| Sir Speck El Boddom |
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Speck checks the trap door for traps.
| Crimson Nightshade |
I don't think we did.
While Speck handles the trap on the trap door (HA) the Nightshade steps over to the wardrobe and looks it over.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
| Sir Speck El Boddom |
Disable Device: 1d20 + 11 ⇒ (11) + 11 = 22
After inspecting the trap, Speck attempts to disable the trap.
| Sir Speck El Boddom |
Speck, stealthily opens the trap door and peeks his head down there and take to see if he can assess the situation before letting Rupert take the lead.
Stealth: 1d20 + 13 ⇒ (16) + 13 = 29
Perception: 1d20 + 7 ⇒ (10) + 7 = 17(+2 traps)
| GM Mike |
Shadow 1 stealth: 1d20 + 12 ⇒ (17) + 12 = 29
Shadow 2 stealth: 1d20 + 12 ⇒ (16) + 12 = 28
This room is piled high with crates and boxes filled with candles and packing material. Though there was once some semblance of order to this place, it is long gone as spools of twine, pots of dye, and other elements of candle manufacture have been dumped here haphazardly.
There is a dead body of a woman on the ground, splayed out in a pool of blood. There is a large gash in her throat.
| Sir Speck El Boddom |
Speck stands up and takes a step back, looks at Rupert and says: "Your up Rupert, it is a bit cluttered down there but I didn't see anything that looked like it was going to attack us. Oh and look out for the corpse down there."
| Lefdam Ore |
Lefdam makes his way down into the Cellar with Rupert and begind to look around at everything trying to spot something that a first glance might have missed.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
| GM Mike |
As Lefdam's feet touch the cellar floor and he looks around, he catches the slightest wisp of movement in his peripheral vision.
Shadow 1 attack (flatfooted AC): 1d20 + 4 ⇒ (20) + 4 = 24
Shadow 1 strength damage: 1d6 ⇒ 3
Shadow 2 attack (flatfooted AC): 1d20 + 4 ⇒ (11) + 4 = 15
Shadow 2 strength damage: 1d6 ⇒ 6
Oh daaaaaaayum, lucky that second one missed. Lefdam, you take 3 strength damage.
As Lefdam feels a dark, ghostly presence enter his chest, he is struck by an odd sensation. It's not pain exactly; more like a suctioning. He suddenly feels heavier, like gravity has increased without warning. Now that he has been hit, he is able to barely make out the two shadow creatures that are currently menacing him.
Shadow 1 initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Shadow 2 initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Lefdam initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Nightshade initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Speck initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Rupert initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Shadow 2
Shadow 1
Rupert
Nightshade
Lefdam
Speck
Bold may act. I'll make another post immediately with the shadows' actions.
| GM Mike |
The first attack was so sudden and silent and Lefdam is so taken by surprise that the shadows each get another attack before anyone in the party knows what's happening.
Shadow 1 attack (flatfooted AC): 1d20 + 4 ⇒ (5) + 4 = 9
Shadow 1 strength damage: 1d6 ⇒ 4
Shadow 2 attack (flatfooted AC): 1d20 + 4 ⇒ (12) + 4 = 16
Shadow 2 strength damage: 1d6 ⇒ 1
Despite the flurry of attacks, Lefdam recovers from his initial surprise quickly and dodges one of the subsequent attacks completely. Unfortunately, the second shadow does manage to graze Lefdam's arm, but the damage is minimal. Lefdam, 1 more point of strength damage.
Round 1:
Shadow 2
Shadow 1
Rupert
Nightshade
Lefdam
Speck
Bold may act.
| Crimson Nightshade |
I am so giving this business a 1-star Yelp review.
The Nightshade hustles down the trap door, trying to keep his distance against the fiends, and fires at the nearest one.
Best part? Incorporeal. I can't use my Up Close and Deadly. Fork! Deadly Aim, don't fail me now!
Damocles vs. Shadow Touch AC: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
AW YISS
| Sir Speck El Boddom |
Speck goes down the trap door and rolls out the way of the shadows to stand int he corner.
