GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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Rhesus 1: 1d20 + 22 ⇒ (5) + 22 = 27 Damage: 2d4 + 24 ⇒ (4, 1) + 24 = 29
Rhesus: 1d20 + 22 ⇒ (1) + 22 = 23

Bibic, clement and rhesus drop 3 redcaps, while the archons and spasi finish off two of the fireballed ones. The remaining fire-singed fey slam into Bibic and the remaining sqaud charges into the meatshields.

Attack Bibic 1: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 2d4 + 10 ⇒ (3, 3) + 10 = 16
Attack Bibic 1: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 2d4 + 10 ⇒ (4, 3) + 10 = 17

Attack Rhesus: 1d20 + 10 ⇒ (12) + 10 = 22
Attack Rhesus: 1d20 + 10 ⇒ (14) + 10 = 24
Attack Rhesus: 1d20 + 18 ⇒ (19) + 18 = 37
Confirm?: 1d20 + 18 ⇒ (1) + 18 = 19 Damage: 2d4 + 14 + 4d6 ⇒ (3, 3) + 14 + (5, 5, 3, 3) = 36 The wound from this scythe does not bleed. The cut is dry and the edges flake away.

Attack Clement: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm?: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Attack Clement: 1d20 + 10 ⇒ (1) + 10 = 11

Everyone is up.

Redcaps x6:

A2: Fireballed: 46 x2,
Hallway flank 4 + Rogue:

REDCAP CR 6
XP 2,400
NE Small fey
Init +8; Senses low-light vision; Perception +12
DEFENSE
AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 60 (8d6+32); fast healing 3,
Fort +6, Ref +10, Will +7
DR 10/cold iron
Weaknesses irreligious
OFFENSE

Speed 60 ft.
Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6)

ROY FLAXBEATER:

Male redcap rogue 7 (Pathfinder RPG Bestiary 2 233)
NE Small fey
I nit +10; Senses low-light vision; Perception +19
DEFENSE
AC 25, touch 18, flat-footed 18 (+4 armor, +6 Dex,
+1 dodge, +3 natural, +1 size)
hp 141 fast healing 3
Fort +9, Ref +17, Wi ll +9
Defensive Abilities evasion, trap sense +2,
uncanny dodge; DR wfcold iron
Melee death bill +18/+13
(2d4+ 14/19-20jx4)
Special Attacks sneak
attack +4d6


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

Round 14, Initiative: 21
HP: 23/56; AC: 16 (T14/FF12) (+1 from haste not included)
F: +6, R: +10, W: +6
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (7) + 11 + 6 = 24 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (4) + 12 + 3 = 19 (point blank, inspiration)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (9) + 11 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (2) + 12 + 3 = 17 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (17) + 6 + 6 = 29 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (4) + 12 + 3 = 19 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (8) + 11 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (1) + 12 + 3 = 16 (point blank, inspiration)

Conditions:
Heroism (23/90m), Bless (1/10m)
Weapon Equipped = Longbow
Cold Iron Arrows = 43/71
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 6/24 (+2 round lingering, move action)
Boots of Speed = 6/10 (+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 +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 10, Con: +13, SR +12, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (0/3) Cure Serious Wounds, Dispel Magic, Haste

Bibic taps his feet together for his own personal haste, the spell having ended last round (according to Spasi). He focuses on the wounded, stepping out of the reach of the fey attacking him and hoping for the best. He’s not sure the fight is going their way… and is considering retreat though he sees no easy way out. He keeps shooting…

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


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

Round 14
HP: 102/123 | AC 26 (T13/FF26)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 4/7 | 2nd - 2/7 | 3rd - 5/7 | 4th - 3/5 | 5th - 3/3
Channels Left Today (7d6+1 each): 3/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Line
FRA: Stabbin' Time

-15hp from redcap; Rhesus shared damage still pending calc.

Reminder that as Clement is next to Rhesus, it's +2 AC vs the first incoming attack.

Clement allows himself to chortle as he's sliced by the hostile redcap, glancing down at the red wound. He smirks at Rhesus.

"Ha! They think they can hurt us?"

Clement tosses his knife to his other hand and moves in real close to his adversary, nearly inviting another wound for him to mend.

