| GM Roll4initiative |
The mirror is attached with sovereign glue. It will most likely shatter if you try to remove it without dispel magic.
| GM Roll4initiative |
The group heads back to the room with the well to investigate it a bit more.
What would you like to do?
Igor Ivantoe
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"Perhaps Tiny Pebble should just glide down the wall and take a peek?"
"At least it is one piece unlike the ramp down."
Igor examines the walls, the rubble and debris for signs of stability. He also examines the chemical sheen on the water to see if he recognises it.
21 Craft - Alchemy on a take 10 to identify substance
20 Knowledge (Engineering) on a take 10 to notice stability of the debris and wall.
32 Perception on a take 10
| Tiny Pebble |
Tiny Pebble stays put for now but he understands that his affinity for stone would make him a natural first choice to reconnoiter the well.
| GM Roll4initiative |
A creature/person would just need to be very careful going down and be sure to not get a mouthful of the toxic sludge (alchemical waste) at the bottom.
Igor Ivantoe
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See Invisibility is active
Igor scans the well for magic before giving Jilla (and others) the go ahead to investigate it.
Detect Magic is cast.
"Well, it looks alright from here. Just take it easy going down."
"I will stay up here with Tiny Pebble in case there is an issue."
"There may be something in the water if you want to poke around with a pole but I would be careful not to fall in."
Jilla
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"Don't worry, I won't fall in--I'll jump in, just like I used to do at Lake Syrantula back home. Last one in's as rotten an egg as that goop!"
Holding her mouth and nose closed with one hand, Jilla gets ready to jump down the well feet first!
She hesitates for a second. "Well . . . it does look pretty toxic."
She starts climbing down instead.
Take 10 on Climb for a powerful 11!
If I fall, I'll use my Cat's Fall feat and Boots of the Cat to help minimise the falling damage. As for the toxic goop . . . well . . .
| GM Roll4initiative |
See Invisibility does not reveal any invisible creatures in the room or down in the well.
Investigating the well a bit more, Igor decides to cast detect magic towards the bottom. Something the size of a small stick glows just below the surface of the sludgy water.
Just gonna quick-time us here...
With some rope and a bit of help, Jilla carefully climbs down the column of rocks and rubble that fill nearly half of the well along one side and rises to the top. At the water's edge, she reaches into the stinky and icky sludge and pulls out the stick, which is actually a slender crystal wand.
Jilla climbs back up and cleans herself off. The group discovers the slender crystal wand is, in fact, a fully charged wand of sound burst.
Igor Ivantoe
|
Igor tries to explain why a fully charged wand was sitting at the water's edge.
"Clearly it most likely fell out of the last adventurer's pocket on their decline down the rubble. They really should learn to secure their valuables better."
I guess that is as good an explanation as any but the human need to treasure hunt is undeniable. Why a reasonable person would assume that something valuable would be down there is beyond me and yet the wand was there. We just had to check. Now didn't we? :)
Jilla
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"If no one else wants, I'll take it! I've pretty much mastered magic wands--you just gotta shake 'em several times, and sooner or later something neat happens!"
Igor Ivantoe
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Igor rolls his eyes at Jilla's inane remarks about magical wands.
"While it is true that it does not take much skill to use a wand I think that there is a bit more to it than that. If Therin does not wish to claim it then I see no reason why you cannot play with use it."
The wizard turns to Therin and spends a moment to correct the cleric's understanding.
"I am afraid that this wand would have been of no use against the column creatures as you call them."
Eka
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Eka would rather cut off this lecture. While learning about future threats is useful, learning about past ones that aren't likely to be repeated is not. "Great. We have the three sstoness. Let'ss go put them in the sslotss in the creepy room. My guesss iss that shadow creature will attack uss when we do. Why elsse would it be there? Igor, do you have any good sspellss for dealing with that?"
Igor Ivantoe
|
Igor nods to Eka.
"Hopefully my spells will be of some use."
"Are people ready to face the final challenge?"
| GM Roll4initiative |
I placed everyone in the crystal/mirror room somewhat randomly, with Drukpa near the slots to insert the final stone. Move yourself if you'd like (except Drukpa). I'll start us when I get home after work (in about 3 hours).
Igor Ivantoe
|
People I am concerned about the strange blue character pictures in the discussion thread are created by some sort of script or virus. Does anyone know anything about this?
| GM Roll4initiative |
Back in the room with the giant crystal and mirror, Drukpa places the third stone into the last niche. There is a bright flash from both the crystal and the mirror. You notice a shimmering force field surrounding the crystal and mirror break open and dissipate in glittery, upward flowing streams. It appears that the wards protecting them have been neutralized.
