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Male Human
The Penumbral Accords are penned in Common. The alliance outlined in this pact allowed Blakros family to safely transport goods and personnel through the Shadow Plane while a war waged around them on the Material. But this agreement came at a terrible price: in addition to providing a continuing, steady stream of slaves for Shadow Absalom, the eldest Blakros daughter of each generation for a thousand years would be given over to the members of the shadowy Onyx Alliance on her twenty-first birthday to be taken to the Shadow Plane. The conditions of the Penumbral Accords are precise, and the penalty for failing to uphold their end of the bargain is the killing of all Blakros daughters of the offending generation. But it describes nothing specific that Hamaria Blakros didn't already tell you. In the ritual chamber, Pathfindes destroy the bloodstones lining the device, rendering it permanently inoperable. The transposition of the Material and Shadow Planes ends instantly, and reality snaps back to normal. They are now only in the Blakros Museum. The Wightir Conjuction, the remaining fetchlings, including the unconscious Uthil Mak, and other untended items still in Wightir House return to the Shadow Plane. As they head for the exit, they confirm that within the museum all elements from Shadow Absalom are gone. Unfortunately, that includes all the already-branded slaves that remain in the clutches of the slaver fetchlings that will eventually come to their senses. When the planar overlay ends, Eleanir and Michellia Blakros awaken from their trance, dazed and disoriented. Outside, the dawn is breaking. After the group leads the twins out, Eleanir and Michellia Blakros smother them with gratitude and affection. "Thank you for rescuing us. Our mother and the rest of our family will hear of your heroic bravery." The sisters depart, attended by the servants waiting for them outside the museum. Apparently, Hamaria is indeed incredibly grateful for the rescue of the Blakros daughters. Through a message delivered by one of her household liveries, she conveys that she is granting Pathfinders the rare privilege of keeping any loot they may have uncovered while in the museum, and the missive implies that she will turn a blind eye to the fact that some of that loot may have actually belonged to the collection itself. That includes the trio of slaves, should you want them, that were not yet inured into the Shadow Plane by the rituals of the Wightir House and were freed out of their shadowy shackles instantly as the conjunction broke. As the group also succeeded in destroying or permanently deactivating the Wightir Conjunction, the Blakros family feels secure in their freedom from the Penumbral Accords. In thanks to the Pathfnder Society, the Blackros family offers even closer collaboration between their museum and the Society on future endeavors. Thus the story of Penumbral Accords end.
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Male Human
The Blakros twins are still entranced by the workings of the ritual they were part of. As Kaleless looks around, he notices once again that the Blakros Museum’s current main exhibit is a collection of medical oddities and cursed freaks — a disturbing array of deformities that would turn a Lamashtan’s stomach — but they do not compare to the horror of Wightir House’s comparable space. The implements of unspeakable rituals lie scattered about, including bloody sacrificial knives, vats of unidentifiable liquids, rune-etched stone idols, and a massive summoning circle surrounding the central dais. It is seemingly here that Uthil Mak and the other overseers in the Onyx Alliance conduct their most egregious crimes against decency, including the cruel rituals required to activate the Wightir Conjunction that monthly causes the Blakros Museum and Wightir House to share the same space and to bind new slaves to the Shadow Plane. Its during these few hours of this transposition, Uthil Mak claims the slaves owed to the Onyx Alliance by the Blakroses under the terms of the Penumbral Accords, and brand the slaves’ heads with a mysterious rune. ![]()
Male Human
Despite readying himself up for a patient defense, the slave-master of the Penumbral Accords falls flat under the mighty blows of the Pathfinders. With the enemy finally down, ending with Hessavi's Raging song, the party has an opportunity to finally examine the Blakros twins, Eleanir and Michellia. They remain in their dream-like trance, unresponsive and oblivious to anyone and anything around them. Uthil Mak wears a prominent onyx ring on his left hand, which sports the same rune that appears on the branded slaves’ head. In his satchel, Pathfinders locate a copy of the Penumbral Accords detailing the original agreement forged between the Blakros family and the agents of the Onyx Alliance. The ceremonial dagger Uthil Mak was preparing for the ritual is long and dark, with a sinister curved blade. Runes have been etched along the length of the blade.
