GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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|| 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 86/91 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: 13/21
Row: Front
Opponent: Plant B
Effects: Rage, Lifelink, Shield Other, Bless

"Hey!"

Rhesus once again attempts to avoid the tentacles.

Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15

Failing.

Attack: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 2d6 + 24 ⇒ (3, 2) + 24 = 29


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 3, Init 8

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

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

Spasi again casts Magic Missile at the constructed plant holding Clem.

"C'mon, Clem! Quit playing around, get out of there!"

Spellz:

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


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

Round 3, 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 ⇒ (9) + 8 + 6 = 23 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (4) + 8 + 3 = 15 (point blank, inspiration)
Longbow (cold iron): 1d20 + 8 + 6 ⇒ (8) + 8 + 6 = 22 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (7) + 8 + 3 = 18 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 3 + 6 ⇒ (16) + 3 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (8) + 8 + 3 = 19 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 8 + 6 ⇒ (3) + 8 + 6 = 17 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (5) + 8 + 3 = 16 (point blank, inspiration)

Conditions:
Heroism (60/80m), Haste (1/?r)
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 = 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 ⇒ (17) + 14 - 4 = 27 vs DC 15 to hover

Bibic continues to inspire courage and tries to help Clement get free by killing the plant on him. He enjoys flying over the battlefield, even if it is some work staying in place. He vows to get better. This is fun!

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)


AoO vs Rhesus: 1d20 + 11 ⇒ (3) + 11 = 14

Rhesus manages to duck the creature's clumsy swing and lands a crushing blow. Bibic and Spasi aid in the carnage and the remaining plant abomination collapses in a heap. A slime and bile covered Clement soon emerges from its ruins, a look of horror and disgust stamped on his face.

Keeping a eye out for more trouble, to look over the fallen harpy.

#Lootz: +1 composite longbow, +1 leather armour, ring of protection +1

There are still a pair of magical aura's in the shed, or you have a free run to the edge of the ledge.


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, after Clem is healed and de-thorned, will check out the shed. He hopes all the constructed plant beasts are done with and they can escape with just a bit more loot to make this trip more worthwhile.

Detect Magic. Spellcraft of 29ish or so.


|| 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 helps Clem out of the sticky plant.

"Don't let them eat you like that Clem. Hey...how would you get out? I better get a knife just in case something like that happens to me. I'd just cut my way out then."


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

Bibic flies over the battlefield and watches for dangers that might try to creep up on them while examining the simple shed.

Perception: 1d20 + 14 ⇒ (3) + 14 = 17


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

Clement brushes the thorns from his armor and skin and draws the corrosive dagger he came into possession of.

"I'd think I could help provide some indigestion with this."

He gives the dagger a couple awkward swings before sheathing it again.

Rhesus down 5. Clem down 18.

Cure Light (Rhesus): 1d8 + 5 ⇒ (8) + 5 = 13
Cure Moderate (Clem): 2d8 + 8 ⇒ (5, 1) + 8 = 14

That leaves Clem down 4, at 89/93hp which is fine.

Spells Left Today: 1st - 4/7 | 2nd - 3/7 | 3rd - 2/6 | 4th - 2/3


Stealth vs 25: 1d20 + 16 ⇒ (1) + 16 = 17

@Spasi: You go to look through the accumulated junk that fills the gazebo, but as you approach, you catch sight of movement. You can't really tell what it is, but there is something huge lurking inside the building.


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 spins on his heels, leaving the area.

"Uh...there is something in there. Something big. I think we have enough problems and a gazebo ain't one," Spasi says, jacking his thumb over his shoulder to point at the noise.

"Yeah, there is magic there, but not sure what else."


|| 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

"We going after it or just gettin' out of here?"


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 shrugs, looking back at the shed.

"That's really your call. I didn't see what was in there. And I ain't the go checkin' things out guy. You're a bit better at that than I am. Your call."


|| 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 thinks about how his little buddy got swallowed by the last creatures.

"Nah, ain't worth it. Let's get out of here."


