| Crimson Nightshade |
Leaving the confines of the dog's... kennel...? Nightshade steps up to the nearby corner and peeks around it.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
| Crimson Nightshade |
Nightshade calls to the others. [color=red]"Speck?"[/color] He cocks his head toward the new doors.
| Sir Speck El Boddom |
Speck peers down the hallway looking for traps, then moves to the inner door to examine it and attempt to open it quietly.
Hall Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Hall Disable Device: 1d20 + 15 ⇒ (11) + 15 = 26
Door Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Door Disable Device: 1d20 + 15 ⇒ (6) + 15 = 21
Door Stealth: 1d20 + 13 ⇒ (8) + 13 = 21
| GM Mike |
The door is not locked or trapped. Speck opens it slowly and peers in. Dark portraits cover the walls of this otherwise empty ballroom, stretching from the floor to the ceiling. Most of the portraits are of fetchlings, but there are a handful of shaes and two humans, whom you recognize at Iozif and Henric Boroi (Stepan's brothers that he banished to the mirror in order to take the barony).
The inner wall of the room is black with dripping ichor, and seems to pulsate even more than the other walls in the structure. There is a strong sense of foreboding in this room, but it is otherwise empty.
| Crimson Nightshade |
Eyes narrowed, pistol out, Nightshade steps into the room and inspects the paintings, paying particular attention to the Boroi brothers.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
| Crimson Nightshade |
Nightshade shakes his head at the others. [color=red]"I feel like this room is representative of something. The taint of this mirror, perhaps. But I am beginning to feel the chill of this place. We should check the next room."[/color]
| Sir Speck El Boddom |
Speck heeds Nightshades' words and heads to the next door and looks it over before entering.
Door Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Door Disable Device: 1d20 + 15 ⇒ (7) + 15 = 22
Door Stealth: 1d20 + 13 ⇒ (15) + 13 = 28
After Speck opens the door he looks into the room to see what he can find
Room Perception: 1d20 + 7 ⇒ (10) + 7 = 17 (+2 for traps)
| GM Mike |
The door is neither trapped nor locked. It leads into another long hallway, with several doors along the north side. You now get a sense that this floor is a rectangular hallway with inner rooms and outer rooms. Directly across from the door you just opened is a shorter hallway that seems to lead to some smaller rooms. There are still many unexplored doors.
| Rupert Stillwater |
"Thank you for bringing me back, Lefdam. I thought I was lost for a moment, but the blessing of the Dawnflower seems to be upon me. I am glad that I can continue to take up arms with you in our fight for good." Rupert pats Lefdam on the arm as he walks past him, through the room, and up to Speck.
With a nod, Rupert opens the door and peers out into the hallway.
perception: 1d20 - 1 ⇒ (17) - 1 = 16
I'm assuming he's sees nothing for now since we haven't run into anything in the hallway yet
Rupert steps through the door and hugs the wall to his left. His movements are slow and deliberate. He beckons back to Speck and whispers, "Speck, can you check this door for traps? And listen for dogs while you're at it."
| GM Mike |
Speck walks up to the door and inspects it for traps and locks.
Perception (+2 for traps): 1d20 + 7 ⇒ (5) + 7 = 12
He finds no traps but the door is locked.
Disable Device: 1d20 + 15 ⇒ (8) + 15 = 23
Speck's first attempt fails so he tries again.
Disable Device 2: 1d20 + 15 ⇒ (8) + 15 = 23
And again.
Disable Device 3: 1d20 + 15 ⇒ (1) + 15 = 16
This time his thieves tools slip in his hands and make an audible snick sound. Anything that is in this room now knows that you are here and Speck is getting visibly frustrated. One more shot.
Disable Device 4: 1d20 + 15 ⇒ (13) + 15 = 28
Finally, the lock disengages and a look of relief crosses Speck's face. He takes a step back, stows his tools, and gestures to Rupert and Lefdam. "After you."
| Lefdam Ore |
Lefdam nods to Rupert. "You would have done the same for me. I glad we didn't lose you there.
Lefdam watches as Speck does his thing and then follows everyone in when Speck deams it safe.
Lefdam steps into the room and takes a look around.
[Dice=Perception] 1d20+8 [/b]
| Lefdam Ore |
perception: 1d20 + 8 ⇒ (2) + 8 = 10
| GM Mike |
Lefdam opens the door and is immediately attacked by a shadowy fire creature. Despite its fiery appearance, it puts off a frigid aura of cold. It has an identical friend directly next to it. Both make a slam attack on Lefdam.
Creature 1 slam: 1d20 + 7 ⇒ (8) + 7 = 15
Creature 1 damage: 1d6 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6
Creature 2 slam (-4 for cover): 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Creature 2 damage: 1d6 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6
Lefdam manages to dodge out of the first creature's attack, but the second one slams down upon his shoulder. He feels bitter cold seep into his body and threaten to slow him down. Mechanically, Lefdam takes 3 bludgeoning damage and 3 cold damage.
Lefdam fort save: 1d20 + 6 ⇒ (16) + 6 = 22
He shakes off the effects of the cold and prepares himself for combat.
