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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Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Stealth: 1d20 + 6 ⇒ (2) + 6 = 8 ... Of course, probably the most naturally stealthy PC goons it up!

Along the way, Braelex inhales a mote of ancient dust. She struggles for a few tense moments but can't help the inevitable sneeze.


Male Half-elf Druid 3 Monk 2

Stealth: 1d20 + 7 ⇒ (1) + 7 = 8

Fulmen trips on some loose stones on the floor. Their sound as they bounce around the floor and off the walls echoes down the halls.

I'm slight more stealth and can top your botched attempt


That's funny, BTW for future consideration, the DC to hear a walking creature is10. As you are not distracted or in danger, you could take 10 on this roll, especially for the low stealth guys. I'll allow a one time retcon for those of you that would've taken that option if you knew about it

-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)

Yes, DC 10. That that is mitigated by distance, right? Like +1 for every 10'?


Yes , regardless if you're walking/stealthing that applies, though. So the base is the same for Take 10 decisions.

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Well, yeah... Take 10 if its an option.


Utility Room

Moving quietly, you head south through a small chamber past two picked clean skeletons wearing the rags of laborer’s garb sprawled on the floor of this otherwise empty room.

Lockerbrie points at them and whispers as you pass, "Greedy sewer workersss, caught by spiders ... long gone now."

Sewer Falls

He continues to the south without a further glance and then holds up a hand as you approach the next room, whispering again, [smaller][/b]"Beasts in the northeast and southwest pipes, don't get close ... follow me."[/b][smaller]

He hugs the western wall as he moves into the room. A flight of stairs leads up to a wide stone crossing ten feet above the dark waters below in the center of this large room.

Your plan?

Map here


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)

Not sure the map shows the next room. My plan is to follow Lockerbrie into combat, with surprise if possible.


Map is good, not sure what your question is? Both rooms are labeled ... you headed out of Lockerbrie's room at the way north on the map


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 follow lockerby up the stairs and into the chamber, carefully following the ghoul's instructions as he crosses the room. He will stay clear of the area below the pipes. He scans the ceiling as he moves through the room, crossbow ready.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13


Male Half-elf Druid 3 Monk 2

"What kind of beasts, Lockerby? Giant spiders?"


"No ... giant eel-fish. They live in the pipes like underwater ones live in rocks. They're fast and have an exceptional reach, now quiet!"

As he enters the room quietly, Fulmen's question and his retort ring out across the chamber.

In a split second, a flash of green and gold leaps from the northeaster pipe lunging out across the intervening gap nearly 15 feet as a serpent -like creature extends its neck out snapping long jaws just a foot short of Fulmen and then retreats.

Lockerbrie, turns and gives the half-elf a hard stare and then proceeds south angling directly southeast across the middle platform and then hugging the eastern side of the southern path.

Assuming everyone follows?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex follows, crossbow loaded and ready to fire at any more appearances of the eel creature.


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 take an AOO if the creature provoked. Combat Reflexes and reach… Otherwise he just follows.


Creatures reach is greater than Relans. You'd have to be able to reach the pipe to hit him. Make sense?

-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)

lol. No, but I know that is the rule. :)


Lockerbrie leads you south down a corridor and then down a set of spiral steps that spit you out to the west. A vast darkness is at the end of the hallway and he ghoul turns and looks at you all, whispering, "No lightssss and no more speaking from here forward."

Assuming you douse the lights ...

Darkvision:
Blue, glowing fungus grows in numerous patches across the walls of this large chamber. To the east, a shadowy balcony overlooks the room at a height of ten feet (from which you are standing and watching), while in the center of the room a wide spiral stairwell descends into the darkness. A second flight of stairs descends along the western wall.

Three pale blue humanoids with bulging white eyes, wild hair, four-fingered hands, and strange weaponry are seated around a table arguing. They don't notice you.

Knowledge checks below, roll once and read all results that you make

Image here

Map here

For those without Darkvision, you cannot see anything but you can all hear the following in a medium-pitched nasally voice.

Undercommon:
"Fine, it's settled then, we'll enter through the kitchen of the Dockway Dangler, and look to grab three subjects this time. We need a halfling, a large subject with some level of fortitude and preferrably a priest or paladin of some good deity. That should answer all our concerns. We'll set off in two hours. Ready your tools"

If you approach with light ...

With light:

Everyone can read the Darkvision spoiler

A gasp is heard from down below and the three humanoids push back their chairs and start shouting at each other and pointing at you.

Only make the rolls below if directed to do so in an appropriate spoiler above

Knowledge Dungeoneering DC13:
This pale-skinned dwarf-like creature is a derro, a degenerate and evil creature of the underground. This result reveals all monstrous humanoid traits.

Knowledge Dungeoneering DC18:
Derro are afflicted by a form of racial madness that gives them delusions of grandeur and a sadistic streak a mile wide. Of course, though other creatures realise this, no derro is capable of recognizing he is out of his mind. A derro is so confident of himself that this manifests as a defence for magics that attack an individuals willpower, against which their deranged minds would naturally have little defence. Derro speak common and undercommon.

