| Crimson Nightshade |
Nightshade steps cautiously past Lefdam and looks around the room, gazing quizzically at the keys.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
| Crimson Nightshade |
Goddammit. I rolled so well too. F%~* it, Rogan's dipping into wizard next level.
Seeing nothing else of value here, Nightshade moves on to the next door and motions for Speck.
| Crimson Nightshade |
Pistol drawn, Nightshade stealthily opens the door and peers inside.
Stealth: 1d20 + 8 ⇒ (10) + 8 = 18
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Noice!
| GM Mike |
This room is full of broken things: mannequins, grandfather clocks, musical instruments, and so on, all slowly falling to pieces. They have been carefully arranged to create the appearance of a lived-in room, even though a cursory glance shows that no one could possibly use these things.
The room is so cluttered that you would need to enter and dig through stuff to discover anything of value.
| Crimson Nightshade |
Nightshade steps into the room, gingerly crossing the floor to look for anything valuable.
Do you need another Perception check, or are we rolling over my previous one?
| GM Mike |
I can't believe you fell for that!
As Nightshade enters the room, two of the chairs suddenly animate and start scrambling towards him. Additionally, the detritus on the floor transforms into shards of metal, glass, and wood.
Shard damage: 1d4 ⇒ 4
A particularly nasty piece of glass pierces the sole of Nightshade's foot, right through his boot. 4 piercing damage to Nightshade. (I'm going to assume you want to stop moving but let me know otherwise.)
Lefdam initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Nightshade initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Speck initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Rupert initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Chair 1 initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Chair 2 initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Round 1:
Rupert
Chair 1
Speck
Lefdam
Nightshade
Chair 2
Rupert, you're up!
| GM Mike |
Oops, forgot Nightshade's reflex save.
Nightshade reflex save: 1d20 + 10 ⇒ (12) + 10 = 22
You're all right :)
Worth noting, anyone who looks at the floor can tell that they won't be able to walk on it without taking damage every step. RAW for this hazard is a little unclear, but I'm interpreting it to say that a successful Disable Device check can avoid the damage for the square you're on or any adjacent square, but it'll cost a move action (think of it like you find a big piece of wood or carpet that you use to cover the sharp floor).
| GM Mike |
The first chair ambles over next to Nightshade and attempts a slam.
Slam: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 ⇒ 2
And fails miserably. What did you expect? It's a damn chair.
Speck drops his rapier and draws his bow.
Speck shortbow (-2 for cover): 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Speck damage: 1d6 + 1 ⇒ (6) + 1 = 7
Round 1:
Rupert
Chair 1
Speck
Lefdam
Nightshade
Chair 2
Bold may act.
| Crimson Nightshade |
Nightshade growls in irritation. Seeing how pitifully the animated object's attempt at violence was, Nightshade fires point-blank at it before moving out of the room.
Okay this may seem suicidal but a) these things will really have to get lucky to hit me and b) cover bonuses to AC suck, which is what they would get against my attacks. I'd incur at least one AoO regardless.
Firing PBS, DA against adjacent chair then moving out of the room.
Damocles vs Touch AC: 1d20 + 8 - 1 + 1 ⇒ (12) + 8 - 1 + 1 = 20
Damage: 1d8 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
Moving out into the hall, he snaps, [color=red]"At least step out of the doorway. Let them into the hall so I can get a clear shot."[/color]
| GM Mike |
Nightshade's bullet tears a huge chunk out of the chair. Wood splinters and strips of upholstery fly in every direction. It attempts a slam at Nightshade as he retreats.
Slam: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 ⇒ 2
It manages to catch the back of Nightshade's leg as he turns. 2 bludgeoning damage.
Lefdam can still act.
| Crimson Nightshade |
Don't forgetti, shooting the guns in melee triggers AoO's too. But I'm guessing a semi-sentient chair does not have Combat Reflexes lol
| Lefdam Ore |
Lefdam steps into the room and up to the chair that Nightshade took a chunk out of. He winces at the pain from doing so but knows that they need to deal with these things.
