GM Aerondor
|
Bella eventually manages to pull the chest off the platform.
And.... almost worryingly... nothing explodes.
Belladonna of Desna
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"Let's pull this chest into the hall. I recommend T.B. search it for traps before we open it. Let's hope that little stone we need is in there."
Tere di Montefeltro
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"Check for magical auras first, though." Once the chest is in the hall and a lack of nasty evocation auras has been verified, Tere will search it for traps.
GM A, Tere has a +15 Perception to find traps.
GM Aerondor
|
stuffx2: 2d20 ⇒ (8, 13) = 21
Two blades detects a trap on the chest itself, that would likely trigger were it to be opened. And Shen detects a similar aura within the chest to that which shows on the other stones.
Tere di Montefeltro
|
"Good eye, Two Blades. I, I missed that one. Let's have a go at disarming it." Tere takes out his tools again.
+19 Disable Device to remove traps.
GM Aerondor
|
Tere thinks he has disabled the trap.
Belladonna of Desna
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Bella turns away and covers her head, waiting for the Fwoomph! of the fireball trap to go off.
GM Aerondor
|
The box opens... without any horrible trap going off. Looks like Tere must have done it.
Within is another small black velvet bag - and a quick check shows another stone within. There is also a small rod and a dagger. Both with magical auras.
Belladonna of Desna
|
Bella gives a big sigh of relief after the chest is opened.
"Whew! Good going, Tere. I thought we were goners. Let's scoop up the treasure and get to that mirror room quickly."
She stuffs the rod in her pack, leaving the other trinkets for her companions to grab, and hustles through the ooze cavern as she holds her breath. Once through the cavern, she breathes deep and continues to the mirror room. She waits at the threshold for the slow ones to catch up.
GM Aerondor
|
You head back to the room with the crystal, the black fire, the weird eyes in the corner... and the three indentations in the wall.
(a reminder of the room description)
The far corner of this gloomy chamber is dominated by a large black crystal, almost ten feet tall, floating above the ground, held aloft by ribbons of black lightning that flow across the chamber, to an odd silver mirror set into the floor on the opposite side. Another corner contains a niche of some sort, cloaked in shadows
Belladonna of Desna
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Are the three stones distinguishable from each other in any way?
Good question! Maybe what type of magic each one radiates will help us. Been a long time since we figured out the first two. We'll have to dig into past posts.
Tere di Montefeltro
|
"Bella or Shen, can you see any difference in the magic on these? If not, we'd best retreat and report...there's definitely more here than anyone thought, and the Society is going to have to mount a serious effort to explore this place."
Belladonna of Desna
|
Bella attempts to read the aura on the final stone.
Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8
Reading past posts, I found that two of the stones have identical auras (abjuration). Shen identified the following in the mirror room...
"There are necromantic, evocative, conjuration and abjuration magics. The necromantic and evocative energies are focused on the crystal. The conjugative energy on the mirror. The black lightning is necromantic. Both mirror and crystal have abjurative energies over them, that seem tied back to a spot on the wall, where you note there are three small indentations."
I say we just pop the stones in, in random order, and see what happens. *Shrug*
Belladonna of Desna
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Bella asks for all the stones, then moves to place them in the slots, at random.
Let me know if any of you object to this. I'm just trying to hurry us along.
GM Aerondor
|
Bella places the stones.
When, of course, all hell breaks loose. Well..a howl anyway. The eyes seem to take on a greater substance as two great dogs materialise.
dogs init: 1d20 + 8 ⇒ (2) + 8 = 10
Status, init, anyone beating the dogs may act
Shen - ; mage armor (1 hour from entry, more or less)
Pau - 2 int damage; mage armor (1 hour from entry);
Tere 11 damage. (dagger on 1hp. broken, -2 to hit & damage)
Belladonna -
Hádanka - (hammer destroyed) - rage used 6;
Two Blades 7 damage; (1 damage to rapier);
Dogs (init 10)
Tere di Montefeltro
|
Initiative check: 1d20 + 5 ⇒ (9) + 5 = 14
This is probably a terrible idea.... Tere rushes into the room, drawing his sword as he moves, and slashes at the blue hound before it can react.
Curve blade attack, +1 ghost touch PA: 1d20 + 9 ⇒ (12) + 9 = 21
Curve blade damage: 1d10 + 10 ⇒ (1) + 10 = 11
Sneak attack damage, if applicable: 2d6 ⇒ (5, 5) = 10
Belladonna of Desna
|
Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Can Bella see through the curtain of lightning between the obelisk & mirror?
Bella takes a step forward and incants a summoning ritual.
"Come on out, Lite-Brite! I, actually we, need your help! I'm sure you'd like to meet my new friends, too."
She points to the area behind Tere.
"Lite-Brite, appear there, behind my friend, Tere."
