DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

Roll 20 Link


6,051 to 6,100 of 6,633 << first < prev | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | next > last >>

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)

Relan looks over the choice of buildings and picks a one more study than the other that provides a good line of sight to where the tracks passed. There. he indicates.


The party heads over to the large building, some sort of market place, it appears, but it has been completely ransacked and abandoned. Bits of rotten food and broken furniture are all over the place.

You find no one within the building.

The plan is to hide and watch? Anything specific?


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)

Might need to brainstorm some. Our early detection system seems to be out of commission. Do we just attack from range and let them come to us? Any concern about them sending a runner for help or a warning? They will likely be overconfident, and maybe well deserved. lol


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Well, I could work up a couple extracts to fly and become invisible, if you guys want to try another scouting attempt," Braelex offers.

"Not that I relish becoming a pincushion like Temporary."


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

If we are going to play ambush games, we are going to need to know about the terrain, thus a few Q's about the building.
1) Is there more than 1 floor (basement, upper stories)?
2) How many entries/exits? Where are they
3) What about windows?
(2&3 are about what we can see, where we can attack/be attacked, and where can we retreat)
4) How heavy are the walls? (Could something strong tear right through them to get at us?)

"Relan, could you take a look at the damage and debris, and tell us what did this destruction?"
Survival check for tracking? Was it weapons wielded by humanoid types? Redcaps leaving big, stompy, Iron boot prints in the floorboards?

"I could help with the Invisbility if we do that. I'm not sure what to think about what happened to Temporary though. Either they're really alert in there, almost expecting attackers, or he got really unlucky, and I don't know which."

I mean, he got a 20 on the stealth check, even with the natural 1, and with 150' up, that's a 35 perception roll...


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)

Vuloo frowns and rubs his chin. "I would still rather secure the building first. We would be better off avoiding the patrol versus attacking it. If the attack goes south they will alert the whole complex."


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)

Agree we need a tactical map for this. Unsure what Gemel is asking is a survival role, but if so, I am happy to try it.

Survival: 1d20 + 13 ⇒ (2) + 13 = 15


If you all are going to insist on a tactical map, it will take me a bit to put it together. I'll see if I can get something up by Tueaday


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
Relan* wrote:

Agree we need a tactical map for this. Unsure what Gemel is asking is a survival role, but if so, I am happy to try it.

Survival: 1d20 + 13 ⇒ (2) + 13 = 15

Obviously, some band of goons hit this place; I was just wondering if survival/tracking could get us some more clues about what they are.


What they are requires Knowledge rolls


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

We don't need a tactical map. Let's not hold up the game waiting for something superfluous.

"Fine, but if this building is clear, as it appears to be, let's move. We have the advantage of surprise and mobility, while they are locked into whatever defensive position. It does us no good to lock down here and paint a target on our back."


A single story building but there is an attic ... it's very cramped. Various windows and holes through the facility on all sides. Two sets of double doors on each long side of the building. The building is made of wood.

My intent was originally to do the rounds narratively if you got into a fight based on your actions. Would be quicker and more advantageous to the party if your planning is good.

I can still do a tactical map and tactical encounter if that's what the group prefers.

That would be just for this area. I have a detailed map of the Abbey itself


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)

Fine without a map. Was hoping the mod provided one. I guess not.

Relan looks about for a spot outside the building that might offer both cover and a view of the surrounds. I can be outside and lead them back to this place. he offers. I am reasonably quick Speed 40 and I believe my perception is enough to spot giants.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

"I'd be more concerned about the redcaps than the giants, Relan, they are vicious, tricky, and very fast. Your plan is bold, but you will be very exposed. Perhaps let us explore the rest of village together?"


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)

We have no way of knowing when the patrol will return. But I would rather use our time productively than sit an wait. So yes, let us explore with some care for stealth.