The beam of negative energy continues to crackle and buzz between the crystal and mirror.
As the shimmering force fields dissipate from the crystal and mirror, you hear a loud snarl from the northwest corner. A muscular canine with a maw full of sharp teeth appears in the shadows. It has an inky black coat that seems to drink in the light around it.
Due to the shadowy nature of the hound and the dim light in the room, the hound has concealment to all attacks against it (50% miss chance). DC 15 Knowledge (planes) to identify Shadow Dog.
Eka: 1d20 + 2 ⇒ (19) + 2 = 21
Igor: 1d20 + 14 ⇒ (6) + 14 = 20
Jilla: 1d20 + 1 ⇒ (11) + 1 = 12
Therin: 1d20 + 1 ⇒ (15) + 1 = 16
Drukpa: 1d20 + 5 ⇒ (16) + 5 = 21
Shadow Dog: 1d20 + 8 ⇒ (7) + 8 = 15
Round 1. Eka, Drukpa, Igor & T.P., and Therin may act!
Eka
Drukpa
Igor
Therin
Shadow Dog
Jilla
Igor Ivantoe
|
Igor moves behind Jilla. He waits for Tiny Pebble to move in front of him before Hasting the entire party.
Knowledge Planes: 1d20 + 15 ⇒ (8) + 15 = 23
I will go with Special Abilities and Immunity.
"Let him come to us and he should be easier to fight."
Haste is up on the party!
| Tiny Pebble |
Tiny Pebble avoids the blue obstacle completely and makes his way to his master. He strikes a defensive posture (total defence) for the time being. The elemental checks out the creature as well and tells his master what he knows.
Knowledge Planes: 1d20 + 5 ⇒ (16) + 5 = 21
T.P. will take Special Attacks and Special Defences
@Eka - You can attack twice and then step back if you like (or retreat). It seems pretty clear (even without the results of the knowledge check) that it likes the darkness so we should encourage it to leave it. :)
| GM Roll4initiative |
Igor & T.P. knows this creature is a Shadow Mastiff, an evil outsider native to the plane of shadow. It has no special immunities. In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it concealment. It also has a terrifying howl, causing creatures to flee away from it in panic. Besides a toothy bite that can pull a creature off its feet, the mastiff can also whip its spiked tail at foes.
Igor Ivantoe
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@GM Roll4initiative - Therin used his wand to put up Protection from Evil on the entire party before combat began. I don't think it would provide immunity to fear effects but it should provide a +2 resistance bonus (which will not stack with people's cloaks) as the monster is evil.
Eka
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"Yesss!" Eka crows jubilantly as she feels the Haste spell boosting her speed. She takes two quick swipes at the fell beast in the shadows, then steps carefully away from it (making sure NOT to step into that stream of negative energy behind her).
cold iron morningstar: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 3 ⇒ (1) + 3 = 4
50% miss chance; high is good: 1d100 ⇒ 75
cold iron morningstar: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 3 ⇒ (2) + 3 = 5
50% miss chance; high is good: 1d100 ⇒ 81
"I misss my bardiche! Drupka! Time to play!" When she talks fast like this, she sounds like a cross between a snake and a hyper chipmunk.
| GM Roll4initiative |
"Yesss!" Eka crows jubilantly as she feels the Haste spell boosting her speed. She takes two quick swipes at the fell beast in the shadows, then steps carefully away from it (making sure NOT to step into that stream of negative energy behind her).
[dice=cold iron morningstar]1d20 + 7; 1d8 + 3
[dice=50% miss chance; high is good]1d100[dice=cold iron morningstar]1d20 + 7; 1d8 + 3
[dice=50% miss chance; high is good]1d100"I misss my bardiche! Drupka! Time to play!" When she talks fast like this, she sounds like a cross between a snake and a hyper chipmunk.
Wasn't your morningstar destroyed when fighting the caryatid columns?
Igor Ivantoe
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| 1 person marked this as a favorite. |
@GM Roll4initiative - You are right about Eka and the game thread proves it. I guess you can substitute a masterwork long sword attack for the morningstar as she has it equipped. :)
Eka
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| 1 person marked this as a favorite. |
You're correct. I copied and pasted that line, intending to change the text to the masterwork longsword Eka had picked up earlier, but forgot. I remembered to add the bonus for it being masterwork, though. Go figure.
Therin Baldaros
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Sarenrae, cast back the shadows for this evil mongrel! Therin says as he summons a brilliant burst of light to deal with the creature.
burst of radiance...Dc 16 save...blinded if failed, dazzled if passed...and damage...no save..spell resistance though
BoR: 1d4 ⇒ 15d4 ⇒ (1, 1, 3, 3, 2) = 10
| GM Roll4initiative |
Igor and T.P. move into the room. Igor casts haste on the group.
