I think I am going to bow out.
This is a great group, and I am feeling very guilty about abandoning you, but I had a GM bow out recently, and it made me realise I should probably do the same. I'm more than happy to hand this over to someone else, if anyone is interested, or support you if you want to advertise for someone. I have run this module close enough to the book it should be easy to pick up, and I'm happy to help out with the transition. Apologies to everyone :(
Alright, sorry all. While I've had a bunch of new commitments crop up thanks to work and uni, if I'm honest the issue is probably the dread I get opening up the game.
I'm going to try to be more in-and-out, if you're okay to keep poking me if it's been a while. There must be a faster way to do this, but I just don't seem to be built for it.
new Map
The current room
The new room
Whatever this thing is, Daria's last crossbow bolt seems to finally take the fight out of it.
Ophelia: Opheia sees it fall, actually sees it. The creature's body slumps bonelessly to the ground. Down, Ophelia notes. Down, but not dead. The air is somehow too still around the slumped corpse of the creature. If she is what she thinks it is, then while its body holds any coherent form a tiny spark of life likely lingers. Creature is Prone, and might be dead, or might be trying to lure someone onto the stage.
Daria's bolt and Isama's scimitar both pass through the creature, meeting some resistance on the way.
mechanics: attack: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12 attack: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
Ah! Yes, the invisible... stalkery... thing should have gone. Everyone but Isama gets a go.
mechanics:
attack: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12 damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8 attack: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22 damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11 Ophelia: Roll was to determine damage; I think the critical effect is obvious :) Ophelia is unable to gauge health well enough; the mass appears to same, although the creature is decidedly skinnier than when it first attacked
She was: so 7 damage from Isama, and 7 damage for Mia. I'll even allow the designated bonus for Isama this turn for +2, so +16 damage (and 39 all up).
Isama and Mia's weapons miss, but Diene's blow hits home, and the creature seems to step back for a moment, hesitating.
mechanics:
demoralized to shaken. attack: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19 damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11 attack: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21 damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12 Diene - I believe these will both hit. Can you confirm? If so 23 damage. PCs are up.
Fair enough - thought we worked out it was 22 earlier. All goods. Another bolt hits home, but Diene and Isama miss. Emboldened the creature concentrates on its target, this time actually connecting with Diene.
mechanis: attack: 1d20 + 12 ⇒ (5) + 12 = 17 attack: 1d20 + 12 ⇒ (17) + 12 = 29 dam: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Diene's flurry of blows seems to bring no result, but when Ophelia lights up the area with a red blob, both Isama and Daria hit!
ooc - read please:
15 damage, partial concealment and designated. When it moves Ophelia will have to move the illusion - I assume everyone will wait for that. @Ophelia, going to assume you are moving the illusion, given what you said. Tell me if not. @Diene: please check spoiler. I believe you took 10 damage. Whatever this thing is, it can fly. Diene feels a sudden impact, a whoosh, and a moment later Ophelia's red blob lashes out, then ascends a good five feet into the air. mechanics: attack: 1d20 + 12 ⇒ (10) + 12 = 22 attack: 1d20 + 12 ⇒ (4) + 12 = 16 damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
I'm prepared to say the image cuts concealment down to partial, but prevents precision damage. Logically you know exactly where to hit, but have to trust Ophelia has got it on target. Ophelia, you realise this thing is going to move?
As Ophelia rounds the corner she sees... something, perched on top of the stage and striking down at Diene.
Sorry Ophelia, I missed the see invisible.
I can't think of a good way to handle it, so I'm going to leave it. Yes - it is invisible. Ophelia can see it fine, even make a knowledge planes roll if she likes. Once she's within 10ft her circle will kick in. Diene knows where the creature is, both because of scent, and because she was attacked and thus knows where the blows are coming from.
mechanics:
attack: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21attack: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Quote: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). See the invisibility special ability. - note Diene has uncanny dodge so will not lose dex. Diene is AC 14+4+4=22.Both miss - both would have hit. That uncanny dodge really is uncanny. Warned by the drug runner's shout as she enters the room past the old stage, Diene's uncanny sixth sense notes a touch of malevolence and she ducks, suddenly and for no visible cause - then steps to the side as if possessed. For no explicable reason a breeze ruffles Diene's hair as she ducks, and as she sidesteps the ground where the copper stood not a moment before cracks as if subject to some great impact.
@Isama: that is going to be surprisingly useful. The laughter lasts way more than 2 rounds, as well. "You don't want to cross them." the man warns "They get you in your dreams. The house is haunted, too. That cackling isn't the half of it! Look - I just run the drugs in and out of the tunn - watch out!"