She calls out to Two-Blades.
"Hey, T.B., watch this!"
Cupping her hand to her mouth to amplify her voice, she calls out to the center of the room.
"Lite-Brite! Appear as form of Desna's symbol!"
Lite-Brite has truespeech, so it understands Bella (and everyone & everything else, for that matter). It pulsates in greens and blues when speaking. Once summoned by Bella, she usually casts sanctuary upon it if possible. Lite-Brite will then fly around with its 60' perfect maneuverability and cast aid, at-will, on allies to grant 1d8+3 temporary hit points.
It can also shoot 2 light rays (+3 ranged touch, 1d6 damage, bypasses all DR) with a 30 foot range.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
GM Aerondor
|
The hounds are very hard to see, seeiming to flicker in and out of existence.
Tere miss chance, low is bad: 1d100 ⇒ 64
But Tere times his blow well.
Bella can see through the curtain of lightning, but suspects the magical energies might be unkind to objects, or possibly even spells, passing through.
Bella calls for her friend Lite-Brite who starts to appear
Status, init, anyone beating the dogs may act
Shen - ; mage armor (1 hour from entry, more or less)
Pau - 2 int damage; mage armor (1 hour from entry);
Hádanka - (hammer destroyed) - rage used 6;
Two Blades 7 damage; (1 damage to rapier);
Dogs (init 10)
- blue 21 damage;
Belladonna - (summoning)
Lite-Brite
Tere 11 damage. (dagger on 1hp. broken, -2 to hit & damage)
Two Blades in the Shadows
|
Init: 1d20 + 7 ⇒ (16) + 7 = 23
"Cool, may she inspire us in battle." Two Blades said as he stepped around the corner to deal with the threats.
Attack Red SA % miss: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 2 ⇒ (2) + 2 = 43d6 ⇒ (2, 2, 3) = 71d100 ⇒ 36
Dice roller is really hating me today
Pau
|
Initiative 1d20 + 2 ⇒ (10) + 2 = 12
Pau moves just to the right of Tere, hoping to be able to thrash the dogs more or less one at a time.
Would someone please move me? Thanks.
Shen Hawaah
|
Shen moves and casts HASTE on the group!
kn planes: 1d20 + 15 ⇒ (7) + 15 = 22
GM Aerondor
|
shen init: 1d20 + 5 ⇒ (1) + 5 = 6
Two Blade recognises the dogs as shadow masiffs. They are known to have a horrible bark, a bay a drives their foes before them, fleeing in fear.
Shen also knows that they flit between shadow and light, so fighting them, unless under the light of the sun, is extremely difficult. Sadly this knowledge is proved by Two Blades own experiences as his blade passes through the creature. She suspects that attacks against their minds may be the best approach.
Hádanka enters a range and move in between the dogs into a target rich environment, swinging as he does so.
attack, rage: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
But misses.
The red hound attacks 1 is Had, 2 is TBITD: 1d2 ⇒ 2
damage: 2d8 + 18 ⇒ (5, 3) + 18 = 26
It takes a massive bite out of the warrior!
The blue mastiff howls!
red vs TBITD AC 21: 1d20 ⇒ 20
All: Will DC 18 or become panicked for 1d4 rounds (roll how long for yourself
Status: bold may act Will saves vs fear everyone.
Shen - ; mage armor (1 hour from entry, more or less) (casting haste)
Belladonna - (summoning)
Lite-Brite (appears this turn, no need to roll the will, if you finish the spell)
Tere 37 damage. (dagger on 1hp. broken, -2 to hit & damage)
Pau - 2 int damage; mage armor (1 hour from entry);
Hádanka - (hammer destroyed) - rage used 6;
Two Blades 7 damage; (1 damage to rapier);
Dogs (init 10)
- blue 21 damage;
Tere di Montefeltro
|
Which one hit Tere? It looks like red went after Two Blades, and blue howled.
DC 18 Will save (add +2 if this is an enchantment effect): 1d20 + 5 ⇒ (7) + 5 = 12
Panic! at the Dungeon!: 1d4 ⇒ 3
Tere breaks and runs at hasted speed, dropping his sword as he flees.
GM Aerondor
|
[ooc]Oopse, Two blades, not Tere.[ooc]
Status: bold may act Will saves vs fear everyone.
Shen - ; mage armor (1 hour from entry, more or less) (casting haste)
Belladonna - (summoning)
Lite-Brite (appears this turn, no need to roll the will, if you finish the spell)
Tere 11 damage. (dagger on 1hp. broken, -2 to hit & damage)
Pau - 2 int damage; mage armor (1 hour from entry);
Hádanka - (hammer destroyed) - rage used 6;
Two Blades 33 damage; (1 damage to rapier);
Dogs (init 10)
- blue 21 damage;
Pau
|
Will 1d20 + 9 ⇒ (17) + 9 = 26 +2 v enchantment
Pau maintains his courage against the hounds. He delays to see how Hadanka reacts to the awful sound.