+1 corrosive dagger (power+inspire) #1: 1d20 + 11 - 2 + 2 + 1 ⇒ (4) + 11 - 2 + 2 + 1 = 16 for 1d4 + 4 + 4 + 2 + 1d6 ⇒ (1) + 4 + 4 + 2 + (5) = 16
+1 corrosive dagger (power+inspire) #2: 1d20 + 6 - 2 + 2 + 1 ⇒ (9) + 6 - 2 + 2 + 1 = 16 for 1d4 + 4 + 4 + 2 + 1d6 ⇒ (1) + 4 + 4 + 2 + (6) = 17
+1 corrosive dagger (power+inspire) haste: 1d20 + 11 - 2 + 2 + 1 ⇒ (1) + 11 - 2 + 2 + 1 = 13 for 1d4 + 4 + 4 + 2 + 1d6 ⇒ (3) + 4 + 4 + 2 + (2) = 15


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 13, Init 24

hp 58/58+16 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row. .
Opponent:
SA: fireball at redcaps after Rhesus attacks and steps back
MA: Fly around like an idiot.

"Sure are a lot of the piddlespotters around here. Good thing we came to cut down their numbers."

Spasi waits for Rhesus to attack and step back, then blasts the area with fire.

10d6 ⇒ (4, 6, 4, 3, 2, 5, 4, 4, 6, 6) = 44 fireball, DC 20 for half

Spellz:

5th: 2/4 (Lightning Arc*2)
4th: 2/6 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*1)
3rd: 4/8 (See Invis (ext)*0,fireball*3,Haste)
2nd: 3/8 (*FalseLife, Glitterdust*1,Resist Energy*1)
1st: 1/8 (MageArmor,Snowball*0,MMissile*0)

Wand of Magic Missile 32/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/10: +1 to all the things. You know the deal.

Lanterns:
Lantern Archon CR 2
XP —
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 17
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification

OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):

At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

STATISTICS
Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech


|| 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 14
HP 97/123 DR 5/-, 10/lethal, fire 2
AC 27/T17/FF23
CMD 34
F+15, R+9, W+7; +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: 11/26
Shard of Greed: 1/1
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Redcaps
Effects: LifeLink, Shield Other, Fly, Inspire, Bless, Rage, Crowd Control

36-5=31/2=16R15C-5=11R20C.

Rhesus lays about with his earthbreaker.

Activate Shard of Greed for one round of Haste.

Attack: 1d20 + 25 ⇒ (3) + 25 = 28
Damage: 2d6 + 25 ⇒ (3, 3) + 25 = 31

Attack: 1d20 + 25 ⇒ (6) + 25 = 31
Damage: 2d6 + 25 ⇒ (4, 2) + 25 = 31

Attack: 1d20 + 20 ⇒ (1) + 20 = 21
Damage: 2d6 + 25 ⇒ (3, 5) + 25 = 33

+3 damage each if they are spellcasters.

He then steps back 5 feet to allow Spasi to fireball them again.


Sorry for the delay. Welcome back Rhesus.

Bibic drops another redcap and slams an arrow into another one. Clement swings wildly, but doesn't connect.

@Spasi: It's a melee clusterf$%~ in there, but I'll say you can hit half of them

REf: 1d20 + 10 ⇒ (11) + 10 = 21
REf: 1d20 + 10 ⇒ (3) + 10 = 13
REf: 1d20 + 10 ⇒ (5) + 10 = 15

Flames explode and flesh is seared, and two of the evil that had been softened up by Rhesus fall in smouldering heaps

There is still some fight left in the remaining creatures. 1 attacks Bibic, 2 attack Rhesus and the last attacks Clement.

Attack Bibic: 1d20 + 10 ⇒ (11) + 10 = 21 Damage?: 2d4 + 10 ⇒ (2, 2) + 10 = 14
Kick Bibic: 1d20 + 4 ⇒ (10) + 4 = 14

Attack Rhesus 1: 1d20 + 10 ⇒ (16) + 10 = 26
Kick Rhesus 1: 1d20 + 4 ⇒ (4) + 4 = 8
Attack Rhesus 2: 1d20 + 18 ⇒ (17) + 18 = 35 Damage?: 2d4 + 14 + 4d6 ⇒ (3, 4) + 14 + (5, 2, 4, 3) = 35
Attack Rhesus 3: 1d20 + 13 ⇒ (14) + 13 = 27 Damage?: 2d4 + 14 + 4d6 ⇒ (4, 2) + 14 + (6, 6, 4, 5) = 41

Attack Clement: 1d20 + 10 ⇒ (19) + 10 = 29 Damage?: 2d4 + 10 ⇒ (1, 3) + 10 = 14
Kick Clement: 1d20 + 4 ⇒ (20) + 4 = 24 Damage?: 1d4 + 6 ⇒ (1) + 6 = 7
Confirm?: 1d20 + 4 ⇒ (5) + 4 = 9

Everyone is up.

