal your wounds, some pretty gruesome scars remain. A dull gray, shadowy patch appears just below the surface of the skin, outlining where the original flesh was lost to the worm's bite. You've never seen a wound heal quite that way before. So, perhaps something unusual is affecting healing magic in this place?

In addition, as Lesska is kneeling upon the floor, she finds herself next to the rune-inscribed circle in the center of the chamber. Aside from some presumably magical sigils (which Ailis and Daehalya were examining before the worms attacked), you also see a scrawl of Hallit runes, which says, "Here lies Haramil, chieftain of Atteran, horselord of the night, and caller of shadow. No weapon could take his life, and death itself avoided him for 333 years." The words are also interspersed with symbolic Hallit sigils representative of pleas for protection from divine entities, chiefly Gozreh and the god-called entities of Sarkoris known as Aienu the Wall, Sister Last Tear, and the Torches of Dawn.

Bastian:

Spoiler:

OOC: As you patrol the room with your darkvision, you note that aside from the sealed doors to the north, there are two passageways leading east and west. The western hall includes a short flight of steps going down into some kind of low chamber with various small tables. The eastern hall, however, look like it leads into a ruined area with lots of rubble, dirt, and debris.

Ailis & Daehalya:

Spoiler:

OOC: With the battle finally at an end, you're able to examine the eldritch runes in the chamber floor a bit more closely. It appears their abjuration magic once served as a focus to contain the shadowy influence of the Cradle of Night, keeping its effects limited to just the tomb. In addition, the runes served to prevent Haramil's spirit from rising as a vengeful undead monster. The damage done to the runes has clearly rendered them useless now. Use of detect magic (which I'm sure you'll apply for more information-gathering) reveal only the tiniest amount of a lingering abjuration aura extending from the ring of runes down the passages leading north, east, and west...but they're all slowly evaporating.


Appearance | Female CG Half-elf Inquisitor 9 | HP: 61/84| AC: 25* (12 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +10, R: +9, W: +10; +2 vs. enchantment or fear | Init: +7 | Perc: +22, SM: +20 | Speed 30 ft | Bane 7/9, Discern Lies 9/9, Judgment 1/3, Liberation 9/9, Freedom's Call 9/9 | Spells: 3rd (2/4), 2nd (3/5), 1st (2/6)

Fortiftude: 1d20 + 11 ⇒ (18) + 11 = 29

Lydia sighs with relief as her body fights off the lingering poison.


HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7

Man, I must have been tired when I check the game late last night; I couldn't make heads or tails of Lesska's Elven. I was thinking I'd do some in-character joke about how she needed to work on it, and then I read it again this morning and it made perfect sense!

"Mo leithscéalta, ní raibh mé ag iarraidh ach cuidiú leat," Daehalya responds as Lesska recovers.

Elven:

"My apologies, I was only trying to help."

She frowns at Aiyana's question and as the wounds seem to linger.

"I think it has to do with the weakness between the planes here," she muses, switching back to Common. "They seemed connected to the Shadow Plane, and if those things outside could get here, perhaps that's how they did as well?

"We probably need to be ready for more such attacks. I can ward us all against some sort of energy, but I hardly know which to choose. Also, my other magics may help, but only if someone stays close long enough for me to cast the next time we have to fight."


Male Human Cleric 8 (HP 4/59) (AC 22/11/21) (CMD 23) (Fort +8, Ref +4, Will +12) (Init +2) (Perception +18)

Suetonius' frowns.

"Daehalya, that is troubling. Do you think the weakening is due to the presence of that which we seek, or the meddling of those that came here before us? We wouldn't want the Shadow Plane to have unfettered access to Golarion - that would be disastrous..."


HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7

"I think it could be either -- or more worrisome -- both," she says. "If they've already got the Cradle, that could explain what's happening."


weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0

Lesska smiles as she sees the armor's damage is superficial, a ragged strap perhaps her own misdemeanour in the maintenance department. Her smile grays a little as she inspects the gray scar tissue where the flesh was melted.

