GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 5
HP: 43/93 | AC 20 (T11/FF20) | CMD 19
F: +7, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 6/6 | 4th - 2/3
Channels Left Today (4d6+1 each): 1/4
Summon Nature's Ally II Left Today: 1/1
Effects Lifelink (Rhesus), Shield Other (Rhesus), Bless
Location: Back Row

42 -10 (grapple) -5 (lifelink) = 27 + 16 = 43

Clement, struggling within the tentacles, once again channels healing energy knowing its one thing he can do without fail while being pummeled.

Channel: 4d6 + 1 ⇒ (2, 5, 5, 3) + 1 = 16

"Hurry up! It's hard to... concentrate within these blasted tentacles!"


@Rhesus: What kind of bow are you using (your damage bonuses seem high, also the wizard is running prot from arrows, so I need to know if it is magic)

Blur miss chance 20%: 1d100 ⇒ 1 Rhesus' arrow flies wide.

Berkanin curses in pain as more missiles strike at him, "Ugh, why didn't I memorize shield this morning..."

Magic Missile @Spasi: 5d4 + 5 ⇒ (2, 4, 1, 4, 1) + 5 = 17

Catfolk escape: 1d20 + 7 ⇒ (19) + 7 = 26 The tentacles grappling with the invisible catfolk fall away as she frees herself (still invisible)

Grapple: 1d20 + 14 + 5 ⇒ (17) + 14 + 5 = 36
Squeeze: 1d6 + 4 ⇒ (6) + 4 = 10

Everyone is up

Wiz:

64/85

Catfolk:

AC: 20
HP: 15/71


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 4

hp 19/46 +12-6-10 temp; AC 16/12T/14FF; CMD 14
+5F/+6R/+9W

Back row.
Opponent: Wizard von GrabbyTentacles.
SA: Use wand of Dim Door. 13/14 charges
MA:

Spasi grunts as the tentacles rip the flesh from him, then the missiles strike true. He looks down at the wand in his hand, thinking about firing it again, before facepalming and remembering things he should remember.

He draws his other wand, the wand of Dimension Door, and pops he and Bibic outside the tentacles (but within 30' of Clem).

"Yeah, totally forgot that I had this. Might have been good to remember, huh?"

Spellz:

4th: 0/4
3rd: 0/6
2nd: 1/8 (false life)
1st: 2/8 (mage armor, vanish)


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 5, Initiative: 5
HP: 36/46; AC: 16 (T14/FF12) (+1 from haste not included)
F: +6, R: +9, W: +5
Location: Rear line
Opponent: None
Free: continue Inspiring Courage(Su) (+2 att/dam (competence) & +2 save vs fear (morale))
Full: Longbow (magic, cold iron): 1d20 + 8 + 6 ⇒ (8) + 8 + 6 = 22 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (8) + 8 + 3 = 19 (point blank, inspiration) Miss Chance: 1d100 ⇒ 29 high is good for me
Longbow (magic, cold iron): 1d20 + 8 + 6 ⇒ (13) + 8 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (8) + 8 + 3 = 19 (point blank, inspiration) Miss Chance: 1d100 ⇒ 96 high is good for me
iterative Longbow (magic, cold iron): 1d20 + 3 + 6 ⇒ (16) + 3 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (2) + 8 + 3 = 13 (point blank, inspiration) Miss Chance: 1d100 ⇒ 67 high is good for me
Hasted Longbow (magic, cold iron): 1d20 + 8 + 6 ⇒ (8) + 8 + 6 = 22 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (1) + 8 + 3 = 12 (point blank, inspiration) Miss Chance: 1d100 ⇒ 7 high is good for me

Conditions:
Heroism (60/80m), Bless (5/?r), Inspire Courage, Hasted (5/?r)
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 11/20 (+2 round lingering)
Boots of Speed = 7/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
Bow Attack Mods: BAB +6/1, Dex +4, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 5/5)(Second: 1/4)(CL 8, Con: +11, SR +10, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism

Pleased to be free of the tentacles, Bibic calls out, ”Thanks Spasi!” before turning his attention to the wizard. He draws his bow, ”This is going to hurt…” before attacking.

