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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In this case, failure has consequences and repetition isn't possible so Take 20 isn't an option. And Take 10 won't get you high enough.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Braelex takes out a flask and opens it, the liquid contents within give off acrid-scented green-tinged smoke. With a grimace, she drinks it down.

Mutagen: +4 Dex, -2 Wis for 10 minutes


DM Fflash wrote:
In this case, failure has consequences and repetition isn't possible so Take 20 isn't an option. And Take 10 won't get you high enough.

I suppose I should enumerate those consequences. You cannot attempt another monument boon for 24 hours.


Male Elf Cleric 1 (AC: 15, Touch: 11, Flat: 14, HP: 11; Per: +4; Init: +1)

The Puffy Pelican

Lorlenn glances at Clarence and Fulmen before whispering, "Which one of you is our scout?"


Male Elf Cleric 1 (AC: 15, Touch: 11, Flat: 14, HP: 11; Per: +4; Init: +1)

The Puffy Pelican

Lorlenn touches the butterfly symbol hanging from his neck while saying a quick prayer.

Casting longstrider to add +10 to base speed for 1 hour. With encumbrance, that takes him to 35' (or 7 squares)


Male Half-elf Druid 3 Monk 2

The Puffy Pelican

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

"I grew up in this kind of environment, but my skills of hiding and sneaking around are a bit rusty."

"I might be able to obscure myself in mist and get closer if mists or fogs form around the docks here, otherwise, it might stick out as being too unnatural."

Is there any fog or light mist forming in the area already? If so, Fulmen will cast Obscuring Mist and approach the building near one of the boarded up windows to see in scout the area. Will look up at the roof to make sure no one is visible there as well.


There doesn't appear to be anyone on the roof that your keen eyes can pick out in the light

I'll defer to our Timekeeper for whether there is mist currently about and what the moon is, but mist on or near the water is never really unnatural. However, unless I'm mistaken, obscuring mist doesn't move, so you'll have to cast it where you want it to stay.


The Puffy Pelican

So Notre Dame is f-ing boring to watch ... super let down ... here's a post

Fulmen gauges the approach and determines he can get close enough without using mist, given he can approach from the corner unseen. Glancing in just under a board with about a half-inch gap, the druid sees the flickering light illuminating a portion of the room. Something blocks the source of the light from Fulmen's view ... possibly a wall.

Map her


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Yeah, nice way to kill your best drive of the game with a timely interception.

Bum link post, btw...


Male Human Trapper 1

Shrines
Survival: 1d20 + 7 ⇒ (5) + 7 = 12

The Puffy Pelican
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

"Aye, so thar's someone in that place, is there?", he says eyeing the boarded up windows. "Sounds like a job for a smoothie like meself. I may be big, but I'm pretty quiet."

Stealth: 1d20 + 6 ⇒ (10) + 6 = 16

There's no mist. Clear skies and a bright moon. BTW, I LOVE the combined "stealth" skill instead of the stupid "move/hide" business.


Male Human Fighter - level 2

The Puffy Pelican

Relan's watches as the two sneak up on the building. Turning to scan the darkness for other signs of life, he continued to survey the area his hand on his hilt, ready for action.


The Puffy Pelican

Clarence moves with a grace and stealth not normally seen in one so bulky. Like a hunting cat, he sneaks up behind Fulmen to peer in as well. He sees the same area (link above)and notes he could probably fire a crossbow bolt through the gap in the window although he wouldn't be able to see to aim.

Fulmen and Clarence watch for a while, but other than the light, they don't see or hear any other signs of anyone inside.


Male Half-elf Druid 3 Monk 2

The Puffy Pelican

Fulmen whispers to Clarence "I haven't heard anything. Let's circle around and see if we can get a better view inside or hear anything. If there's nothing inside the meeting may be in a cellar." He then looks back toward the group and gives a sign that he doesn't see or hear anything inside.


Male Elf Cleric 1 (AC: 15, Touch: 11, Flat: 14, HP: 11; Per: +4; Init: +1)

...earlier, on the way to the Puffy Pelican

Lorlenn says, "We're on our way to a rendezvousbetween slavers and presumably, buyers. Ostensibly, we're trying to find the informant, which means we need to get information out of the slavers if Natalya is not present. But just to be clear, I've got no qualms about busting enough heads to send a message that slavery will not be tolerated in Magnimar."