Acrobatics: 1d20 + 13 ⇒ (12) + 13 = 25
Acrobatics: 1d20 + 13 ⇒ (20) + 13 = 33
Then he yells out "Quick someone hit them with some light and maybe they will fade away!"
| Rupert Stillwater |
Rupert climbs down the ladder to assess the situation. "What are these things? Will my positive energy harm them?" he asks his comrades.
In the meantime, Rupert hopes that these shadows don't like fire and aims the palms of his hands at the creatures.
burning hands damage: 4d4 ⇒ (2, 1, 2, 4) = 9
15ft cone so both should be included but Lefdam is excluded. DC13 reflex for half.
| GM Mike |
Rupert Knowledge (religion): 1d20 + 8 ⇒ (17) + 8 = 25
Yeah, Rupert, you know that they are undead shadows. They're incorporeal so they're immune to non-magical attacks and take half damage from almost all other attacks, except positive energy and force damage.
Lefdam can still act and then I'll resolve the round.
| GM Mike |
Botting Lefdam's turn. Using ki strike to treat Lefdam's fists as magical, attacking the shadow directly in front of him.
Lefdam flurry of blows 1: 1d20 + 6 ⇒ (5) + 6 = 11
unarmed damage: 1d8 + 2 ⇒ (8) + 2 = 10
Lefdam flurry of blows 2: 1d20 + 6 ⇒ (8) + 6 = 14
unarmed damage: 1d8 + 2 ⇒ (8) + 2 = 10
Ouch. Two whiffs. Both at max damage too.
Round Summary:
- Lefdam descended into the cellar and was immediately surprise attacked by two shadows. Then they both rolled higher initiative than the party and attacked him again, for a total of 4 strength damage.
- Nightshade joined the fray, hitting shadow 1 for good, but reduced, damage.
- Speck hid in the corner.
- Rupert doused the shadows in flame and hurt them both.
- Lefdam is having a tough time adjusting to his reduced strength and attacked the shadows twice, missing both times.
Round 2:
Shadow 2
Shadow 1
Rupert
Nightshade
Lefdam
Speck
Bold may act.
| GM Mike |
Shadow 1, recognizing Rupert as the biggest threat, turns its attacks on the paladin. It reaches out with its barely visible arm and tries to penetrate Rupert's armor to the waiting flesh below.
Shadow 1 attack (touch AC): 1d20 + 4 ⇒ (20) + 4 = 24
Shadow 1 strength damage: 1d6 ⇒ 5
Shadow 1 critical confirmation: 1d20 + 4 ⇒ (1) + 4 = 5
Shadow 1 critical strength damage: 1d6 ⇒ 4
Rupert's armor does absolutely nothing to protect him from the incorporeal creature, who reaches into Rupert's chest and quite literally saps his strength. 5 strength damage to Rupert. Ouch.
Shadow 2 keeps its focus on Lefdam, who is already weakened by their attacks and is showing signs of fading.
Shadow 2 attack (touch AC): 1d20 + 4 ⇒ (16) + 4 = 20
Shadow 2 strength damage: 1d6 ⇒ 1
Lefdam takes 1 more strength damage.
Round 2:
Shadow 2
Shadow 1
Rupert
Nightshade
Lefdam
Speck
Bold may act.
| Crimson Nightshade |
Ho-lee shit! These things are wrecking house!
The shadow-creatures rend into the very quintessence of his allies as The Nightshade unhurriedly loads another alchemical cartridge into Damocles, taking aim at the same shadow. He understands these creatures on a level that he cannot with his erstwhile allies; an ethereal power and a nature defiant of the Lady of Graves. He takes his time aiming, wondering absently what would happen if they struck him. Would it affect him? Does he have enough life left in him to sap away?
Finally, he sighs and unleashes Damocles once more.
Damocles vs Shadow Touch AC: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Oh b~%~*~*s. That's probably a miss. And the damage was so good!!
| Sir Speck El Boddom |
Speck knows that he can't harm these shadows, but that doesn't mean he can't be useful. He maneuvers himself so that he can provide flanking to his comrades.