Magic bow, shooting cold iron arrows.

He continues to inspire courage.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 attacks, damage (competence) and +2 vs fear (morale)
Bless: +1 attacks and saves vs fear (morale)
Hasted: +1 attack, +1 attacks, AC, Reflex saves


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 44/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 20/T13/FF18
CMD 28
F+12, R+6, W+5; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 16/21
Row: Front
Opponent: B
Effects: Rage, Lifelink, Shield Other, Bless, Inspire Courage

The bow is a +1 Adaptive Composite Longbow, so +1 from magic, +7 from raging strength, +2 from Inspire Courage. An additional +3 from my Witch Hunter Rage Power.

Rhesus fires again.

Attack: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d8 + 10 + 3 ⇒ (2) + 10 + 3 = 15

Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 10 + 3 ⇒ (4) + 10 + 3 = 17


Rhesus arrow vs blur: 1d100 ⇒ 38
@Rhesus: Thanks for the clarification.

A hail of arrows perforates the wizard and he falls from his perch to the floor with a dull thud 1d6 ⇒ 2 The wizard is unconscious (-4 hp). Normally I don't make the distinction, but in this case I thought I would give you the option of keeping him alive. The catfolk is just going to flee, so unless you try to stop her, consider combat over.

One whole wall of the laboratory has been devoted to a strange mechanism. In the centre, a large troll hangs spread-eagled from deep spikes driven through his wrists and ankles. his stomach is flayed open, the skin held that way with hooks, and ropes of his innards and organs are held in front of him by a metal basin that protrudes from the apparatus on extendable arms. Long tubes run from painful-looking ports in the troll's skin to clear glass alembics and sealed vessels of steel and copper. Sparks leap sporadically between contact points on the rack, and a fan of tubes, like pipes on an organ, rises up to almost the top of the wall. Several styluses on mechanical arms scribble on sheaves of paper, while the apparatus as a whole constantly cuts and tugs and adjusts to offset the troll's regeneration, maintaining the tormented creature in an equilibrium of torture.

The creature moans continuously, but otherwise seems mostly insensate.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic takes a moment to appreciate the depth of evil being perpetrated on the troll. Damn.

His skin crawls a little as he thinks of the pain the troll must be feeling. He looks for a way to disconnect him from the apparatus as quickly as he can.

Knowledge Engineering: 1d20 + 5 ⇒ (12) + 5 = 17


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi tries to keep his lunch down as he seeks a way to free the troll without causing it more pain. He supposes he can do it without killing it, but wants to be certain.

1d20 + 19 ⇒ (13) + 19 = 32 Arcana or Spellcraft

"Clem, can you do anything for the troll? Make him more comfortable?" Spasi asks as he looks around and thinks after casting Detect Magic.

He glances over at the fallen mage, thinking.

"Rheese, why don't you bring that body over here so we can get a looksee at him and his magics too?"


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shrugs and puts his bow away before grabbing his hammer and picking the mage up by the scruff of his neck.

"Sure Spasi, but I'm pretty sure he ain't dead."


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement winces as he catches sight of the horrible experiments performed on the troll, even though it's a troll.

Stepping up, he tries to ascertain if the troll is even conscious at this stage, but trusting the bonds to hold him, he begins to administer to his and everyone else's injuries, not excluding the troll from them.

If we tie up the mage, Clement will bring him back with his first channel too if we decide that's a good idea.

Channel #3: 4d6 + 1 ⇒ (1, 3, 6, 1) + 1 = 12
Channel #4: 4d6 + 1 ⇒ (1, 1, 2, 3) + 1 = 8

That brings Clem to 70/93 and looks like it brings Rhesus to 64/91..