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

"Agreed." Bibic covers the others and flies along with them as they depart.


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

Clement shrugs.

"This is where you need some sort of mystical being you can summon that could just glide in there and take a look, Spasi!"


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

"Maybe, aren't you a mystical being? You got them funny ears," Spasi asks. "Can you go check?"

If not, Spasi is of mind to flee.


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

What did they say about curiosity?

Clement shrugs, and figures he might as well turn over every stone. Lumbering over, he gestures to Rhesus and approaches the shed.

"Here, doggie. Good, doggie..."

Presumably Bless is still up 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 sighs and heads over to the shed with Clem.

"Little buddy, you're going to get yourself hurt one day if you don't have me along to watch your back."


As Clement approaches, a shadow from under the gazebo's roof appears to unfurl and reaches for Clement (15 foot reach):

Slam: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 3d6 + 18 ⇒ (5, 2, 5) + 18 = 30
Grapple: 1d20 + 25 ⇒ (7) + 25 = 32
Constrict: 3d6 + 18 ⇒ (2, 3, 2) + 18 = 25

With a muffled cry, Clement is enveloped by the dark, amorphous tissue.

Clement:
When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components, and must hold its breath (see Suffocation).

Initiative:

Rhesus: 1d20 + 2 ⇒ (5) + 2 = 7
Spasi: 1d20 + 4 ⇒ (5) + 4 = 9
Bibic: 1d20 + 3 ⇒ (13) + 3 = 16
Clement: 1d20 + 0 ⇒ (8) + 0 = 8
Enemy: 1d20 + 7 ⇒ (1) + 7 = 8

Everyone is up.

Advanced Lurker Above CR8:

AC 23, touch 11, flat-footed 20
hp 105/105
Fort +9, Ref +6, Will +9
Defensive Abilities amorphous; DR 10/piercing or slashing; Resist cold 10, fire 10
Weaknesses light sensitivity

OFFENSE
Speed 30 ft., climb 5 ft., fly 40 ft. (poor)
Melee slam +17 (3d6+18 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (3d6+18), smother

Base Atk +7; CMB +19 (+23 grapple); CMD 30 (can't be tripped)


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)
F: +6, R: +9, W: +5
Location: Flying
Opponent: None
Move: Fly into place
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 = 8/20 (+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

Damnit!

Bibic flies into a good position and begins to inspire the party to greater heights, all the while cursing Clement for getting himself absorbed. He’s careful to pick a spot where he can get a fairly clear shot if possible, and yet stay out of that looong reach!

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 attacks, damage (competence) and +2 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 1, Init 9

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

Back row.
Opponent: Grappler holding Clem.
SA: Cast haste.
MA:

Spasi walks away, turning only when he doesn't hear Clem's screams and whines. It's only Bibic's bibiccing that alerts him to danger.

"Wait? What!? Oh no...uh..." Spasi looks back, concerned. "Ah piddlespot, Clem. What are you trying to do? Rhesus is supposed to be the expendable one, not you."

Spasi casts haste again, trying to help others keep Clem from becoming clam (sauce).

Spellz:

4th: 0/4
3rd: 2/6 (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

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

Clement suffers the fate of the curious.

"Mrpmphh! Hrmmmphhh!"

While praying, he severs his lifelink with Rhesus (free action) and hopes his ally can save him before his life ends.

Ack! 55 damage like THAT!

Clement, feeling like he has little hope to break free, works to jam his dagger in the thing's eye.