Acrobatics: 1d20 + 13 ⇒ (1) + 13 = 14
Acrobatics: 1d20 + 13 ⇒ (19) + 13 = 32
And takes a swing at the shadow attacking Rupert
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Sneak Attack: 2d6 ⇒ (6, 2) = 8
| GM Mike |
Speck manages to tumble his way out of one of the shadows' attacks, but not both.
Shadow 1 AOO (touch AC): 1d20 + 4 ⇒ (16) + 4 = 20
Shadow 1 strength damage: 1d6 ⇒ 1
He feels one of the shadows barely graze his arm, but that's enough. 1 strength damage to Speck.
Round 2:
Shadow 2
Shadow 1
Rupert
Nightshade
Lefdam
Speck
Bold may act.
| Lefdam Ore |
Lefdam unleashes another volley of attack against the shadow closest to him.
Unarmed Strike: 1d20 + 5 ⇒ (1) + 5 = 6
Unarmed Strike: 1d20 + 5 ⇒ (16) + 5 = 21
Unarmed Strike: 1d20 + 5 ⇒ (13) + 5 = 18
Unarmed Strike Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Unarmed Strike Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Unarmed Strike Damage: 1d8 + 1 ⇒ (8) + 1 = 9
| Lefdam Ore |
Fumble Confirmation: 1d20 + 5 ⇒ (15) + 5 = 20
| Rupert Stillwater |
Rupert feels the strength drain from his arms when the shadow touches him. The sword has never weighed as much as it does now. I'd say it's time to change tactics.
The golden holy symbol engraved in Rupert's armor glows as he says a prayer to Sarenrae and channels positive energy into the room. Sorry, Rogan
channel positive to harm undead: 2d6 ⇒ (6, 2) = 8
"You foul shadows have no place here! The light of Sarenrae will burn you away!"
I'm not very good at overzealous bad-mouthing, I've realized
| GM Mike |
Round 2 Summary:
- The shadows hit Rupert and Lefdam, for 5 and 1 strength damage, respectively.
- Nightshade calmly reloaded and fired his weapon again, but the shadow's ethereal nature made it difficult to see where it ended and where the actual shadows began.
- Speck took 1 point of strength damage while moving into a flanking position.
- Lefdam attacked three times, landing two hits.
- Rupert invoked the holy power of Sarenrae, dealing damage to his companion but also to his foes. Nightshade, take 8 points of damage
Both shadows look like they are having a hard time keeping their physical forms, such as they are, together. The party has gotten them close to death, but they are both still holding on.
Round 3:
Shadow 2
Shadow 1
Rupert
Nightshade
Lefdam
Speck
Shadows will act in the next post.
| GM Mike |
Both shadows are barely holding on and now recognize Rupert as the true threat. The first attacks Rupert directly, while the second five foot steps past Lefdam to attack Rupert from the side.
Shadow 1 attack (touch AC): 1d20 + 4 ⇒ (17) + 4 = 21
Shadow 1 strength damage: 1d6 ⇒ 5
Shadow 2 attack (touch AC): 1d20 + 4 ⇒ (10) + 4 = 14
Shadow 2 strength damage: 1d6 ⇒ 6
OMG brutal.
Rupert is nearly powerless against the shadows' coordinated attack and takes 11 more points of strength damage. I don't think I need to tell you guys you need to kill them this round.
Round 3:
Shadow 2
Shadow 1
Rupert
Nightshade
Lefdam
Speck
Bold may act.
| GM Mike |
With Rupert's last ounce of strength, he calls upon Sarenrae a second time, knowing that he is going to harm his friend, but also knowing that this fight has gotten out of hand. A glowing holy energy bursts from his holy symbol, obliterating both shadows, who dissipate into nothingness. Rupert collapses to his knees, utterly spent.
Dang, you guys. Let's tally:
- 16 strength damage to Rupert
- 6 strength damage to Lefdam
- 1 strength damage to Speck
- 15 friendly fire damage to Nightshade
Okay. What next?
| Crimson Nightshade |
Um, I get Will Saves, thank you. What's the DC for half on that, Rupert?
Will Save vs. Positive Energy 1: 1d20 + 6 ⇒ (20) + 6 = 26
Will Save vs. Positive Energy 2: 1d20 + 6 ⇒ (9) + 6 = 15
At least the first one is for half. Hopefully both.