CSW Rhesus: 3d8 + 8 ⇒ (7, 4, 8) + 8 = 27
CSW Clem: 3d8 + 8 ⇒ (4, 6, 5) + 8 = 23

Hey, that brings us both to max!

Clement Status:

HP: 93/93 | AC 20 (T11/FF20) | CMD 19
F: +7, R: +4, W: +8
Spells Left Today: 1st - 6/7 | 2nd - 6/7 | 3rd - 4/6 | 4th - 2/3
Channels Left Today (4d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects Lifelink (Rhesus), Shield Other (Rhesus), Bless
Location: Back Row


@Spasi: The machine is designed to transcribe the divinations of the troll's haruspicy. Without the troll's conscious control, the written musings are bizarre and cryptic, but probably of interest to the Augers. The machine itself isn't is purpose built and none of it is of particular interest or use, in and of itself. You could easily disable it if you so choose.

Caught in Clement's healing, you watch the troll's wounds close, only to be cut open again by the machine. The sudden healing and cutting draws a bellow from the troll.

Clement Heal: 1d20 + 5 ⇒ (16) + 5 = 21
Clement know (nature): 1d20 + 5 ⇒ (20) + 5 = 25

@Clement: You notice that the troll's pupils are dilated and that he is largely unresponsive, beyond some muttered ravings. Following some of the tubes, you find that the machine is pumping a high amount of psychoactive drugs into the troll, probably in an effort to enhance his divination ability. In his current state it is unlikely that the troll will have much idea of who you are, or what you are doing.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement hesitates from further administration, wincing as he realizes he's only inflicted pain on the troll.

"The tubes... I think they are pumping drugs into him. Trying to increase his abilities to divine. Despite that moan, I don't think he knows we're here or we're trying to help..."

Clement will dangle that there. He's too good to propose using the troll in this state, but that's not to say his allies couldn't propose such.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic sighs at the lost opportunity, but he starts to disentangle the troll from the machine.

"He might not know we're allies when he first gets free, so be aware and give him some space. I think we should hurry though - his bellowing might bring more guards. Let's get going."


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

"Ah, piddlespot, Clem. This looks bad, don't it?" Spasi says as he explains what the contraption does. "I guess I'll disable it for now. The troll might be out of its gourd for a bit, maybe you want to tie it up, Rheese? We got rope, right?"

Spasi considers more.

"Not sure I can carry this guy around. Not sure I want Rheese carrying him either. Maybe I'll see...hmmm...."

GM Fanguar: can you relate again how high(?) we are in the city of Kaer Maga? Can we drop down to the city? How many feet up are we? Featherfalling an option? I think I recall that we are up high, but not sure what is below us. (I hope Bibic remembered to put up the 'watch for fallling troll' sign that was his one job in this mission.) I'd hate to get sued.


@Spasi: You are in a district of Kaer Maga. The shelf that this house is built on is only 40 feet above the street. There are no building beneath you, but you could drop the roll on a pedestrian.

@Clement: The drugs are effectively causing ability score damage, so if you can cast restoration or something similar, you can counteract the drugs.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clem has lesser restoration as a 2nd level spell, so six more of those left for today.

Did I read this right though? That we could conceivably ask the troll questions about the shard now? While he has heightened abilities?


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi thinks about things.

"Let's see what Clem can do. If he can fix Rheese's face to be mostly normal after all the blows its taken, then he can probably fix this troll," Spasi explains why they should wait a moment.

While he waits, he takes a good, slow magical look of the entire room and looks for easily pocketable magics. This will include a thorough looting of the caster.

If it helps, take 10 Spellcraft is 29.

"Bibic, dwanna give me a hand here?"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

"Sure thing Spasi."

Bibic sweeps the area with detect magic as well. If Spasi fails to identify anything, he'll roll to ID it (at +14).


@Clement: We'll say that is sufficient. The troll is pretty much a prophecy generating machine right now, but there is not direction regarding it. Asking him anything now would be useless. Retrieving Augustille (the troll) was just a means of securing the Augers' help.