Anyone reading Infernal:
The runes speak of the Midnight Lord and a sacrifice that will bring shadow to the multiverse. Infernal + Knowledge(religion) DC 12:
You recognize these as references to Zon-Kuthon, god of darkness, pain, and loss.
The 10-foot tall black stone pyramid exudes an eerie black essence from its apex, which seeps into the air and slowly dims the illumination of the room. Surrounding the relic’s apex are a dozen bloodstones set into the rock face, from which a strong aura of conjuration and illusion emanates. According to the Penumbral Accords, that contraption is in fact the Wightir Conjunction. And the conditions of the twins, and all the branded slaves are linked to its ongoing effects. Knowledge(planes) DC 20: In your assessment, removing or destroying the bloodstones should end the effect and sufficiently sabotage the device to prevent future use. That will also instantly end the planar overlay, returning objects and creatures to the planes of existence they belong. And half of the slaves is already ritually branded as belonging to the Shadow plane. ![]()
Male Human
Ooops.Round 1 Fort Save vs Kaleless' poison DC 12: 1d20 + 6 ⇒ (20) + 6 = 26
Not slowed down by the poison, Uthil Mak closely dodges the Tyrannosarus' devastating bite. But the rogue himself manages to sneak in another hit easily. The enemy braces himself against the incoming blows.
Knowledge (local) DC13:
Swift action to expend Ki Point for +4 dodge to AC And he keeps on attacking the rogue. Flurry Unarmed Strike: 1d20 + 4 ⇒ (5) + 4 = 9
Flurry Unarmed Strike: 1d20 + 4 ⇒ (15) + 4 = 19
Round 3 and 4. Bold may act.
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Male Human
Blade of Mercy's damage increase explicitly works only with the slashing weapons, which Rapier isn't, so I don't think that extra 1 damage would apply. Round 2 and 3. Bold may act.
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Male Human
Uthil Mak turns around to take an opportune attack at Gunthorn. Unarmed Strike, AoO: 1d20 + 6 ⇒ (2) + 6 = 8
He than swivels around to repeat the flurry against Kaleless, who is currently the only one who dealt any damage to the owner of the Wightir House. Flurry Unarmed Strike: 1d20 + 4 ⇒ (18) + 4 = 22
If this first attack hits, Fortitude DC14 to not be stunned. Flurry Unarmed Strike: 1d20 + 4 ⇒ (13) + 4 = 17
Flurry Unarmed Strike, Ki Point: 1d20 + 4 ⇒ (3) + 4 = 7
Ouch... Dat rolls...
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Male Human
Uthil Mak makes half-a-step towards the Blakros twins and unleashes a flurry of blows at Kaleless. Flurry Unarmed Strike, shaken: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Flurry Unarmed Strike, shaken: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Flurry Unarmed Strike, Ki Point spent, shaken: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
Round 1 and 2. Bold may act.
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Male Human
Uthil Mak shakes his head, smirks, throws the dagger up and catches it behind his back. Initiative:
Hessavi Bebas : 1d20 + 2 ⇒ (4) + 2 = 6 Kaleless: 1d20 + 4 ⇒ (11) + 4 = 15 Angritt: 1d20 + 2 ⇒ (13) + 2 = 15 Rath: 1d20 + 3 ⇒ (3) + 3 = 6 Gunthorn Dursten: 1d20 + 1 ⇒ (4) + 1 = 5 Jinhong Yeou : 1d20 + 3 ⇒ (6) + 3 = 9 Uthil Mak: 1d20 + 2 ⇒ (9) + 2 = 11
Kaleless and Angritt both notice the murderous intent with which he steps forward towards Gunthorn. Round 1. Bold may act.
