GM Mauve's Cradle of Night (1e) (Inactive)

Game Master MauveAvengr

Maps and Info

Current Date: Sunday, 6 Kuthona 4718

Loot Sheet


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Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Spellcraft, H: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

Akku looks at the magical auras after enhancing his sight with magic detection.

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

No spellcraft here nor do I have trapfinding, so I’m not much help in this room…


Akku has heard of similar traps to this one. Opening either the north door or south door will activate the trap. Then when someone stands in front of one of the four statues, each will jab out with their wooden trident. Then immediately after, the doors slam shut and the room erupts into flame as per wall of fire.

To disable the trap, you'll need the Trapfinding skill and attempt a Disable Device check to disable.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

"The entire room is a trap, and only a skilled trapsmith could ever hope to disarm it. Let us go around the other way; perhaps the rooms will connect to the north and get us there through a different path?"

Dark Archive

Human BldRgr1/Sorc4/DD3, HP:69/69, AC:19, Touch:12, Flat Footed:17, (assumes mage armor) F:+7, R:+4, W:+7 (+2 vs. fear;+1 vs death), Init:+6, Perc:+10 (low-light vision)

We could open and go through the western secret door without activating the trap.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Backtrack east and go through north secret door is my vote. We don't have a cleric in this party and we should try to avoid useless dmg.


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Akku's right, we should just go around this. I don't see a way through it at all. the bard agrees with the young man, before turning and retracing their steps the way they all came.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Akku nods upon hearing Farrar's confirmation of his own logic. He heads backwards to the north of the previous room, leaving some room by the secret door to allow the professional front-line warriors to take position.

Siiska gleefully takes position on the east side of the secret door, twirling her closed umbrella impatiently and itching for a fight...

Moved everyone in formation assuming this is the plan...

After twirling the magical trident a few times and almost shocking himself half a dozen times, Akku gives up and gives it to Aleksander, whose hand appears more steady than his own...

Akku gives the +1 returning shock trident to Alek


Thanks for moving the tokens!

Leon slowly slides the secret rocky door open. Immediately... they see the butt end of a warhorse. A statue of a warhorse, that is. The large chamber in front of them arches twenty feet overhead. Rich but aged tapestries hang from the walls with several shields depicting a black circle upon a field of blue. Four armored warrior statues holding lances and two armored warhorse statues dot the room. To the east, a short flight of steps ascend to an alcove containing a stone coffin surrounded with weapons and other treasures. A long lance with a cruel barbed tip lies atop the coffin.

As the door slides open, the group hears a wailing come from the coffin. A ghostly spirit slowly rises from the coffin and picks up the cruel lance. As the spirit emerges more fully, it looks like a man mounted on a horse!

Though the spirit looks mounted, it is treated as one creature (thus cannot be dismounted nor is it treated as mounted.

Initiative:

Akku: 1d20 + 2 ⇒ (17) + 2 = 19
Aleksander: 1d20 + 6 ⇒ (18) + 6 = 24
Farrar: 1d20 + 2 ⇒ (4) + 2 = 6
Galadhan: 1d20 + 9 ⇒ (12) + 9 = 21
Kal Drak: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28 (burn heightened awareness)
Leon: 1d20 + 3 ⇒ (7) + 3 = 10

Aiyana: 1d20 + 2 ⇒ (11) + 2 = 13

spirit: 1d20 + 10 ⇒ (5) + 10 = 15

-----------

[u]Round 1[/u]

Kal Drak (63/63 hp)
Aleksander (84/84 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.
Galadhan (57/57 hp)
Akku (51/51 hp, 16/16 temp hp)
-Siiska (52/52 hp, -6 strength)

Spirit

Aiyana
Leon (74/76 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.
Farrar (57/57 hp)

Kal Drak, Aleks, Galadhan, and Akku are up!

Knowledge (religion) check to ID this spirit.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Knowledge Religion, H: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30 Resistances(energy/DR/SR), Immunities, Special Attacks, Special Abilities; in that order please, depending on how much I've exceeded the DC.

Sudden disgust plain on Akku's face, he grips his scythe tightly as it begins to glow with a silvery color... then the radiance expands outwards towards the rest of the party, their weapons all glowing equally!

Experienced Ghost Hunter: Swift action to activate Ghost Hunter racial trait, combined with Ghost Hunting Team: When you use your ghost hunter ability to grant your weapons the ghost touch special ability, you can also affect the weapons of allies within 30 feet of you.

Akku springs forward, followed by Siiska!

