GM Dak - Shattered Star (G2) (Inactive)

Game Master Dakcenturi

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Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

I'll replace the beam, then take a look down the pipe, trying to remove some of the filth from my armor while I can. Right now just seeing if it goes beyond 60ft (Darkvision).


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Dimral points at the pipe:"Better find out where these critters came from. They are pretty innocuous in low numbers but can make a nuisance of themselves if not culled regularly"

Dimral squeezes his huge frame down the pipe


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Germain:
The pipes extend about 20ft before opening into another room.

Dimral squeezes into one of the pipes while Germain is looking down the other. It takes him a little bit but he eventually comes out the other side into the goblins cramped and filthy lair. The air is foul and the floor is worse — a slowly flowing shallow morass of sludge. A large sewer pipe exits, going deeper into Magnimar’s sewer system to the east. There is almost no light.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Dimral lits one of his torches and explores the room wary of a possible ambush.

Perception roll: 1d20 + 5 ⇒ (3) + 5 = 8

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

"It goes down about 20, maybe 25ft then opens into another, . .. Oh. I guess we are heading in."

I'll follow right behind Dimral.


Judah Locke wrote:
"Hold still." He held his hands up, palms down over the warrior. The scent of the ocean suddenly pushed back against the stench of the sewers and clean water began pouring from Judah's hands slowly washing away the muck.

Rommin grins broadly at the effect. "Hey, thanks!"

When the other two warriors move down the sewer pipe, Rommin moves to the entrance, but does not follow them down. After a few long moments, he calls down "Do you need help?"


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

The only thing of any real interest in the cramped room is a bulging, dried and half-eaten dire rat carcass. The larger pipe to the east appears to continue on past what you can see with your torch.


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

A flutter of wings, and Valai's raven familiar zips past Rommin to land a safe distance behind Dimral and Germain.

"The mistress asks what's taking so long, Calistria have your bones," he tells them in a conversational tone of voice. "Unless the girl we're looking for is hiding in here?"

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

"If they attacked us on sight, then it is our duty as good and decent people to make certain that it is safe for others. Besides, are you not interested in being one of those Pathfinders? From the stories my father told me decades ago, it's would serve thee well to become accustomed to this sort of thing now, rather than later."


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Remember, it's the raven talking to you right now, not Valai.

The raven preens, its beak seeking parasites underneath its wing, before it eyes Germain and replies. Its voice sounds oddly urbane for a glorified bird: "The mistress wants to have stuff to do with your Pathfinders, mate. Me, I just want my next meal. And for her to be happy, of course."


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Have you considered making a separate alias for your familiar? I enjoy doing that when I play characters with companions.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

I know. But not being a spellcaster, I figured that you would hear it, or have it relayed to you directly.


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

@ Judah: I have, and started to make one, but the forum is having difficulties giving avvie pictures today. I'll try it again tomorrow.

@ Germain: We don't have a telepathic link yet. ^^


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

@Valai: try with a tengu avatar...

Dimral proceeds down the narrow corridor torch in one hand and hammer in the other

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

exploring the chamber and searching for openings or doors


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

How far rounds do you plan on walking?


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Well I plan searching the room... if it's too big Dimral will probably try to regroup with the others


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Dimral:
You don't find anything of interest in the room except the dire rat corpse. There is a tunnel that leads to the east and appearst go deeper into the sewers.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Dimral tries to determine the depth of the passage by putting his torch forward. Then he turns towards Germain silently asking if he wants to proceed.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

I'm just sticking near Dimral, watching his back while we are down here.

"While I would like to venture further into the darkness, I think we should return to the others, for now. I can make a note for you and I to return here if you'd like, but we need to find our girl still, and I doubt she's lurking down there."


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Dimral nods:"Agreed" he says simply while walking back towards the others.

Trying to climb towards the door, taking 20, for a total of 24 if possible


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Dimral and Germain come crawl back out of the sewer pipes to join everyone else.

The new door or the door you already came through? Also keep in mind the beam is back up. Germain put it back up before you all went in the pipes.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

The new door.I'm going to roll for climb if the beam is now out of reach

Dimral grunts at the others:"Nothing of note down there, we may need to explore it later but for now we have better check this place first" as he finishes the colossus starts climbing towards the door above

Climb check: 1d20 + 4 ⇒ (16) + 4 = 20


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Dimral climbs up ontop of the beam in between the two doorways, now standing in front of the closed door.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Before opening the door Dimral lowers the beam down so the others can have an easier way to climb up.