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Male Human
Jinny pushes the unlocked door. Harsh, cold light floods this room from the ceiling, gleaming off the marble walls and shining across the polished granite floor. Myriad pedestals display stuffed creatures suffering from unspeakable deformities, and liquid-filled glass tanks hold the shriveled bodies of even stranger anomalies. In the room’s center, a wide ebony pyramid rises ten feet off the ground; darkness seems to flow out from its top into the air like ink in clear water. Indistinct rune circles, candelabras, and idols cover what can only be the site of barbaric sanguinary rites, occupying the same space in the Shadow Plane. The Blakros Museum’s current main exhibit is a collection of medical oddities and cursed freaks—a disturbing array of deformities that would turn a Lamashtan’s stomach—but they do not compare to the horror of Wightir House’s comparable space. The implements of unspeakable rituals lie scattered about, including bloody sacrificial knives, vats of unidentifiable liquids, rune-etched stone idols, and a massive summoning circle surrounding the central dais. Standing before the dais is the thin gray form of a fetchling. Kneeling before him, the Blakros daughters, Eleanir and Michellia, sway in a sort of trance as he prepares for some ritual by coating a thin knife in a strange black liquid. "Welcome, Material-Planers. I am Uthil Mak, overseer of Wightir House and executor of the Penumbral Accords." ![]()
Male Human
The alchemist heavily breathes through the broken jaw on the floor. Stabilization Rolls:
Stabilize 6 seconds: 1d20 + 1 - 4 ⇒ (14) + 1 - 4 = 11 Wow, makes it on the first roll. Stabilize 12 seconds: 1d20 + 1 - 5 ⇒ (13) + 1 - 5 = 9 Stabilize 18 seconds: 1d20 + 1 - 6 ⇒ (14) + 1 - 6 = 9 Stabilize 24 seconds: 1d20 + 1 - 7 ⇒ (7) + 1 - 7 = 1 Stabilize 30 seconds: 1d20 + 1 - 8 ⇒ (1) + 1 - 8 = -6 Stabilize 36 seconds: 1d20 + 1 - 9 ⇒ (18) + 1 - 9 = 10 Stabilize 42 seconds: 1d20 + 1 - 10 ⇒ (5) + 1 - 10 = -4 Searching the body, the party finds emptied vials of extracts littering the floor. In his belt pouch they find 38gp, an application of alchemical grease and adamantine weapon blanch. His rucksack nearby contains all the tools and implements of her alchemist’s lab. Two potion vials look magical, the dagger is clearly masterwork, and the cloak has flecks of steel sown amid the fabric of it. Two potions are the same liquid; Perception DC 16 to recognize through taste; or Craft (alchemy) DC; or Knowledge (arcana); whatever:
These are potions of cure light wounds. Detect Magic; Spellcraft DC 20 to recognize the cloak:
It is the Cloak of Resistance +1 With Jinny and the man on the table desperately needing medical attention, Pathfinders realize that the night is coming short, and whatever this planar convergency is, it is soon to end, and there is no opportunity for rest. A party searching the room finds among the rows of artifacts and stacks of paper records of recent acquisitions, including the Tian exhibit, apparently gifted to the museum by a donor named Amara Li on behalf of the Lantern Lodge of Goka. The alchemical apparatuses and medical implements are largely old and poorly cared for, and little among Mazzel Gol’s gear is worth anything on the Material Plane. You also find buried under a pile of bloody rags a finely bound book. The book: It is Mazzel Gol's copy of Umbral Leaves, the grisly and unholy book of the god Zon-Kuthon, the Midnight Lord, where the tenets and laws of his faith are detailed; it is written in blood on pages of flayed skin, sometimes in a single piece from the head of a victim, so that the face is the cover. Commonly, the text is written in human blood. It is worth around 100 gold points because of its intricately stitched leatherwork. ![]()
Male Human
Kaleless' arrow hits the enemy on the ceiling square in the chest. Staggered, the fetchling drops a bomb he pulled out from the satchel at Jinny underneath him. Acid Bomb, vs Jinny's touch AC: 1d20 + 7 ⇒ (17) + 7 = 24
After that, he loses his conscience and falls down flat on his head. Falling damage: 3d6 ⇒ (1, 1, 1) = 3 Was at 0 HP after the arrow, used standard to throw a bomb staggered. We're out of combat. ![]()
Male Human
The man on the vivisection table starts breathing again, even if faintly. The shining magical stone sent by Angritt's hand misses the creature on the ceiling by a mile, but the simple one flung by Gunthorn hits the vivisectionist straight in the face breaking his nose, causing the black blood to pour down on Jinny. "Gyou diddle bearded duisadce..." The alchemists' outcry is almost incomprehensible. Rounds 5. Bold may act.