#lootz: Wand of false life (CL10th, 6 charges), ring of prot +1, amulet of natural armour +1, lesser wings of flying

Clement manages to restore the troll to lucidity and you remove him from the machine. Before your eyes, the trolls wounds close and he looks about with bleary eyes. After you explain that your were sent by his people to rescue him, he nods and suggests that you leave.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus frowns at the suggestion to leave.

"We still got a live mage here, reckon there's a reward if we give him to the trolls? And we ain't done looting yet, are we?"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic looks uneasy at the prospect. "This guy may be a tool, but he's part of a larger house who might come down on us like a ton of bricks if we go too far. I say we leave him, take what we got, and count ourselves lucky."

"We've done relatively little damage here - and really we just need the Augers' help, which we're going to get now. I say we let our greed go a little and bail in the interests of self preservation."

He looks to Spasi and Clem for their thoughts.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement looks at the form of the fallen mage.

"Was his capturing of the troll a crime? Who know's Magminar's laws and if you are crossing or not crossing a line..."

Clement's eyes naturally drift to Spasi, who he knows is real good about getting as far to crossing a locale's legal limits as anyone.

Clement would turn him over, just so the wizard doesn't scry on us and come after us... if he did something legally bad. But for all Clem knows, Magnimar is an "anything goes" town.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

'Clem, buddy. We're in Kaer Maga. Totally different place."

Spasi walks over and resists kicking the wizard in his unconscious junk.

"Ah, piddlespot, that's the rub, ain't it?" Spasi says considering. "We're only going to be in town for a while, so I'm not *too* worried about retribution from this fella and his golem allies. And I debate whether killing him or now would provoke more retribution."

Spasi rubs his chin, then scratches his junk.

"At first I thought we should just kill him. Then I thought we should present him back to the trolls...but I'm unsure that they would want the burden of him either. I think we kill him, but don't really care. I hope to be out of town before he recovers and cares enough to track us down. After all, we're just the ones being paid to do the job, not the ones he chose to stir up trouble with first: the trolls."

"When in doubt, I think we should kill him, but I really don't know what would be best."

Spasi rubs the back of his neck, then removes the wings from the man's back. He offers the wings to Bibic. Spasi will explain the lesser Wings of Flying to Bibic as well.

"I don't want these and don't think Clem would ever leave Rhesus' side to actually use them. So you might get some good use out of them."

Spasi will pocket the wand of false life and offer the other magics around.

"Rheese is right, we should loot more, too. Especially since we've already made an enemy, it seems. It's what our group would do, anyway. Ain't that right?" Spasi gives a knowing wink to the rest of the team.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic takes the cloak and tries it on. GM Fanguar - I'm not familiar with a lesser cloak. How does it differ from the usual one?

"Let's divert attention from us personally and maybe get them second guessing even the trolls, shall we? Surely they won't take on the entire might of the Pathfinder Society!"

He takes out his dagger and carves the sigil of the Open Road - the symbol of Pathfinders everywhere, and the power of Absalom, onto the destroyed machine that held the troll.

"OK, let's loot!" He heads out into the hallway again, Detect Magic going, looking for portable wealth.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shrugs and begins hauling all of the loot.


@Bibic: Lesser wings of flying are much less fancy

Mechanically, it doesn't really matter what you do with the the wizard. If the whole campaign was set in the city, then it could be more of an issue. I just thought I would give you the option.

Re:Leaving the estate: Sounds like you plan on a thorough looting? There are two locked chests in A19 and A18 (DC30), that I don't believe you've opened. You've not recovered any keys. There is a magical aura inside the one in room 18.

Also, since you by-passed a lot of stuff on your way up, expect resistance on the way down.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic tries to open the chests. He starts with A19 and then moves on to A18.