He, as silly as he feels in doing so, takes a swing at the chair.
Unarmed Strike: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
| GM Mike |
Shard damage: 1d4 ⇒ 2
Lefdam reflex save: 1d20 + 6 ⇒ (4) + 6 = 10
As Lefdam steps into the room, one of the shards on the ground partially severs Lefdam's achilles tendon. Lefdam, your movement speed is halved until you get this damage healed. Doubling over in pain, Lefdam's strike misses the chair.
Chair #2 saunters up to Lefdam like some horrific version of Beauty and the Beast.
Slam: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 ⇒ 4
Big ol' miss.
Not gonna bother with a round summary because this battle is pretty boring.
Round 2:
Rupert
Chair 1
Speck
Lefdam (2 damage, movement speed halved)
Nightshade (6 damage)
Chair 2
Rupert's up.
| Rupert Stillwater |
We're fighting furniture now? There had better be something of use in this room.
Rupert raises his greatsword and slashed down at the chair around the corner.
greatsword attack w cover: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
greatsword damange: 2d6 + 7 ⇒ (3, 1) + 7 = 11
This chair has incredible dexterity! We're all doomed!
| GM Mike |
F!+! it. This fight is completely uninteresting and there really isn't anything that helpful in this room. I'm calling it. You kill the chairs and you find a >>silver raven figurine of wondrous power<<. Congrats!
Where to next?
| Lefdam Ore |
Lefdam mumbles something to himself about being stupid and rushing into an obviously dangerous room as he meanders back to the group limping with pain.
"Well, that was...interesting...I say we head upstairs. Seems like the next most logical destination.
| Lefdam Ore |
Lefdam needs some kind of healing to get back to full speed
| Crimson Nightshade |
Nightshade glances disdainfully at his bleeding wounds. [color=red]"I'll live. Let's carry on."[/color]
| Sir Speck El Boddom |
Speck heads to the stairs and quietly ascends them and takes a peek around.
stealth: 1d20 + 13 ⇒ (18) + 13 = 31
| Rupert Stillwater |
"Speck, I don't think this first door suits us. Will you ensure that the hallway is not trapped so that we can move on? The far Southern door is calling to me."
Rupert pauses at the top of the stairs and listens for any sounds of life from the the hallway or the rooms lining it.
perception: 1d20 - 1 ⇒ (14) - 1 = 13
| Sir Speck El Boddom |
Speck walks up to the nearest door, checks it for traps, and tries to stealthily open it.
Perception+Traps: 1d20 + 9 ⇒ (5) + 9 = 14
Disable Device: 1d20 + 15 ⇒ (6) + 15 = 21
Stealth Door: 1d20 + 13 ⇒ (13) + 13 = 26
| Lefdam Ore |
Lefdam fallows behind Speck and will take a look into the room once the door is opened.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
| GM Mike |
This is a well-appointed bedroom, where carpets and wallpaper cover the otherwise grim substance from which the house is constructed. Every available surface is covered in writing, lines of curly script that wind around the room in great arcs and spirals. A hanged body dangles from the ceiling, immobile in the still air.
You also hear a constant, incoherent muttering, and as your eyes adjust to the shadows in this room, you see a shadowy, skeletal creature. It has its back to you, staring at the writing on the wall, and hasn't noticed you yet.
Lefdam initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Nightshade initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Speck initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Rupert initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Creature initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Creature init rolloff: 1d20 ⇒ 20
Lefdam init rolloff: 1d20 ⇒ 5
They have a babble attack that can fascinate their foes.
Surprise Round:
Speck
Round 1:
Nightshade
Rupert
Speck
Creature
Lefdam
Speck may act in the surprise round, then Nightshade, Rupert, and Speck in round 1.
| Sir Speck El Boddom |
Surprise Round
Speck seeing that he has caught the monster off unawares, maneuvers into position to setup a flank.
Acrobatics: 1d20 + 13 ⇒ (10) + 13 = 23
Round 1
Once in position, speck takes advantage of this opportunity and strikes with his rapier.