He looks around sternly and continues, "Does anyone disagree that no transaction will be allowed to happen in our presence, even if Natalya is not among the 'goods' being sold?"

"And of course, after we have our information, we'll need to inform the watch of where to find those who we have questioned.


Male Human Trapper 1

Earlier... On the way to the Puffy Pelican

"What? You mean cause a ruckus in the middle of a big ol' public auction?" Clarence's face splits into a mile-wide grin, "Count me in! That sounds like more fun and racin' anacondas!"

The Puffy Pelican

"Let's see what he have in 'ere.", Clarence says as he peers subtly through the crack and into the glittering light of the adjoining room.

Crack-Peering: 1d20 + 7 ⇒ (9) + 7 = 16


I assume Clarence is watching while Fulmen and the others proceed east around the building to the entrance or is he following them

Any other actions or shall I assume you scout the main doors and enter the building?


Male Elf Cleric 1 (AC: 15, Touch: 11, Flat: 14, HP: 11; Per: +4; Init: +1)

Good to move in. Do we want to enter the main doors or come in through the back?


Male Human Fighter - level 2

Earlier... On the way to the Puffy Pelican

Shaking his head no, "No disagreement here." grinning he taps the hilt of his sword. "Come to think of it, if we can grab a couple of the leaders, we might get that meeting we wanted over at Arvensoar."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Ready to enter...


Male Human Trapper 1

indeed. let's roll!


Male Human Fighter - level 2

Enter... altho im considering the backdoor, but ill go with ethier.


The Puffy Pelican

The party moves with ease around the north east side of the old building. Even though the moon is bright, the tavern is boarded up pretty tight and there doesn't seem to be anyone on the streets nearby. Staying close to the building, they come to the front of the tavern where a broken hanging sign once thrust out proudly above the large wooden doors. Once boarded themselves (the nail holes are still visible), the right most door hangs slightly open and Fulmen is able to peer inside into a vast common room, but can only see old, dusty tavern tables and chairs, some stacked, some knocked over. The light flickers from the north, illuminating a bar/kitchen area about 20 foot in radius. There are no signs of life or movement. Fulmen and Clarence don't note any traps or locks on the doors

The moonlight allows about a 20' visibility (40 for those with low-light vision), I'll send the map out later when I get home,. This place hasn't been used in a while.

I don't have my full map here with me at work, but I don't believe there is a set of "back doors." Even so, all the windows and any potential other entrances are all boarded up with the notable exception above.


Interior Map here

Corrections to my non-map having post above:

  • There is a second lighted area to the west that illuminates the bar and entrance to the kitchen
  • There is a back door (duh, there's a deck) from what appears to be the kitchen. It was boarded up

Where to?


Male Elf Cleric 1 (AC: 15, Touch: 11, Flat: 14, HP: 11; Per: +4; Init: +1)
DM Fflash wrote:

Interior Map here

Where to?

I'm a little confused on scale...that doorway we're in appears to be 20' wide. Giants at level 1? ;)

Lorlenn whispers to the rest of the party, "Hug right, into the light? Or left, away from it?"


Map here has appropriately sized tokens. Grid is 5' square per normal. Thanks for the catch


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Always go left," Braelex states the obvious.


Male Human Fighter - level 2

"Stay out of the light till we've explored the rest." he whispered. "Although Ill take bets that this meeting place is underground, so we should keep our eyes out for any cellar doors or hidden latches."


I'll remind you that its dark except where exposed.


The Puffy Pelican Suprise Round

Perception DC 44:

Dirty, dirty CHEAT! No one can achieve the required Perception, but that's what you need to detect the invisible moving sorcerer coming across the tavern floor. If you had made the check, you wouldn't be surprised

The party stumbles around to the left in the dark. The touch of moonlight helps make out large objects just shortly before you collide with them but the going is slow. Fulmen gets to the southern wall dodging some tables and chairs and turns west to move when he sees a blast of color explode in the darkness to the north washing over Relan, Andel, Lorlenn, and Braelex. Those 4 need to make a DC 15 Will Save or be knocked unconscious for 2d4 ⇒ (3, 1) = 4 rounds. A gentle reminder that your very next post must contain as it's first d20 roll the saving throw otherwise it's an auto fail per campaign rules

For a moment you all catch a glimpse of a dirty blonde, thin rat-faced man with a smudge of a goatee as he appears in the blast of light. He disappears again as the darkness washes back over you.

