Truddig
|
"Hey, this ain't a dwarf's forte, you know," Truddig calls to the other Pathfinders. "One of you with legs, let's try to get these two down, if we can!"
Betty Boomstick
|
Betty helps get the people down as well. When one of them asks who they are, she says “Well, my name is Betty and we as group are all members of Pathfinder Society.”
She hesitates a bit, then asks “Do ya remember who ya are?”
Betty Boomstick
|
Betty frowns, but continues to try and help the man. She offers him some water.
Once the ones who are alive have been given some comfort, she says to the rest of the group "If they can make it out on their own, that would be best. Otherwise think we leave 'em here fer the moment and try ta git 'em out when we go."
Ginadori
|
Gina lets everyone do their thing here. But gets a look at the walls besides the chains.
Gina just doesn’t have the heart to tell the victims here or her own party that she suspects breaking this shadow realm will dust all of these millenias’ old inhabitants.
Betty Boomstick
|
Knowledge (planes): 1d20 + 11 ⇒ (17) + 11 = 28 Main thing the creatures would likely be known for, then DR/Immunity/Resistance
| GM Nowruz |
Spell-Like Abilities (CL 4th; concentration +7)
Constant—blur
Immune cold
Amorphous
The creature's body is malleable and shapeless. It is immune to precision Damage (like sneak attacks) and critical hits.
Cold (Su) A shae’s touch saps heat from living creatures, leaving patches of colorless flesh rather than physical wounds. A shae can deal 1d6 points of cold damage with a touch. It adds +1d6 points of cold damage to any melee weapon damage it deals.
Betty Boomstick
|
Hearing the description, Betty says "Sounds like Shae."
She adjusts her hat as she pauses. "Bit o' disagreement exactly what that means, unfettered seems right by me. They natives o' Shadow Plane, might have been humanoids in distant past. Wispy, tough to see their exact position and they don't got no vitals. If'n we got to fight 'em, watch out for their touch. Even through a weapon it will drain yer bodies heat."
Constant blur ability, do +1d6 cold damage with touch or through melee weapons. Immune to precision damage. Go ahead and read the whole spoiler if you would ask Betty for more details.
Ginadori
|
While everyone is getting out prisoners, Gina is busy looking up these Shae in her books. It sounds like they're likely to be fought soon, so she looks for tales of their other behaviors and weaknesses.
Knowledge Planes while consulting a pathfinder chronicle: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 this success will be important for Gina's lecture later
| GM Nowruz |
You know that they also have the following ability:
At will : Lesser Shadow Evocation (Sp) This spell-like ability functions identically to the spell shadow evocation, but it can only create quasi-real versions of sorcerer or wizard evocation spells of 2nd level or lower. This spell-like ability is the equivalent of a 3rd-level spell.
Ginadori
|
”Ah, here it is then, Pathfinders have encountered them before, in the real Shadow Planes. The Shae are also known to use a lesser form of Shadow Evocation. I will add, Since we know this Cairn is a Shadow demiplane, that magic is going to be more powerful, but remember the effects are illusions. Disbelieve and they can do little harm.”
more reading if you want, Gina shares.
Betty Boomstick
|
“Not sure why they would be torturing people. I has ta wonder if there a reason ta try talkin wit ‘em.”
“Guess it is time ta look behind the other door.”
| GM Nowruz |
B4. DISPOSAL
Blood, rusted chains, and corpses cover the floor of this room. It smells of rot and cold blood and the air is heavy with moisture seeping from rent body parts. Two opposing walls have doors in them, the only apparent egresses.
When a tool of torture, or victim of it, no longer serves its purpose in the Cairn of Shadows, it is disposed of here you believe.
Four fetchling bodies, which were recently shredded, can be found here.
The congealed misery of this place seeps into the wall and floors, eventually forming the stream of shadow essence into the main hall.
Betty Boomstick
|
Perception: 10 + 10 = 20
Looking in the room, Betty says “Seems we found their garbage dump. Wonder what shredded the fetchlings.”
Nodding towards the far door, she says “Best be on the lookout for more traps.”
Although it is uncovered, it doesn’t sound like we have opened the far door in B4.
My apologies if I misunderstood.
Truddig
|
Perception DC 15: 1d20 + 13 ⇒ (13) + 13 = 26
Truddig nods, confirming Betty's assessment. He knocks an arrow as he keeps an eye on the door while waiting for someone to open it.
Betty Boomstick
|
With an exasperated sigh, Betty says “Seems the only way up is through the hole over the throne.”
“Might as well try to git the person who thinks he is Telendrak out, then try ta git up thar.”
Looking around the group, she asks “Who else can fly? I got a potion that should do the trick fer one of us.”
| GM Nowruz |
The last two rooms are essentially used the same way. Nothing else to be found in that area.
You help the man near the throne to get out and again feel the chains trying to prevent you to leave but eventually you are successful.
The man thanks you with all his heart.
Back in the cairn you are preparing to get up the chains.