Attack Roll: 1d20 + 9 ⇒ (10) + 9 = 19
Normal Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (6, 4) = 10
If this thing takes sneak attack damage I will also use debilitating injury - Disoriented: -2 penalty to attack rolls and an additional -2 penalty to attack rolls against Speck for 1 round
| Rupert Stillwater |
Rupert takes in the grizzly scene as he steps into the room.
knowledge religion: 1d20 + 8 ⇒ (9) + 8 = 17
Rupert isn't sure what this thing is, but he knows Speck well enough to get into ideal combat position. He raises his greatsword and brings it down with all of his strength, trying to end this fight quickly.
power attack with flanking: 1d20 + 10 - 2 + 2 ⇒ (4) + 10 - 2 + 2 = 14
power attack damage: 2d6 + 11 ⇒ (1, 1) + 11 = 13
| Crimson Nightshade |
Rolling his eyes in disgust, Nightshade strides into the room and fires at the specter. [color=red]"Another shadow-creature to shrug off all our attacks. Wonderful."[/color]
PBS, DA. I love how Speck just totally ignored Rupert and opened the Death Door. XD
Damocles vs Touch AC: 1d20 + 8 - 1 + 1 ⇒ (15) + 8 - 1 + 1 = 23
Damage: 1d8 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9
Not bad! Of course, I could have added another d4 of damage to that if the damn thing wasn't INCORPOREAL AGAIN. *sob*
| GM Mike |
The thing is surprised by the party's sudden appearance, and takes damage from both Rupert and Nightshade (though probably not as much as you had hoped). Rupert gets the feeling he will need to be more accurate now that it is aware and on its guard.
The creature's constant babbling rises in volume, pitch, and frequency. You can't understand what it is saying, but you catch words you recognize like "Stepan" and "betrayal" and "revenge". The babbling continues to rise until it becomes rhythmic and hypnotic.
Lefdam will save: 1d20 + 5 ⇒ (20) + 5 = 25
Nightshade will save: 1d20 + 9 ⇒ (3) + 9 = 12
Rupert will save: 1d20 + 5 ⇒ (3) + 5 = 8
Speck will save: 1d20 + 1 ⇒ (16) + 1 = 17
Nightshade fascinate rounds: 2d4 ⇒ (4, 2) = 6
Rupert fascinate rounds: 2d4 ⇒ (2, 2) = 4
Before you guys raise hell, this is a flavor of fascinate specific to this creature that only breaks when you are attacked. Hostile actions to allies do not break the effect.
Round 1:
Nightshade (fascinated 6 rounds)
Rupert (fascinated 4 rounds)
Speck
Creature (10 damage)
Lefdam
Lefdam is up.
| Lefdam Ore |
Lefdam moves up next to Speck and, seeing as everyone else does not want to try and talk to this thing, takes a swing at the creature.
Unarmed Strike: 1d20 + 8 ⇒ (20) + 8 = 28
Unarmed Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Crit Confirm: 1d20 + 8 ⇒ (2) + 8 = 10
| GM Mike |
Round 1 Summary
- Speck surprised the creature and attempted a sneak attack, but his non-magical weapon had no effect.
- Rupert, Nightshade, and Lefdam were able to hurt it, but with reduced damage.
- The creature facinated Rupert and Nightshade.
Round 2:
Nightshade (fascinated 5 rounds)
Rupert (fascinated 3 rounds)
Speck
Creature (15 damage)
Lefdam
Speck is up.
| Lefdam Ore |
knowledge religion: 1d20 + 7 ⇒ (13) + 7 = 20
Lefdam will relay this to his companions. Y'all can look at the applicable spoiler
| Sir Speck El Boddom |
Speck takes a 5 foot step, opening up his spot next to the creature in and yells to Lefdam "Take my spot, I will snap Rupert back to reality!"
Once he finishes saying that, he turns to Rupert and slaps him across the face and says "Wake up princess, you have work to do!"
I use a standard action to shake Rupert out of the fascination
| Rupert Stillwater |
Rupert feels the blood rush to his face and his eyes focus on Speck, what the hell, why is this bastard hitting me, what happened?