Knowledge Dungeoneering DC23:
Though their madness-induced high charisma make derro natural spontaneous casters, they are also highly adapted to a life of stealth and subtefuge. They have the ability to take advantage of unaware or distracted foes to place a telling blow much like a rogue does, are natural poison users and suffer no risk of exposing themselves to the toxins they employ, and have a racial knack for staying quiet and hiding from view.

Knowledge Dungeoneering DC28:
Derro are capable of creating some minor illusory magic and are themselves quite resistant to magic. They are vulnerable to sunlight, but need to stay exposed for hours for this to be damaging to their health. It is possible for derro to be cured of their madness, but only through the use of the most powerful of magics.

Actions depending on which course you chose above


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 shakes his head and whispers to the others, "There's no way I'm following him without light. For all we know this could be a trap."


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, when he see's the creatures.: 1d20 + 5 ⇒ (16) + 5 = 21

Relan is content to be lead ahead in the dark, for now. He says nothing.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"This whole place is a trap. Keep your light in a pouch, ready to reveal at the slightest alarm."


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 sighs as he dowses his light spell. Cursing under his breath, Vuloo follows the best he can in the dark.


Pressing ahead with no light ... Andel still whispers the translation to the group, moving from each of you to let you know what the voices said.

I believe only Braelex & Aidon can actually see?

Immediate actions at this point?


Male Half-elf Druid 3 Monk 2

I only have low-light vision, so if we're dowsing the light I'll be blind. Trusting the ghoul since he hasn't led us astray so far I'll go with the group consensus of no light.

Remembering my training I'll focus on taking deep controlled breaths to steady my nerves and regulate my heart beat as I follow closing those that can see in absolute darkness.


Hmm, reread the room description, the blue fungus actually allows illuminates the room (albeit shadowy). Everyone can read the darkvision spoiler above. My apologies

As you get closer to the edge of the balcony, your eyes adjust and you are just able to make out the 2 sets of stairs and figures in the distance.

After their discussion (above), the blue humanoids stand up and begin to disperse, gathering papers and packs from the table.

-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)

Relan tenses and looks to the ghoul to see if they will attack the three or let them leave the room unchallenged.

How high up are we? Do both sets of stairs go up?


The ghoul has a feral glint reflected in his eyes and Relan swears he sees the dead sailor lick his lips as he gazes longingly out at the three blue humanoids. He grips the railing in anticipation but is apparently waiting your decision to act ... at least, for now.

-Posted with Wayfinder


You are 10 feet up and both sets of stairs lead down

-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)

Are any of said blue humanoids getting closer to us? The problem is that if Relan drops he can only move 20' into the room and still get an attack. If one is moving towards the spiral stair he will do as follows.

The lightly armored fighter drops from the balcony onto the floor lightly and moves to attack.
Acrobatics: 1d20 + 4 ⇒ (13) + 4 = 17

Closing to within 10' of one of the blue skinned humanoids he uses the blade to tangle the creatures feet tripping him to the floor.

Trip Attack: 1d20 + 12 ⇒ (14) + 12 = 26


Male Half-elf Druid 3 Monk 2

Fulmen was inclined to let them disperse, but if Relan jumps into attack then Fulmen will back him up.

I suppose we can't have them going off and kidnapping people

Fulmen will use storm burst

Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24

Confirm Crit: 1d20 + 4 ⇒ (17) + 4 = 21

dmg: 1d6 + 1 ⇒ (5) + 1 = 6
dmg: 1d6 + 1 ⇒ (5) + 1 = 6

Tracked Resources:

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

Storm Burst: 5/6

Level 1: 3/4
Cure Light Wounds x2
Shillelagh x1 (-1)

Darts: 12
Goodberry:


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 hill hold his action waiting for Relan to open the attack.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Same for Braelex.


Male Aasimar Master Summoner / 6

Aidon gasps as Relan jumps down. "Did you guys see that!?" Aidon then frowns, "That was very graceful, stupid, but graceful."

Depending on the layout, Aidon will cast Grease if he can place it well enough


Balcony Surprise ... Surprise Round

Init: Port, Lockerbrie, Cad, Relan, Braelex, Aidon, Amiculus, Vuloo, Andel, Atlatia, Fulmen

Relan drops down to the ground, and surprisingly none of the blue dwarves hear him. He starts his charge just as Aidon delivers his outburst, which the creatures do notice, the nearest one starting as Relan rushes toward him. (Map has Relan next to him, he would have stopped one step further back, so I'll take that into account next round and adjust map accordingly. Don't believe you can trip at the end of a charge, so move action is all you get for this round

Lockerbrie follows Relan over the edge, landing nimbly and soundlessly on his feet with cat-like grace, hunger evident throughout his entire body.