Standard to cast guidance on Siiska + move, south of spirit alcove (cover); see map

Note to the party: since your weapons are now ghost touch, you can now apply critical hits and precision-based damage on incorporeal foes.


Female NG outsider (phantom) | HP 68/68 | AC 29 T 15 (19 vs. incorporeal) FF 25 | DR 5/slashing and DR 10/magic | Hateful Aura 10 ft. radius (swift; 4dmg to anyone attacking Siiska or Akku) | CMB +8, CMD 24 | F: +12, R: +14, W: +6 | Init: +4 | Perc: +15, SM: +2; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: heroism, mage armor, greater magic fang, pro vs. evil

"Let's dance horse face!" announces the girl defiantly. She follows her older brother, shared hatred for the apparent undead foe plain on her face. She takes position north of the alcove and nods grimly to her brother.

Double move, north of spirit alcove (cover); see map

Note to the party: since your weapons are now ghost touch, you can now apply critical hits and precision-based damage on incorporeal foes.

Chill touches remaining: 6/8


Akku knows this to be a variant of a festering spirit, a type of incorporeal undead. Like most incorporeal creatures, it has incorporeal traits and undead traits as well as channel resistance +2. Any creature killed by the spirit will rise as a festering spirit itself (create spawn). It also has the ability to trample creatures!

A thin layer of goo covers the creature, which Siiska notices as she approaches (slime). Any creature that is hit by the spirit's incorporeal touch attack, passes through it's square, or hits with a natural weapon or unarmed strike may become nauseated (Fortitude save, staggered on a success).

And anyone approaching is subject to a strong stench.

@Everyone, if you get within 30 ft., you must succeed at a Fortitude DC 15 or be sickened for 10 rounds.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Akku Fort DC 15, heroism, ward against corruption: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24
Siiska Fort DC 15, guidance: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

The siblings notice the stench. Sisska turns up her nose, almost reeling backwards from the foulness of it.

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Galadhan moves forward and tries a shot at the spirit, firing a ghost salt arrow…

Fort Save: 1d20 + 7 ⇒ (16) + 7 = 23

To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Precise Shot, Improved Precise Shot, Point Blank Shot
Damage Mods: Magic, Strength, Weapon Specialization, PBS

Magic Longbow: 1d20 + 14 + 1 + 1 + 1 ⇒ (16) + 14 + 1 + 1 + 1 = 33
Magic/Cold Iron/Ghost Salt Damage: 1d8 + 1 + 2 + 2 + 1 ⇒ (3) + 1 + 2 + 2 + 1 = 9

Perfect Strike: 4/6


Male Fetchling Fighter (Gloomblade) 8

Aleks moves up and throws a trident.

Ranged Attack: 1d20 + 15 ⇒ (12) + 15 = 27
Damage, Magical/Piercing: 1d8 + 1 ⇒ (2) + 1 = 3+Electricity: 1d6 ⇒ 5

Dark Archive

Human BldRgr1/Sorc4/DD3, HP:69/69, AC:19, Touch:12, Flat Footed:17, (assumes mage armor) F:+7, R:+4, W:+7 (+2 vs. fear;+1 vs death), Init:+6, Perc:+10 (low-light vision)

buffs:
mage armor

Kal moves into the room and fires a quartet of magical darts and the spirit.
magic missile damage: 4d4 + 4 ⇒ (3, 4, 1, 3) + 4 = 15


Aleks is within 30 feet of the creature, so is subject to its stench.

Aleks Fortitude: 1d20 + 10 ⇒ (18) + 10 = 28

Kal Drak dashes in to the room and blasts the ghostly figure with a series of magic missiles. One by one, they smack in to it.

Next, Aleks follows and uses the new trident he had just picked up. It pierces the spirit, but it hardly flinches.

The ever trusty Galadhan uses special arrows that pierce the ethereal figure in front of them.

And the siblings, Akku and Siiska dance in unison as they dash in to the room. Akku causes all of his allies' weapons to glow, now touched with the ability to penetrate the ghostly figure. Siiska dashes in, potential marking herself as a target.

GM Screen:

Lance: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 1d8 + 10 ⇒ (1) + 10 = 11

Lance: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d8 + 10 ⇒ (2) + 10 = 12

The spirit hovers down the steps, inches above the ground. With it's lance, it pokes out at Aleks from quite a distance away (20 ft. reach with lance). But the lance just can't get through the fighter's heavy armor. The spirit tosses his head back and an unearthly laugh echoes throughout the chamber.