Disable Device: 1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29 (MW tools, shard)
Disable Device: 1d20 + 12 + 2 + 2 ⇒ (1) + 12 + 2 + 2 = 17 (MW tools, shard)
Disable Device: 1d20 + 12 + 2 + 2 ⇒ (1) + 12 + 2 + 2 = 17 (MW tools, shard)
Disable Device: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 (MW tools, shard)
Disable Device: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31 (MW tools, shard)

It takes him a while to open the first chest. He hopes to have more luck with the second.

Disable Device: 1d20 + 12 + 2 + 2 ⇒ (3) + 12 + 2 + 2 = 19 (MW tools, shard)
Disable Device: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18 (MW tools, shard)
Disable Device: 1d20 + 12 + 2 + 2 ⇒ (15) + 12 + 2 + 2 = 31 (MW tools, shard)

"Let's take this stuff and jump off the side. No sense in fighting our way through the mooks for mook treasure." he looks to Spasi for confirmation as he empties the chests. He tries to ID the item in the second chest as he does so.

spellcraft: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 (+2 shard)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26
Bibic wrote:
"Let's divert attention from us personally and maybe get them second guessing even the trolls, shall we? Surely they won't take on the entire might of the Pathfinder Society!"

Spasi smiles at Bibic's cleverness.

He's too smart by half, I think. Just like me. Good agent.

He moves to help claim the destruction/looting on the Pathfinder Society, daring the Ardoc family to make hay of it with the Absalomites. He tries to pee in the symbol of the Open Road, but fails somewhat miserably.

Spasi supports Bibic in his looting, identifying as necessary.

Chests first, then the aura in 18.
Can the troll walk? Speak? Can it carry loot? Does it have a desire for revenge? Or any opinion on ending the life of the wizard?


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement nods.

"I see how the Society got the reputation. It makes sense, in a roundabout way that we'd need to slow down this wizard if he seeks retaliation against us for what we've done. Let's see what the troll wants to do, given he was the prisoner?"

Is the troll up yet and ready to thank his saviors? Clemn can use several lesser restorations as needed? Two to start?

2d4 ⇒ (2, 1) = 3

I, as the player, expect the troll to rip the wizard's head off. So problem solved.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus will smash a few things in idle amusement, then wait for the real fun to start.

"Jumping off the side? How's that going to work? Why can't we just smash our way out of here?"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27
Rhesus Ghawn wrote:

Rhesus will smash a few things in idle amusement, then wait for the real fun to start.

"Jumping off the side? How's that going to work? Why can't we just smash our way out of here?"

"I've got feather fall ready, so we'll just float to the ground, and we can walk out of here. No muss." He looks to Spasi, "We could always fight our way out I suppose..." he says though it's clear his heart isn't as bloodthirsty as Rhesus'


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

"Yeah, that's what I was thinking too," Spasi agrees, still wondering what the troll wants to do with his captor.


Bibic is able to get the chests open. You find the manse's petty cash and the harpy's personal effects, amongst which you find a beetle-shaped pin. (Harpy's body is in the garden below)
#Lootz: 500gp and a Golembane scarab. Also, I forgot that the mechanical soldiers had magical weapons, so +1 greatswords x2.

The troll isn't completely recovered, so consider him a non-combative NPC.

In regards to the fate of his captor, the troll says, "I need no blood on my hands. His chastisement seems to be...sufficient and I am sure his clan may yet have more to say on the matter."

You guys going off the balcony? If you do, let me know how you are going to leave the ledge. As I said, you skipped over a lot...


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

The man with five Feather Falls a day I believe would be the shortcut down. I don't know if we need to loot the entire manor.

Clement gives the troll a nod.

"You know your town best. Shall we return you to your people then?"

Clement gestures out of the room and glances to Bibic.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi nods at Clem, ready to go if nothing else of interest is around.

"We got some good stuff, let's get gone," Spasi moves to the ledge edge and is ready to jump with the others. He also has feather fall should Bibic's magics fail.

"Let's get the troll home. Those are words I never thought I would say...but this is a strange place. Also, I've seen the insides of a troll today and will live to tell about it. Ha."

