DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

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Male Aasimar Master Summoner / 6

Unless I state otherwise, Amiculus will always just stay by Aidon and move as he moves and try and keep him safe, he is in no way a combat creature


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex retreats with Relan, reloading her crossbow.


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Fulmen/Vuloo?

-Posted with Wayfinder


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo will fire again on the same creature.

Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 ⇒ 4


Male Half-elf Druid 3 Monk 2

I'm on vaca this week so limited posting capabilities.

Fulmen takes a defensive posture and will try to keep his distance from the approaching ooze (how did I end up in front?). He'll attack if one comes within melee range.

will save: 1d20 + 12 ⇒ (10) + 12 = 22

attack: 1d20 + 3 ⇒ (13) + 3 = 16
dmg: 1d6 + 3 ⇒ (2) + 3 = 5


Fulmen wrote:
(how did I end up in front?)

The others moved away from you.

Not so Mindless Round 2

Init: Vuloo, Braelex, Aidon, Andel, Fulmen, Mud pile, Relan, Amiculus

Relan backs away and swaps weapons while Vuloo fires again sinking another bolt into the easy-to-hit blob even aiming around the attacking elemental. Braelex moves and reloads while Aidon's elemental takes another swing splattering pieces of gray matter everywhere. Andel also fires while Fulmen takes up a defensive stance.

The first ooze surges forward away from the elemental, drawing another slam from it and it rolls forward to attack Fulmen, but the half elf swats at it before it arrives and it collapses into a pile of muck. Make a DC20 Reflex save or your staff takes 1d6 ⇒ 5 acid damage

The second ooze also explodes forward and gets to Fulmen, lashing out with a pseudopod hammering him hard and latching on to him with an acid dripping grasp, (damage below + make a DC20 Reflex save or your armor takes 1d6d6d6 ⇒ (1, 4, 1, 2, 1, 4, 3, 4, 3, 2, 3, 1, 2, 5, 3, 3, 3, 2, 3, 6, 4) = 60 this round

The Dice:

Ellie vs Ooze: 1d20 + 8 ⇒ (7) + 8 = 15; Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Andel Ooze: 1d20 + 4 ⇒ (12) + 4 = 16; Damage: 1d6 ⇒ 5
Ellie vs Ooze: 1d20 + 8 ⇒ (1) + 8 = 9; Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Ooze vs Fulmen: 1d20 + 6 ⇒ (13) + 6 = 19; Damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12
Ooze Grab vs Fulmen: 1d20 + 10 ⇒ (7) + 10 = 17

Map here

DM Use:

58 (5)
0


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

That's a lot of d6s! o.O


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

[ooc]Yeah, let's try that again. Fulmen's armor takes 1d6 ⇒ 1 acid damage

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan retreats back up the passage up to 30', but not beyond where he can take a shot. Firing at the more wounded one he looses an arrow and then tries to observe the result. Does he thing it takes full damage from the piercing attack? Move away from them Fulmen!

Masterwork Composite Longbow: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 3 ⇒ (7) + 3 = 10


The first one is an unmoving pile of goo, and there's no visible indication of it taking more or less damage than normal from any of the attacks so far (arrows, slam, and quarterstaff)


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo will retreat to the mouth of the cavern, behind Relan and Braelex.

"Our weapons don't appear to be working. Braelex, can you fire bomb it?"


Male Aasimar Master Summoner / 6

Round 2 / HP 35 / AC 12 / Init 14

Is the thing on Fulmen? Can I shoot it or will I just hit him instead?


Blob has soft cover from Fulmen most likley and is engaged in melee/grappled so a total of -8 to hit


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex fires at the nearer ooze, then reloads.

Crossbow: 1d20 + 9 ⇒ (13) + 9 = 22; Damage: 1d8 + 1 ⇒ (2) + 1 = 3


Male Aasimar Master Summoner / 6

I think only one ooze is alive, the one on Fulmen

"The first ooze surges forward away from the elemental, drawing another slam from it and it rolls forward to attack Fulmen, but the half elf swats at it before it arrives and it collapses into a pile of muck. Make a DC20 Reflex save or your staff takes 1d6 ⇒ 5 acid damage"

I will have the elemental strike at the last ooze.