-----------

[u]Round 1-2[/u]
Conditions: Dim Light

Kal Drak (63/63 hp)
Aleksander (84/84 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.
Galadhan (57/57 hp)
Akku (51/51 hp, 16/16 temp hp)
-Siiska (52/52 hp, -6 strength)

Spirit (-32 hp)

Aiyana
Leon (74/76 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.
Farrar (57/57 hp)

Everyone is up! Remember, if you move within 30 ft. of the spirit, you must make a DC 15 Fortitude save vs. Stench.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Akku sidesteps to the east and readies an action to strike the spirit when his sister is in position...

5-ft step and readies an attack when Siiska is in flanking position


Female NG outsider (phantom) | HP 68/68 | AC 29 T 15 (19 vs. incorporeal) FF 25 | DR 5/slashing and DR 10/magic | Hateful Aura 10 ft. radius (swift; 4dmg to anyone attacking Siiska or Akku) | CMB +8, CMD 24 | F: +12, R: +14, W: +6 | Init: +4 | Perc: +15, SM: +2; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: heroism, mage armor, greater magic fang, pro vs. evil

"Time for a second death, crrrrazy ghost guy!!!" screams Akku's little sister!

5-ft step and full attack; delivering touch spell if attack is successful. Siiska has 'DR 5/magic and slashing'

slam, greater magic fang, flank, ic, guidance: 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (16) + 11 + 2 + 2 + 2 + 1 = 34
ghost touch magic dmg, greater magic fang, IC: 1d6 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18 + Chill Touch: Undead must make a Will Save DC 14 or flee as if panicked for 1d4 + 8 ⇒ (2) + 8 = 10 rounds

slam, greater magic fang, flank, ic, guidance: 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (11) + 11 + 2 + 2 + 2 + 1 = 29
ghost touch magic dmg, greater magic fang, IC: 1d6 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15 + Chill Touch: Undead must make a Will Save DC 14 or flee as if panicked for 1d4 + 8 ⇒ (2) + 8 = 10 rounds

Chill touches remaining: 4/8 (if both attacks were successful)


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

With his sister now in a flanking position, Akku tries to take a forceful low swipe at the horse's legs!

Standard: readied attack

+1 silversheen scythe, H, flank, ic: 1d20 + 11 + 2 + 2 + 2 ⇒ (17) + 11 + 2 + 2 + 2 = 34
ghost touch piercing slashing magical silver dmg, IC: 2d4 + 14 + 2 ⇒ (1, 2) + 14 + 2 = 19


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Farrar begins to sing, driving his companions to new heights of glory against the undead thing, mixed into his song, you make out the words, I'm not much good against the undead myself the bard doesn't advance, seeing his companions wrinkling their noses in the chamber with the creature.

INspire Courage! +2 6/23


HP 94/94 Temp 0 | Shadow Smite: 4/4, Lay on Hands 9/9, Pearl of Power I & II | Init: +3 | AC 23, touch 12, flat 21, CMD 27 | Archon's Aura, Effortless Armor, Paladin's Sacrifice, Hero's Defiance, Lesser Restoration

I'm pretty sure Leon needs a double move to get to the enemy. Charging looks out of the question.

Fortitude vs stench: 1d20 + 12 ⇒ (7) + 12 = 19


Male Fetchling Fighter (Gloomblade) 8

Aleksander dashes forward and stabs at the spirit with his shadowy rapier.

Attack: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d6 + 11 ⇒ (6) + 11 = 17+Fire: 1d6 ⇒ 4

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Galadhan fires twice more...

I’ll burn another use of Perfect Strike…

To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Precise Shot, Improved Precise Shot, Point Blank Shot, Flurry of Blows, Inspired Courage
Damage Mods: Magic, Strength, Weapon Specialization, PBS, Inspired Courage

Magic Longbow: 1d20 + 14 + 1 + 1 + 1 - 2 + 2 ⇒ (17) + 14 + 1 + 1 + 1 - 2 + 2 = 34
Magic Longbow (Perfect Strike): 1d20 + 14 + 1 + 1 + 1 - 2 + 2 ⇒ (4) + 14 + 1 + 1 + 1 - 2 + 2 = 21
Magic/Cold Iron/Ghost Salt Damage: 1d8 + 1 + 2 + 2 + 1 + 2 ⇒ (2) + 1 + 2 + 2 + 1 + 2 = 10

Magic Longbow: 1d20 + 14 + 1 + 1 + 1 - 2 + 2 ⇒ (7) + 14 + 1 + 1 + 1 - 2 + 2 = 24
Magic/Cold Iron/Ghost Salt Damage: 1d8 + 1 + 2 + 2 + 1 + 2 ⇒ (4) + 1 + 2 + 2 + 1 + 2 = 12

Perfect Strike: 2/6


Some pretty nice rolls!

