DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

Roll 20 Link


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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)

Stink's Redoubt

Vuloo shakes his head at Relan, "All devils are most certainly evil. They are the souls of evil men. Men who chose their fates. I have no sympathy for the devil."


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)

But what if he was a man of wealth and fame?


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Please allow me to introduce myself ....

-Posted with Wayfinder


The Sea Stair

The party enters the water and swims forward to investigate the boat. Some of you floundering in your armor while others like Relan and Braelex move with grace.

I assume everyone takes 10 on swim checks outside of combat. Braelex has swim speed so no checks necessary. Note if taking 10 on a swim check isn't enough for you to reach DC10, you'll have to roll out of combat as well as in combat. Everyone without a swim check has to roll in combat each round

The wreck of a fishing trawler lies nearly upright on the floor of the harbor not far from the entrance. Seaweed has overgrown its rails and deck, and barnacles encrust its broken mast that rises above the
green mound of its hull. The side of the boat has the words Liza Jane written on the side.

Knowledge Local DC15:
The Liza Jane went down several years ago after accidentally sideswiping the Crow’s side.

Survival DC15 or Profession sailor DC10:
The boat looks like it's been underwater for roughly 5 years


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Sea Stair

Braelex will circle the ship, looking for threats and entrances.


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)

Knowledge Local: 1d20 + 5 ⇒ (17) + 5 = 22

The Liza Jane. Relan gurgles. went down several years ago after accidentally sideswiping the Crow’s side.


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)

Swim Check: 1d20 - 6 ⇒ (7) - 6 = 1

Vuloo flounders as he enters the water. Looking back at the sea stair, he seriously contemplates moving back out of the water.


As Braelex moves toward the boat, a flurry of activity in the boat stirs the water as two creatures explode from both sides of the boat. Blood-red spines run the length of these frightening creatures, which resemble a lobster in the front and an eel in the back.

Knowledge Arcana DC16:
The creatures are reefclaws, aberations of the sea that are known for their vicious tenacity to follow prey and fight on through mortal wounds

Image here

Image here

Roll initiative and post your action. Every move action to move requires a swim check


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)

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Swim Check: 1d20 + 7 ⇒ (9) + 7 = 16

Relan readies for a creature to approach him, motioning for his party not to advance past him

Readied Power Attack:

+1 Cold Iron Ranseur: 1d20 + 10 ⇒ (10) + 10 = 202d4 + 10 ⇒ (1, 1) + 10 = 12

Readied AOO:

+1 Cold Iron Ranseur: 1d20 + 10 ⇒ (13) + 10 = 232d4 + 10 ⇒ (1, 3) + 10 = 14

Readied AOO 2, if needed:

+1 Cold Iron Ranseur: 1d20 + 10 ⇒ (7) + 10 = 172d4 + 10 ⇒ (1, 2) + 10 = 13


Male Aasimar Master Summoner / 6

DM:
Tike, everything I am reading on summoning something like the octopus or the squid for a level 2 summons shows that it would get 8 to 10 attacks around respectively. Am I correct in that?

It says it gets the multi-attack feat, and the prereq for that is to have 3+ natural attacks per round.

Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions.
Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20.
When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary.
The primary weapon is given in the creature’s Attack entry, and the primary weapon or weapons is given first in the creature’s Full Attack entry. A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature’s full attack bonus. Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll, no matter how many there are. (Creatures with the Multiattack feat take only a -2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Natural weapons have types just as other weapons do. The most common are summarized below.
Bite
The creature attacks with its mouth, dealing piercing, slashing, and bludgeoning damage.
Tentacle
The creature flails at opponents with a powerful tentacle, dealing bludgeoning (and sometimes slashing) damage.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Initiative: 1d20 + 6 ⇒ (16) + 6 = 22

Braelex swims behind and slightly offset from Relan, aims her crossbow and fires at the nearest creature.

Crossbow: 1d20 + 11 ⇒ (14) + 11 = 25; Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Knowledge (arcana): 1d20 + 13 ⇒ (16) + 13 = 29

"Reefclaws, of course... These lobstrosities are vicious aberrations."


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)

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Swim: 1d20 - 6 ⇒ (14) - 6 = 8

Unable to move, Vuloo extends a life link out to Relan.