Redcaps x3:

A2: Fireballed: 30
Hallway flank 2 38
REDCAP CR 6
XP 2,400
NE Small fey
Init +8; Senses low-light vision; Perception +12
DEFENSE
AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 60 (8d6+32); fast healing 3,
Fort +6, Ref +10, Will +7
DR 10/cold iron
Weaknesses irreligious
OFFENSE

Speed 60 ft.
Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6)

ROY FLAXBEATER:

Male redcap rogue 7 (Pathfinder RPG Bestiary 2 233)
NE Small fey
I nit +10; Senses low-light vision; Perception +19
DEFENSE
AC 25, touch 18, flat-footed 18 (+4 armor, +6 Dex,
+1 dodge, +3 natural, +1 size)
hp 141 fast healing 3
Fort +9, Ref +17, Wi ll +9
Defensive Abilities evasion, trap sense +2,
uncanny dodge; DR wfcold iron
Melee death bill +18/+13
(2d4+ 14/19-20jx4)
Special Attacks sneak
attack +4d6


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

Round 15, Initiative: 21
HP: 9/56; AC: 16 (T14/FF12) (+1 from haste not included)
F: +6, R: +10, W: +6
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (5) + 11 + 6 = 22 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (6) + 12 + 3 = 21 (point blank, inspiration)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (4) + 11 + 6 = 21 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (5) + 12 + 3 = 20 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (14) + 6 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (8) + 12 + 3 = 23 (point blank, inspiration)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (5) + 12 + 3 = 20 (point blank, inspiration)

Conditions:
Heroism (23/90m), Bless (1/10m), Haste (1/1r)
Weapon Equipped = Longbow
Cold Iron Arrows = 39/71
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 5/24 (+2 round lingering, move action)
Boots of Speed = 5/10 (+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 +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 10, Con: +13, SR +12, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (0/3) Cure Serious Wounds, Dispel Magic, Haste

On his last legs, Bibic pleads with Clement, ”I could use some of your magnificent healing if you would be so kind.” He considers healing himself, but knows he must press his attacks if he hopes to survive. He clicks his feet together again in haste, steps back out of reach, and fires his arrows - first at the foe on him, then on others in the area - trying to take out the wounded first. He continues to inspire courage as well.

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

Round 15
HP 69/123 DR 5/-, 10/lethal, fire 2
AC 26/T16/FF23
CMD 33
F+15, R+8, W+7; +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: 10/26
Shard of Greed: 0/1
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Redcaps
Effects: LifeLink, Shield Other, Fly, Inspire, Bless, Rage, Crowd Control

35-5=30/2=15R15C-5=10R20C;41-5=36/2=18R18C-5=13R23C.28R43C.

Attack: 1d20 + 24 ⇒ (8) + 24 = 32
Damage: 2d6 + 25 ⇒ (2, 6) + 25 = 33

Attack: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 2d6 + 25 ⇒ (4, 5) + 25 = 34


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

Round 15
HP: 50/123 | AC 26 (T13/FF26)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 4/7 | 2nd - 2/7 | 3rd - 5/7 | 4th - 3/5 | 5th - 3/3
Channels Left Today (7d6+1 each): 2/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Line
FRA: Stabbing flurry

Damage:

20 from Rhesus Rd 14
43 from Rhesus Rd 15
14 from own injury
--
77dmg

102-77=25hp. Yikes that was some burly catch up!

Clement staggers backward, blinking and obviously shocked by the latest barrage of successful wounds inflicted upon his allies.

"I... yes, right away!"

Channel: 7d6 + 1 ⇒ (4, 2, 1, 1, 6, 5, 5) + 1 = 25

As a radiant burst of light washes over the group, Clement appears ready to work his powers a second time.

"Try not to get hit for a few, Rhees.. I'm not done yet."

25+25=50hp.


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 14, Init 24

hp 58/58+16 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row. .
Opponent:
SA: magic missile at most wounded
MA: Fly around like an idiot.