Dagger #1: 1d20 + 9 + 2 + 1 + 1 ⇒ (20) + 9 + 2 + 1 + 1 = 33 for 1d4 + 3 + 1d6 + 2 ⇒ (1) + 3 + (4) + 2 = 10
Dagger #2: 1d20 + 4 + 2 + 1 + 1 ⇒ (8) + 4 + 2 + 1 + 1 = 16 for 1d4 + 3 + 1d6 + 2 ⇒ (2) + 3 + (3) + 2 = 10
Dagger Haste: 1d20 + 9 + 2 + 1 + 1 ⇒ (2) + 9 + 2 + 1 + 1 = 15 for 1d4 + 3 + 1d6 + 2 ⇒ (2) + 3 + (1) + 2 = 8

Dagger #1 crit confirm: 1d20 + 9 + 2 + 1 + 1 ⇒ (13) + 9 + 2 + 1 + 1 = 26 for 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8


|| 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 86/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 17/T10/FF14
CMD 28
F+12, R+7, 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: 13/21
Row: Front
Opponent: Lurker
Effects: Rage, Haste, Inspire

Rhesus, finally able to benefit from the extra speed, drops his hammer and draws his bow.

Free to Rage, Move to Draw, Standard to Shoot.

Attack Raging Reckless Abandon: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 1d8 + 10 ⇒ (1) + 10 = 11


@Clem/All: It is amorphous, and thus, immune to crits.

Clement and Rhesus both cause minor wounds to the creature.

Grapple: 1d20 + 25 ⇒ (2) + 25 = 27
Constrict: 3d6 + 18 ⇒ (4, 3, 2) + 18 = 27

The creature pulls Clement into his lair. Moves him 15 feet into the gazebo

Everyone is up

Advanced Lurker Above CR8:

AC 23, touch 11, flat-footed 20
hp 84/105
Fort +9, Ref +6, Will +9
Defensive Abilities amorphous; DR 10/piercing or slashing; Resist cold 10, fire 10
Weaknesses light sensitivity
OFFENSE
Speed 30 ft., climb 5 ft., fly 40 ft. (poor)
Melee slam +17 (3d6+18 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (3d6+18), smother

Base Atk +7; CMB +19 (+25 grapple); CMD 30 (can't be tripped)


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 ⇒ (1) + 8 + 6 = 15 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (7) + 8 + 3 = 18 (point blank, inspiration)
Longbow (cold iron): 1d20 + 8 + 6 ⇒ (12) + 8 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (8) + 8 + 3 = 19 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 3 + 6 ⇒ (5) + 3 + 6 = 14 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (7) + 8 + 3 = 18 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 8 + 6 ⇒ (19) + 8 + 6 = 33 (point blank, haste, heroism, inspiration) damage: 1d8 + 8 + 3 ⇒ (5) + 8 + 3 = 16 (point blank, inspiration)

Conditions:
Heroism (60/80m)
Weapon Equipped = Bow
Cold Iron Arrows = 13/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 7/20 (+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 ⇒ (6) + 14 - 4 = 16 vs DC 15 to hover

Bibic hovers in place, though he begins to descend so he doesn't need to hover so much (5' flap down) and opens up on the creature holding his ally and companion.


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 Clem.
SA: Cast Magic Missile. 4d4 + 4 ⇒ (4, 1, 2, 1) + 4 = 12 force damage
MA:

Spasi casts Magic Missile and draws the wand of dimension door, preparing to rescue Clem next turn if it is needed.

Spellz:

4th: 0/4
3rd: 1/6 (haste)
2nd: 1/8 (false life)
1st: 4/8 (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

Clement drops to -7hp with that last constrict.

Stabilize DC17: 1d20 + 4 ⇒ (6) + 4 = 10

Down to -8.


|| 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
HP 86/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 17/T10/FF14
CMD 28
F+12, R+7, 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: 12/21
Row: Front
Opponent: Lurker
Effects: Rage, Haste, Inspire

Rhesus keeps firing.

Attack: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

Attack: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Attack: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 10 ⇒ (4) + 10 = 14


Gravely wounded, the creature drops Clement's limp body and tries to flee, flying towards the ceiling above.

Everyone is up. It is easily within arrow range, but killing it will probably drop it down onto the street. Not that it really matters, depending on how subtle you want your return trip to be(you'll get XP either way).