Liza Jane Round 1

Init: Braelex, Reefclaw 1, Relan, Amiculus, Reefclaw 2, Aidon, Fulmen, Vuloo, Andel

Braelex fires her crossbow and the bolt flies true, but is instantly slowed by the water. The bolt carries just enough velocity to still strike the reefclaw damaging it significantly and flooding a cloud of blackish blood into the water.

The Reefclaw responds by bolting forward past a not quite prepared Relan to assault the tiefling, but she is able to fend it off. Relan leans out and stabs through the creature's brain. The creature convulses and lashes out two claws at Braelex, missing badly, before it dies. The second one charges him and he gets a thrust at that one on its way in as well, gouging its throat, and causing it to miss him. The reefclaw, with a mortal wound is surprisingly still fighting.

At Aidon for action

Map here

Note the top Reefclaw is dead, I just didn't realize the ranseur was piercing until after I took the screen shot, so it will be updated on the next go

The Dice:

Andel Init: 1d20 + 1 ⇒ (3) + 1 = 4
Fulmen: 1d20 + 1 ⇒ (7) + 1 = 8
Aidon: 1d20 + 2 ⇒ (7) + 2 = 9
Amiculus: 1d20 + 1 ⇒ (16) + 1 = 17
Reefclaw 1 Init: 1d20 + 5 ⇒ (14) + 5 = 19
Reefclaw 2 Init: 1d20 + 5 ⇒ (8) + 5 = 13
Reefclaw 1 vs Braelex: 1d20 + 4 ⇒ (11) + 4 = 15; miss
Reefclaw 2 vs Relan: 1d20 + 4 ⇒ (14) + 4 = 18; miss
Reefclaw 1 Death Frenzy vs Braelex: 1d20 + 4 ⇒ (3) + 4 = 7
Reefclaw 1 Death Frenzy vs Braelex: 1d20 + 4 ⇒ (2) + 4 = 6

DM use:

R1: 28
R2: 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)

Relan has Combat Reflexes so should always be ready for an AOO. Not sure I understood everything. Was some of that color?


Male Aasimar Master Summoner / 6
Relan* wrote:
Relan has Combat Reflexes so should always be ready for an AOO. Not sure I understood everything. Was some of that color?

I did not know that that feat gave you AoO even when flat footed, actually makes it more valuable as a feat. Nice!

Aidon will summon a few celestial dolphin's to our aid

Enhanced Summons - 1d3 + 1 ⇒ (3) + 1 = 4

Dolphins:

N Medium celestial/fiendish animal
Init +2; Senses darkvision 60 ft., blindsight 120ft; Perception +9

DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 [15] (2d8+2) [2d8+6]
Fort +4 [+6], Ref +5, Will +1
SR 5

Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5

Each will smite evil

All 4 attacks are a slam

Dolphin 1

To Hit - 1d20 + 5 ⇒ (7) + 5 = 12
Damage - 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8 +2 is if evil

Dolphin 2

To Hit - 1d20 + 5 ⇒ (13) + 5 = 18
Damage - 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7 +2 is if evil

Dolphin 3

To Hit - 1d20 + 5 ⇒ (4) + 5 = 9
Damage - 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9 +2 is if evil

Dolphin 4

To Hit - 1d20 + 5 ⇒ (7) + 5 = 12
Damage - 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9 +2 is if evil


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

No, Relan, I just screwed up. Forgot Combat Reflexes is useabale when flatfooted, so Relan will kill the second reefclaw as well before it gets to him, avoiding death throes

End Combat

-Posted with Wayfinder


You continue your search of the wreck after the sudden appearance and subsequent quick dispatch of the reefclaws--almost as if some new energy and personality has over come Relan.

The sunken fishing trawler has very little left that hasn't rotted or rusted, but three things of value catch your eye, a gold-and-pearl brooch inscribed with the letters "L.B", a mithral masterwork rapier, and a +1 buckler.

Anything else while you're underwater?


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 swim back to the stair (taking 20).


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex will gather the valuables and continue scouting the area around the ship until her extract is about to wear off.


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 will stay and swim while his water breathing holds and Braelex is still a possible target of something hostile in the water. He tries to keep up with her almost hovering over her protectively.


Male Aasimar Master Summoner / 6

Aidon will stay in the water until everyone is ready to head out.