Rommin plans to go up last. He is at the bottom with his sword out, in case any goblins return and try to attack while the group is distracted.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

I'll follow right behind, re-equipping my greatsword.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

When everyone is up with him Dimral flings the door open and breaks in the room weapons on the ready


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

They can't all get up with you. There isn't really a big ledge to fit people on. You are essentially standing at the top of the beam with the other part down in the muck for people to get up easier. Germain is behind you, the rest still in the muck waiting to get up.

Dimral swings the door open and as he does you here the click of a crossbow firing.

Attack: 1d20 + 2 ⇒ (9) + 2 = 11

The bolt whizes by Dimral barely missing in his surprise. Quickly looking the floor of this room has fallen away as well, leaving a narrow, charred ledge along the south and east walls. To the northwest, a ledge heaped with crates and barrels sits, while above the rafters of the attic lay bare to view. You see the source of the crossbow as a goblin has his head popped up from behind the crates.

So essentially 5 ft ledge starting from the SW corner going counter clockwise to the NE corner. There is a portion just before the door in the NE that slops into the pit of muck below which would require an acrobatics to get across. Map updated.

Initiative:

Dimral: 1d20 + 2 ⇒ (9) + 2 = 11
Germain: 1d20 + 2 ⇒ (10) + 2 = 12
Judah: 1d20 + 2 ⇒ (20) + 2 = 22
Rommin: 1d20 + 2 ⇒ (17) + 2 = 19
Valai: 1d20 + 3 ⇒ (13) + 3 = 16

Goblins: 1d20 + 6 ⇒ (14) + 6 = 20

Catching Dimral by surprise, before he has a chance to react the goblin shifts over and picks up another already loaded crossbow to take a shot.

Attack: 1d20 + 2 ⇒ (8) + 2 = 10

The goblin curses at his aim and you hear in the background "Wawa kana kamata ya buga su da harbi!" The goblin you can see looks back and sticks out his tongue at something you can't see behind the crates.

Round 1
Goblins, >Party


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

If Valai has line of sight on the Goblin and it's in range of her heavy crossbow, she aims -- and shoots!

Ranged attack: 1d20 + 1 ⇒ (10) + 1 = 11 for 1d10 ⇒ 6 damage.


Muttering a low curse at the goblin, Rommin acts quickly. He sheathes his sword and readies his sling, all the while never taking his eye on the goblin. He says "Germain, can you be ready in case some come at us directly? Valai and I will try to take out that bugger."


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

No line of sight from where you are.
Not sure if it helps but I've put a static map link up top for the current map for anyone that can't get into Roll20 to look.


Ah, I see. Thanks. Rommin will still change out weapons, but he'll also move up the plank if there is room (if Dimral and Germain advance ahead of him).


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Dimral is taken aback by the sudden turn of events, but he overcomes his surprise quickly and moves towards the goblins intent on smashing them to pulp.

"Die you rotten bastards!"

Moving on the ledge if at all possible


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Valai tries to find a way to get across. If she does find one and gets line of sight on the Goblin, she shoots!

I'm a bit confused by the map. If there's a safe way to get line of sight, she uses it and fires. Ranged attack 1d20 + 1 ⇒ (15) + 1 = 16 for 1d10 ⇒ 10 damage.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Ok so basically, Judah and Valai are outside the building. The first room of the building has no floor, the entire room is a pit about 5 ft down. There had been a board to walk across between the two doors, however the board was knocked down Germain put it back up between the two doors, but Dimral took it down so that people in the pit could get up easier. As such currently the only way to the other side, is getting down in the muck and then going up the board or getting someone to put the board back up and walking across. The second room is much the same as the first, the only difference being that there is a ledge starting at the SW corner and wrapping counter clockwise to the NE. There is also a ledge in the NW corner. Hope that clarifies the map some.


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

In that case...

"Get the bridge back up!" Valai shouts. "I can't shoot at something I can't bloody see!"

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

Ill try to hand up the platform once everyone is off of it.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Just need actions from Judah. Rommin I guess you are going up after Dimral moves off and before Germain puts the board back up for Valai?


Yes. Rommin will duck inside the door to the right (the same column as the "A2" and "A4" text.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Dimral moves into the room after the bolts fly by and the rest of you loose sight of him. Running around the ledge he comes to a spot that is slopped a bit more then the rest of the room.

Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22

He deftly leaps over the patch getting to the opened door. On the other side is another room like the two before it. This chamber has no floor, opening directly into the sump of a sewage pit below. Likewise, the charred ceiling has fallen away, revealing the fire-blackened rafters above. Next to a hole cut in the southwest corner of the wall, a crude ladder that has been nailed to the wall provides access to the rafters above.

Rommin walks up the beam following behind Dimral without him getting too far ahead. After Rommin gets up, Germain lifts the beam for Valai and Judah to get across. Valai walks in to try and help out with the ranged attacks she saw flying by Dimral.

Acrobatics: 1d20 + 1 ⇒ (10) + 1 = 11

She manages to keep her balance getting across and stepping into the room. She takes a shot at the goblin that had fired at Dimral. The bolt looks to fly true but it smacks into one of the crates blocking the path to the goblin.

Judah seems to be waiting to decide on his next course of action with everyone running into the next room. The goblin crouches down behind the boxes and you can hear something being cranked.

At this point the goblin has total cover from the ledge

Round 2
Goblincs, >Party


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Cursing, Valai seeks what cover she can find, slots a fresh arrow into the heay crossbow and starts winding it up. "Keep the little toad off of me!" she tells the others. "Unless he surrenders, flush him out once I'm done with this."


Round 2

Rommin focuses on the spot where the scamp disappeared. He starts to build up a rotation on his sling, anticipating its rearmed appearance shortly.

Ready action, sling at the goblin when he shows again.

Sling, with deadly aim.
To hit 1d20 + 2 ⇒ (1) + 2 = 3
Damage 1d4 + 5 ⇒ (4) + 5 = 9

Edit: Crud! Maybe the really loud noise of the bullet hitting nearby will unnerve him a little. :P

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

I'm just going to wait for everyone to cross, lower the board down again and then head up and in. If I can, I'll try to steady the board to aid them crossing. Otherwise I'll just Delay until they are across.


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Sorry about the delay. It's been happening a lot lately. I'm having trouble adjusting to my new job schedule and my free time is suffering a lot.

Judah couldn't see what was going on, but he could hear the goblin's foul language and some sort of mechanism being prepared. That was not good. He was perfectly happy to be where he was.

He waited, ready to hurl a dagger if he saw the goblin.

Readied action- Throw Dagger if goblin comes into view.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Considering the makeshift barricade the goblin is using to hide himself Dimral has a simple solution in mind: smashing it to pieces!

Attack roll: 1d20 + 6 ⇒ (5) + 6 = 11
Damage roll: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Dimral smashes his earthbreaker on the crates intent in destroying them


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Dimral, you can't get around that way. Essentially that area on the western wall is just a severe slope down into the pit. That's why I had you over by the door since I assumed that was where you were going (since that is the only solid ground to walk across.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Oh... well then... Dimral will move towards the door and open it in order to reach the puny crates he wants to smash...


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Dimral opens the door. On the other side is another room just like the rest, the floor opens up into a pit of muck below. There is a door on the western wall and a ladder next to a hole in the western portion of the south wall. There is a slight ledge along the eastern wall.

Opening the door is a move action, still have a move or standard Dimral

Judah stands outside the building in realative safety waiting to see if he can see a goblin from where he is at.

Going to have a hard time seeing them from all the way back there :D

Valai works to reload her crossbow not finding much cover in the doorway. Rommin winds up ready to attack one of the goblins if they pop up. Germain waits to act making sure the beam stays in place.

A goblin pops up taking aim where Dimral was seeing two other people in his place he readies to shot, until Rommin slings a stone at him he promptly changes his aim toward Rommin.

Attack: 1d20 + 2 ⇒ (13) + 2 = 15

The bolt clinks off his armor and falls into the muck below. You can hear the crossbow being reloaded behind the crates.

Round 3 (Static map updated)
Goblincs, >Party


Round 3

Calm despite his bad miss, Rommin loads another bullet in his sling and again builds up rotation looking for his next target to pop up.

Ready action, sling at the goblin when he shows again.

Sling, with deadly aim.
To hit 1d20 + 2 ⇒ (18) + 2 = 20
Damage 1d4 + 5 ⇒ (1) + 5 = 6


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Valai takes aim at the Goblin, now that her crossbow is ready once again, and fires...!

Ranged attack 1d20 + 1 ⇒ (8) + 1 = 9 for 1d10 ⇒ 3 damage.

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