Spasi casts Magic Missile by hand, like a chump, into the most wounded of the redcaps.

5d4 + 5 ⇒ (2, 4, 1, 2, 4) + 5 = 18 Magic Missile

Spellz:

5th: 2/4 (Lightning Arc*2)
4th: 2/6 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*1)
3rd: 4/8 (See Invis (ext)*0,fireball*3,Haste)
2nd: 3/8 (*FalseLife, Glitterdust*1,Resist Energy*1)
1st: 1/8 (MageArmor,Snowball*0,MMissile*0)

Wand of Magic Missile 32/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/10: +1 to all the things. You know the deal.


Two more redcaps drop and third is on its last legs. With Spasi and Bibic blocking their retreat, they have little choice but to go down fighting.

Attack Rhesus: 1d20 + 10 ⇒ (10) + 10 = 20
Kick Rhesus: 1d20 + 4 ⇒ (2) + 4 = 6

Roy vs Rhesus 1: 1d20 + 18 ⇒ (5) + 18 = 23
Roy vs Rhesus 2: 1d20 + 13 ⇒ (5) + 13 = 18 and all miss terribly...

Everyone is up.


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

Round 16, Initiative: 21
HP: 34/56; AC: 16 (T14/FF12) (+1 from haste not included)
F: +6, R: +10, W: +6
Location: Back row
Opponent: None
Full: Longbow (cold iron): 1d20 + 11 + 5 ⇒ (18) + 11 + 5 = 34 (point blank, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (3) + 12 + 3 = 18 (point blank, inspiration)
Longbow (cold iron): 1d20 + 11 + 5 ⇒ (3) + 11 + 5 = 19 (point blank, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (7) + 12 + 3 = 22 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 6 + 5 ⇒ (17) + 6 + 5 = 28 (point blank, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (3) + 12 + 3 = 18 (point blank, inspiration)

Conditions:
Heroism (23/90m), Bless (1/10m), Bardic Performance (1/2r)
Weapon Equipped = Longbow
Cold Iron Arrows = 36/71
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 5/24 (+2 round lingering, move action)
Boots of Speed = 5/10 (+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 +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 10, Con: +13, SR +12, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (0/3) Cure Serious Wounds, Dispel Magic, Haste

”Thanks Clement!” Bibic shouts with a smile, feeling much better. Conscious of dwindling resources, he stops performing (though it continues 2 rounds) and does not use his haste boots this round as he continues to riddle the opposition with arrows.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to 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

Spasi waits, hoping the hacks can hack the remaining two down.


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

Round 15
HP: 83/123 | AC 26 (T13/FF26)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 4/7 | 2nd - 2/7 | 3rd - 5/7 | 4th - 3/5 | 5th - 3/3
Channels Left Today (7d6+1 each): 2/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Line
SA: Channel

Clement continues to hurriedly work his administrations on the trio of himself, Rhesus and Bibic and undo their latest barrage of injuries.

"Just another moment and we'll be right as rain.."

Channel: 7d6 + 1 ⇒ (6, 4, 4, 5, 4, 3, 6) + 1 = 33

50+33=83.


|| 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 16
HP 123/123 DR 5/-, 10/lethal, fire 2
AC 26/T16/FF23
CMD 33
F+15, R+8, W+7; +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: 9/26
Shard of Greed: 0/1
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Redcaps
Effects: LifeLink, Shield Other, Fly, Inspire, Bless, Rage, Crowd Control

"No problem Clem!"

Attack: 1d20 + 24 ⇒ (8) + 24 = 32
Damage: 2d6 + 25 ⇒ (5, 1) + 25 = 31

Attack: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 2d6 + 25 ⇒ (5, 6) + 25 = 36


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

If there is a redcap still standing, Spasi will hit it with a Magic Missile: 5d4 + 5 ⇒ (2, 3, 4, 3, 3) + 5 = 20 force.


Bibic drops the wounded redcap. Rhesus lands one mighty blow, but his second swing misses. Spasi's spell strikes true, but the fey does not fall.

He cackles insanely and keeps swinging:

Attack vs Rhesus 1: 1d20 + 18 ⇒ (8) + 18 = 26 Damage: 2d4 + 14 ⇒ (1, 1) + 14 = 16
Attack vs Rhesus 2: 1d20 + 13 ⇒ (9) + 13 = 22

Everyone is up.