Truddig
|
"These chains--while horrifying--also look pretty helpful to the climb. As long as we're not disturbed during the climb, I think I can handle it well."
A climb check with a knotted rope is DC 5; assuming the links in the chain are equivalent to knots in a rope, it would take a pretty severe penalty to fail at a take 10 on the Climb check. Of course, if we're threatened during the Climb, that all changes....
Betty Boomstick
|
“The man was looking up an’ expecting some sort a reply. Think first ta’ go up better be ready fer trouble.”
My character actually has +5 Climb, so even if required to roll they would not fall. On the other hand, she would have trouble using anything other than her pistol while climbing,
“Once we got someone up top, maybe we could git rid of some a the chains and drop a rope.”
Looking to Awkin, she admits “Don’t see any normal way ta git Cat up thar.”
Betty Boomstick
|
Betty nods her acknowledgement.
"You said you had a way ta magic yerself and Cat up thar? What sort'a spell?"
Looking to the rest, she asks "Who is going first? Doesn't sound like we have lots of flight magic, so might be best if I climb. Should be able to handle it."
Betty Boomstick
|
Betty does a double-take at Awkin's solution, clearly surprised by the answer. After a moment, she admits "That should do it..."
Truddig
|
Truddig stows his bow and tightens up his belt and backpack. "Well, no sense waitin'," he offers as he grabs a chain and begins his ascent.
Climb, take 10: 10 + 4 = 14 repeat x10 for 5 rounds of double-move actions
Betty Boomstick
|
Betty watches Truddig ascend the chain. Stowing her musket and making sure her pistol is in easy reach, she gets ready to climb.
“Now no one is needin’ the potion, right”
Looking to Awkin, she says “An yer goin’ ta be lookin’ fer trouble as we climb, right?”
Then she starts up the chain. She climbs a bit faster than Truddig, quickly catching up with him.
Climb, fast: 10 + 5 - 5 = 10
She will match pace once she gets even with Truddig.
| GM Nowruz |
As Awkin and her companion start to fly the chains become more lively and try to ensnare them!!!
Chain hazard: flying creatures must make a DC 30 Fly check each round to avoid becoming entangled in the chains. Entangled flyers are stuck in place and cannot move until they succeed at a DC 20 Escape Artist check or Strength check as a standard action.
Awkin Delance
|
Cat gets stuck no matter what he rolls so straight to strength check.
Escape artist: 1d20 + 4 ⇒ (20) + 4 = 24
Escape artist: 1d20 + 4 ⇒ (16) + 4 = 20
Escape artist: 1d20 + 4 ⇒ (14) + 4 = 18
Escape artist: 1d20 + 4 ⇒ (18) + 4 = 22
Escape artist: 1d20 + 4 ⇒ (20) + 4 = 24
Out of 5 rounds, he can use a move action 4 times to keep going.
Betty Boomstick
|
Seeing the problems Awkin and Cat are having, Betty mutters to herself “Dang chains gittin’ in the way! Probably best no one used the potion.”
Fifi Vanaash
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Fifi starts her ascent, making sure to be the last one to ascend up the chains. Her scimitar is sheathed and her shield is strapped to her back, she says-"Let us hope we are not interrupted mid-climb"
Climb check Take 10: 10 + 1 = 11 (Repeating)
| GM Nowruz |
Perc(Betty): 1d20 + 10 ⇒ (19) + 10 = 29
Perc(Gina): 1d20 + 3 ⇒ (10) + 3 = 13
Perc(Awkin): 1d20 + 14 ⇒ (7) + 14 = 21(Cat has scent)
Perc (Truddig): 1d20 + 13 ⇒ (13) + 13 = 26 (+2 vs. flying, +3 in forest terrain, +4 vs. humans)
Perc (Fifi): 1d20 + 0 ⇒ (11) + 0 = 11
Perc(Idril Bladesong): 1d20 + 6 ⇒ (5) + 6 = 11
vs. 3d20 ⇒ (18, 13, 16) = 47
Okay, I think you can all get up the chains as Idril can also take 10.
You rise up and up ... some of you are faster than the others but you wait for each other.
The chains seem to never end.
Around 160 ft above the ground Truddig and Betty suddenly hear a voice.
"Did you hear the chains?"
* *
Ini(Betty): 1d20 + 4 ⇒ (19) + 4 = 23
Ini(Gina): 1d20 + 7 ⇒ (17) + 7 = 24
Init(Awkin): 1d20 + 5 ⇒ (8) + 5 = 13]
Init(Truddig): 1d20 + 4 ⇒ (18) + 4 = 22
Init( Idril Bladesong): 1d20 + 4 ⇒ (10) + 4 = 14
Init(Fifi Vanaash): 1d20 + 2 ⇒ (8) + 2 = 10
vs. 1d20 ⇒ 10
Please all assume that you are at a level of 160ft. We are now moving in rounds and I would like to have two rounds of actions please. You are all up.