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Male Human
Kaleless hits the enemy on the ceiling with yet another arrow and the fetchling bursts into a stream of swears in an unknown language. Aklo:
"You damned light-lovers." and so on. Hessavi looks at the vivisected man and realizes he's been, in his weakened state, further damaged by the acid and dying of the burns, getting worse each second. He is negative and losing hitpoints. But I'll give you this heal check for free, if it was just to check his status, you still have your move. The alchemist looks at Jinny. "Here's for you, pest." Acid Bomb attack, vs Jinny's touch AC: 1d20 + 7 ⇒ (10) + 7 = 17
Rounds 4. Bold may act.
As for reaching him with a non-reach weapon, I would say no. If you're just barely able to touch him with a tip - it is not enough to make an attack full-swing, since he is acting defensively as well. ![]()
Male Human
As Jinny proclaims her threat, the alchemist cackles. "Well, I've got something even more interesting, just for you." That does not sound like a threat, since the fetchling's voice is still kinda wobbly because of the magical daze effect. Rounds 4. Bold may act.
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Male Human
You would, but 21 unfortunately doesn't grab him. As the Crimson Fox runs up the chair and outstretches her hand up, she grabs the shadowy figure by the hand that was reaching into one of the bags for a new bomb. For a brief second, Jinny feels like she only needs to pull herself up and grab the opponent's attire with her other hand to get the enemy completely under her control. But pulling against the enemy's skin, Jinny doesn't find any purchase and her hand slips completely. Jinny falls 10', so it's either 1d6 ⇒ 2 falling damage and falling prone, or a DC 15 Acrobatics check to avoid that. Jinny can feel her hand covered in some very oily black goo that smells like metal shavings.
DC 10 Craft ( Alchemy ): If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off. Yes, his tactic for the encounter is to stay on the ceiling and buff if he hears combat outside, and he had this stuff on him in his Combat Gear. ![]()
Male Human
The dazed fetchling on the ceiling is hit square in the face with Gunthorn's slingstone. @Jinny, I can tell you that bull-rushing is definitely not an option if you just barely reach his lower point with an outstretched hand. Attempting to grab on to him is probably all-right - but that is all you'll get - him being grappled and Jinny dangling off of him still on the ceiling, maybe if the attempt succeeds she'll climb up a little. I'll let you retcon and shoot an arrow or jump and stab with a rapier, but the shot/stab will need to have their own roll than. ![]()
Male Human
Mazzel Gol Will Save: 1d20 + 1 ⇒ (2) + 1 = 3 Kaleless and Gunthorn Dursten both hit, but most importantly - Hessavi's cantrip succeeds, as the alchemist is shaking his head to clear the mist in his head. Rounds 3. Bold may act.
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Male Human
Lower left corner of the room, near Jinny. Anyone can attempt a Heal check to know his status. As Hessavi moves away and Kaleless shoots and the bolt whizzes by the fetchling's head, Mzzel Gol chucks another bomb into the biggest cluser of Pathfinders he sees. Acid Bomb attack vs Rath's Touch AC: 1d20 + 7 ⇒ (2) + 7 = 9
Rath and Angritt need to make DC 14 Reflex saves to take 2 splash damage, otherwise it is 4. Round 2. Bold may act.
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Male Human
Jinny's arrow hits the alchemist's form, but glances off of the hardened skin. "I've had cats on my table who scratched harder, ha-ha-haah..." The attack roll was not equal to or higher than his AC with the natural armor bonus added. I'm a disciple of the 'keep the rolls, change the bonuses' school of thought, exactly because it could've become a crit on a reroll, so I am using your old die rolls. Round 2. Bold may act.
