DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

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

Nalar, You out there? Waiting on you.


He posted a couple weeks ago that he was eyebrows deep in job stuff. DM should probably roll until he's back full time.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Did we ever get a number on how much loot we had or are we going to do a big counting and shop at the end of the chapter?


About a dozen posts back, Braelex mentioned totalling up what you had up until you entered the library. I dont see it listed anywhere so im assuming it didnt happen?


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Ehh, too late now I guess we'll have to go on a spree after this book


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

FYI - I'll be traveling from July 4 though the 17th. I will have internet much of the time but not every day. So please bot me if I am holding up anything.


PRD wrote:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

I just see an Acro check to move more than half-speed or fall prone. No double cost or 5FS restriction.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Just giving everyone warning I'm going on my Transition to Practise 9 week Clinical Placement in a couple of days which is why I've slowed down so much lately. I have a couple days a week to myself so I'll try to make an effort to post then.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)
Nomad Sage wrote:
PRD wrote:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
I just see an Acro check to move more than half-speed or fall prone. No double cost or 5FS restriction.

I have poor internet and little time but from what I am reading being blind is like not being able to see from darkness, 5’ step says you cannot take a 5 ‘ step in darkness.

Also consensus seems to be that any time you have to pay double movement you are in difficult terrain and cannot 5’ step.


Again, blindness confers NO double movement cost.

The darkness thing is debatable. 5 foot rule says unable when movement impeded by darkness, but darkness rules have no movement restrictions included.


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

Built darkness does. In the end its of course its your call. Those were the rules I could find from my limited vantage point. It is how we always run our face to face tables including PFS events.


I have no idea what movement hampered by darkness means. There is zero rule for that. Neither blindness nor darkness creates difficult terrain and the movement restrictions for blindness are very clear in the posted rules above. Even if darkness did, darkness isnt equal to blindness.


Scratch that, darkness rules say they are effectively blinded.

I found your reference, Relan. It's under Hampered Movement where poor visibility doubles movement required (like difficult terrain). So apparently, you can't 5 foot in a fog cloud, which is news to me and makes obscuring mist way more interesting.

So, I will put this up for a vote and we will define it for the future. Remember that however we decide counts for PCs and monsters from here to the end of the game.

Should the blindness penalty stack with poor visibility and thus you are limited to half speed for acro and half speed again for actual movement meaning you can only move 15 feet in a round when blind before having to make an Acro check (assuming 30 foot movement. 10 for you Vuloo)

Need everyone's vote.

Yes blindness and poor vis stack, no 5 foot OR

No, They are separate conditions and blindness applies over the other.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

That's also news to me, I've always thought blindness was a bit weak miss chance aside. However if this were my home table I'd rule they don't stack simply because it makes no sense for poor visibility to impact you when you can't see.

So count me as a no, poor visibility is superseded by blindness.


Yeah, no... the 5 rule refers you have to follow to get from blind-5ft-hampered-poor visibility is nonsensical and so clearly an oversight on the dev side.

Charging double movement for visibility less than 60 ft? You gotta be kidding me! So tactical movement in any dungeon room smaller than 65 feet across makes everyone cost double to move? Lol no.


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

I am not sure I follow all this. It’s enough for me that 5’ step rule says you cannot take a 5’ step in darkness and blindness is the ultimate darkness.


So you're voting yes.


So note vote from Vuloo, so we're voting no. Will adjudicate the round shortly. Sorry for the delay.


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

So I have forgotten: Did we keep the fling wings from the wizard guy we caught? I sure intended to...


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Hey everyone, super sorry for being a literal ghost but I'm only a few weeks from graduating my degree and getting my registration as an RN so that's absorbing all my time lately. This is the first time I've remembered to even look at this site in god knows how long so just letting everyone know that I'm probably looking at being out of touch for a couple months+.


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

I note that Nalar's Default spell list is one short for third level spells (he will take another Heroism) and has not picked his 5th level spells. He only knows two spells of that level and will carry 1 of one and 2 of the other.

Also his SpellBook Dhamphir lists two third level spells as second level. Not a big deal but just something I saw as I looked over the character.


You guys good with the rest of the default list then?


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

I hate to meddle too much. Since He can have two teleports not sure he needs a dim door...


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

The Dim door was for tactical short range movement like through doors, walls ect since teleport has a chance of failure.


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

Nalor, if you have the bandwith to write up a quick set of "Bot Me" instructions I will try to adhere to them.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Nalar.exe
-Try mind control dangerous enemies, don't forget suggestion and the shard of lust
-Buff teammates/use Dim Door and teleport to move people into position where needed
-Splash out damage spells where it looks like they'll do good
-Conserve your spell slots if the party is kicking ass, no need to burn spells for the sake of it. You don't need to be casting every turn.
-Try and diplome encounters where possible. Nalar has a huge bonus to diplomacy and a million languages, feel free to abuse it!