The spirit gets pummeled by the group. Though this ghostly apparition laughs manically as each Pathfinder connects, it slowly loses power until it *pops* out of existence. The lance the spirit holds clatters down to the ground as the room grows eerily quiet.

Spellcraft DC 24 + Detect Magic:
This is a +1 vicious lance

The Pathfinders scour the rest of the room. Some valuables they find include: a masterwork composite shortbow (+4 strength), two masterwork daggers, a masterwork longsword, a masterwork spear, a masterwork trident, five bejeweled necklaces, three thick silver rings carved with stylized tree symbols, and three carved opals (depicting a mounted horselord, a rampaging hill giant, and a fire drake).

Go ahead and roll Appraise for the necklaces, the rings, and the opals.

DC 15 Perception:
While searching the coffin in the eastern alcove, you find a secret latch built into the coffin. It seems to be recently damaged, making it more obvious to spot.

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Nodding to his companions after the spirit drops, Galadhan gathers his durable arrows and then takes a gander at the room...

Perception: 1d20 + 14 ⇒ (16) + 14 = 30

"Hmmm, this coffin has a secret latch built into it...I wonder if we should pull it?"

He checks it for traps...

Perception: 1d20 + 14 ⇒ (11) + 14 = 25


Galadhan does not sense any traps pertaining to the lever.

Let me know if you pull it.

Dark Archive

Human BldRgr1/Sorc4/DD3, HP:69/69, AC:19, Touch:12, Flat Footed:17, (assumes mage armor) F:+7, R:+4, W:+7 (+2 vs. fear;+1 vs death), Init:+6, Perc:+10 (low-light vision)

Well of course we pull. Otherwise we shall wonder forever what it did?!? If no one stops him, Kal walks over and pulls the lever.

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Galadhan shrugs and draws his bow in case things go south when Kal Drak pulls the lever...


Before I update what happens when the lever is pulled, what is everyone else doing? And where in the room are you when the lever is pulled?


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Akku's location updated

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

I moved Kal Drak up to the coffin since he's pulling the lever. Also placed Galadhan as he'd step back 5' to have room to use his bow in case anything goes wonky...


HP 94/94 Temp 0 | Shadow Smite: 4/4, Lay on Hands 9/9, Pearl of Power I & II | Init: +3 | AC 23, touch 12, flat 21, CMD 27 | Archon's Aura, Effortless Armor, Paladin's Sacrifice, Hero's Defiance, Lesser Restoration

Moved Leon up to the coffin.


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Farrar will inspect the lance, humming a few bars for a moment as he inspects it.

Spellcraft, detect magic: 1d20 + 10 ⇒ (10) + 10 = 20

Well, it is magic, but I don't know what it does. he shrugs as they gather up the rest of the loot. looking over at the group around the coffin he says, Sure go ahead and pop it open... he glances over his shoulder at the group.


Male Fetchling Fighter (Gloomblade) 8

Having no ability to examine magical things, Aleks looks around the room.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


The room starts to *rumble* as the platform they are on starts to descend! All of you squeeze on the platform as it slow makes it way down. The group can start to sense the room below. Several stone pillars support the ceiling of the chamber here. Huge tapestries hang from every wall, each depicting landscapes and battles among hills and plains. A jet-black pedestal of carved rock stands empty to the north. Three scorched areas on the floor surround the crumbled remains of a stone statue to the south, near a closed stone coffin.

As the platform *clicks* as it completes its descent, a howling wind blows past them. Surging up from the coffin climbs a rolling cloud of shadows and darkness. It seems to be a swirling vortex of darkness and screaming, ghostly faces. And each face seems to resemble Haramil!

Initiative:

Akku: 1d20 + 2 ⇒ (12) + 2 = 14
Aleksander: 1d20 + 6 ⇒ (15) + 6 = 21
Farrar: 1d20 + 2 ⇒ (8) + 2 = 10
Galadhan: 1d20 + 9 ⇒ (17) + 9 = 26
Kal Drak: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25 (burn heightened awareness)
Leon: 1d20 + 3 ⇒ (3) + 3 = 6

Aiyana: 1d20 + 2 ⇒ (11) + 2 = 13

Haramil: 1d20 + 11 ⇒ (7) + 11 = 18

----------

[u]Round 1[/u]

Conditions: dim light

Galadhan (57/57 hp)
Kal Drak (63/63 hp)
Aleksander (84/84 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.