]Excellent, just mark either the path you want to take or the order of the buildings you wish to search

Going forward, since we will be handling distance and positioning fairly narratively, I'm going to assume most successes on your skill checks if you explain what you're doing well. Still cast spells and make to hit rolls if those are required


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
DM Fflash wrote:
What they are requires Knowledge rolls

Sorry Fflash, I apparently blanked this. What Knowledge rolls do you need?


Local from the tracker.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Ok, given that Gemel isn't tracking - Survival isn't one of his skills - I guess that one's for Relan


Aid other is still reasonable, I would say


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Aid Another, K Local: 1d20 + 17 ⇒ (10) + 17 = 27 vs dc 10

Vuloo & Andel might want to help as well?


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)

Vuloo will assist Relan.

Assist Knowledge,local: 1d20 + 5 ⇒ (13) + 5 = 18


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel will also help.

Assist Knowledge,local: 1d20 + 16 ⇒ (1) + 16 = 17


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 Relan is trained in Local but has not focused in it.

Knowledge(local): 1d20 + 5 ⇒ (10) + 5 = 15


With help that's enough

Relan determines after consulting with the rest of the party, that each of the three groups is comprised of both hill giants and ettins.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

I have put numbers on the map, suggesting an order of which buildings to search. 0 is the building we are currently in... Anybody have another suggestion?


The party moves cautiously out of the demolished market and quickly explores the other buildings nearby which include smaller essential shops like a smith, cartwright, cobbler and others. The immediate buildings are all clear and you are getting ready to depart a small waystation which included 4 rooms that weren't as ransacked as the other buildings when you spy some dust off in the distance to the north.

A quick glance out the window and you see what appears to be a couple large neanderthalic giants carrying small tree trunks over their shoulders and a trio of two-headed humanoids decked out in bear furs. They are perhaps 100 yards off.

They trudge along, heads hung low, seemingly exhausted from wherever they are travelling from.

Added to map


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)

Relan takes what cover he can, trying for complete concealment.

Anyone have a confusion they can drop on them?


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel nods to Relan, pointing to his ring. He looks to the others for agreement before acting.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Gemel casts a message cantrip, targeting the whole party. (sorry guys, should have had the tactical radio net up earlier...) , and then guides Nibbly out the door, keeping the building between him and the giants.
He thinks about what he knows about these creatures:

K Local, neanderthal giants: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32 +16 Skill +1 trait

K Local, two headed humanoids: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33 +16 Skill +1 trait

While he does so, he whispers into the message spell "I can confuse them, bu they will have to get closer ( 100ft +10ft/CL = 200 ft; 100 yards = 300 ft). Also, If we take one of the giants prisoner, he might be able to tell us quite a bit. So leave one of the giants to me... "

I have put a line on the map. If someone (Braelax?) ran something like that course, the rest of us could jump them when they chased him, and put the fight on the far side of the village from the monastery.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex raises an eyebrow. "You want me to run out there and make them chase me?"


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)

Relan motions for Braelex to hold, points to his eyes and then to the enemy group.


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)

Vuloo smiles at Braelex and pantomimes a chicken walking across the room.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex holds, readying her crossbow.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

"The pantomime stuff is really pretty funny guys, but you do know you guys can whisper back to me with a message spell... I will relay messages."

"Relan, I take it you figure they'll come closer on their own, so we don't need to lure them in?"


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)

Lets watch and see.


The party hunkers down and readies up, the tension growing as the giants move closer and closer, lumbering along and muttering at each other. The ettin in the back is dragging its club along the ground and the giant in front turns to holler at it, spittle flying from its mouth,

Giant:
"You lazy! Show dis plin! We best scouts!"

The ettin reluctantly raises its club back to its shoulder in response.