ROY FLAXBEATER:

Male redcap rogue 7 (Pathfinder RPG Bestiary 2 233)
NE Small fey
I nit +10; Senses low-light vision; Perception +19
DEFENSE
AC 25, touch 18, flat-footed 18 (+4 armor, +6 Dex,
+1 dodge, +3 natural, +1 size)
hp 92/141 fast healing 3
Fort +9, Ref +17, Wi ll +9
Defensive Abilities evasion, trap sense +2,
uncanny dodge; DR wfcold iron
Melee death bill +18/+13
(2d4+ 14/19-20jx4)
Special Attacks sneak
attack +4d6


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

Round 17, Initiative: 21
HP: 56/56; AC: 16 (T14/FF12)
F: +6, R: +10, W: +6
Location: Back row
Opponent: None
Full: Longbow (cold iron): 1d20 + 11 + 5 ⇒ (17) + 11 + 5 = 33 (point blank, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (7) + 12 + 3 = 22 (point blank, inspiration)
Longbow (cold iron): 1d20 + 11 + 5 ⇒ (13) + 11 + 5 = 29 (point blank, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (3) + 12 + 3 = 18 (point blank, inspiration)
iterative Longbow (cold iron): 1d20 + 6 + 5 ⇒ (7) + 6 + 5 = 18 (point blank, heroism, inspiration) damage: 1d8 + 12 + 3 ⇒ (6) + 12 + 3 = 21 (point blank, inspiration)

Conditions:
Heroism (23/90m), Bless (1/10m), Bardic Performance (2/2r)
Weapon Equipped = Longbow
Cold Iron Arrows = 33/71
Silver Blunt Arrows = 16/16
Adamantium Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Bardic Performance = 5/24 (+2 round lingering, move action)
Boots of Speed = 5/10 (+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 +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 10, Con: +13, SR +12, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/5) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (2/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (0/3) Cure Serious Wounds, Dispel Magic, Haste

Bibic unloads one more volley of arrows, and while his inspiration lingers just one more round…

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


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

Round 17
HP: 83/123 + incoming Rhesus dmg | AC 26 (T13/FF26)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 4/7 | 2nd - 2/7 | 3rd - 5/7 | 4th - 3/5 | 5th - 3/3
Channels Left Today (7d6+1 each): 2/4
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
Location: Front Line
FRA: Stabbing

Having patched up Rhesus and himself, Clement resumes the battle against the hat-wearing fey.

+1 corrosive dagger (power+inspire) #1: 1d20 + 11 - 2 + 2 + 1 ⇒ (1) + 11 - 2 + 2 + 1 = 13 for 1d4 + 4 + 4 + 2 + 1d6 ⇒ (4) + 4 + 4 + 2 + (2) = 16
+1 corrosive dagger (power+inspire) #2: 1d20 + 6 - 2 + 2 + 1 ⇒ (8) + 6 - 2 + 2 + 1 = 15 for 1d4 + 4 + 4 + 2 + 1d6 ⇒ (4) + 4 + 4 + 2 + (4) = 18
+1 corrosive dagger (power+inspire) haste: 1d20 + 11 - 2 + 2 + 1 ⇒ (5) + 11 - 2 + 2 + 1 = 17 for 1d4 + 4 + 4 + 2 + 1d6 ⇒ (2) + 4 + 4 + 2 + (6) = 18


|| 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 17
HP 122/123 DR 5/-, 10/lethal, fire 2
AC 25/T15/FF23
CMD 33
F+15, R+8, W+7; +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: 8/26
Shard of Greed: 0/1
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Roy
Effects: LifeLink, Shield Other, Fly, Inspire, Bless, Rage

16-5=11/2=6R5C-5=1R10C.

Attack: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 2d6 + 24 ⇒ (5, 3) + 24 = 32

Attack: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 2d6 + 24 ⇒ (4, 5) + 24 = 33

+3 damage each if target has spells or spell-like 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

Round 17, Init 24

hp 58/58+16 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row. .
Opponent:
SA: magic missile at the remaining jerk
MA: Fly around like an idiot.

"How is this piddlespotter still standing!?" Spasi wonders, thinking that maybe he should be captured instead and interrogated.

Spasi casts Magic Missile using his wand.