Haramil vortex

Akku (51/51 hp, 16/16 temp hp)
-Siiska (52/52 hp, -6 strength)
Aiyana
Farrar (57/57 hp)
Leon (74/76 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.

Galadhan, Kal Drak, and Aleksander are up!

Knowledge (religion) to ID this creature!


Just a reminder that Galadhan, Kal Drak, and Aleks are up!

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

Sorry, GM, I missed that post…

Galadhan fires at this Haramil vortex and then moves 10’ NE…

To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Precise Shot, Improved Precise Shot, Point Blank Shot, Flurry of Blows
Damage Mods: Magic, Strength, Weapon Specialization, PBS

Magic Longbow vs FFAC: 1d20 + 14 + 1 + 1 + 1 ⇒ (20) + 14 + 1 + 1 + 1 = 37
Confirmation: 1d20 + 14 + 1 + 1 + 1 ⇒ (12) + 14 + 1 + 1 + 1 = 29
Magic/Cold Iron/Ghost Salt/Critical Damage: 3d8 + 3 + 6 + 6 + 3 ⇒ (1, 5, 8) + 3 + 6 + 6 + 3 = 32

Perfect Strike: 2/6


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Knowledge Religion, H: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31


Akku somehow knows what this creature is. Maybe Pharasma herself has gifted him with the knowledge.

Akku:
It is a Caller in Darkness, a type of incorporeal undead. Try to stay away, as it has an ability that triggers on touch (or if it occupies the same space as someone), which can inflict Wisdom damage. It can also impart crippling depression relatable, meaning you cannot take any actions for 1d4 rounds. This creature is also a capable psychic magic user, with some high level spells in its repertoire.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

"This spirit... another undead... It is a Caller in Darkness... try to stay away, as it can drain your willpower and also impart crippling depression... it is also a capable psychic magic user... shoot him with ghost salt arrows until I muster the strength to ghost-proof all of your weapons..."


Male Fetchling Fighter (Gloomblade) 8

"No need, I can handle my own weapon!" Aleks says, before allowing his shadow weapon to dissipate and re-summoning it with ghost touch.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Akku nods, taking a step back.


Delaying Kal Drak.

This room is particularly dark as shadows dance along the walls. As Galadhan shoots his arrow, his eyes adjust to the light level and he starts to be able to see things in the nooks and crannies of this room.

Galadhan:
Your eyes have adapted to this low light environment. You gain darkvision to a range of 60 feet. You gain a +2 bonus on Perception and Stealth checks. But your eyes fade to a dull gray and your eyes overreact to light. You gain light sensitivity.

As Galadhan's arrow flies, it pierces the eyes of one of the ghostly faces, which then starts howling in pain!

Aleks prepares himself for the fight by summoning a shadowy weapon in his hands. His eyes too seem to adjust to this room as he can see even more clearly in the darkness.

Aleks:
Your eyes have adapted to this low light environment. Your darkvision increases by 30 feet. You gain a +2 bonus on Perception and Stealth checks. But your eyes fade to a dull gray and your eyes overreact to light. You gain light sensitivity.

The swirling vortex of faces screams! Instead of moving forward, each face starts chanting as the voices echo throughout the chamber in unison. If you aren't scared now, you might as well be. But Leon in particular starts to feel uneasy.

Leon must make a DC 15 Will save or comes under the effect of Paranoia and believes everyone to be his enemy.

----------

Need DC 15 Will save from Leon

----------

[u]Round 1-2[/u]
Conditions: dim light

Galadhan (57/57 hp)
Kal Drak (63/63 hp)
Aleksander (84/84 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.

Haramil Caller in Darkness (-32 hp)

Akku (51/51 hp, 16/16 temp hp)
-Siiska (52/52 hp, -6 strength)
Aiyana
Farrar (57/57 hp)
Leon (74/76 hp) Aided (+1 morale bonus on attack rolls and saves against fear). 15/15 temp hp.

Everyone is up!