Advanced Lurker Above CR8:

hp 8/105
Fort +9, Ref +6, Will +9
Defensive Abilities amorphous; DR 10/piercing or slashing; Resist cold 10, fire 10
Weaknesses light sensitivity
OFFENSE
Speed 30 ft., climb 5 ft., fly 40 ft. (poor)
Melee slam +17 (3d6+18 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (3d6+18), smother

Base Atk +7; CMB +19 (+25 grapple); CMD 30 (can't be tripped)


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

Round 3, Initiative: 16
HP: 46/46; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Flying fly: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17 vs DC 15 to hover
Opponent: None
Standard: Cure Light Wounds

Conditions:
Heroism (60/80m)
Weapon Equipped = Bow
Cold Iron Arrows = 13/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 7/20 (+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
LoreMaster = 1/1 (take-20 on any knowledge check)
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: 2/5)(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 flies as fast as he can to Clem’s body (assuming he was dropped here and not in the street). He casts a Cure Light Wounds to stop the bleeding.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6

He looks up at the lurker, ”Quick Spasi, grab the loot, Rhesus, grab Clem, let’s get out of here.”


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 3, Init 8

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

Back row.
Opponent: Grappler holding Clem.
SA: Cast Magic Missile. 4d4 + 4 ⇒ (2, 1, 1, 3) + 4 = 11 force damage
MA:

Spasi casts Magic Missile to try to end the trapperkeeper's life; he ain't going to allow that thing out into the city.

Spellz:

4th: 0/4
3rd: 1/6 (haste)
2nd: 1/8 (false life)
1st: 5/8 (mage armor, vanish, mag mis)


|| 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 86/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 17/T10/FF14
CMD 28
F+12, R+7, 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: 11/21
Row: Front
Opponent: Lurker
Effects: Rage, Haste, Inspire

Rhesus derages and spends a round sorting out his gear.

Put away bow, pick up hammer.

He then moves to Clem.

"We ready?"


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 checks out the magical auras in the shed (lest Clem's pain be for nothing) and is ready to drop down and return the Jewel of the Bile to his people.


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

Clem to -2hp with Bibic's spell.

Clement dreams about being carried away by Rhesus, far far away from the evil monster.


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

Conditions:
Heroism (60/80m)
Weapon Equipped = Bow
Cold Iron Arrows = 13/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 7/20 (+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
LoreMaster = 1/1 (take-20 on any knowledge check)
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: 1/5)(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 tries again to wake Clement as Spasi checks on the treasure.

CLW: 1d8 + 5 ⇒ (4) + 5 = 9


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Spasi's magic deals the death blow to the massive beast and it tumbles in its death throes down on to the streets below. Soon screams of panic fill the air.

@Spasi: #Lootz: Immovable rods x2

A dazed Clement in tow, the group uses magic to float down to the streets below. A nervous Gav rushes up to collect you, taking in the bloodies troll. "Looks like you've had a bit of success in your endeavour. Whether or not you're to blame for that ruckus over yonder, I think we had best be moving in the opposite direction. The guards will be here soon and I don't think we want to be answering questions."

Without waiting for an answer, Gav heads off, leading your through numerous back alleys and side streets. The way is twisted and much longer than your initial approach, but you stay mostly out of sight and soon find yourself in front the Augers' temple. Word of your success has arrived before you and a number of trolls are gathered on the steps to welcome the return of their lost brother. They crowd around Augustille and Vargun comes over to congratulate your success.

"Fantastic! You have done very well and I have good news for you as well. My network has revealed that..." That is as far as she gets before a bellow draws your attention to the group of trolls. As you watch, Augustille collapses to the ground in the grips of what looks like a seizure. his back arched and his lips frothing.

The owl will seek but will not find,
but spire of knowledge pays in kind
in secret kept in secret keep
in forest dark and cavern deep.

The abbey of the glutton moon
will flow with blood, the wind in tune
to finish that begun before
and open wide the doomsday door.

The shattered star with seven shards
for seven lords with seven swords
the queen of blue in distant skies
will kindle new the ancient wars.

The seas will rise and men will drown
And what was lost shall claim the crown.
Apologies for the terrible rhymes

Prophecy spoken, Augustille becomes still and his brethren collect him and carry him into the temple.