5d4 + 5 ⇒ (4, 1, 3, 1, 1) + 5 = 15 Magic Missile

Spellz:

5th: 2/4 (Lightning Arc*2)
4th: 2/6 (Gr Invis*1, Stone Shape,DDoor*0,SMIV*1)
3rd: 4/8 (See Invis (ext)*0,fireball*3,Haste)
2nd: 3/8 (*FalseLife, Glitterdust*1,Resist Energy*1)
1st: 1/8 (MageArmor,Snowball*0,MMissile*0)

Wand of Magic Missile 31/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/10: +1 to all the things. You know the deal.


Alone and overmatched, the last fey falls beneath your combined might. You stand victorious amid a sea of slaughter, as the halls of this once proud place run red with blood and viscera. Breathing hard, you begin to pick through the dead for anything of interest.

#Lootz: +2 leather armor, Keys, Death Bill (see below), 9550gp is assorted coin and jewels. There's also a ton of mundane equipment.

There's still plenty to explore, but first, you may all advance to level 11

Death Bill:

Aura moderate necromancy; CL wth
Slot none; Price 14,318 gp; Weight 10 lbs.
DESCRIPTION
Death bills are greatly coveted by redcaps, and the loss of a
death bill is considered a great shame punishable by exile or
even death. A death bill is a +1 scythe that leaves particularly
unsightly wounds in its victims' flesh-these wounds do not
bleed, and have dry, flaking edges, almost as if the wound
had been desiccated by desert winds. Three times per day,
the wielder of a death bill can swing the weapon as a standard
action to create a scythe-shaped arc of dust that sweeps out
from the user in a 30-foot cone. All creatures in this area take
2d4 points of slashing damage plus an amount of additional
damage equal to the user's Charisma modifier, and are
staggered for 1 round by the pain of having moisture drawn
from their bodies by the supernatural effect. A successful DC
13 Reflex save halves the damage and negates the staggered
effect. Once per day as a swift action, as a death bill is used to
reduce a foe to negative hit points with a melee attack, the user
may cast a death knell on that victim (Will DC 13 negates).


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

Bibic quickly reloads his quiver with arrows from his pack.

"I suggest we fall back and regroup. I've plenty of arrows left, but not much to support it."

If we get our abilities now, Bibic is up for another combat or two. But he won't be a lot of help in a tough fight.


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

73/123 for Clement. The rest of you jokers look to be at full or 1hp down.

Clement glances down at his injuries, which range from deep and recently mended to mild scrapes.

"HA! That was... that was.."

Clement looks to the others.

"Exhilarating!"

He pulls off a metal plate from his forearm.

"Look at how deep this one is! It's almost like the armor did nothing!"

Clement wiggles his fingers at his injuries, approximating the somatic gestures of a wizard.

Cure Serious X2: 6d8 + 20 ⇒ (1, 4, 1, 8, 2, 5) + 20 = 41

Spells Left Today: 1st - 4/7 | 2nd - 2/7 | 3rd - 3/7 | 4th - 3/5 | 5th - 3/3

73+41=114/123hp

"And it's practically like new!"

Clement looks around eagerly.

"Let's do it again! I could do this all day."


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 cracks his knuckles and looks around for the next wave of goons to show up. When none do, he listens really hard and hopes more come. Only after a few moments does he crack a smile and look around.

"Was...was that as wild as I thought it was? Didn't we just smoke about 100 ogres, giants, redcraps, flying acid flumphs and s*@@?" Spasi looks around to see if the others are as flummoxed as he is.

He nods at the look in Clem's eyes.

"Oh yeah, man, that was awesome! I wish my...uh...my...uh...whores were here to see that! I mean, I would totally get banged silly after they saw that! Man, might even get a discount or a freebee. Man, that was awesome!" Spasi offers a lastwall fist bump to Rhesus in his excitement.

Take 10 Spellcraft for 32s for the items. He'll explain what they are but take none for himself.

"So yeah...I got a couple more fights left in me. But we could also go rest and explore more tomorrow. I mean, we should count the corpses so we can make notes. Might even ask one of them 'bards' to compose us a sonnet or two to highlight my brilliance in the fights. Man, I was pretty good."

Spasi offers a high fave to Clem.


|| 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 breathes heavy after the destruction and noise have ended.

"Think that was all of 'em? They didn't touch me at all but Clem looks like he's about done in."

He looks with concern at Clem, afraid a few of the head shots may have knocked something loose.


