GM Jhaeman |
After T'Shar's errant blast, the shadowy form begins to coalesce into a vaguely humanoid shape with a long, clawed limb. The shadow glides through the room silently and with an arbitrary menace, reaches out towards Ao. The dark hand plunges into Ao's chest, draining the Pathfinder's strength!
Rolling randomly to see who it attacks. Magic-8 ball answers: Ao.
Ao, the touch attack hits and you take 2 points of Strength damage. Everyone, remember that ability score damage counts "up", and for every 2 points, you take a -1 to associated checks (in this case, melee attack and damage rolls, CMB & CMD, and some Strength-based skill checks).
1TShar,2Ao,3Steppinwolf,4Uaine,5Surely: 1d5 ⇒ 2
Touch Attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d6 ⇒ 2
Uaine Altimari |
Knowledge (religion): 1d20 + 5 ⇒ (3) + 5 = 8
Unsure of what to do against this creature, Uaine tries to keep it from preying further on Ao.
Casting Shield of Faith on Ao for a +2 deflection bonus to AC.
Steppinwolf Zepp |
Steppinwolf starts an encouraging song
Ghost Riders in the Skyyyyyyyyy
before taking a swing at it with the Greatsword
gs: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 slashing: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Ao Shoku |
M%%&$~&$!@~~...oh well; could've been worse.
Ao re-meets with the others as they leave their farcical 'interrogation', having been left behind in one of the pillow-pits and forced to spend the time struggling to climb out. Now, well, this just does not seem to be his day...or perhaps it is. It really isn't easy being a Paladin.
Knowledge (Religion): 1d20 + 6 ⇒ (20) + 6 = 26
Even in the smoke, Ao recognizes his foe immediately - almost intuitively.
"A shadow of death, one of the hungry ghosts! Quickly, use whatever magic or holy power you possess against it! Even holy water might help if you pour it in place. You don't wish to become what you see before you - for nearly the moment it slays you, that is what shall happen...."
Despite being visibly...affected by the shadow's attack, Ao not only rallies, but the glow of his eyes intensifies, and seems to spread as his entire begins to to exude an eerie blood-moon halo. He strikes back, his glowing fist a sudden beacon in the smoky dark!
Lay on Hands, smoke, courage, SMITE EVIL!: 1d20 + 6 ⇒ (6) + 6 = 12
miss chance? low is good: 1d100 ⇒ 21
positive energy damage VS Undead: 1d6 + 5 ⇒ (1) + 5 = 6
Were this an in-person game, we could've discussed our moves a bit prior to making them; DM, I don't know if you'd permit Uaine to take back her action, since the deflection bonus from her spell and my Smite can't stack?
GM Jhaeman |
Steppinwolf's blade cuts right through the center mass of the shadow, but the swirling darkness looks completely unaffected! But when Ao's glowing fist plunges into the darkness, the shadow wails in visible agony and looks somewhat diminished.
Steppinwolf's attack hit, but didn't seem to do anything. Ao's attack hit and did full damage. Keep it up! (sorry, no ret-conning the target of Uaine's spell--I'm 99% against time travel :)
Surely's turn.
T'Shar |
T'Shar moves his arms to gather power and, again, tries to attack the enemy - but misses completely.
Attack: 1d20 + 3 + 1 - 2 - 2 ⇒ (4) + 3 + 1 - 2 - 2 = 4 PBS, vs. touch, target in melee with others
He then 5-foot-steps behind Steppingwolf.
GM Jhaeman |
The shadow's amorphous form makes T'Shar's blast miss completely, and then the swirling darkness reaches out a tendril towards Uaine. The merest touch seems to weaken the tiefling significantly!
It's going to attack randomly again. Target this time is: Uaine.The touch attack hits. Uaine, you take 4 points of Strength damage (this counts "up", and effectively gives you a -2 to melee attack and damage rolls as well as Strength-based skill checks.
If anyone takes Strength (or other ability damage) please note in your taglines under "Conditions"--it'll be important to keep track as it accumulates--especially if the amount you've taken ever equals your ability score.
1TShar,2Surely,3Ao,4Steppinwolf,5Uaine: 1d5 ⇒ 5
touch attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 ⇒ 4
Surely MacGinney |
Surely will wait till either Uane or Ao clear a spot so he can 5 ft step up to attack-provoking seems suicidal here
Stepping forward, Surely touches the creature, trying to impart it with healing energy!