Eka swings at the shadow mastiff, but the beast dodges both blows.
Therin moves and casts a dazzling burst of light at the hound...
Reflex Save: 1d20 + 9 ⇒ (10) + 9 = 19
The hound shudders in pain and blinks several times to try to clear its eyes.
@Therin: The wall of negative energy blocks sight to the creature. I moved you to the northeast corner.
Due to the shadowy nature of the hound and the dim light in the room, the hound has concealment to all attacks against it (50% miss chance)
Round 1 (cont.); Drukpa is up!
Eka
Drukpa
Igor
Therin
Shadow Dog (-10 hp, dazzled 1 rnd.)
Jilla
| GM Roll4initiative |
Delaying Drukpa. I don't have a good grasp on how all of his special abilities & attacks work.
The shadow mastiff lets out a terrifying howl. It chills you to the bone and makes the hair on the back of your neck stand on end.
Everyone must succeed at a DC 18 Will save or become panicked for: 1d4 ⇒ 1 round.
Since this isn't an expansive cavern or dungeon with various forks & branching passages, there is a direct route to the exit. No checks needed for a random path.
Due to the shadowy nature of the hound and the dim light in the room, the hound has concealment to all attacks against it (50% miss chance). DC 15 Knowledge (planes) to identify Shadow Dog.
Round 2; Jilla & everyone are up! Roll Will save first. You flee at the beginning of your turn if you fail.
Eka
Drukpa
Igor
Therin
Shadow Dog (-10 hp)
Jilla
Igor Ivantoe
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@Everyone - Please remember the Protection from Evil spell that Therin was kind enough to put up on everyone. It should help (a little), the +2 resistance bonus will not stack with cloaks of resistance.
Igor braces himself against the sonic onslaught.
Will save, PfE(Net bonus), Carrion Hill boon: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
The wizard has seen first hand the terrors that lie between the stars and is thus better able to weather the ferocious howl of the mastiff. He turns to his faithful companion hoping he will be able to resist as well.
"TP?"
Before the wizard can even act his familiar flees into the safety of the earth itself.
Igor attempts to blind the beast and then he moves to a safer location.
Glitterdust, Will DC 20 to avoid being blinded.
| Tiny Pebble |
Tiny Pebble tries to stand his ground against the howling but he cannot.
Will save, Full PFE bonus: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
The little elemental is so terrified by the sound that he glides directly down and away right into the earth itself to get away from the creature and its terrible noise as quickly as possible. It swims until it can no longer hear or sense the creature with its tremor sense.
Edited - Double move straight down into the ground (80 feet).
@GM Roll4initiative - Retreating into the ground seems the most natural way for an earth elemental to flee a feared enemy as it cannot follow him. :)
| GM Roll4initiative |
@Igor/TP: As noted in the panicked condition spoiler, TP can do nothing but flee. He can't take any other actions, including going full defense. He flees 80' into the ground.
Mastiff Will save: 1d20 + 7 ⇒ (11) + 7 = 18
Shadow Pup is blinded!
Maybe. Depending on where Igor was when spell was cast.
| Tiny Pebble |
| 1 person marked this as a favorite. |
@GM Roll4initiative - Edited post and a DC 20 Will save for the Mastiff to avoid blindness from the Glitterdust spell. :)
| GM Roll4initiative |
Where were you originally, Igor? If you were behind the wall of negative energy, you don't have line of sight to the Mastiff.
Igor Ivantoe
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@GM Roll4initiative - My character was originally behind Jilla (Red X marks the spot). Would that place him behind the wall? I assumed that it was only the square with the blue line in it but I could be wrong.
| GM Roll4initiative |
Yes. That thick, black line running diagonally through the room is a wall of negative energy. The little blue line is a mirror. At the other end (southwest) is the giant crystal. All of it blocks sight. You would have to move in front of Therin or Drukpa, then cast spell.
Igor Ivantoe
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| 1 person marked this as a favorite. |
@GM Roll4initiative - I see it now. It is much better with everything labelled. Alright I will revise his action as it is always much better to blind your opponent before moving.
Igor decides to protect himself and casts Mirror Image before moving into the hall.
Mirror Image, CL 6: 1d4 + 2 ⇒ (3) + 2 = 5
Jilla
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Jilla's eyes go wide as the terrible keening reaches her ears. But somehow, the plucky gnome doesn't flee in sheer terror. It must be FOMO on what's going to happen in the exciting battle!
She gets out a powder-filled vial, snaps the cork out with one thumb, and snorts down the contents! "Whoa! Mortimont said there'd be a rush!"