Seeing something on the ground she peers closer, guiding an errant strand of hair back behind her ear as she does so. A few wipes with her sleeve and the dust and dirt is cleared away.

"See here! Ailis! Daehalya!" the Kellid calls out with excitement. She begins to read words out in Common, the Hallit-accent pure and clear.

"Here lies Haramil, chieftain of Atteran, horselord of the night, and caller of shadow. No weapon could take his life, and death itself avoided him for 333 years."

She sits back on her haunches once more, staring toward the heavens.

"No...weapon. So perhaps he was killed with a horsewhip. Or a...rolling pin. Or...spell."

Lesska stands, leaning on her longspear as she does so. "333 years. A long time to hold sway."


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Ailis regards the carvings on the floor. "It looks like the protective magics of this place have been interfered with," she says, pointing at the circle. "The magic of the Cradle of Night have begun to seep out of the tomb because the abjurations preventing it have been broken."

"I agree... we are on a time crunch."


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

Yes, we should move as soon as all injuries are tended. I noticed a stair leading down into a small chamber with some tables to the west. The area to the east is ruined and filled with rubble. Any luck with the door? All things considered, it is likely guarded by traps.


HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7

"333 years? That would be old even for an elf. Perhaps it was a spell that killed him, or whatever connection he had to the Cradle was broken and his years all hit him?" Daehalya muses.

Still, after a quick thought, she's ready to move on, too impatient to linger over the runes if they don't provide any more information.

"A table seems odd for a tomb, does it not? Unless there's something in Kellid custom I don't know? Maybe we should look there to see if there's anything to be learned," she suggests.

Would a Kellid barrow have a sitting room usually?
Knowledge (local): 1d20 + 14 ⇒ (4) + 14 = 18


Appearance | Female CG Half-elf Inquisitor 9 | HP: 61/84| AC: 25* (12 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +10, R: +9, W: +10; +2 vs. enchantment or fear | Init: +7 | Perc: +22, SM: +20 | Speed 30 ft | Bane 7/9, Discern Lies 9/9, Judgment 1/3, Liberation 9/9, Freedom's Call 9/9 | Spells: 3rd (2/4), 2nd (3/5), 1st (2/6)

As the others explore the chamber further, Lydia takes the opportunity to drink her potion of lesser restoration.

Lesser Restoration: 1d4 ⇒ 1

It helps a bit, but the half-elf's health is still compromised. "Might I borrow another one of those potions Aiyana gave us?"

Still down 1 Con.


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

The tables could be used to prepare the body before burial or some other practical purpose. We won’t know for sure unless we investigate. But should we try the door first?

What’s our next move? Try the door?


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

1 Constitution damage doesn't actually do anything, so it's fine.

Ailis heads to the big stone door and tries to push it open. "Sure, why not."


Appearance | Female CG Half-elf Inquisitor 9 | HP: 61/84| AC: 25* (12 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +10, R: +9, W: +10; +2 vs. enchantment or fear | Init: +7 | Perc: +22, SM: +20 | Speed 30 ft | Bane 7/9, Discern Lies 9/9, Judgment 1/3, Liberation 9/9, Freedom's Call 9/9 | Spells: 3rd (2/4), 2nd (3/5), 1st (2/6)

My Con is even, so I'm still down 8 max HP and -1 Fortitude saves.

Lydia uses her wand of healing on herself.

Cure Moderate Wounds: 2d8 + 3 ⇒ (1, 3) + 3 = 7
Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 4) + 3 = 14


Male Human Cleric 8 (HP 4/59) (AC 22/11/21) (CMD 23) (Fort +8, Ref +4, Will +12) (Init +2) (Perception +18)

@Lydia: That isn't how ability damage works in Pathfinder (although it was in 3.5).

Ability Damage wrote:

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.

So, technically, you currently suffer *no* penalty :-)

Suetonius nods his assent.

"We need to explore the entire place; one direction is as good as any, at this point..."