Since he has never been a strong swimmer, he is enjoying the water breathing and is attempting to do flips and rolls while under water and for the most part is laughing and having a good time

Random Swim Checks - 1d20 - 2 ⇒ (5) - 2 = 3

Random Swim Checks - 1d20 - 2 ⇒ (9) - 2 = 7

Random Swim Checks - 1d20 - 2 ⇒ (12) - 2 = 10

Random Swim Checks - 1d20 - 2 ⇒ (5) - 2 = 3

I didn't say he was doing them well....


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Braelex's extract will wear out in a couple minutes and you find nothing else of note in or near the wreck Where to from here?

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Kick in the guardroom door?


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)

Could you post a link to the maps at the top of the page? I can't seem to go back and look at any map but the water combat.


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

I'll get one out when I get back to my computer, but if you can pull up the water one, you should be able to click to the left and scroll to the older maps (and images)

-Posted with Wayfinder


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)

What I thought, but nope.


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 wrings the water from his clothes and prepares to continue the exploration. "Yes, let's see if we can force the north east door open."


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Actually, as Vuloo goes to wring out his clothes, he realizes they are completely dry

-Posted with Wayfinder


Male Half-elf Druid 3 Monk 2

Fulmen inspects the brooch and will use detect magic to see if it or anything else in the area is magical besides the buckler.

"Andel or Relan, what do you make of the initials J.B.?"


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)

Looking at the initials Relan comments. Hmm. I believe that is an L. not a J. LB…

Knowledge Local: 1d20 + 5 ⇒ (16) + 5 = 21

He also asks I could make use of that buckler if no one else intends to do so?


Still haven't fixed my Hero Lab file, but want to ge this horse back on the road, so please ensure your profile is updated with the most current and accurate information to includes, stats and skills.

Braelex, the Guardroom Door leads to Stink's redoubt. As I see it, you have 4 options: 1) Elemental Flame room, 2) Fleshwarping Stairs 3) Fleshwarping Door 4) The center area from either the Fighting Pit or the Gatehouse

Map here

Relan, I'm not a fan of the map link at the top of the page, it clutters my campaign page ... if it becomes a major issue, I'll give in


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

"I'm not sure of how that relates to the Liza Jane or anything else for that matter ... I'll need more information," Andel says apologetically in reply to Fulmen.

Relan doesn't get any additional info either, nor does Fulmen find any more magic


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 is ready to advance to the next challenge. You say there is a door that must be breeched?


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 vote for the Fleshwarping Door.


Male Aasimar Master Summoner / 6

I think anytime that there is anything called 'Fleshwarping' it should be first on the list myself...

I am good going through that door first though, well I won't be going first, but we can do that next


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Warpfleshing...


Pressing through the door to the south, the party hears a slight moan behind them and to the west. Glancing up the stairs, they don't see anything of significance.

The hall beyond the door leads to a split into three hallways. The eastern one leads a 100 feet to a door. The southern one leads to a small room with two doors and the western one leads into a cavern

The Wet Cavern

Stalactites of various sizes hang from the irregular ceiling of this cavern, dripping slowly onto the stone floor to form a pair of shallow pools. Sheets of fungus grow in a riot along the walls and floor of these dank caves, while what appear to be the fossilized bones of some huge monster lie slumped to the northwest.

Perception DC15:
The pile of mud against the western wall moves slightly

Map here


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Wet Cavern

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Braelex reacts suddenly, aiming her crossbow at a pile of mud against the western wall.


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)

The Wet Cavern

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

"Watch out, the pile of mud along the western wall is moving."

Vuloo also fires at the mud pile.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d6 ⇒ 4


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)

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

I see it. Relan states and moves to stand between his party and the creature.


Not so Mindless Round 1

Init: Vuloo, Braelex, Aidon, Andel, Fulmen, Mud pile, Relan, Amiculus,

Braelex takes aim to fire as Vuloo starts to do the same. The quick moving mud pile starts to roll forward once the halfling's bolt sinks in

Actions?