Creature 1 initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Creature 2 initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Lefdam initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Nightshade initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Speck initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Rupert initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Round 1
Lefdam
Nightshade
Rupert
Creature 1
Creature 2
Speck
Bold may act.
| Crimson Nightshade |
Nightshade loads and blasts at one of the creatures (righthand fire dude), taking the time to aim carefully to avoid his allies.
PBS, Deadly Aim. They'll get a cover bonus to AC for Huskybutt and Thiccboi in my way.
Damocles vs Touch AC: 1d20 + 8 - 1 + 1 ⇒ (1) + 8 - 1 + 1 = 9
Damage: 1d8 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9
WELP. Misfire AND a fumble. Super duper. Start this shit off right.
| GM Mike |
Just a heads up: the only combatants that don't have cover on each other are Lefdam and the creature directly across from him (through the doorway). Everyone else takes -4 on their attacks.
Fumble card: 1d52 ⇒ 32
EVERYTHING YOU GOT: You are exhausted (fort negates). See #crits channel in Discord
Nightshade fort save DC 17: 1d20 + 4 ⇒ (15) + 4 = 19
You're all right :)
| Rupert Stillwater |
Rupert expected trouble in the room, but he's surprised by the sudden attack on Lefdam as he opens the door. After taking a moment to line up his swing around the door, Rupert brings his greatsword down in a sweeping arc.
greatsword: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11
CRITICAL THREAT!
crit confirmation: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
crit damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14
I don't know what you are, but clearly something has twisted your nature. May Sarenrae relight your fire for good in the afterlife.
| Lefdam Ore |
Knowledge (Planes): 1d20 + 7 ⇒ (10) + 7 = 17
Lefdam has no idea what these things are either but they do not look like they want to have tea and crumpets.
He unleashes an attack on the thing standing in front of him.
Unarmed Strike: 1d20 + 8 ⇒ (19) + 8 = 27
Flury of Blows: 1d20 + 8 ⇒ (16) + 8 = 24
Unarmed Strike Owies: 1d8 + 4 ⇒ (6) + 4 = 10
Flury of Blows Ouchies: 1d8 + 4 ⇒ (3) + 4 = 7
| GM Mike |
Rupert's mighty strike with his greatsword takes the creature by surprise, which makes it a simple matter for Lefdam to finish it off with his first punch. Noticing that it went down, Lefdam targets the second creature with his second punch and hits even with the difficulty of attacking around a door jamb.
The remaining creature attempts to slam Lefdam.
Slam (-4 for cover): 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Lefdam casually sidesteps the slam and the attack misses.
Speck attempts to squeeze by the creature in an attempt to get into an attack position
Speck acrobatics: 1d20 + 13 ⇒ (18) + 13 = 31
Speck is so slippery and quick that the creature doesn't even react as he tumbles by and stabs with his rapier.
Speck rapier: 1d20 + 9 ⇒ (19) + 9 = 28
Rapier damage: 1d6 + 4 ⇒ (3) + 4 = 7
Speck critical confirm: 1d20 + 9 ⇒ (7) + 9 = 16
Critical damage: 1d6 + 4 ⇒ (1) + 4 = 5
Does not confirm. Speck smiles to himself as he finally does something useful (but not too useful).
Round Summary:
- Lefdam opened the door and got a fist to the face for 6 damage.
- Nightshade fired his gun wildly into the air.
- Rupert critically hit the first creature for 25 damage.
- Lefdam finished off the first creature and dealt 7 damage to the second.
- The second creature attempted a slam on Lefdam and missed.
- Speck tumbled into the room and stabbed the creature for 7 damage.
Round 2:
Lefdam (6 damage)
Nightshade
Rupert
Creature 1
Creature 2 (14 damage)
Speck
Bold may act. Remember that the dead creature is difficult terrain so you cannot 5 foot step into its square. You can avoid an AoO with an acrobatics check if you are wearing no or light armor and have light encumbrance. Everyone except Speck and the creature have cover with respect to each other.
| Rupert Stillwater |
Rupert is emboldened by his strike and Lefdam's quick finish. He steps into the room (which shouldn't provoke since the creature has cover from Rupert from where Lefdam is standing?) and raises his greatsword again - confident that this will be a quick fight.
greatsword power attack: 1d20 + 8 ⇒ (12) + 8 = 20
power attack damage: 2d6 + 11 ⇒ (5, 5) + 11 = 21
| GM Mike |
Rupert kills the crap out of the second creature, then takes a look around the room.
As if in a cruel jest, this freezing room has a twenty-foot-wide fireplace housing a raging fire, albeit one that has no color, and generates no light or heat. The northern wall drips ichor similarly to the eastern wall in the portrait room, and that same sense of dread and foreboding permeates the air.
| Crimson Nightshade |
Nightshade ignores the cackling, mocking voice in the back of his head as he clears the jam out of Damocles and strides into the room to look around.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
| GM Mike |
Nightshade can hear a fire crackling, but there is no visible fire in the fireplace, and there is certainly no heat. In fact, this room seems even colder than the rest of this plane.