To Hit - 1d20 + 8 ⇒ (18) + 8 = 26
Damage - 1d6 + 6 ⇒ (1) + 6 = 7


Not so Mindless Round 3

Init: Vuloo, Braelex, Aidon, Andel, Fulmen, Mud pile, Relan, Amiculus

Relan moves back and fires another arrow, hollering at Fulmen to move back.

Vuloo moves as well, questioning their weapons' effect on the creatures but noticing that the first is no longer moving. Braelex shrugs and shoots, sinking another bolt into the creature as Aidon's elemental moves up and hammers it.

Andel fires an arrow, but can't get it around Fulmen.

Fulmen attempts to escape the creature's grasp, seeing the damage done to his weapon and armor and gets away, following up with a withdrawal.

The ooze lashes out at Amiculus who dodges out of the way.

Map here

Actions?

The Dice:

Fulmen escape grapple: 1d20 + 2 ⇒ (10) + 2 = 12; escape!
Andel vs ooze: 1d20 + 4 ⇒ (7) + 4 = 11; miss w/cover & melee
Ooze vs Amiculus: 1d20 + 6 ⇒ (7) + 6 = 13; miss

DM Use:

20


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan fires again before retreating further up the passage to make room for his friends to retreat.

Longbow: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 3 ⇒ (7) + 3 = 10


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Frowning, Braelex fires and reloads once again.

Crossbow: 1d20 + 9 ⇒ (17) + 9 = 26; Damage: 1d8 + 1 ⇒ (5) + 1 = 6


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo shrugs, and fires again.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 ⇒ 4


Male Aasimar Master Summoner / 6

The Elemental will attack again. Amiculus with do a total retreat will Aidon down the hallway

To Hit - 1d20 + 8 ⇒ (13) + 8 = 21
Damage - 1d6 + 6 ⇒ (6) + 6 = 12


Male Half-elf Druid 3 Monk 2

Not so Mindless

Round 3
HP: 32/32
AC: 15

Reflex staff: 1d20 + 4 ⇒ (18) + 4 = 22

Reflex armor: 1d20 + 4 ⇒ (2) + 4 = 6

Fulmen doesn't wear armor. Are you referring to his robes?

Fulmen attacks the ooze with storm burst.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14

dmg: 1d6 + 1 ⇒ (6) + 1 = 7

Tracked Resources:

Spells
Level 0: 4/4
Create Water
Detect Magic
Know Direction
Stabilize

Storm Burst: 5/6

Level 1: 4/4
Cure Light Wounds x2
Shillelagh x2

Darts: 12
Goodberry:

.


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Yes, it'll damage his clothing

-Posted with Wayfinder


Not so Mindless Round 4

Init: Vuloo, Braelex, Aidon, Andel, Fulmen, Mud pile, Relan, Amiculus

Relan fires and strikes one last time and then moves to make space for his friends, losing line of sight.

Vuloo and Braelex stand their ground, reloading and firing as Aidon's elemental splashes around in the mud some more.

A quick shot from Andel as everyone else begins to retreat, and the combat is over nearly as quickly as it begun, with dissovling arrows and bolts scattered all over the floor.

Andel vs Ooze: 1d20 + 4 ⇒ (10) + 4 = 14; Damage: 1d6 ⇒ 4

END COMBAT! Anything specific you wish to do here before we continue exploring?

DM use:

20+10+10+12+4


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan comes back to the group and re-takes his position at point. Sometimes a retreating fight is the best tactic. Those things could damage our melee weapons. Did those creatures guard anything?


Relan* wrote:
Relan comes back to the group and re-takes his position at point. Sometimes a retreating fight is the best tactic. Those things could damage our melee weapons. Did those creatures guard anything?