Appearance | Female CG Half-elf Inquisitor 9 | HP: 61/84| AC: 25* (12 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +10, R: +9, W: +10; +2 vs. enchantment or fear | Init: +7 | Perc: +22, SM: +20 | Speed 30 ft | Bane 7/9, Discern Lies 9/9, Judgment 1/3, Liberation 9/9, Freedom's Call 9/9 | Spells: 3rd (2/4), 2nd (3/5), 1st (2/6)

Oh, wow! I've been playing it wrong for ten years now! Thanks for illuminating me!


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

It is how ability drain works. Drain directly reduces score, but the difference above was changed to draw a divide between drain and damage.


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

And as an added bonus, ability damage heals naturally with rest.


HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7

IMO, the door is closed, so it's best to go to what looks like a single room that's already open. Let's clear that and then go to areas that likely have more to deal with. That said, there are three for the door already, so by rule of PBP, let's do that.

Daehalya nods, willing to push deeper into the tomb with the others.


Daehalya:

Spoiler:

Daehalya Shadowsun wrote:

Would a Kellid barrow have a sitting room usually?

Knowledge (local) 1d20+14 = 18

OOC: No. From what you've read about Kellid customs, their burial mounds are more often stored with decorative items and historical artifacts designed to tell the life story of the deceased. It's also believed that spiritual 'fragments' of these items may pass into the afterlife with them. So, any room with 'tables' in it would likely help serve that purpose.


Bastian Garmont wrote:
The tables could be used to prepare the body before burial or some other practical purpose. We won’t know for sure unless we investigate. But should we try the door first?
Ailis Slagdam wrote:
Ailis heads to the big stone door and tries to push it open. "Sure, why not?"
Suetonius Voltaire wrote:
Suetonius nods his assent. "We need to explore the entire place; one direction is as good as any, at this point..."

With their decision made, the party moves across the chamber floor until they all stand ready before the tall stone doors. Aiyana notes aloud that if the Reborn came this way, they must have sealed the way behind them. But, stepping forward, Ailis finds no discernible lock...or trap...as she examines each portal. With a stout tug, she pulls the doors open...

A 25-foot-long hallway extends toward another pair of stone double doors just barely visible at the extreme edge of the dim light you've brought with you. The east and west walls stand 10 feet apart from one another, and each have two niches just large enough to contain a human-sized statue of an armored warrior. The four statues are made of stone but also wear real suits of surprisingly well-preserved hide armor and wield elegant tridents carved from wood. Between them, the floor of the hallway is marred in two locations by ominous-looking, circular scorch marks.


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

Stepping up behind Ailis, Bastian peers down the corridor with his magically enhanced vision. His brow furrrows as he spots the scorch marks and armored figures.

I’m no trapfinder, but five gold pieces gets you ten that this is a trapped hallway. I wouldn’t be surprised at all if those fellows are somehow capable of using those fancy weapons and armor to defend this place. And those burn marks...Lady Daehalya, you may yet find use for your resistance spell.

Looking to Ailis and Lydia to take point again, he suggests a change to the groups tactical movement.

May I suggest that Lesska and I follow you more closely as you examine this hallway, just in case the statues somehow wake up looking for trouble? Also, we might consider jamming the doors so they can’t slam shut and seal us in.

Taking a few moments to detect magic probably isn’t a waste either.


weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0

Lesska nods at Bastian's suggestion.

"And Ailis, my guess was right - the inscription did mention Sarkoris after all! You might make a Pathfinder out of me yet...although a fairly educated guess it was. You see, Sarkoris was an ancient kingdom of my people, so ancient that..." the normally quiet Kellid continues, her firm friendship coupled with evident excitememt spurring her to conversation.


weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0

Lesska stares at the scorch marks.

"What. Made. Those?"


HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7

Daehalya nods.

"You may be right, Master Garmont," she agrees. "Let's see what we can see."

She casts detect magic and examines the hallway.

And in case there are any auras here to try to identify
Knowledge (arcana): 1d20 + 19 ⇒ (15) + 19 = 34
Knowledge (arcana): 1d20 + 19 ⇒ (18) + 19 = 37
Knowledge (arcana): 1d20 + 19 ⇒ (1) + 19 = 20

Would people like resist fire? It's probably as good as any other element, though the scorch marks could of course be from the possible caligni invaders ... Majority decision rules.