As he remembers what he's doing and hears Lefdam shouting about an Allip Rupert realizes that this tormented soul must be put to rest.
greatsword power attack: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 2d6 + 11 ⇒ (3, 2) + 11 = 16
crit confirm: 1d20 + 8 ⇒ (8) + 8 = 16
crit damage: 2d6 + 11 ⇒ (3, 5) + 11 = 19
Rupert feels like he made good contact as his sword seems to catch the ether of this creature.
| GM Mike |
Speck's slap brings Rupert out of his reverie. The creature must not have been expecting Rupert to be able to act, because Rupert just f!ing obliterates it. The form explodes into shadow and dissipates. The scribblings on the wall slowly fade and disappear after the creature is defeated.
Inspecting the hanged body, you recognize it as Henric Boroi. From what Lefdam knows of allips, you surmise that being here in the mirror drove him mad, and he returned as an allip when he took his own life. His ramblings suggest that his brother's betrayal was a source of his insanity.
On the body, you find:
- Noble's outfit worth 200gp
- Ring of sustenance
An ornate wardrobe against the wall contains:
- +1 longsword
- 2 potions of protection from evil
- an intricate belt of linked gold rings worth 1000gp
| Crimson Nightshade |
With an irritated sigh, Nightshade moves up to the south door, beckoning Speck over to check it for traps, and listens carefully.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
| Sir Speck El Boddom |
Speck glares at Nightshade and whispers something about Rogan being far more cordial when asking for assistance and then checks the door.
Perception+Trap: 1d20 + 9 ⇒ (17) + 9 = 26
Disable Device: 1d20 + 15 ⇒ (10) + 15 = 25
Stealth Open Door: 1d20 + 13 ⇒ (12) + 13 = 25
| GM Mike |
Unevenly upholstered furniture fills this large common area, chairs and sofas circled around asymmetrical tables. Doors on both sides of the room lead off into tiny bedchambers. There are six kayal here, lounging about with the same malaise and ennui as the kayal you met downstairs. The others look at you and the male kayal closest to you says, "Oh. Hello. Who are you?" He looks at one of the women and motions with his head; she leaves through the last door on the western wall.
| Sir Speck El Boddom |
"Well hello, I am Sir Speck El-Boddom and these are my companions Rupert, Lefdam and Rog ... um Crimson Nightshade. Who are all of you fine folks?" As speck is talking he takes in the room to see if he can see anything of interest or sense any danger.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25 +2 for traps
| GM Mike |
Speck can't exactly go door to door checking for traps, especially when he is the person directly involved in the conversation with the kayal. But that's a good roll so I'll tell you a few things.
Despite having the same basic melancholy as the group of kayal downstairs, this group is clearly awarded much more comfort and luxury than the others. Their rooms are small but well appointed. The furniture is old and somewhat patchwork, but well made. Their clothes are considerably newer and cleaner. As for danger in this area, this is obviously a well lived-in area of the structure; it would be unusual if its residents had to constantly avoid tripping traps.
The kayal regards Speck and the rest of the party as you enter through the doorway. As each of you come through the door, his expression becomes more and more bemused. "Well, you are a varied bunch, aren't you?" He chuckles to himself. "Anyway, my name is Boris." He proceeds to introduce the rest of the kayal, most of whom barely acknowledge you. "Apologies for this lot; we've been here a long time and some of us are handling the monotony better than others."
He pauses and considers for a moment. "You must understand how rare it is for newcomers to arrive here. And since nothing interesting ever happens here, you represent the most entertainment I've had in years. You simply must tell me the story of how you've come to this place."
| Rupert Stillwater |
Rupert notices the head nod and the kayal leaving the room. Alarm system, maybe? Why is this man so keen to keep us here?
sense motive: 1d20 + 4 ⇒ (16) + 4 = 20
"It's somewhat of a long story, and I'm afraid we're in a bit of a rush, Boris. Maybe we can come back and chat another time? For now, we're looking for Nicasor. Any idea where we might find him?"