Consider it to be Dim light to 5 feet around you (10 feet for those with low-light vision) and total darkness beyond that with the exception of the lit areas

Spellcraft DC 16:
The spell is color spray

Initiative order: Plutivarch, Clarence, Relan, Fulmen, Bralex, Lorlenn, Andel

Round 1 Actions?

Map here

The Dice:

Plutivarch Stealth: 1d20 + 25 ⇒ (19) + 25 = 44
Plutivarch Init: 1d20 + 2 ⇒ (18) + 2 = 20
Andel Init: 1d20 + 1 ⇒ (2) + 1 = 3
Braelex Init: 1d20 + 3 ⇒ (4) + 3 = 7
Clarence Init: 1d20 + 2 ⇒ (16) + 2 = 18
Fulmen Init: 1d20 + 1 ⇒ (11) + 1 = 12
Lorlenn Init: 1d20 + 1 ⇒ (6) + 1 = 7
Relan Init: 1d20 + 1 ⇒ (15) + 1 = 16


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)

Puffy Pelican Round 1

Will Save: 1d20 + 2 ⇒ (4) + 2 = 6

Andel catches the brunt of the multi-colored spray and his eyes roll back in his head as he crashes to the wooden floor.


Male Human Trapper 1

Puffy Pelican Round 1
HP: 13/13
AC: 16

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Clarence is going to delay his action until the very end of the round.

"'Ay, elf. If you were gonna toss your little fire pots, now's a right-good time," says Clarence as he shoulders his crossbow, pointing it in the general direction of the last position the Plutivarch was seen.


Male Elf Cleric 1 (AC: 15, Touch: 11, Flat: 14, HP: 11; Per: +4; Init: +1)

The Puffy Pelican
Round: 1
HP: 11
AC: 15, Touch: 11, Flat: 14

channel energy uses: 4 (of 4)
bit of luck uses: 2 (of 5)
agile feet rounds: 5 (of 5)

Will Save: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Spellcraft: 1d20 + 3 + 1 + 3 ⇒ (12) + 3 + 1 + 3 = 19

Lorlen tries to shout, but only mumbles, "Cuwhir..." as he tumbles to the floor.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

< has Darkvision...

Will Save: 1d20 ⇒ 7

Overwhelmed by the magic, Braelex collapses to the floor.


Male Human Fighter - level 2

Puffy Pelician
Round 1

Will Save: 1d20 ⇒ 18
Perception: 1d20 ⇒ 16

As the color spills out over the party, Relan jerks his shield up managing to shield his eyes from most of the technocolor display. Shaking his head he looks up in time to see the party around him, with the exception of Clarence, crumple to the floor.

"We need some more light in this place." Reading his weapon, Relan prepares for battle.

Delay action to end of round. I have some torches, is lighting one a single action? Was Perception roll really a 44?


Male Human Fighter - level 2

exceptions of Clarence and Fulmen, crumple to the floor.


Yes, the Perception check is accurate. Invisibility adds +20 to a stealth roll when moving (+40 when stationary). You all can look at the spoiler now. I use those during surprise rounds to determine if you get to act in the surprise round or not. Obviously, detecting an invisible creature is supposed to be extremely difficult. It won't always be that high a DC.

Also, I believe Fulmen and Relan are still injured from this morning. If you had intended to drink your potion of CLW before now, go ahead and roll a 1d8+1 and add to your current hp total, otherwise press with your slightly lower hps

The Puffy Pelican Round 1

The sorcerer bites off a couple magical words and again is momentarily visible as two pinkish bolts of force shoot from the man's fingers to fly unerringly striking Relan in the chest.

Magic missile vs Relan: 2d4 + 2 ⇒ (2, 4) + 2 = 8 force damage.

Clarence, Fulmen & Relan to act before sorc goes again in Round 2. Everyone else comes conscious around on Round 5 ... if we get that far.


Male Human Fighter - level 2

The Puffy Pelican
Round 1
HP: 8/12 (started at 10, -8 on magicmissile, +6 healing potion)

Relan grunts in pain from the blast and whips out the potion Shelia had given him earlier. "Glad I saved this for later." he thinks drinking it down feeling the warm healing power taking away some of the sting of the magic bolts.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Tossing away the bottle, he growls and moves to attack the last location the spellcaster appeared.

Can i still attack? Or is that my end of round?