We will return the troll home.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic tries his new wings and flies off the balcony. He turns, hovers, and casts Feather Fall as soon as the others begin to jump.

Fly: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16 (poor flight) vs DC 15

Bibic falters a little as he gets the hang of the new device, but manages to stay more or less in one place as he covers the teams decent with his bow.

At my caster level I can handle 1 large (troll) and 6 medium creatures. More than enough for all of us on a single casting. Assuming we don't coordinate that well though, I'll take two off the list to cover late jumpers.


Forgive me some creative license.

Not wanting to go back through the house, you climb off the balcony onto the roof of the first floor and then ease yourselves to the ground. Moving towards the ledge's edge, you catch sight of the crumpled form of the harpy that you dispatched earlier. Not wanting to waste the effort of walking all the way over to the body for no reason, Spasi casts detect magic and sees that there are several aura's emanating from the corpse. His scan also notices auras coming from the storage shed.

Before anyone can investigate, you notice that massive parts of the shrubbery have detached from the rest of the landscape and are now headed your way.

Initiative:

Rhesus: 1d20 + 2 ⇒ (14) + 2 = 16
Spasi: 1d20 + 4 ⇒ (4) + 4 = 8
Bibic: 1d20 + 3 ⇒ (13) + 3 = 16
Clement: 1d20 + 0 ⇒ (10) + 0 = 10
Enemy: 1d20 + 3 ⇒ (16) + 3 = 19

Combat
19 Plants
16 Bibic
16 Rhesus
10 Clement
8 Spasi

The creatures are big and slow, so I'll just say they spend their first turn coming at you. I'll give you the option of just disengaging and jumping off, but otherwise you may all attack.

Tendriculos x2 CR 6:

Huge plant
Init +3; Senses low-light vision; Perception +7

DEFENSE
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 76/76, 76/76; regeneration 10 (bludgeoning or fire)
Fort +10, Ref +4, Will +4
Immune acid, plant traits

OFFENSE
Speed 20 ft.
Melee bite +11 (2d6+7 plus grab), 2 tentacles +6 (1d6+3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks paralysis (3d6 rounds, DC 18), swallow whole (2d6 acid damage plus paralysis, AC 15, 7 hp)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

"Oh yeah, her," Spasi veers off when he catches glimmers of magic and loot just laying at the body of the harpy. "I bet I could find a few uses of a few of her feathers, if you know what I mean."

Spasi isn't sure he knows what he means, but he needs to act as if he does.

As the plants animate, he retreats behind Rheese because that's always a good idea. Plants, much like zombies, go after the smart ones first. Spasi is mostly sure of that.

"Uh...plants! Constructed plants! Beware the topiaries!"


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 93/93 | AC 20 (T11/FF20) | CMD 19
F: +7, R: +4, W: +8
Spells Left Today: 1st - 5/7 | 2nd - 4/7 | 3rd - 2/6 | 4th - 2/3
Channels Left Today (4d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects Lifelink (Rhesus), Shield Other (Rhesus), Bless
Location: Back Row

I marked off 2 lesser restoration castings for the troll.

Clement, seeing the plants coming their way, but allowing his curiosity to get the better of him, reflexively blesses his allies and prepares for combat.

Standard to cast Bless.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 91/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 21/T14/FF18
CMD 29
F+12, R+6, W+5; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 15/21
Row: Front
Opponent: Plant A
Effects: Rage, Lifelink, Shield Other, Bless, Crowd Control

Rhesus moves at the plants, attempting to avoid the tentacles.

Free to Rage, Acrobatics to avoid AoO.