Diene: Polished mahogany walls and wooden floors shift abruptly to rough, crumbling rock, giving way to the foundations of some old building incorporated into the house’s architecture. Through the door you can see a beautifully aged glass mosaic of a butterfly spreading its wings between weather-beaten marble columns adorned with an astrological motif. To the west, the stout slats of an old wooden stage have been forcefully pried up and piled near a stone altar carved from the very bedrock.
Perception please Diene.
The laughter seems to come from a moving point within the room - but a quick swipe reveals to Isama that nothing invisible or intangible is there. The air is colder around the point. The laughter louder - but the echoes are wrong. As if it was coming for a point simultaneously futher away and right there. Perhaps... from another plane? Lacking a better way to stop the infectious laughter Isama's spell is the best hope. A moment after she casts it Mia's laughter dies away to giggles, and then to nothing. Ophelia's target swears "You just killed most of them. There's a few of us left from the old gang. Most of the people here are those damned, creepy cult..." he swears again, revealing a comprehensive and multilingual vocabulary.
Two cultists down then. One with Diene, one with Ophelia.
"I dunno! Just another damn thing in this damned place" Ophelia's prone target swears.
mechanics:
fort: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5 will: 1d20 + 2 ⇒ (6) + 2 = 8 will: 1d20 + 2 ⇒ (16) + 2 = 18 Diene pounds away at her foe, who bends to retch on the ground just as Daria's sonic effect hits home and he drops to the floor, arms trying to simultaneously wrap around his head and vitals. Isama's blow goes wide, but as the smirking thug starts to feel confident Ophelia's longspear slams down through him, and through the shoddy wall. He stiffens, fingers clawing at the spear as he slides backwards down the slight incline. A second later, as the spear is removed, he collapses bonelessly. From the floor Diene's target drops his weapons and begs "Please. You can have it, you can have it all, just don't kill me!"
The remaining rogue, miraculously untouched, panics at the sound of the surrender. He bolts across the room.
DC 16 Will (Fear) save all. Look here if you fail:
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature’s next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A strange presence seems to bleed into the area. A faint laughter can be heard, growing louder and louder until nothing else can be heard. The laughter gets into every nook, every cranny - and finally even into your mind till it is all you can do not to laugh along.
Map
All PCs up.
fort: 1d20 + 2 ⇒ (20) + 2 = 22
Both crossbow bolt and cross guard hit the poor fool who thought he could simply tuck himself in behind a post. Somehow the man keeps his head and his footing, and even though reeling backs away from the violent Diene.
rolls:
with take 10. per 16 stealth 19 init: 1d20 + 2 ⇒ (10) + 2 = 12 @Diene: why do you not have a bite? Clear mechanical description:
We have a surprise round, due to some ambushers. Diene, Daria and Ophelia see them. They see Diene and Isama. Bit confusing, so I'm going to say; Diene; may act on the surprise round. Isama; may not act. Ophelia; may act. She has surprise this round, and if she attacks (somehow, past everyone on the stairway) her targets will be flat footed. Daria; may act. She has surprise this round, and if she attacks (somehow, past everyone on the stairway) her targets will be flat footed. Thugs; may act. May only attack Diene or (with penalties for cover) Isama. Initiative; Diene, Daria (standard action only) Thugs (standard action only) Ophelia (standard action only) Diene, Daria and Isama (normal round) Thugs (normal round) All Pcs (normal round) Thugs (normal round) In the highly unlikely event there's another round we'll keep to the last two entries in rotation. You can push past a friend on the stairway, but that square counts as double for movement. The restricted space means everyone not at the front has +4 cover AC, but takes a -4 penalty to hit. As Diene slinks down the stairwell, she catches movement out of the corner of her eye; a man with a hand crossbow. Even as she notices the criminal she notes signs of others in hiding. Diene, Daria (standard action only)
map
This room hosts an impressive carved wooden stairway that descends from above. A comfortable fireplace flickers without warmth, and a moth-eaten rug hosts equally moth-eaten furniture. Rotting frames filled with tattered canvas cover the walls. The looming stone facade of the Old Wall comprises the room’s western wall. Through the narrow doorway come glimpses of the room beyond; Polished mahogany walls and floors, a mosaic of some form on the floor. Even further can be seen another room, choked with a thick tangle of irridescent webs.
Note: there are four amulets. i.e. these cultists are apparently mass producing magic items.
Mog-Lathar: The Dreaming Spider's cult is miniscule and - according to the notes in the book - long extinct. More Mythic Source than demigod, it span its webs in the land of dreams and had only limited impact in the waking world. It granted spells of Chaos, Evil and Trickery to its favoured worshippers, and though it sought to take more power in ages long past it was defeated. A note in the book does indicate Mog-Lathar was ascribed the ability to confer immortality, along with dominance of the Dreams and control of Spiders. "A particularly nasty and insidious evil" notes the author "It is fortunate it never managed to capture enough minds in its dream realm to attain true power."