Healing potion is all you can do with 1 standard action (cant attack) if you use it in combat as you did ... granted you get more out of it. You may still move, however (or do any one thing that constitutes a move action).


Male Half-elf Druid 3 Monk 2

Puffy Pelican

Round 1
HP: 6/10
AC: 11

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Fulmen calls upon the winds and uses Storm Burst on the mage.

Ranged Touch Attack: 1d20 ⇒ 4

Damage: 1d6 ⇒ 3


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex remains unconscious.

3 rounds remaining...


Male Human Fighter - level 2

Then im moving one square in toward the spellcaster.


Male Human Trapper 1

The Puffy Pelican
Round: 1
HP: 13
AC: 15, Touch: 12, Flat: 14

"Woodpeckers..." Clarence mutters and the lets the bolt fly towards his best guess as to where the sorcerer was last standing.

Crossbow: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
BAB: 1
Dex: 2
Point Blank: 1 (just add this in additionally if the dude is 30ft or closer -- i dunno how close he is)

also, a side note: does him being rat-faced count as being a vermin for my favored enemy?


Puffy Pelican Round 1 (cont)

You guys need to place some sacrifices on the altars of the dice gods

Clarence lets a bolt fly and hears the unsatisfying thunk of it hitting the fall wall. Fulmen attempts a burst of wind and rain but misjudges the location and it explodes harmlessly near by. Relan crawls over the table and in the shadows is able to make out the sorceror nearby.

Puffy Pelican Round 2

The man sees Relan and stumbles back from him 5 feet and then mutters "Damn it, a caster." He switches targets and launches more magic missiles at Fulmen, dropping the druid to the ground.

Magic Missile vs Fulmen: 2d4 + 2 ⇒ (3, 3) + 2 = 8 force damage

At Clarence's turn Round 2. Note if you're firing into the darkness there's a 50% miss chance so please roll that as well on your shots. Fulmen, if you're within 10 feet or for Relan attempting to melee, it's only a 20% miss chance. Just add a d100 miss chance roll to your attacks. This would go away if you had light.

Map here


Male Human Fighter - level 2

So team, im thinking of trying a grapple. Of if someone can get a light into play that might work better for us and i can do a full out attack. Thoughts?


Male Human Trapper 1

The Puffy Pelican
Round: 2
HP: 13
AC: 15, Touch: 12, Flat: 14

"Relan! Light us up, blast-it-all! My lantern's on the mule! I'll keep 'im dodging!" Clarence reloads and fires another bolt into the darkness, thankful his crossbow is still in one piece this time.

Crossbow: 1d20 + 1 + 2 + 1 ⇒ (15) + 1 + 2 + 1 = 19
BAB: 1
Dex: 2
Point Blank: 1

Miss Chance: 1d100 ⇒ 20


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex remains unconscious, murmuring something in her sleep.

Very Keen Hearing:
"If only they would kick us awake..."

2 rounds remaining...


Male Human Fighter - level 2

The Puffy Pelican
Round 2
HP: 10/12

Relan grabs a torch and lights it from the tinderbox, filling the room with torchlight moving forward to engage the caster and cut off his escape. If there's stuff in the room to duck behind Id go for that


The Puffy Pelican Round 2 (cont)

Clarence delayed to the end of the round earlier so his shot will fly after the light is lit

Relan strikes a torch and flickering light floods the dusty common room. The man shrinks away and blinks at the bright light, holding his hand up and losing part of it as Clarence's bolt shreds the fleshy part.

The Puffy Pelican Round 3

"Fool Pathfinder, go down!" The man shouts as he steps away from Relan and shoots darts of force at Clarence.

Magic missile vs Clarence: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Clarence bolt: 1d10 ⇒ 4

Map here

At Relan (who's carrying a torch in one hand) for action, Round 3


Male Human Fighter - level 2

The Puffy Pelican
Round 3
HP: 10/12

Finally ready to attack, Relan moves forward into striking distance and swings at the mage.

Longsword Attack: 1d20 + 1 + 3 + 1 ⇒ (7) + 1 + 3 + 1 = 12
base: +1, str: +3, focus longsword: +1

Longsword Damage: 1d8 + 3 ⇒ (8) + 3 = 11
str: +3


As a small aside, I believe Relan has 8 hps ... and someone get on Chapman about posting ... we could rocket this a long if we could convince him to post twice a day, although he is meeting the commitment so I can't really gripe

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