Acrobatics: 1d20 + 12 ⇒ (9) + 12 = 21

+3 Furious Earthbreaker, PA, Rage, CC, Bless: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 2d6 + 22 ⇒ (4, 2) + 22 = 28


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 16
HP: 46/46; AC: 16 (T14/FF12) (+1 from haste not included)
F: +6, R: +9, W: +5
Location: Rear line
Opponent: None
Std: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)

Conditions:
Heroism (60/80m)
Weapon Equipped = Bow
Cold Iron Arrows = 17/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 10/20 (+2 round lingering)
Boots of Speed = 7/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
Bow Attack Mods: BAB +6/1, Dex +4, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 3/5)(Second: 1/4)(CL 8, Con: +11, SR +10, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism

Bibic, still flying, begins a tale of power and the destruction of their foes… such as they are. (begin bardic performance) as he flies into position out of reach, but within close range.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 attacks, damage (competence) and +2 vs fear (morale)
Bless: +1 to attacks and saves vs fear (morale)


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

+2 to hit and damage if my attack gets there.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1, Init 8

hp 46/46; AC 16/12T/14FF; CMD 14
+5F/+6R/+9W

Back row.
Opponent:
SA: Cast Haste
MA:

Spasi moves back and casts Haste as he does so, trusting that it will help Rhesus do the gardening more quickly.

Spellz:

4th: 0/4
3rd: 1/6
2nd: 1/8 (false life)
1st: 2/8 (mage armor, vanish)


CMD is 25, so no avoiding AoO. They have a 15 foot reach, so I'm going to rule that you provoke from both.

AoO: 1d20 + 11 ⇒ (4) + 11 = 15
AoO: 1d20 + 11 ⇒ (7) + 11 = 18

Ducking and weaving, Rhesus dodges the creatures' clumsy attacks and lands a solid blow.

Attack vs Rhesus: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13

Grapple: 1d20 + 19 ⇒ (17) + 19 = 36

Tentacle 1: 1d20 + 6 ⇒ (5) + 6 = 11
Tentacle 2: 1d20 + 6 ⇒ (4) + 6 = 10

One of the creatures envelopes Rhesus and stuffs him in its mouth Grappled, DC24 to escape

The other creature goes after Clement:
Attack vs Clement: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14

Grapple: 1d20 + 19 ⇒ (3) + 19 = 22 and also stuffs him in its mouth. Grappled, DC24 to escape

Tendriculos x2 CR 6:

Huge plant
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 46/46, 76/76; regeneration 10 (bludgeoning or fire)
Fort +10, Ref +4, Will +4
Immune acid, plant traits

OFFENSE
Speed 20 ft.
Melee bite +11 (2d6+7 plus grab), 2 tentacles +6 (1d6+3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks paralysis (3d6 rounds, DC 18), swallow whole (2d6 acid damage plus paralysis, AC 15, 7 hp)
CMB +15 (+19 grapple); CMD 24 (can’t be tripped)


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 2
HP 86/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 21/T14/FF18
CMD 29
F+12, R+6, W+5; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 14/21
Row: Front
Opponent: Plant A
Effects: Rage, Lifelink, Shield Other, Bless, Crowd Control

13-4=9/2=5 Rhesus 4 Clem.

Rhesus attempts to resist the Haste.

Fort DC ?: 1d20 + 12 ⇒ (19) + 12 = 31

No Haste.

He then attempts to break the grapple.

Break Grapple DC 24: 1d20 + 15 ⇒ (16) + 15 = 31

"Break free little buddy!"


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 16
HP: 46/46; AC: 16 (T14/FF12) (+1 from haste not included)
F: +6, R: +9, W: +5
Location: Flying
Opponent: None
Free: continue Inspiring Courage(Su) (+2 att/dam (competence) & +2 save vs fear (morale))
Full: Longbow (cold iron): 1d20 + 8 + 6 ⇒ (16) + 8 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (7) + 8 + 3 = 18 (point blank, inspiration)
Longbow (cold iron): 1d20 + 8 + 6 ⇒ (6) + 8 + 6 = 20 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (1) + 8 + 3 = 12 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 3 + 6 ⇒ (14) + 3 + 6 = 23 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (4) + 8 + 3 = 15 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 8 + 6 ⇒ (20) + 8 + 6 = 34 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (5) + 8 + 3 = 16 (point blank, inspiration)
crit threat Hasted Longbow (cold iron): 1d20 + 8 + 6 ⇒ (15) + 8 + 6 = 29 (point blank, haste, heroism, inspiration) damage: 2d8 + 16 + 6 ⇒ (1, 5) + 16 + 6 = 28 (point blank, inspiration)