In fact, you've been here for about an hour and you're all starting to get weary from the cold.
Nightshade fort save: 1d20 + 4 ⇒ (16) + 4 = 20
Lefdam fort save: 1d20 + 6 ⇒ (15) + 6 = 21
Speck fort save: 1d20 ⇒ 14
Rupert fort save: 1d20 + 7 ⇒ (20) + 7 = 27
Speck nonlethal cold damage: 1d6 ⇒ 1
Only Speck is adversely affected by the cold ... so far.
| Crimson Nightshade |
Ignoring the chill trying to seep into his partially necrotized flesh, Nightshade steps out to the hallway and moves down to the next inward-facing door, waiting for the others to join him.
| Lefdam Ore |
Lefdam pats Speck on the back and takes a step into the room as quietly as he can and takes a look around.
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
| GM Mike |
This elegant room resembles a fine dining room on the Material Plane, spread with a feast fit for a great lord. The beautiful table setting, set with ornate bone flatware and delicate porcelain dishes, looks almost inviting. A stairway in the room's northwest corner leads up to another floor. The western wall drips ichor. The sense of foreboding permeating this room is familiar by now, but no less unsettling.
| Crimson Nightshade |
Nightshade shakes his head. [color=red]"Let's clear this floor first."[/color]
He moves back to the small, narrow corridor to the west and peers down from around the corner, pistol out.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
| Crimson Nightshade |
Nightshade steps into the corridor cautiously, motioning toward the doors, hoping Speck picks up on the message.
| GM Mike |
Rupert opens the door to find three bored-looking fetchlings lounging about in a bed and a couple chairs. The man looks up at the intrusion, then looks to the two women and says, "Merys, Jerda, looks like we've got some new residents." Without getting up or even moving much, he looks at Rupert and the others behind him and says, "Well, you're an interesting bunch. What did you do to get thrown in here?"
| Rupert Stillwater |
Rupert is taken aback at the casual introduction. Is this some sort of prison? Did the Baron throw them in here?
“Erm, hello. I am Rupert Stillwater and these are my companions. We haven’t been thrown anywhere, as such. We’re more like emissaries from Golarion. Might I ask what leads you all to be in this room at this time?”
| GM Mike |
The man shrugs. "We live here. And it seems you do now too. You are the first new arrivals since those two nobles a while back." He turns to one of the women. "How long ago was that, Merys?" She just looks at him. "Yeah, it's kind of hard to tell in here. Anyway, it's been a while. Is there something you need?"
| Rupert Stillwater |
”You live here? May I ask why, and since when? How do you stand this cold? As you can probably tell by looking at me, I’m accustomed to warmer climates.”
And those two nobles you mentioned, were they, by chance, called Iozif and Henric Boroi? Either way, it may be helpful for us to speak with them. Do you know where they might be?”
“And last question from me, I promise, though I don’t speak for my friends, are you interested in leaving this place? We may be able to, ehem, negotiate, your relocation if you had the desire.”
How can they be so blasé about living in a place like this? They seem well enough, I suppose, but I can’t believe that they are happy here. Sarenrae, have you given me the task of saving these poor souls?
| GM Mike |
The man looks at the women and sighs. "We were misguided. We were caught up in Nicasor's talk of rebellion and a better life for kayal in Karpad. In truth, the Boroi had always been kind and fair to our people. We were wrong to follow Nicasor and we ended up in this place because of it. We have all come to terms with our mistake. Elenuta has not. If you value your lives, you will avoid her room across from the dining room.
"As to the cold, I suppose after all these years, we simply don't notice it anymore.
"I don't know who the nobles were. They arrived and Nicasor immediately took them upstairs with the other Updwellers. We are not allowed up there."
At Rupert's last question, the man chuckles to himself. "You are not the first to think he could escape this place. I will ask you again in a few hundred years how your plan is coming along."
| Crimson Nightshade |
[color=red]"Defeatists."[/color] The word comes out as a sneer. Nightshade turns away from them and looks to Rupert. [color=red]"The only thing of use they have said is that we should avoid this Elenuta's room. Let us move on."[/color]
He skulks from the room and heads to one of the other doors, waiting for the others to join him.
You are absolutely welcome to make CN's impatient ass wait in the hall while you guys roleplay. He's just already written them off himself because he's an a@+$@%%.
| Lefdam Ore |
"Can you tell us more about Elenuta? What is makes her so dangerous? Is there anything we can do to calm her down? I think you already know we are going into her room...so...perhaps you can help us...help her?
He smiles a little as he says the last bit.
| GM Mike |
I'm going to handwave the rest of these rooms. They're all empty and not worth taking a day and a half of pbp to explore them. So, by my count you have three doors left on this floor; the two in the west hallway and the one in the east hallway (which the kayal said leads to Elenuta's room). And the stairs going up are in the dining room (which is weird).
| Crimson Nightshade |
Well, it was designed by Zon-Kuthon worshipers, and they're pretty damn weird.
Nightshade heads to the closest door on the west, waiting for Speck to work his magic.