Will save + bonus vs fear + partial PfE: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22
Move action to come around the wall and then using a True Strike extract.
Eka
|
DC 18 Will: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Eka steels herself against the onslaught of sound. "BAAAAAAAAAAAAUUGH!" She howls back, stepping in to chop at the shadow hound.
Smite Evil on the Hound--can't believe I forgot that last time.
Mstwk longsword (S): 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 221d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11
+6 damage if it's an outsider with the evil subtype
50% miss chance; high is good: 1d100 ⇒ 12
Mstwk longsword (S): 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 151d8 + 3 + 3 ⇒ (6) + 3 + 3 = 12
50% miss chance; high is good: 1d100 ⇒ 27
The whistling of her blade sings in the air as she whiffs spectacularly.
| GM Roll4initiative |
Drukpa Will save: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Drukpa fears nothin'!
At work. We'll get a post up later.
You still get to take a turn, Therin.
Igor Ivantoe
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| 1 person marked this as a favorite. |
@GM Roll4initiative - Therin just cast Bless. It should be up on the entire party except TP. :(
| GM Roll4initiative |
Jilla snorts powder from a vial to help her focus on striking with her weapon.
T.P. flees into the ground. He then regains his courage.
Five images of igor appear around him.
Eka gets in two hasted swings but is off target from the shadow hound.
The shadow mastiff goes all out on Eka...
Chomp!: 1d20 + 10 ⇒ (14) + 10 = 24
b/p/s: 1d8 + 13 ⇒ (4) + 13 = 17
It then tries to pull her off her feet!
Trip vs CMD: 1d20 + 12 ⇒ (14) + 12 = 26
The beast brings her down and snarls in her face.
Due to the shadowy nature of the hound and the dim light in the room, the hound has concealment to all attacks against it (50% miss chance).
Round 3; Pathfinders are up!
Jilla
Eka (-17 hp, prone)
Drukpa
Igor
Therin
Shadow Dog (-10 hp)
Drukpa Marpo
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| 1 person marked this as a favorite. |
Drukpa startles from the reverie that left him nearly like a statue and belatedly swings into action. "This shadow stuff makes me mad! Really mad!"
Free action to enter bloodrage
Move action to move; standard action to attack the hound
50% miss chance, high is good for me: 1d100 ⇒ 60
Cold Iron Tri-point double-edged sword, haste, bless, rage: 1d20 + 13 ⇒ (6) + 13 = 19
P dmg: 1d10 + 10 ⇒ (8) + 10 = 18
Drukpa's AC (with haste and rage) is currently 18
Bloodrage rounds used 8/12
P.s. thanks for botting my will save and especially thanks for rolling a 20 on it! :-)
Igor Ivantoe
|
Igor moves in front of Therin and the wizard (or what seems to be one of his copies) puts a spot of Grease right underneath his opponent.
"Bad doggie!"
The Mastiff will need to make a Reflex DC 19 or fall prone.
| Tiny Pebble |
Tiny Pebble sheepishly returns to the battlefield.
Double move (80 feet) to his original starting position.
Eka
|
Hoping that greasy goop that just appeared out of nowhere will allow her to rise without getting eviscerated, Eka surges to her feet, swinging her sword with all her might.
Mstwk longsword (S): 1d20 + 7 + 1 + 3 ⇒ (17) + 7 + 1 + 3 = 281d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
+6 damage if it's an outsider with the evil subtype
50% miss chance; high is good: 1d100 ⇒ 3
"I hate sswordss!" She vents emphatically as she whiffs again.
| GM Roll4initiative |
Drukpa enters very angry mode and makes a deep slice in the shadow hound.
Igor summons bacon grease under the hound's feet.
Reflex Save: 1d20 + 9 ⇒ (15) + 9 = 24
The hound keeps it's footing and isn't bothered by the smell of bacon.
Eka stands up and the hound snaps its toothy maw...
Chomp!: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
b/p/s: 1d8 + 9 ⇒ (8) + 9 = 17
But misses!
She swings her sword, but, misjudges the hound's location in the shadows.
Due to the shadowy nature of the hound and the dim light in the room, the hound has concealment to all attacks against it (50% miss chance).
Round 3 (cont.); Jilla & Therin are up!
Jilla
Eka (-17 hp)
Drukpa
Igor
Therin
Shadow Dog (-28 hp)
Jilla
|
"Time for my patented flying double-elbow catapult slam!" shouts Jilla, as she runs and leaps at the shadowy monster!
Attempting a grapple (with Improved Grapple). With true strike, I don't have to worry about the concealment.
Grapple+Improved Grapple+True Strike: 1d20 + 3 + 2 + 20 ⇒ (16) + 3 + 2 + 20 = 41