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

Burn marks could be fire or electricity. Both seem plausible with traps.


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Acid too, honestly.

Ailis nods. "What say you if I trek down this hallway and check it for traps? I've seen plenty of dungeons in my time, dealt with plenty of traps."


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

I don’t doubt you skills, Ailis. Lead the way, and we’ll come rushing if you need us.

Bastian takes position in the doorway, weapon drawn, readied action to charge if the figures animate or other enemies appear.


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Ailis creeps forward, carefully checking the walls and floor for some kind of device or trigger. A pressure plate or tripwire is common, but it could just as easily be magical sensors, based on the fact that the trap probably discharged magical energy. If she finds anything she breaks out her tools and gets to work.

Perception (stonecunning): 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Disable Device (tools): 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26


Daehalya intones the words to her divination spell, attempting to view any magical auras at play within the corridor...

Daehalya:

Spoiler:

Your casting of detect magic picks up auras of abjuration, transmutation, and evocation in this hallway. It's all mixed up and somewhat "blurred" by a rippling undertone of shadow magic, which might be a side effect from the planar influences you've seen within the tomb already. It makes your reading less accurate and difficult to interpret. You're certain, however, the hide armor on all four of the statues are definitely magical and contributing to the auras. And there's something about the eyes of the statues themselves...as if they're attuned to the hallway...a likely sign of some kind of visual trigger to a magical trap.

Meanwhile, as the rest of the team waits, Ailis moves into the hall, stepping carefully as she examines the floor for any hidden traps or triggers.

"Be careful!" Aiyana calls from the open doorway.

Ailis:

Spoiler:

Perception check is successful...

You spot no obvious pressure plates or tripwires as you proceed into the hallway. However, as you draw closer, the scorch marks on the floor rather ominously appear to contain two humanoid-shaped outlines burned into the stone. Still keeping back from the statues themselves, you can tell that the eyes of each one are trained squarely on the floor in front of them. Logic would dictate that the trap probably relies on a magical visual sensor of some kind. And, if so, a potent magical source must be empowering them. You suspect it probably has something to do with their unusual weapons and armor. Perhaps if they could be removed, that might deactivate the trap? Of course, you'd have to carefully maneuver yourself around them to do so...and all without venturing into their line of sight as they stand across from one another.

The dwarven Pathfinder steps lightly to the side of the wall near one of the statues and then nimbly pulls herself around and behind the figure, starting to unbuckle the straps to its suit of hide armor. Ailis then carefully lowers the armor to the ground, keeping it pooled around the statue's feet. Before moving to the next one, she also grips the wooden trident clasped in its hands, slowly drawing it from the statue's grasp and leaning it against the wall.

Satisfied with her handiwork, she gingerly slips around the statue again and across the hall to repeat the process with the next one. Unfortunately, the clasps to this one's hide armor are stuck and she can't quite get them to come free cleanly, making it too difficult to lower the suit away from the statue.

Ailis:

Spoiler:

Disable Device check failed...but not catastrophically. You're aware that it's not disarmed yet, but at least the trap remains untriggered and you can try again, if you wish.


HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. Elf rogue 7

Daehalya nods as Ailis works, impressed the dwarf was able to be so canny even without knowing for sure about what her spell had told her.

"I think it's their eyes that work as the sensor," she calls. "Maybe if you cover them, if you can't get the armor off?"

Or just try DD again. :)


Female Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4
Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Ailis silently nods to Daehalya but continues with her work. She takes a few huffing breaths to try and center herself. Then she starts again with the trick, doing her level best to disable the trap.

Disable the Trap!: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

Oy...dice betrayal

As a determined tug from Ailis suddenly sends a piece of armor into direct view of the magic sensor, Bastian braces for the inevitable explosion...