Belladonna of Desna
|
"Lite-Brite, these are my friends. Those dogs are bad evil creatures. Everyone, that's Lite-Brite."
The little lantern archon pulsates in bright blue and green light in greeting. A voice of high pitched energy offers a friendly "Hehwo!”
Bad doggies need to make a DC 13 Will save or take –2 penalty on attacks, AC, and saves.
"Oh no! We lost Tere!
Lite-Brite, just give everyone some aid, starting with Two Blades and moving on to the next. Refresh the warriors' health while they're in melee with the bad doggies, please and thank you!"
"O-tay, Miss Bella!"
He chirps, changing back to his pleasant hues of blues and greens.
Lite-Brite zips over and gives Two Blades a squishy nudge.
"Bloop."
Temp HP: 1d8 + 3 ⇒ (6) + 3 = 9
Meanwhile, bella pulls out the wand of Searing Light that the group found earlier.
"This should do the trick."
"Shen! Throw a glitterdust on the evil dogs to help us target them better!”
Bella intones a spell, casting Bless on the party.
Lite-Brite has truespeech, so it understands Bella (and everyone & everything else, for that matter). It pulsates in greens and blues when speaking. Once summoned by Bella, she usually casts sanctuary upon it if possible. Lite-Brite will then fly around with its 60' perfect maneuverability and cast aid, at-will, on allies to grant 1d8+3 temporary hit points.
It can also shoot 2 light rays (+3 ranged touch, 1d6 damage, bypasses all DR) with a 30 foot range.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
GM Aerondor
|
Belladonna needs to make the will save to finish casting the spell rather than fleeing. Summon monster is a full round cast.
Belladonna of Desna
|
Will: 1d20 + 10 ⇒ (6) + 10 = 16
T-shirt & GM stars reroll!
Will: 1d20 + 10 + 4 ⇒ (18) + 10 + 4 = 32
GM Aerondor
|
Two blades takes off joining Tere.
AOO on Tere AC25: 1d20 ⇒ 14 Hit
damage: 1d8 + 9 ⇒ (8) + 9 = 17
AOO on TBITD AC23: 1d20 ⇒ 10 Miss
Belladonna finishes her summons and her friend Lite-Brite.
red will DC13: 1d20 ⇒ 10
bluewill DC13: 1d20 ⇒ 20
Neither of the large mastiffs seem discombobulated by the presence of the Archon.
Had will, rage: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
rounds: 1d4 ⇒ 4
The barbarian joins the other two front liners in fleeing.
Status: Round 1
Shen - ; mage armor (1 hour from entry, more or less) (casting haste); will DC16 vs fear
Pau - 2 int damage; mage armor (1 hour from entry); blessed
Dogs (init 10)
- blue 21 damage; used AOO
- red; used AOO
Tere 28 damage. Panicked until round 4; (dagger on 1hp. broken, -2 to hit & damage) blessed
Two Blades 33 damage; 9THP; aided; Panicked until round 3; (1 damage to rapier); blessed
Belladonna - blessed
Lite-Brite - blessed
Hádanka - (hammer destroyed) - Panicked until round 5; Raging; rage used 8; blessed
Belladonna of Desna
|
"Oh, no!"
Bella cries out in despair.
"Nooo! Not our front-liners! Come back, guys!”
Determined to be victorious against the hounds, Bella calls out to Shen.
"Now, Shen!!! Throw that glitterdust into the back corner behind the hounds so I can target them better with this wand!"
Tere di Montefeltro
|
Since Tere is starting from around the corner, I think he has cover from the mastiff and isn't susceptible to an AoO. I realized that after I did my attack, so my initial attack may have missed.
ETA: in any case, I shouldn't have done sneak attack damage to it--it's got concealment.
Pau
|
Pau delays yet again, wanting to determine if Shen stays to support him or flees. It was looking pretty grim for Bella and himself.
PFS CORE - Hádanka
|
Sorry folks, RL got in the way again.
Looking back, my post at the very beginning of the scenario apparently got eaten. I had handed my wand of protection from evil to Shen and my wand of remove fear to Belladonna with a request to please use them at any time that seems appropriate on any of the group. Maybe you can hit one of us before we get too far away.
Also, LUV the Lite-Brite icon!
Belladonna of Desna
|
Shen, I really need you to cast glitterdust to negate the creatures' miss chance. It will benefit the entire group.
Pau
|
Still waiting to see if Shen makes the save or breaks. If she fails, Pau is going to suggest that he and Bella begin retreating as well. 2 on 2 isn’t a formula for success, I’m afraid, even with Lite Brite supporting.