Conditions:
Heroism (60/80m), Haste (1/?r)
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 9/20 (+2 round lingering)
Boots of Speed = 7/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
Bow Attack Mods: BAB +6/1, Dex +4, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 3/5)(Second: 1/4)(CL 8, Con: +11, SR +10, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism

fly: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25 vs DC 15 to hover

Bibic continues to fly over the battlefield and takes advantage of haste to plunk an extra arrow at the creatures. He focuses his fire on the on on Rhesus to start.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 attacks, damage (competence) and +2 vs fear (morale)
Bless: +1 to attacks and saves vs fear (morale)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 8

hp 46/46; AC 16/12T/14FF; CMD 14
+5F/+6R/+9W

Back row.
Opponent: Grappler holding Rheese, then Clem's.
SA: Cast Magic Missile. 4d4 + 4 ⇒ (3, 2, 2, 1) + 4 = 12 force damage
MA:

Spasi casts Magic Missile at the constructed plant holding Rheese, unless it's dead from Bibic, then he shoots the one holding Clem.

"Play dead, Clem! Play dead! They won't kill dead food!"

Spellz:

4th: 0/4
3rd: 1/6 (haste)
2nd: 1/8 (false life)
1st: 3/8 (mage armor, vanish, mag mis)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

This is tough on a PbP, but Clement would always try to use liberating command if someone is grappled. So that would give Rhesus a free action at +16 to escape the grapple if he wished, and potentially attack.

Clem's own round action next post. Let me know if he can use liberating command, otherwise it may be a tough one to use with PbP post pacing.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

HP: 75/93 | AC 20 (T11/FF20) | CMD 19
F: +7, R: +4, W: +8
Spells Left Today: 1st - 5/7 | 2nd - 4/7 | 3rd - 2/6 | 4th - 2/3
Channels Left Today (4d6+1 each): 0/4
Summon Nature's Ally II Left Today: 1/1
Effects Lifelink (Rhesus), Shield Other (Rhesus), Bless
Location: Back Row

Clement grunts as the plant-monster makes it past their "first line" and chomps on him.

"I'm trying! I'm trying!"

CMB DC24: 1d20 + 8 + 3 ⇒ (10) + 8 + 3 = 21

Despite his efforts, Clement only succeeds in working his way a little deeper into its mouth.


@Clement: Makes sense. Unfortunately he is raging, so...Will save: 1d20 + 5 + 2 + 4 ⇒ (9) + 5 + 2 + 4 = 20... he shakes off your spell.

Rhesus breaks free, while Bibic rains death from above, dropping one and badly wounding the other. Spasi also 'helps'.

Swallow whole: 1d20 + 19 + 5 ⇒ (18) + 19 + 5 = 42

Unable to free himself, you watch in horror as the plant monstrosity eats Clement.

Damage: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Acid: 2d6 ⇒ (6, 2) = 8
DC18 Fort: 1d20 + 7 ⇒ (19) + 7 = 26Not paralyzed

Everyone is up

Tendriculos x1:

Huge plant
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp dead/46, 30/76; regeneration 10 (bludgeoning or fire)
Fort +10, Ref +4, Will +4
Immune acid, plant traits

OFFENSE
Speed 20 ft.
Melee bite +11 (2d6+7 plus grab), 2 tentacles +6 (1d6+3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks paralysis (3d6 rounds, DC 18), swallow whole (2d6 acid damage plus paralysis, AC 15, 7 hp)
CMB +15 (+19 grapple); CMD 24 (can’t be tripped)

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