-Don't forget Thyrl is a great scout, can hand out a neat buff to saves to one person before a big fight and has his own repertoire of skills.


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

Thanks! This will be helpful.

And a heads up - I'll be going to Dragon Con this weekend and for me that starts Wednesday so expect radio silence from Wednesday through Monday (labor day).


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

True Resurrection
And I'm back after that crunch period, will go through the back log and put up a post in a day.


We actually havent accomplished that much given how busy I've been. Leaving for Saudi on Friday which generally means I should have more time to keep up with the game over the next couple weeks


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Sorry for the vanishing act, state finals are coming up and this completely fell of my radar, who knew the culmination of a degree would be so stressful?


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Hey guys so good and bad news;
Good news I have accepted job offer for a new graduate nurse program.

Bad news is that it's half way across the country. Sadly this means that between the stress of moving and starting a new career I have to cut back on game time.

I've immensely enjoyed the time spent playing with you all, and I'll keep up here as best I can until we escape the headless horseman. But after that we must part ways and I wish you all the best.


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

Best of luck Nalar. Where are you moving to?

I will be moving in about 7 months, but for me, keeping my games going through the move will be an anchor to sanity (I hope!). :)


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Congrats and good luck! Moving for work is never fun but going somewhere new can be exciting.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Thanks guys, I'm moving from my hometown to the Wellington, our capital! Big move!


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

Sorry to hear that you're leaving the game Nalar - you will be missed.


BTW, leaving for Costa Rica on Wednesday for 2 weeks. I will post where able but it will slow down.


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

Sounds like a great trip. Hope you have a blast.


Hey team, as we wait for Relan's saves, and we are closing in on the end of this chapter, let's discuss Nalar's position.

Since he is essentially moving on from the game, per his earlier post, how would you like to fill the slot?

If you know someone that wants to play, have them PM me.

Otherwise, we can open to recruitment -- let me know what the parameters need to be for that recruitment.


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

I don't know any players that I would recommend. I'm fine with open recruitment. Possibly one of us could play Nalar if you want to keep him in the game - I would be willing to do it.


I've been using non tokens for most of this adventure ... I think adding the tokens in this latest part of the module (i.e. this part) has added to the confusion

I prefer the reality but if you all need the token borders, I can force that for the future.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I'm happy with either. Whatever makes it easy to DM tho!


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

This encounter has had me confused the entire time. Not sure why, I will try to keep up better.


What can I help with? Perhaps a quick summary.

You grabbed the shard and are moving through the palace (backwards toward the front doors)

Opening the doors to the main hall (which last you saw from the other slide when you fled from the floating vampiric mist things that killed the naga from the original party) you encountered the scene below.

It was a confrontation between the denizens of the palace (pugwudkie and his 4 wraiths plus the nuckalavee) on the east side of the hall and the 2 cauldron and chrestomath onto the west side of the hall.

The caulborn were those you encountered under the library in Kaer Maga who helped you get through the portal to the Dark Forest.

On the map, the 4 ghost like tokens with flaming eyes are the wraiths. The 2 black hooded creatures and floating brain creature without token borders are the caulborn and chrestomath. The horse creature without token borders is the nuckalavee.

The pugwudkie went invisible.


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

Thanks. That did help.


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

Well this is strange. I rolled a nat 1 when I attacked last. But that attack roll is not present in my post. I am sure it was there initially. And making up a nat 1 is not something anyone would do. lol. Did anyone see that post with the attack roll?


Whilst you are figuring out how to close out the adventure, start preparing your level ups for level 10!

Also, I'm going to start recruitment for a Nalar replacement.
As before, I'm going to leave it to you all to pick the type of character. I will assess for long term viability of the options (i.e. risk of bailing)


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

Toying with the idea of some other class at level 10. Alchemist would provide a few elixirs and a mutagen for +4 strength. Barbarian would give fast movement and rage. Thoughts? Ideas?


Feel free to dialogue with potential applicants for what you want them to play. I'll work on the rules, reference material, guidance portion.

Link here


Female Azlanti Pureblood Alchemist (Trap Breaker) 10
Relan* wrote:
Toying with the idea of some other class at level 10. Alchemist would provide a few elixirs and a mutagen for +4 strength. Barbarian would give fast movement and rage. Thoughts? Ideas?

Not a big fan of splash builds for meta, but Braelex could be an alchemist mentor if Relan is curious about mutagens.


Alright folks, time to pick your 4th. Looks like a psychic, a magus or a wizard.

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