EDIT: Nevermind, I found the DC. I made it on both, thankfully. That could have been a lot worse.
The Nightshade's skin bubbles and sears as Rupert blasts the creatures with holy light. His teeth clench hard behind his blood-red scarf. [color=red]"I appreciate that we must eradicate these creatures,"[/color] he says through gritted teeth, [color=red]"but I'd take it as a kindness if you did not eradicate me with them."[/color] He moves further into the room to try and line up a cleaner shot, reloading as he goes.
Then he looks up and sees the shadows have been destroyed and grunts. [color=red]"Well. That could have gone better."[/color]
Ignoring the near-dead paladin for a moment, the Nightshade hunkers down near the corpse and inspects it.
| Rupert Stillwater |
As he watches the shadows shred and evaporate, Rupert feels a warm rush of love for his god. I knew you wouldn't let it end like this.
He then immediately falls to his knees under the weight of his armor. He manages to lift a hand to his chest and mutter a short prayer.
lesser restoration for strength damage: 1d4 ⇒ 1
CHICKENANDCHEESE!
"Gentlemen, I daresay that fight nearly killed me. Are you all okay? Rogan, I'm sorry that I harmed you - I was trying to protect us but I pray you'll forgive me."
Here's hoping that body is littered with potions of restoration and some sweet gear for killing shadows in the future.
| GM Mike |
The corpse's hands and clothes are flecked with dried wax; Nightshade can only assume this is Catalina. He finds some items on her person:
- A key
- A ring
- Two potions
- A torch that you recognize as an everburning torch
Lefdam, these are very difficult checks for you, even with the house ruled relaxing of the detect magic requirement. I'm nothing if not benevolent, so let's do it this way: roll 2d20. If you hit 20 on either roll, you can look at both spoilers. If you hit 16-19 with either roll, you can look at the second spoiler.
With a quick look around the room, you can see there is nothing else interesting here. There is a door on the eastern wall, leading to what you presume is the main cellar where you fought the lurker in light.
| Crimson Nightshade |
Nightshade regards Rupert for several moments with an inscrutable expression, before he finally says, [color=red]"It matters little. We are alive and they are dead."[/color] A pause. [color=red]"Again."[/color] He moves to turn away from the paladin, but stops and turns back to him with hard eyes. [color=red]"And do not ever call me by his name again, or your goddess will not save you."[/color]
He gathers the items found and brings them over. The potions are of some middling interest, but the torch he passes off immediately to whoever will take it. Light is, in general, not his friend.
Scared of what it shows?
Shut up, cretin. Were it not for your weak eyes, we would have had that fight.
Tsk, tsk. Changing the subject. Bad sign.
Or I simply don't argue with fools.
But you are arguing. And, you're arguing with yourself, so...
I am not you. You're weak. And a coward. Too weak to avenge Red. I did that. I did.
Silence. Good.
He holds up the ring. [color=red]"Any chance this is magical?"[/color] he asks Lefdam. [color=red]"The key is likely to the doors we already unlocked, but we should finish our sweep of the area."[/color]
He takes the key to the east door. He moves to place the key in the lock, but stops, remembering how many booby traps they have already come across, and turns to Speck. [color=red]"Perhaps you should check it, first."[/color]
| Lefdam Ore |
Lefdam takes ring and both potions and studies them hoping he will be able to identify what these are.
Spellcraft: 1d20 + 2 ⇒ (9) + 2 = 11
Spellcraft: 1d20 + 2 ⇒ (20) + 2 = 22
AYOOOO!!!
"Ah yes! This ring here is a Ring of Climbing and these potions are potions of Pass Without Trace!" Lefdam exclaims this a bit more enthusiastically than he had intended.
| Sir Speck El Boddom |
Speck silently listens to the banter, not feeling in the mood to add to it.
For the second skirmish today I have not had much to contribute. Perhaps I need to rethink my equipment, maybe suggest that we visit a shop and palm some items that could help in a pinch. Ah but then there is Rupert and Lefdam, and I have been around them for long enough to know that while they may look the other way when we are encountering evil foes, they will not let my trade go unpunished when I apply it to a law abiding citizen.