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

"Sounds fine. Let's press on a bit, and see if that's indeed all of them. But if we run into stiff opposition again, I say we fall back and rest before diving back in."

Bibic checks his gear and is ready to go!


You're currently in room A15.

An elaborate fresco depicting a banquet shared by the many deities of Golarion decorates the four walls of this dining hall. The refectory is in complete disarray, with smashed tables and chairs and all kinds of cutlery and crockery scattered here and there amid loads of dirt and rubbish. Corpses are strewn everywhere.

The room next door (A16) has a grand stairwell to the upper floor set along the west wall, splitting to the north and south in flanking ascending flights. An extravagant headdress consisting of a veil hanging from a silvery crown is draped over the north banister at the foot of the stairs.


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

Clement waves off Rhesus's concern with growing confidence since their latest departure since Magnimar.

"I'm good.. I'm great! Look here.."

Clement pulls off some more armor to show Rhesus his midsection.

"You can't even tell I took that scythe hit for you here."

He rubs his hand across his ribs.

"I'm pretty sure that if anyone died, I could... I could bring them back. I can just feel all life flowing through me. It's.. "

Clement looks at Spasi, since it's likely his lustful ally is the only one used to such rushes.

"Exhilarating. I mean I don't think any of you could ever die around me as long as I'm able to, you know, do my thing."

Clement fastens his armor back in place and pounds his shield in a show of confidence.

"Let's check out that headdress?"

Perception: 1d20 + 15 ⇒ (7) + 15 = 22


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

Bibic joins Clement in looking around.

Perception: 1d20 + 17 ⇒ (16) + 17 = 33

He adds a layer of Detect Magic to his searches, to see if any magical gear might be lying about.

He tries to avoid the worst of the gore. (I'm a little turned around. Are all the corpses the ones we just made, or are they also the original residents?)


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 yeah," Spasi says as he looks around. "That was some crazy fighting there, wasn't it? I wonder what they are guarding besides the shard. Or if they even know the shard is here? Our bosses will want that shard as much as the next...but heck if I can figure out why so many of these weird monsters are living so close together. Don't make no sense."

Spasi nods to Clem and begins to examine the headdress from a respectable distance, with Detect Magic.

1d20 + 23 ⇒ (11) + 23 = 34 Spellcraft


@Bibic: All the dead bodies are the ones you made. In your careful search you find a nasty pit trap and notice a magic glyph etched on the headdress.

@Spasi: The headdress is a headband of mental prowess +4

Know(history)DC20:
The headdress is part of the raiment of the abbot of Windsong Abbey.

Know(Arcana) DC20:
There is a greater glyph of warding on the headdress.


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

Knowledge History: 1d20 + 16 ⇒ (10) + 16 = 26

Knowledge Arcana: 1d20 + 13 ⇒ (17) + 13 = 30

"Careful with that headdress. For one thing, it belongs tot the abbot here, if they're still alive, and for another it's protected by a greater glyph of warding which might be why the recent residents," he pushes a redcap body out of the way with his foot, "might have left it alone."

"I say we leave it alone and keep searching for now."


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

Clement takes a cue from Spasi's words.

"Good point on all these things working together. Probably some sort of boss around here.."

He looks to Bibic.

"Perhaps like the headdress, the shard is protected by some sort of wards that their boss is puzzling out."

He glances at all the corpses.

"I guess we could've asked them who their boss was? Any of them still alive?"

Clement takes a look around at the redcaps and giantkin for signs of not-quite-obliterated-by-Rhesus.

Heal: 1d20 + 6 ⇒ (16) + 6 = 22


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 is all about working together, Clem. Loves working together with Calistrians.

"Glyph of Freakin' Warding, huh?" Spasi looks at Bibic and smiling. "I was totally about to say that myself. I was. Lemme take a look here..." Spasi casts Read Magic and tries to determine the effects of the glyph while looking for traces of diamond dust.

1d20 + 23 ⇒ (4) + 23 = 27 Spellcraft

Why? Notes on Gr. Glyph:
This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.

Read magic allows you to identify a greater glyph of warding with a DC 16 Spellcraft check.

Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.

Spasi is fine with leaving it there, but also wants to know what happens *if*.


|| 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

"Ain't no way the boss let all these guys get killed without helping right? Ain't no way."

Rhesus flips over the occasional body and piece of rubble.

"Where you figure they put the bodies of the abbott and them?"