The group crosses the road and then turns a bit to the west southwest, moving now on a perpendicular path to your location toward the abbey grounds defensive wall and the outbuildings there.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

"Well, they are within range now... ( ~ 200' ) but they are out of charge range for both us and them (the best they can do to close is run - 4X move = 160? ) . It doesn't look like they are going to get much closer. A couple of us, say me and Braelax, act as bait to draw them in by pretending to run away, while chucking spells and such at them?"

Hey DM Fflash, did I get anything from my Knowledge checks above?
Also, because we are going to need it:

Initiative: 1d20 + 6 ⇒ (18) + 6 = 24


Sorry, yep. You identify them as hill giants and ettins. The former are not bright, prefer throwing rocks from a distance and can catch them just as easily. They are nomadic bullies and like to raid and pillage smaller settlements. The latter are also not very bright, but tend to be more tactically competent setting up ambushes and furiously courageous. Of note they are extremely apt at wielding two weapons and are generally nocturnal, with good vision in poor light

Small retcon. Giants carrying the tree trunks. Ettins are carrying flails. The ettin referenced above was dragging them both, not a club


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Ehh, just mez them now. I'd rather not get split up and confused ourselves."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex nudges Gemel with her elbow.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
Braelex wrote:
Braelex nudges Gemel with her elbow.

I was actually waiting for our fearless leader (Relan) to make the call but I'm getting bored too. So yeah, it's time to kick things off with a bang. Wait for them to come to us...

@Dm Fflash, are the icons for the giants way out of scale? I measure them as something like 25X25 feet ...

Anyways

Gemel uses his message spell to whisper to all "Let them come to us." (free action)

[ooc] I'm assuming this is a surprise round, so Gemel and his mount only get a standard action. If not, once Gemel has cast, Nibbly will take a second move action and back away to to the blue circle which should put them both in cover, with the building between them and the giants...

Gemel rides Nibbly along the road to a spot where he can see between the houses (Buildings 6 and 7) and unleashes a Fireball (DC 20) in the center of the patrol. ( I put a red dot in the middle of their formation)

Take 10 to Ride (Direct mount with knees) ⇒ 10+9 = 19 vs DC 5 (free action)
+9 Skill

concentration for casting with vigorous motion: 1d20 + 10 + 7 ⇒ (15) + 10 + 7 = 32 vs dc 13
+10 level +7 stat mod

Fireball damage: 10d6 ⇒ (6, 3, 4, 4, 5, 6, 5, 6, 3, 1) = 43


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Not confusion?


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
Braelex wrote:
Not confusion?

I want them to close, then I'll bust out the Confusion.


We sometimes get into those points where everyone is waiting on someone else ... it happens

Gemel has initiated the surprise round. Actions from the other 4 and the golem?


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)

Maintaining what cover he can, Relan 5' steps so that he can see the enemy and fires an arrow at an ettin.

Masterwork Composite Longbow: 1d20 + 17 ⇒ (8) + 17 = 251d8 + 4 ⇒ (5) + 4 = 9


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)

Vuloo puts on his ring of invisibility and casts bless on the group.


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel attempts to identify the giants and call out their weaknesses to the group.

Knowledge Nature: 1d20 + 14 ⇒ (1) + 14 = 15

Naturalist Bonus:

Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex has No. 1 stand by the building, readied for approach. She takes cover beside it, firing at the closest target.

Crossbow: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31; Damage: 1d8 + 6 ⇒ (7) + 6 = 13 and Acid: 1d6 ⇒ 1


Best. Scouts. Ever! Surprise Round

Init: Party, Scouts

Fireballs, arrows and bolts fly creating an explosion of fire, acid and blood. One of the giants falls dead with an arrow and a bolt in each of its eyes and the other one picks itself off the ground, slowly

The 6 heads of the ettins wail in pain, but the creatures look like blackened charred pieces of ash ... barely moving forward and looking about in stunned disbelief.

Round 1 actions, you have initiative

6,051 to 6,100 of 6,633 << first < prev | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Fflash's Shattered Star Campaign All Messageboards

Want to post a reply? Sign in.