Vargun watches the procession, "I have a feeling that that pertains to you. Regardless, as I was saying my network has revealed that The Counsel of Truth has reformed. They were an order of scholars, engineers and arcanists that disappeared years ago. People have been seeing the Counsels owl sigil around the city. So either the old group is back, or someone has taken up the mantel. Either way, the Counsel has apparently been working with the Theassic Spire to put together a group to explore the undercity to find something called the Runelord's shard, which I believe is what you were looking for. The Spire has been locked up for days, but once you're ready, I'll take you over there. They will not bar my way."

You can rest, buy/sell, etc before we move to the next part.


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

Nice poem, rhymes and all!

Once clear, Bibic helps to heal Clement a little more.

CLW: 1d8 + 5 ⇒ (3) + 5 = 8
CMW: 2d8 + 8 ⇒ (5, 5) + 8 = 18

If you need more healing, use the wands and I'll track the charges.

"Let's definitely go tomorrow at least. I'm out of spells and need to pick up some fresh arrows as well. Big city such as this one should have everything we need!"


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

Clement to +7hp, then 33hp with the follow-up.

Clement holds his head as if he's recovering from a massive headache.

"Ughhh... did we win?"

As he's restored to the land of the conscious, he thanks the others for coming to his aid, but is quiet and reflective as Augustille speaks the prophecy.

"Sounds like our shard! I can think of some things we need to buy before we go on another delve. Like some aspirin..."

I assume we can sell/buy in Magnimar, it seems like it has quite a market for exotic things? Should we try to part with some of our recent purchases and see what that leaves us for funds? I imagine we should take care of some of the basics. Boots of escape added to Clem's wishlist after his near-brush with death.


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

I get no love for 'returning the Jewel of the Bile to his people' comment? Ah, c'mon! That's freakin' gold. Don't any of you love 1980's movies?! Remember who the Jewel was in the movie?

TrollDude wrote:
"...to blame for that ruckus over yonder."

"Can you describe the ruckus?" Spasi asks, winking his eye at the reader of this sentence and the above OOC note.

* * *

Spasi smiles to himself as the troll is reunited with his clan. In his hand is one of the immovable rods that he keeps setting and unsetting, testing the magic and possible applications.

"Spasi, as much as I love these little rods..." Spasi begins to speak when the troll begins his epileptic prophecy...and he listens with open mouth.

"Ooh man, that was some crazy stuff. Did you catch all that Bibic?" Spasi looks at Bibic, then at Clem and Rhesus.

"Oh, Doomsday Door? That sounds pretty scary. Did you all catch that?" Spasi says, trying to decode some of the code words from the prophecy.

'The Owl': 1d20 ⇒ 7 +16 hist or local/+17 planes/+18 religion
Abbey of the Glutton Moon: 1d20 ⇒ 5 +16 hist or local/+17 planes/+18 religion
Doomsday Door: 1d20 ⇒ 19 +16 hist or local/+17 planes/+18 religion
'Queen of Blue': 1d20 ⇒ 4 +16 hist or local/+17 planes/+18 religion

Spasi seems frazzled.

"We're going to need to gear up. Lots of gear. Lots of good magic gear. This sounds pretty freaky now. We need to go shop."

Spasi is happy to go sell loot and get more gear. At PaizoCon this week but should be able to post mostly normally. Can someone do an accounting? I think we're selling most everything looted. Spasi is happy to contribute to buying a freakton more wands of CLW and otherwise.


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@Clement: You are in Kaer Maga, but ya, you can buy or sell whatever you want here. Purchase limit 55k gp

@Spasi:1. Well the council of truth's symbol is an owl.
2. Probably relates to the Runelord of Gluttony or Shard of Gluttony.
3. Many ancient temples of Groetus (Lesser God. God of the end times) included Doomsday Doors, massive apertures said to be counting down the days until the end of the world, at which point each would open to unleash its own localized apocalypse to aid the End Times.
4. *Shrug*
5. More of a Romancing the Stone fan myself.