Touch: 1d20 ⇒ 2
Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4 Would be DC 14, but I see I will miss
Steppinwolf Zepp |
Steppinwolf continues his Inspire Courage then jabs his Wand of Cure Light at the shadow and, taking his cue from Surely, discharges a charge from the wand at it.
healing: 1d8 + 1 ⇒ (2) + 1 = 3
Ao Shoku |
Ao administers another slap of unearthly power...
Lay on Hands, smoke, courage, SMITE EVIL!: 1d20 + 6 ⇒ (14) + 6 = 20
positive energy damage VS Undead: 1d6 + 3 ⇒ (6) + 3 = 9
Also, I'm not sure whether miss chance applies to what I'm doing (be nice if it didn't!) - and what about flanking and critical hits? The incorporeality rules appear surprisingly unclear on the matter to me.
Uaine Altimari |
Uaine follows suit, but with energy more like a rolling wave the shadow won't be avoiding entirely.
Channel Energy, Will DC 11 for half: 1d6 ⇒ 2
GM Jhaeman |
Thinking quickly, Steppinwolf uses his wand to send a surge of positive energy toward the shadow, harming it. But it's Ao's holy power that completely destroys the foul creature!
Steppinwolf's and Ao's attacks both hit, destroying the creature. Uaine, you can get your use of the channel back since the creature was destroyed before you acted.
We are off Initiative. Good work! Here's a reminder of the room description: "The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke." There are no visible exits out of this room beside the one you came in.
My usual reminder: if you've taken damage or expended resources (spells, charges, uses of daily powers, etc.) please adjust your tagline accordingly.
Will save w/ channel resistance vs Steppinwolf cure light: 1d20 + 6 ⇒ (12) + 6 = 18
Ao Shoku |
Ao makes a short prayer of thanks to Tsukiyo as he looks down at his hand, and holds it to the spot where on his chest where it had touched him first.
He wonders whether any of the others truly understand how badly that could have gone.
Uaine Altimari |
Only with the threat abated does Uaine feel the toll. She swats weakly at the smoke, sitting down for a few seconds. "This is...awful. Hopefully but likely not the worst that will be thrown at us."
Uaine Altimari |
"Best of luck there," Uaine says with a slight chuckle. "I'll have to live with it for now, and it can be lived with. A great deal of rest or some magic after we're done here. I just needed to be still for a moment..." With that, she stands. "That much will be the best remedy we can hope for right now."
Steppinwolf Zepp |
Meanwhile Steppenwolf ponders the paradoxes. Pillows in the pits, blunt arrows, made the whole thing sound like a training exercise. Yet there were real monsters. Had something gone terribly wrong?
We need more answers he says. There are contradictions. Where have we not gone yet? That is where we should go. Deliver this flame.
GM Jhaeman |
Backtracking through the pit maze and the entry hall where the newly-minted Pathfinders fought the skeletons, the group opens a door to the northwest.
In the center of this room is a large pool of water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of an ancient warrior, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying “Magic is the key.” The voice slowly fades, leaving a dreadful silence.
There are two doors on the southern wall (marked with arrows).
Uaine Altimari |
Uaine enters the room, wary of whatever the voice belongs to. If neither door responds to being pushed or pulled, she attempts a minor mending on each.
If that doesn't work either, the tiefling's mask shifts slightly into a frown. "Less trivial magic could do it," she says without offering any up.
Surely MacGinney |
"Hrm. . . I don't know that there is anything I can cast that might work here?" Thinking for a minute, Surely tries, "MAGIC!" he says in the direction of the voice, hoping that the word itself might be the key.
Uaine Altimari |
Uaine shakes one hand sideways in a 'so-so' gesture. "And even less so after the incident with the shadow. But I'm less concerned about the depth than for something lurking down there. Still, we aren't draining this entire pool, so who's going in?"
Steppinwolf Zepp |
No mermaids or sirens among us? Steppinwolf smirked. But if nobody else does ,... I'll do it ... can't be any colder than the waters at home. And I guess we're looking for the one with the magical aura
Unfortunately Detect Magic isn't one I know. Should get a wand I suppose
GM Jhaeman |
Steppinwolf takes a deep breath and dives into the water. The waters are chilly but still, and swimming isn't difficult.
Steppinwolf, if you have a +0 or higher modifier to Swim, you can just Take 10 to move through the water without difficulty. Is there anything in particular you want to do when you get to the bottom, or just grab a handful of keys and surface?
Apologies for my slower posting everyone--this week and next are my busiest time of the year at work.
T'Shar |
Frustrated his attempt didn't seem to make any difference, T'Shar held his silence about the water. He wasn't minimally interested in swimming himself, and would do it only as a last resort.