Grand Lodge

Male Elf Zen Archer 6 / Shadowdancer 2 / Ranger 2| HP: 81/81| AC:19 T:19 FF: 12| CMB:10 CMD:30 | Saves F:+11 R:+15 W:+7 (+2 vs enchant) | Init:+9 | Per: +16 | Ki: 4/4

GM:
Not sure if this affects anything that happened with my eyes, but Galadhan already has darkvision from being a 2nd-level Shadowdancer…

Seeing its effectiveness, Galadhan fires another ghost salt arrow at the Haramil vortex…

To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Precise Shot, Improved Precise Shot, Point Blank Shot, Flurry of Blows
Damage Mods: Magic, Strength, Weapon Specialization, PBS

Magic Longbow vs FFAC: 1d20 + 14 + 1 + 1 + 1 ⇒ (15) + 14 + 1 + 1 + 1 = 32
Magic/Cold Iron/Ghost Salt Damage: 1d6 + 1 + 1 + 2 + 1 ⇒ (6) + 1 + 1 + 2 + 1 = 11

Perfect Strike: 2/6


Male Human (Varisian) Bard 10 HP: 71/71 AC 21, T 12, FF 19. Fort +5, Ref +10, Will +8, Init +2, Perc +6 Active effects: Heightened Awareness +2 perc

Farrar snaps his blade free from its sheath, and sings out loudly in a clear voice songs of inspiration and courage to the party. He readies his shield and blade, but makes no move forward instead trying to defend himself from this undead monster.

Inspire Courage 7/23, +2 competence bonus to hit and damage rolls, and +2 to saves v fear and charm effects.


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

Revulsion plain on Akku's face, he grips his scythe tightly as it begins to glow with a silvery color... then the radiance expands outwards towards the rest of the party, their weapons all glowing equally!

Experienced Ghost Hunter: Swift action to activate Ghost Hunter racial trait, combined with Ghost Hunting Team: When you use your ghost hunter ability to grant your weapons the ghost touch special ability, you can also affect the weapons of allies within 30 feet of you.

Akku springs forward, followed by Siiska!

Move + standard to ready a flank with Siiska; see map

Note to the party: since your weapons are now ghost touch, you can now apply critical hits and precision-based damage on incorporeal foes.


Female NG outsider (phantom) | HP 68/68 | AC 29 T 15 (19 vs. incorporeal) FF 25 | DR 5/slashing and DR 10/magic | Hateful Aura 10 ft. radius (swift; 4dmg to anyone attacking Siiska or Akku) | CMB +8, CMD 24 | F: +12, R: +14, W: +6 | Init: +4 | Perc: +15, SM: +2; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: heroism, mage armor, greater magic fang, pro vs. evil

"Time for a second death- or is it a third death?- crrrrazy ghost faces guy!!!" screams Akku's little sister!

Move to flank and attack; delivering touch spell if attack is successful. Siiska has 'DR 5/magic and slashing'

slam, greater magic fang, flank, ic, guidance: 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (5) + 11 + 2 + 2 + 2 + 1 = 23
ghost touch magic dmg, greater magic fang, IC: 1d6 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20 + Chill Touch: Undead must make a Will Save DC 14 or flee as if panicked for 1d4 + 8 ⇒ (4) + 8 = 12 rounds

Chill touches remaining: 3/8 (if attack was successful)


Male NG duskwalker spiritualist 10 | HP 63/63 TEMP 33/33 | AC 22 T 15 FF 19| Shadowbound Corruption | CMB +11, CMD 25 | F:+12, R:+10, W:+15; +6 vs mind-aff; +2 vs. neg. enrgy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +2| Perc: +11, SM: +19; darkvision 90ft. | Speed 30ft | Spells 1st 5/6 2nd 3/5 3rd 1/4 4th 2/2 | Ghst Hntr 3/3 Bnded Mnfstn 13/13 Phtm Rcll 2/2 Clm Sprt 1/1 SeeInv 1/1 Frmrly Mnd-Swpd 1/1 WCLW 39| Buffs: hste, flslf, hrsm, s.invis, antitx/plg, pro vs. evil

With his sister now in a flanking position, Akku tries to take a forceful swipe at the undead cloud!

Standard: readied attack

+1 silversheen scythe, H, flank, ic: 1d20 + 11 + 2 + 2 + 2 ⇒ (6) + 11 + 2 + 2 + 2 = 23
ghost touch piercing slashing magical silver dmg, IC: 2d4 + 14 + 2 ⇒ (4, 4) + 14 + 2 = 24


Male Fetchling Fighter (Gloomblade) 8

Aleks dashes forward and strikes at the ghostly thing.

Attack: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34
Damage (Magical, Piercing): 1d6 + 11 ⇒ (3) + 11 = 14

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