Single Roll below. Open each spoiler you achieve

Knowledge Dungeoneering DC16:
The creature is a gray ooze, known for it's acidic touch and difficulty to see in a stone environment

Knowledge Dungeoneering DC21:
Based on the intelligent way this creature moves, you hazard this is an id ooze, a type of sentient gray ooze that has advanced characteristics, moves faster, and has an ability to crudely communicate telepathically which can confuse it's opponents

Map here

The Dice:

Ooze Init: 1d20 - 1 ⇒ (13) - 1 = 12
Aidon: 1d20 + 2 ⇒ (12) + 2 = 14
Andel: 1d20 + 1 ⇒ (13) + 1 = 14
Amiculus: 1d20 + 1 ⇒ (5) + 1 = 6
Braelex: 1d20 + 4 ⇒ (13) + 4 = 17
Fulmen: 1d20 + 1 ⇒ (11) + 1 = 12
Relan: 1d20 + 2 ⇒ (4) + 2 = 6

DM use:

4
0


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)

Knowledge Dungeoneering: 1d20 + 5 ⇒ (2) + 5 = 7

What is that thing? It looks slow. Lets back up and see if we can slay it with arrows.


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 fire on the creature again with his crossbow.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 ⇒ 3


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex fires also.

Crossbow: 1d20 + 9 ⇒ (3) + 9 = 12; Damage: 1d8 + 1 ⇒ (1) + 1 = 2


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)

No one else is trained in Dungeoneering?


Male Aasimar Master Summoner / 6

Aidon pauses for a second as what appears to be part of the wall starts moving...

Aidon Perception - 1d20 + 9 ⇒ (13) + 9 = 22

Amiculus Perception - 1d20 + 13 ⇒ (5) + 13 = 18

He then says out loud, "Well, if a wall wants to fight, lets fight it with what walls are made of."

With that he summons an Earth Elemental who will attempt to attack it

Earth Elemental Stats:

Small Earth Elemental
CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp [15] (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +7 (1d6+5)
Special Attacks earth mastery

STATISTICS
Str [20], Dex 8, Con [17], Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

To Hit - 1d20 + 8 ⇒ (20) + 8 = 28
Damage - 1d6 + 6 ⇒ (3) + 6 = 9
Confirm Crit (if possible) - 1d20 + 8 ⇒ (6) + 8 = 14
Total Damage - 1d6 + 6 + 9 ⇒ (1) + 6 + 9 = 16


Male Half-elf Druid 3 Monk 2

Not so Mindless

Round 1
HP: 32/32
AC: 15

Fulmen will use a storm burst.

Not sure what bonuses I get for ranged touch

Attack: 1d20 + 3 ⇒ (10) + 3 = 13

dmg: 1d6 ⇒ 5

Tracked Resources:

Spells
Level 0: 4/4
Create Water
-Detect Magic
Know Direction
Stabilize

Storm Burst: 5/6

Level 1: 4/4
Cure Light Wounds x2
Shillelagh x2

Darts: 12
Goodberry:


Human Male Expert 1/Bard 4 (AC: 16, Touch: 11, Flat: 15, HP: 36/36; Saves: F:3, R:8, W:6; Per: +4; Init: +5)
Languages/Skills:
Languages:
  • Thassilonian
  • Aklo
  • Boggard
  • Goblin
  • Giant
  • Undercommon
Knowledges:
  • Engineering +11
  • Geography +11
  • History +13
  • Local +14
  • Nature +10
  • Nobility +11
  • Planes +11
Spells Known:
  • 2nd: heroism, allegro
  • 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
  • 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Andel doesn't have ranks in Knowledge Dungeoneering and doesn't get jack of all trades until 5th

Andel follows suit with the others, drawing his bow and firing.

To hit: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 5


Not so Mindless Round 1 (cont)

Init: Vuloo, Braelex, Aidon, Andel, Fulmen, Mud pile, Relan, Amiculus

Braelex fires a crossbow bolt into the wiggling mud as Aidon summons forth a creature made of rock. The creatures slams its fists down into the pile and Andel follows up with an arrow, stepping away per Relan's direction.

Fulmen creates a tiny burst of storm-like winds and rain pummeling the creature which moves away from the earth elemental toward the party. Relan feels a sudden probing presence in his mind, but the alien nature of it throws him for a loop. (Will DC 11 or be confused 1 round)

Another ooze appears from around the corner to the south and the mental presence strikes Fulmen as well. (Will DC 11 or be confused 1 round)

at Relan for action ... map coming tonight, but the first creature has only moved 5 feet northeast and the second creature is just visible around the southern nub

DM Use:

20 (5)
0


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)

Will: 1d20 + 2 ⇒ (13) + 2 = 15

It tries to attack my mind. Relan says as he back peddles 30' stowing his pole arm and drawing his bow. Unless he wants to drop his Ranseur that is all he can do.

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