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Male Human
Yes, you can. I assume both rolls apply? Mazzel Gol Spellcraft vs DC16 to identify Sleep Spell: 1d20 + 9 ⇒ (14) + 9 = 23 The alchemist starts laughing, but is interrupted by a dagger flung at him and hitting his shoulder. "Agh, you pathetic vermin..." The shadowy figure starts crawling the ceiling towards Hessavi. "Ow, aren't you a curious specimen... But I think it's you who needs to be unconscious when we play." And the second bomb flies at the skald. Acid Bomb attack, vs Hessavi's Touch AC: 1d20 + 7 ⇒ (1) + 7 = 8
The bomb misses, but counting from the top of Hessave square clockwise, it lands on square: 1d8 ⇒ 2
Round 1. Bold may act.
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Male Human
While the Blakros Museum staff use this room to catalogue new additions to the collection and run the day-to-day operations of the archive, the proprietors of Wightir House seemingly employs this chamber as an operating room and laboratory in which they perform sinister alchemical experiments on living prisoners. Currently, it seems like someone is in the process of conducting an experiment on a human specimen on the verge of death. The man, drugged and unconscious, lays splayed on the operating table, his lower torso dissected and his skin held open and taught with large clamps. His forehead sports a dark rune tattoo that seems to suck light toward it. As half of the group moves forward to examine the vivisected man ( his chest is not trapped ), and Jinny asks her question, a small item is lobbed from far corner of the 15' ceiling of the offices into the closest group of Pathfinders (Jinny, Kaleless, and Gunthorn). Surprise Round Acid Bomb attack, vs Jinny's Touch AC: 1d20 + 7 ⇒ (7) + 7 = 14
Kaleless and Gunthorn may attempt DC 14 Reflex save, or they suffer 4 points of acid damage from the bomb splash. "Name is Mazzel Gol, but you may call me The Shadow of Death!" When the acidic smoke produced by a bomb clears, the Pathfinders see a pale-skinned humanoid in a masterwork studded leather hanging upside-down from the wall in that corner between the wall and a ceiling. The figure quickly becomes visible after losing the effects of the invisibility spell it seemingly used after hearing the sounds of combat in the next room. Knowledge (Arcana) DC 22 to identify a spell effect that is in place:
The alchemist is still under the effects of the Spider Climb extract. Initiative: Hessavi Bebas : 1d20 + 2 ⇒ (18) + 2 = 20 Kaleless: 1d20 + 4 ⇒ (15) + 4 = 19 Angritt: 1d20 + 2 ⇒ (4) + 2 = 6 Rath: 1d20 + 3 ⇒ (9) + 3 = 12 Gunthorn Dursten: 1d20 + 1 ⇒ (1) + 1 = 2 Jinhong Yeou : 1d20 + 3 ⇒ (5) + 3 = 8 Mazzel Gol: 1d20 + 7 ⇒ (2) + 7 = 9
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Male Human
The Crimson Fox enters the offices/alchmedical laboratory, followed by Kaleless and the rest. A few desks, three chests, and a standing cabinet are here along a wall facing the West Exhibit Hall made of smoky glass. Fading in and out of vision, the shadowy form of a slablike table holding an unconscious, vivisected human man, his chest rising slowly with each breath, is superimposed over the southernmost desk. Medical implements and alchemical devices are spread across nearly every surface, some more substantial in form than others. ![]()
Male Human
The group finally takes the serpentine construct apart. The ruckus created by the fight could awoken somebody who've been dead for a decade, but the frozen bodies remain still. The combat is finally over. After the group examines some of the frozen human forms, they find a grisly display of partially dissected humanoids and half-completed biological experiments from the Material Plane. Each specimen is frozen in several inches of hard ice. Many have a rictus of pain and fear solidified on their cold, blue faces, and all of them have an identical black rune branded onto their foreheads. Searching among the Tian relics for items that are in usable condition nets a suit of masterwork parade armor in the samurai style, an orc double axe with blades shaped like strange dragons’ heads, and a masterwork composite shortbow used by the mounted archers of the eastern steppes. A wand of some kind hangs on a hook on the wall near the entrance. Detect Magic + Spellcraft DC 16:
It is a wand of endure elements with 28 charges that Wightir House staff uses when they must work in this room. On the farthest end of the hall, there is a door leading into the Keeper's Offices on the Material Plane, but not having any labels on the Plane of Shadow. ![]()
Male Human
Damn it. Shredding parts of its armor and layers of ice, the snake endures under a flurry of blows from all sides. Hessavi snarls and clobbers at the construct once tearing its armor while Kaleless distracts it, but the pair does not manage to land another blow after that. Rath and Angritt, working together, manage to land two club blows at the creature. Jinny's blows glance off the construct's armor as it does seem to be immune to nonlethal damage. Gunthorn manages to hit the creature twice, but it seems to shrug off the damage completely. It convulses and attempts to bite Kaleless once more. Bite: 1d20 + 3 ⇒ (12) + 3 = 15
Round 8 and 9. Bold may act.