A quick search of this room makes it apparent that it's a natural cavern that the builders connected with and nothing seems to have been done to it nor anything hidden in it. You can only surmise that the oozes were in their natural habitat.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan puts away his bow, readies his pole arm, and leads the group forward.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex nods and follows.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo reloads his crossbow and brings up the rear.


Quickly heading through the cavern, the passage way winds back up and wraps back toward where you started and the party ends up on the backside of the southern door from the previous room. A hallway to the east cuts south to a set of double doors.

Where to?

Map here


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan looks to the troop. Those doors look compelling.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Indeed," Braelex grins. Approaching slowly, she checks the hallway and doors for traps.

Perception (Take 20): 20 + 10 + 2 = 32


Southern Guardpost

Braelex finds no traps on the door and pushes them open easily.

Two flights of steps descend into a wide pool of murky water in the room beyond. Pillars carved to look like coiling tentacles support the vaulted roof, rising from the pool to the north and south.

Map here


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo cautiously enters, looking for any signs of danger.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan will also enter but will not enter the water just yet.


Vuloo steps into the room with Relan and they look around, but notice nothing out of the ordinary for a millenias-old, seawater-filled, tentacle-carved columns underground room.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo walks up to water and peers into the murky depths, "The tentacles on the column are not a good omen."

He turns to Relan, "After you."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex flashes a grin and stands ready for trouble.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Stepping into the water, Relan enters with caution.


Southern Guardroom

Relan steps forward into the water cautiously getting up to his waist in water before he's able to gauge the depth of the room. He determines, with his ranseur, that the floor is about 10 feet underwater.

Water breathing spell is still in effect, but Braelex's touch of the sea has worn off

Everyone make one perception roll below and open the single spoiler that applies to you (unless you get below an 18)

Perception DC18-22:
You notice movement in the water in the southwest corner of the room, as a creature comes towards you from there. You may act in the surprise round

Perception DC23-24:
You notice movement in the southern corners of the room, as creatures comes toward you from there. You may act in the surprise round

Perception DC25-26:
You notice movement in the southern and northeastern corners of the room, as creatures comes toward you from there. You may act in the surprise round

Perception DC27 or higher:
You notice movement in all four corners of the room, as creatures comes toward you from there. You may act in the surprise round

The Dice:

SS Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
SS Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
SS Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
SS Stealth: 1d20 + 7 ⇒ (11) + 7 = 18


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


Male Half-elf Druid 3 Monk 2

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Male Aasimar Master Summoner / 6

Amiculus Perception - 1d20 + 13 ⇒ (7) + 13 = 20

Aidon Perception - 1d20 + 9 ⇒ (19) + 9 = 28

Aidon squeals and points, "Oh god, they're are coming right for us!


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

We stuck?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

"Relan, beware!"


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Relan begins to backpeddle towards the stairs, ready to attack any creature that provokes.


Southern Guardroom Surprise Round

Init: Amiculus, Braelex, Andel, Relan, Fulmen, Vuloo, Aidon

Braelex shouts a warning and points as the creatures (still disguised in the water) coming streaming towards Relan.

Relan: surprise round ... move or ready, can't do both. The rest of you who can act in the surprise round, need an action, else I assume you stand there and make a stupid face ala Turkish in Snatch. Guess I wasn't clear enough earlier

The Dice:

Aidon Init: 1d20 + 2 ⇒ (2) + 2 = 4
Amiculus Init: 1d20 + 1 ⇒ (14) + 1 = 15
Andel Init: 1d20 + 1 ⇒ (13) + 1 = 14
Braelex Init: 1d20 + 4 ⇒ (10) + 4 = 14
Fulmen Init: 1d20 + 1 ⇒ (9) + 1 = 10
Relan Init: 1d20 + 2 ⇒ (8) + 2 = 10
Vuloo Init: 1d20 + 1 ⇒ (5) + 1 = 6
Sinspawn Init: 1d20 + 5 ⇒ (2) + 5 = 7

Map here


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Right. he will move back a standard move. He will also declare Combat Expertise. The ready was for his combat reflexes. :)


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Ah, yes. The reminder probably isn't a bad idea :)

-Posted with Wayfinder

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