@Spasi: It's a blast glyph set to go off if the headdress is moved.

@Clement: They are all super dead. In the future just let me know if you want to take a minion alive. I don't think we need to mess about with nonlethal damage and what not unless we are dealing with a boss.

Where to next? Take a look at the map. A cursory search will find stairs up, stairs down and there's still the whole main floor. Is there a particular order you want to tackle this in? You're currently at the base of stairs that lead up,


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

After checking a few bodies, Clements nods.

His eyes flutter a moment, as if he was channeling a divine being greater than himself.

"They are all super dead."

"Maybe I'll be able to talk to the dead someday, but not today."

He looks up.

"Should we check up? Might be someone in a balcony or window saw us approaching and somehow didn't join that grand melee."


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

"Yeah, up sounds good. I suspect they've got any prisoners in the basement, if they have any prisoners, but I don't want to fight with innocents trailing behind us. Let's check up."

He checks his quiver and follows the others up the stairs.


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, up first. Definitely up," Spasi agrees, still giving the headdress a good look. He wants it, but doesn't want it yet. He has pets that can get it for him, as needed.

Spasi casts Heroism upon himself so he feels pretty keen, then Overland Flight so he stops walking on the ground like a common chump. He floats 10' up whenever he can as he follows the party.

He begins to look for more angels who want to join the mile high club with him, now that he's not bound to the ground any more.


You head up the stairs. The northwest corner of the upstairs room is circular, with windows that overlook the sea. In the round-shaped section of the room, a high-backed leather armchair sits facing one of the windows, its leather surface stained and stinking of decayed meat. There are doors in the southern and eastern walls. A17


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 gives the room a good look before sending in the meat to explore the meat smell.

1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41 Perception

"Smell funny to youse guys?" Spasi asks floating higher in the room.

[ooc]If nothing else happens, Spasi is ready to move to A19.


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

"Oh? I thought that was you..." Bibic smirks.

"Could have been an undead I suppose. They have a similar stench about them."

Bibic, bow at the ready, follows Spasi into the next chamber.


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

Clement takes a couple steps into the room towards the armchair, gesturing for Rhesus to follow.

I have a hunch it's occupied...

"Hello?


@Spasi: You don't spot anything particularly interesting. The chair is positioned in front of the window, as if someone was enjoying the view. The stench and mess would consistent with a number of different corporeal undead.

Clement's call is unanswerd and with a little investigation you find that the chair is indeed vacant.

Opening the door to south, you find a rectangular room almost completely lined in wood and furnished with a round table with a single chair, several stools near a large fireplace, and two tall bookcases flanking a window with flowery stained-glass designs. The bookcases beside the window are almost empty save of a few large tomes. A small book lies open on the table in front of the chair. Another door rests in the southern wall.


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

Bibic strides over to the small book and checks it out. If it's at all interesting, he pockets it for further reading.

He'll give the room a once over, though he doesn't expect to find anything...

Perception: 1d20 + 17 ⇒ (2) + 17 = 19

He'll then move to the southern door and await Rhesus and Clem to open it.


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

"Does this seem right to you? Any part of it? Feels like that chatty guy in the last room of that last place...the one who was a jerk? In the chair?" Spasi says, floating around. He casts Detect Magic, and waits a moment to identify any weird auras.

If clear, he'll wait by the southern door for opening.


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

Clement takes a couple steps over to the open book, wondering what whoever opened it was reading about.

"Hold on, let's see what this book's open to..."

He gestures for Rhesus to follow him, unsure if some sort of summoning ritual was a single read word from completion, and his mere glancing at the book were to complete it.


@Spasi: No magical auras detected in the room.

The few books on the shelf and the one that was open on the table are written in odd alien languages (They are in aklo and abyssal. If anyone speaks those languages let me know.)

Opening the door to south reveals another room with a bay of windows overlooking the sea. There are three chairs arranged facing the windows, but all are empty. This room lacks the sour smell of decay that was present in the other one. A door stands in the eastern wall and a stairway leads back down to the room with the headdress.


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

Bibic looses interest in the books when he discovers he cannot read them, but he brings them along anyway as they may have some value to someone.

He looks out through the bay windows, "These guys like their views that's for sure." he says admiring the vista into the forested surround.

"Let's check the door shall we?"

He readies his bow and stands back covering Clement and Rhesus at the door.

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