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Male Human
Gahhh, that is ridiculous and could go on for a while now. In the next twenty seconds, surrounded from all sides by enemy and fighting to the death with the tenacity of the construct, the snake tries to bite Kaleless three more times. Bite round 4: 1d20 + 3 ⇒ (17) + 3 = 20
And it only hits once...
Kaleless, if fails Fortitude save DC11:
Black Adder Venom: Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. The hail of blows it is under would be the death of any real snake. Rounds 4-7. All the PC's have four rounds worth of full-attacks to bring it down. ![]()
Male Human
@Jinny, you didn't roll its AC or higher for your attack. And since it is not very agile, I decided to describe it as you not getting through its natural armor. Kaleless swings and misses as well. Round 2. Bold may act.
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Male Human
Hessavi recognizes the construct under its guise of ice and warns everybody of it being an arcane creation before bursting into a raging song. The cold storage sentinel is actually an Iron Cobra construct. It does not have any particular vulnerabilities, but you at least know that it has all normal construct immunities, as well as damage reduction. Rath would hit, but dim light concealment: 1d100 ⇒ 55 Rath reaches out to bite at the swirling mass of iron on the icy floor. The teeth scrape at the layer of ice and iron. I will assume Rath would accept Hessavi's song, so +1 to damage on that, correct me if I am wrong. Top of the Round 2. The bold may act. - Jinhong Yeou
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Male Human
Gunthorn swings and misses. The snake finally darts out of its cover and lashes at Jinny. Bite: 1d20 + 3 ⇒ (16) + 3 = 19 The fencer deftly parries the construct's fangs, but the swift riposte does not seem to do any damage. Round 1 goes on. The bold may act. - Jinhong Yeou
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Male Human
Kaleless and Jinny both manage to slice and dice at the unfurling metallic snake before it manages to fully ready itself for the combat with the intruders. But both hits merely graze the metallic hide shaving some rime off of it. Both attacks miss. Round 1. The bold may act. - Jinhong Yeou
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Male Human
Everybody is taken aback by a grisly display of partially dissected humanoids and half-completed biological experiments the Pathfinders find. Each specimen is frozen in several inches of hard ice. Many have a rictus of pain and fear solidified on their cold, blue faces, and all of them have an identical black rune branded onto their foreheads. As the group slowly ventures deeper into the cold storage room, nary anybody spots a stationary figure sculpted of ice coiled under one of the display racks in the middle of the hall. This creature resembles a small, metallic serpent made of overlapping iron plates. A rime of frost coats its surface, and razor-sharp shards of ice adorn its length. It does not stir when the door is opened, coming into motion only when the front of the group is almost near it, at which point its eyes flash with red light. Initiative:
Hessavi Bebas : 1d20 + 2 ⇒ (6) + 2 = 8 Kaleless: 1d20 + 4 ⇒ (8) + 4 = 12 Angritt: 1d20 + 2 ⇒ (2) + 2 = 4 Rath: 1d20 + 3 ⇒ (3) + 3 = 6 Gunthorn Dursten: 1d20 + 1 ⇒ (15) + 1 = 16 Jinhong Yeou : 1d20 + 3 ⇒ (15) + 3 = 18 Cold Storage Sentinel: 1d20 + 2 ⇒ (10) + 2 = 12
Knowledge Arcana DC 12: The cold storage sentinel is a construct, so the room can be kept constantly cold and guarded without staff needing to be wrapped in thick furs. It is a simple construct that resembles a hooded cobra made out of metal, called "Iron cobra". The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Exceeding the DC by 5, you can each time request information on any one of the following items:
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- Tinkerer ( Alchemist ) - any shifts from 'somebody who prepares chemical substances' to 'somebody who builds devices'.