Tugging at the second suit of hide armor, Ailis suddenly loses her balance at the base of the statue's body, causing her to swing precariously into the gaze of the stone guardian's eyes. They flare to life with a sinister red glow. Then the statue rises up and jabs downward with its trident. The one across from it mimics the same motion, but its weapon was already removed. So, too, do the two other statues further down the hall. All of them clearly intending to skewer anything in front of them.

Daehalya:

Spoiler:

Within your vision...which is still affected by detect magic...you notice that the wooden tridents, heretofore nonmagical, are somehow imbued with a flare of eldritch power as the trap activates. In the brief moment that they're active, you sense some degree of transmutation, conjuration, and necromancy effects.

Attack with wooden trident on Ailis: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

The statue's weapon only seems to barely nick the dwarven Pathfinder. But, perhaps more ominously, the doors behind quickly slam shut. Bolts can be heard being thrown from somewhere within them, sealing the corridor. At the same time, a sheet of fire erupts from the floor, blazing through the entire hall. It doesn't just flash and then disappear. Instead, it remains blazing, clearly meant to incinerate anything inside.

OOC: Round 1 fire damage to everyone...no save.
Fire damage: 2d4 ⇒ (1, 4) = 5

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

GM Spicer wrote:

Tugging at the second suit of hide armor, Ailis suddenly loses her balance at the base of the statue's body, causing her to swing precariously into the gaze of the stone guardian's eyes. They flare to life with a sinister red glow. Then the statue rises up and jabs downward with its trident. The one across from it mimics the same motion, but its weapon was already removed. So, too, do the two other statues further down the hall. All of them clearly intending to skewer anything in front of them.

Daehalya:
** spoiler omitted **

[dice=Attack with wooden trident on Ailis]1d20+10
[dice=Damage]1d8+1

The statue's weapon only seems to barely nick the dwarven Pathfinder. But, perhaps more ominously, the doors behind quickly slam shut. Bolts can be heard being thrown from somewhere within them, sealing the corridor. At the same time, a sheet of fire erupts from the floor, blazing through the entire hall. It doesn't just flash and then disappear. Instead, it remains blazing, clearly meant to incinerate anything inside.

OOC: Round 1 fire damage to everyone...no save.
[dice=Fire damage]2d4

The statues, meanwhile, stop moving and stand at attention once more, silent watchmen as you continue to burn within their domain.


Appearance | Female CG Half-elf Inquisitor 9 | HP: 61/84| AC: 25* (12 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +10, R: +9, W: +10; +2 vs. enchantment or fear | Init: +7 | Perc: +22, SM: +20 | Speed 30 ft | Bane 7/9, Discern Lies 9/9, Judgment 1/3, Liberation 9/9, Freedom's Call 9/9 | Spells: 3rd (2/4), 2nd (3/5), 1st (2/6)

Lydia cries out as the flames erupt on the floor. "Argh! Desna, remove this harmful magic!" Despite the pain of her burns, she maintains her concentration and casts a spell to try to dispel the sheets of fire.

Cast dispel magic!

Concentration: 1d20 + 11 ⇒ (16) + 11 = 27
Caster Level Check: 1d20 + 8 ⇒ (17) + 8 = 25


weakened, 4 Str damage; Female Human (Kellid) Horselord [Samurai (Yojimbo)] 8; HP 84/81; AC 23/T 12/FF 21; Fort +8, Ref +4, Will +3; Init +6; Per +8; Spd 30 ft. CMB +11, CMD 23 Resolve Points: 0

"Ailis"! Lesska cries in consternation. Her fright turns to fury as the flames burn her...the Kellid is clearly at a loss for how to stop the conflagration...


HP 135/135, AC 24/14/22, CMD 28 (30 vs dirty trick/reposition, 32 vs trip/disarm), F +11, R +7, W +7 (+4 vs. fear), Init +2, Perc. +9 Human Fighter 8

We might want to clarify exactly how we are positioned. In my understanding, Ailis moved into the corridor on her own, with Lesska and Bastian standing ready in the doorway and the rest of the party presumably behind them, mostly in the circular chamber. This would put Bastian and Lesska directly in the path of the slamming doors, which might both bring the risk of damage and the chance to brace them before they slam shut.

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