In addition to minor bric-a-brac and equipment, Daria finds a trove of items.
trove:
4 scrolls of cure moderate wounds 4 doses of antitoxin 16 doses of vials marked with a spider symbol[1] 8 doses of vermin repellent. 4 leather armour 4 amulets shaped like a spider[2] 4 silver holy symbol [3] 4 strange sickles [4] 1 strange needle device (empty) [5] 102gp three are also bottles of Varisian pear brandy (worth 30 gp each) stashed behind a crooked shelf in the back bar. Items with footnotes have follow up information below. #1 Craft Alchemy 17 or Appraise DC 23:
#2 Detect Magic and Spellcraft DC 18:
Amulet of Natural Armor +1 #3 Knowledge Religion DC 20:
A holy symbol of the incredibly obscure spider demigod Mog-Lathar. feel free to make another knowledge religion roll - presumably with aid another - to make the DC to know more. #4 Knowledge Engineering DC 15 or Craft DC 20:
This spider legged shape sickle seems to be an incredibly well crafted (masterwork) sickle - with a difference. The leather wrapped handle contains a hollow recess that can hold a single dose of poison. Once filled, the reservoir keeps the blade saturated and viable for up to 2 hours. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison. Filling the reservoir is a full-round action that carries the usual risks of poisoning yourself. It appears the cultists did not take the time to fill their reservoirs before you attacked. #5 Knowledge Engineering DC 15 Heal DC 15 or Craft Alchemy DC 10:
A cunningly made injector, consisting of a hollow needle attached to a flexible reservoir. Presumably a way of taking a potion or drug it currently stands empty. In addition, once the room is revealed it is possible to see there is a staircase going down in the corner of the map.
Ophelia moves into position a moment before the cultist near Diene is smashed into paste. The remaining cultist, caught between Isama and Ophelia, seems to be considering something - perhaps fleeing - when Daria's crossbow renders such thoughts moot. Silently snarling something, another wave of dark energy fills the room.
[url=https://docs.google.com/drawings/d/14GzZ_60dxqz2u1S3B54pol0A85xjX-NP5oePy3fSiGE/edit?usp=sharing]Map[/url here.
mechanics:
attack: 1d20 + 7 ⇒ (18) + 7 = 25 dam: 1d6 + 1 ⇒ (2) + 1 = 3
dam: 2d6 ⇒ (3, 6) = 9will: 1d20 + 5 ⇒ (3) + 5 = 8 @Isama; would have to step back 5 ft to cast & talk Trapped between Ophelia and Diene the backstabber drops to the floor in seconds. Diene's lone attacker takes the opportunity to slash at Diene - but without the ongoing distraction provided by his friend does little more than bruise. 3 damage to Diene The “invisible” cultist, wreathed in illusory fire and marked by Mia, raises something in their hand - impossible to tell what through the glare - and a wave of negative energy washes over everyone, including the companion facing Diene, who glares hatred at his erstwhile ally as he stumbles from the assault. In the aftermath any invisibility has fled. 9 damage, will dc 11 to halve
It is Silenced, so it does work. Detecting an invisible person in an area of silence is a pain in the proverbial.
Diene demolishes the cultist in front of her as easily as she demolished the wall. Behind her Ophelia steps up and lays into her own opponent. Meanwhile the attacker Mia and Isama attack seems warded by some magic that deflects their blows, and is miraculously unhurt. That cultist steps back, vanishing from sight as it moves.
The two cultists Diene is fighting look at each other, then step forward to attack!
mechanics:
1 has flanking - and sneak attack. The one in the middle of D and O attack 1: 1d20 + 7 ⇒ (20) + 7 = 27 dam: 1d6 + 1 ⇒ (3) + 1 = 4 attack 2: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 confirm attack 1: 1d20 + 7 ⇒ (8) + 7 = 15 4 dam to Diene
Diene bursts through the wall.
Diene bursts through the next wall in a shower of plaster and splinters. She shouts a quip - and finds one of the most impressive entrances of her life tainted by a zone of magical silence. Three cultists turn to look boggle eyed at the ruined wall. Unable to cast anything they raise sickles and descend on Diene. The last - not hearing the destruction, steps out into the coridoor confident his companions have his back.
attack: 1d20 + 5 ⇒ (10) + 5 = 15attack: 1d20 + 5 ⇒ (12) + 5 = 17attack: 1d20 + 5 ⇒ (8) + 5 = 13damage: 1d6 + 1 ⇒ (2) + 1 = 3
Diene takes 3 points of damage. PCs are up.
Awesome, but we've had a miscommunication. Let me try a combat map. I've opened it up a bit to make it easier to see where walls are.
Awesome, but we've had a miscommunication. Let me try a combat map. I've opened it up a bit to make it easier to see where walls are.
The sound of chanting peaks, and stops - though no-one appears.
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