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

Dyrant could be the Jewel. :)

Clement bobs his head.

"Yes, let's see what these markets have for us! Thank you so much Augustille, you've told us exactly what we needed... except... any insight into what we should prepare for? The arcanists of The Counsel -- did they practice any specific kinds of magic? Necromancy? Conjuration?"

Clement takes a breath.

"Fire?"


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

Bibic nods and wonders what sorts of things would be useful in such an endeavor. "We have plenty of healing really." he adds looking at Clement. "We've two full wands in fact, and a couple charges on a third. Clement keeps us very healthy overall so we've stocked up."

"Not sure what we need, but there are a few things I might pick up, and I need arrows."

Could someone else do the treasure please? I do it in every campaign I'm in except this one and would like to take a break if i can. Purely selfish though, so if no one else can get to it, I'll climb on that horse and ride it to market. :)

Either way, Spasi, do you have the last distribution handy so we know where to start hunting at least? I think you did it, but I could be wrong.


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:

Could someone else do the treasure please? I do it in every campaign I'm in except this one and would like to take a break if i can. Purely selfish though, so if no one else can get to it, I'll climb on that horse and ride it to market. :)

Either way, Spasi, do you have the last distribution handy so we know where to start hunting at least? I think you did it, but I could be wrong.

As Rhesus and I are at PaizoCon, I won't be able to do the treasuring at least until I return. And freakin' Rhesus won't post to the Bloggery thread, let alone do treasuring here so this will need to wait until next week unless Clem is on it.

I think I might have as well, I'll look for it when I have time.


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

Other weekend-long celebrations happening here too, so it'll be Tuesday before I'm able to get more than a few minutes to do any PbPery.


|| 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

I'll get to the blog thread as soon as I collect my thoughts.

"You ok Clem? You shouldn't get yourself eaten like that. I need another weapon, can't use my hammer inside something's stomach can I?"

Rhesus guffaws and slaps Clem on the back at his own humor.

"Anyway, let's get this stuff sold and gear up for another run."


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, let's get to the shopping. Then I'll need some free time tonight. I got this one Calistrian who is going to show me a trick using a pugwumpi and a rutabaga," Spasi says, following Bibic to the shops. He ponders what he will buy.

Spasi explains the results of his knowledge checks, above.


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

Clement nods at Rhesus.

"I'm alright. It was close. I expected to see some sort of light at the end of a tunnel like that day at the..."

Clem swallows.

"Well, it wasn't that close this time. I'm still only Twice-Born."

Clement heads to the markets, having read about some boots that may help him in the case any such future monstrosities decide to try and squeeze the life from him.


|| 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

"Well Clem if you do get swallowed ya want to head for the light at the end of the tunnel, just hope it's up and not out or ya might need a bath, amiright?"


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 completes his purchases and has some coin left over for what might be needed by others. About 750 to loan if anyone wants.

"Say, it'll take a few days for my headband to be re-worked. I'm gunna...I'm gunna go you know, to the Temple. I'll see you guys a few days or so?" Spasi says, taking out his coin purse and counting out 100 gp and taking that with him. The rest of his coinpurse he puts in Bibic's hands.

"Here, hold on to this for me. If I take it with me, you may never see me again or I'll be really late. With just 100 gp, I'll need to pace myself...rationing, you know?" With that, Spasi initially walks, then walks faster, then breaks into a run for the Calistirans.

He will meet the team in a few days at the annointed place and be ready to search for the last shard. When he gets back, he looks much worse for wear...but he has a smile on his face.


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

Bibic takes Spasi's money and spends some of it on a lavish dinner, with all the trimmings, for himself. My holding fee, he decides with a grin on his face and some veal on his fork.

He might not spend as much time in the church, but Bibic does his best to enjoy himself during the few days off. He also does some shopping here and there, mostly just checking stuff out, and dreaming for the future when he can buy anything he sees.

When his bow is ready, he's early and eager to pick it up. Once it's in his hands, he starts looking for his companions, and what's next in the search for the shard...

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