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Male Human
A sign over the door bearing bright lettering reads “Treasures of Distant Goka,” while a shadowy sign occupying the same space reads in dark, block letters “Cold Storage—Perishable Specimens Only.” The west wing is quite cool, and the door handle is quite frosty to the touch. Jinny opens the door and peers into the darkness, but she sees little within the room from the dim light the planar convergence provides. Dozens of mannequins dominate this room, each decorated in the trappings of distant Tian Xia. Ceremonial armor of samurai from Minkai and the silk gowns of courtly ladies catch the eye, but the delicate tea sets in long glass display cases seem out of place next to the strange shadowy figures leaning against the fan-decorated walls. Humanoid bodies encased in ice stand scattered throughout the room, and a glaze of dark rime covers the floor. The floor of the cold storage room is covered in frost, and is dangerously slippery. (You can move at full speed with a DC5 Acrobatics check, or at half speed with no skill check. Any PC who fails this Acrobatics check cannot move that round.) ![]()
Male Human
Before the hound has an opportunity to turn around and attack Kaleless, Jinny seizes the moment and staples it to the ground with her rapier. The beast convulses for some time before drawing its last breath. The room is now completely empty of life. Searching it for anything of use, you locate nothing but patches of shadowy fur. Would yo like to follow your panicked comrade into the corridor and talk to her? ![]()
Male Human
Oops, forgot dim light concealment on Jinny's first stab. 1d100 ⇒ 25 The Crimson Fox daringly stabs at the beast and draws a spurt of black blood. Angritt steps forward and lights a magical fire. The shadow mastiff cub looks up at Jinny and completely misses the rogue's appearing at his side. The kukri slices the creature's muzzle. Fort save: 1d20 + 6 ⇒ (20) + 6 = 26 The creature shakes its head, but the venom does not seem to have its full effect. Random attack, 1 is Jinny: 1d2 ⇒ 2 With Jinny not looking like something that is easy to reach, the hound turns its attention at Kaleless. Bite: 1d20 + 6 ⇒ (1) + 6 = 7
Round 2. Bold go.
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Male Human
Frenzied, the hound steps out from its unnatural shadow shroud as it attacks Jinny. Bite: 1d20 + 6 ⇒ (10) + 6 = 16
She also notices that the beast is tied to the wall with a 25-foot chain secured to the center of the eastern wall. The beast can thus reach almost anywhere in the room, but is unable to leave, even if the door is open. Round 1. Bold go.
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Male Human
Init is rolled. Round 1. Enemy used its surprise to bay. Bold may act. - Hessavi Bebas
Knowledge ( planes ) DC12: It is a reduced shadow mastiff. Although shaped like a dog, this muscular creature has a coat that drinks up the light, drawing shadows in around it. Its maw is full of sharp teeth, and a wisp of shadow drips from its writhing tongue. Tireless hunters, stealthy trackers, and deadly predators, shadow mastiffs stalk the dark corners of the Outer Planes, preying upon all beings that stray from the light. These beasts have little in common with actual canines aside from their general forms (although with the notable addition of a long, spiked tail), their bodies being the evolution of countless centuries hunting the most merciless wildernesses of the Outer Planes and the Shadow Plane. Exceeding the DC by 5, you can each time request information on any one of the following items:
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