He hears Nightshade mention something about checking a door and clears his mind so he can focus on the task at hand. He approaches the door and gives it a look over.
Perception For Traps: 1d20 + 9 ⇒ (5) + 9 = 14
Disable Device: 1d20 + 15 ⇒ (20) + 15 = 35
LOL I have been hurting myself on my disable device checks because I didn't have my masterwork thieves tools equipped in hero lab. that was a +4 I was missing out on.
| Crimson Nightshade |
With their front-liner out of commission, Nightshade takes the fore, and cautiously opens the door.
| Lefdam Ore |
Lefdam follows behind Nightshade. He may be a bit weakened, but he still can pack a punch.
| Crimson Nightshade |
Nightshade nods satisfactorily, then moves to the first door on the south wall. He reaches out to turn the knob, but then sighs impatiently. [color=red]"Yes, for the best really,"[/color] he mutters. [color=red]"Speck? It could be the worst of the booby traps are behind us, but I would rather not take chances. Would you be so kind?"[/color] He gestures at the three doors.
With our luck, the trapped door is the one we don't check lol. May as well do all three.
| Sir Speck El Boddom |
Speck moves up to the remaining 3 doors in succession, from closest to furthest, and checks each on for traps.
Perception Door 1: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Disable Device Door 1: 1d20 + 15 ⇒ (14) + 15 = 29
Perception Door 2: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Disable Device Door 2: 1d20 + 15 ⇒ (7) + 15 = 22
Perception Door 3: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Disable Device Door 3: 1d20 + 15 ⇒ (1) + 15 = 16
once he has checked the doors, he then attempts to stealthily open the door that nightshade is in front of.
Stealth: 1d20 + 13 ⇒ (6) + 13 = 19
| GM Mike |
Since we're doing pbp, I'm just going to assume you looked in all three rooms to keep things moving. Don't worry, they're not locked or trapped.
The doors are to three storerooms. These small rooms are filled with cotton cord and twine, cleaning supplies, raw wax, and organic resins. More notably, however, you also find five corpses, two men and three women. They are each covered in a thin layer of wax. There are no valuables on any of them. You have no idea who they are but Lucian would probably know.
| Crimson Nightshade |
Untrained Heal Check: 1d20 + 3 ⇒ (6) + 3 = 9
The Nightshade shakes his head. [color=red]"I can't make heads or tails of this. Bizaare. Lefdam? Thoughts?"[/color]
| Crimson Nightshade |
Holy derpwagons. I was thinking of Lefdam. Lefdam has Heal, right? I thought he did. Edited my above post.
| Lefdam Ore |
Lefdam kneels down and looks over the bodies.
Heal Check: 1d20 + 3 ⇒ (19) + 3 = 22
"I would estimate that they all have been down here for about a week or so. I am guessing Lucian would find this information interesting...despite our forgetting to bring him with"
He says with a tobacco pipe sticking out of the corner of his mouth
| Crimson Nightshade |
Ohmygod. Smokin' rocks! I'M DYING
The Nightshade slowly shakes his head. [color=red]"There is nothing more to learn here. Let's report back to Lucian. After that, we should seek refuge at Shade Row. Perhaps someone there can help the paladin recover."[/color]
| GM Mike |
There is nothing story-wise that really needs to happen with Lucian here. So let's handwave you stopping by his place and telling him to go check out the dead bodies.
You head south across the river and then west into Shade Row. Remembering what the rescued kayal told you, you ask around for the mayor, Ionela Zagrev. You are led to a house that is just as worn down and dilapidated as the rest of the houses here; you would never have guessed that it was a mayor's home. You knock on the door and after a few moments an older kayal answers. She looks confused for a moment and then recognition sets in and her face lights up. "Ah, it's our heroes! Please, please, come in!" She ushers you into her home and indicates for you to sit. She produces fresh bread and cheese and some terrible wine. "Eat! Drink! It is my honor to host such intrepid adventurers!" It is at this point that she notices Rupert in particular. "Oh, my dear boy, please take no offense, but you look terrible. I begin to suspect that this isn't just a social call. Tell me, what can old Ionela do for you?"