Everyone else has their surprise round actions (1 action only ... move or standard) ... Aidon choose your grease 4-square target (range is 25 +5/lvel ... Fulmen, pick a target for your storm burst

Map here

The Dice:

Aidon Init: 1d20 + 2 ⇒ (12) + 2 = 14
Andel Init: 1d20 + 1 ⇒ (13) + 1 = 14
Braelex Init: 1d20 + 4 ⇒ (2) + 4 = 6
Fulmen Init: 1d20 + 1 ⇒ (19) + 1 = 20
Lockerbrie Init: 1d20 + 7 ⇒ (15) + 7 = 22
Relan Init: 1d20 + 2 ⇒ (17) + 2 = 19
Vuloo Init: 1d20 + 1 ⇒ (14) + 1 = 15
Cadmius Init: 1d20 + 6 ⇒ (17) + 6 = 23
Portoquie Init: 1d20 + 6 ⇒ (10) + 6 = 16
Atlatia Init: 1d20 + 6 ⇒ (1) + 6 = 7
Lockerbrie Acro: 1d20 + 11 ⇒ (12) + 11 = 23

Ignore all these dice rolls, I had a double post and deleted the first one, so these are all inaccurate based on the rolls I wrote this with


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 cast hold person on the furthest blue humanoid that he has visibility of.


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, Relan double moved? He cannot charge as he he had to jump down this round. I was hoping he could move and attack, but of not he will stop 15' back so that any movement towards him will net him an AOO, which he will use to trip.


Sorta ... the drop down was before surprise init rolled (free, if you will) since you weren't detected. So surprise starts when Aidon shouts out ... Relan is already on the ground floor. Copy the update to positioning


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex waits for a timely shot.

As soon as a second derro comes into view, she fires.

Crossbow: 1d20 + 7 ⇒ (14) + 7 = 21; Damage: 1d8 ⇒ 3


Male Half-elf Druid 3 Monk 2

I'll target the one nearest Relan with the storm burst.


Male Aasimar Master Summoner / 6

Actually I didn't realize this room was this big, can I instead Daze Monster the monster Relan is fighting?

DC 15 Will Save


Balcony Surprise ... Surprise Round

Init: Port, Lockerbrie, Cad, Relan, Braelex, Aidon, Amiculus, Vuloo, Andel, Atlatia, Fulmen

Updated Relan's placement

Braelex fires at the second creature in the middle across the table, nicking it in the shoulder. Aidon casts a spell reaching out to the blue humanoid's mind and attempts to cloud it, but finds a resistance to his attempt. The summoner powers through and the blue gnome's eyes go crossed in his head as he stands there dumbfounded

Please roll caster level checks for any spells cast from here on out

Vuloo targets the far one and attempts to paralyze it, but it shakes it off.

Meanwhile, Andel studies the creatures for a bit and then states, "I dont know what they are, sorry," before firing his bow missing wide. Finally Fulmen, also able to penetrate the creature's spell resistance snaps a burst of storm power in front of its nose, the dazed creature taking nearly the full brunt of the micro storm.

Actions Round 1?

Map here

The Dice:

Aidon Caster level check: 1d20 + 4 ⇒ (18) + 4 = 22; fail
Port Save vs daze monster: 1d20 + 6 ⇒ (2) + 6 = 8; fail
Vuloo Caster level check: 1d20 + 4 ⇒ (12) + 4 = 16; success
Cad Save vs hold person: 1d20 + 6 ⇒ (11) + 6 = 17; success
Andel Knowledge: 1d20 + 4 ⇒ (1) + 4 = 5; fail
Andel vs P: 1d20 + 4 ⇒ (1) + 4 = 5; miss
Fulmen Caster level check: 1d20 + 4 ⇒ (15) + 4 = 19; success

DM Use:

A 3
C 0
P (12)


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)

Round 1

Vuloo will extend a life link to Relan.


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)

Fixed Andel's profile so his languages/skills/spells known show in his post for your info


Male Aasimar Master Summoner / 6

I am confused, did I fail my caster check or did he fail his save?


He failed his save. I mismarked the fail/success in the Dice, but the numbers are right. He is dazed.

-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)

If its ok, Relan will use his previous attack to move 5' and trip the derro. If the creature moves first, he will use that roll as an AOO.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex fires again at the nearest foe.

Light Crossbow: 1d20 + 8 ⇒ (15) + 8 = 23; Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Male Half-elf Druid 3 Monk 2

Balcony Surprise

Round 2
HP: 25/32
AC: 15

Fulmen moves into the room closer to Relan and fires another Storm Burst

Ranged Touch Attack: 1d20 + 4 ⇒ (7) + 4 = 11

dmg: 1d6 + 1 ⇒ (1) + 1 = 2

Tracked Resources:

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

Storm Burst: 4/6

Level 1: 3/4
Cure Light Wounds x2
Shillelagh x1 (-1)

Darts: 12
Goodberry:


Balcony Surprise Round 1

Init: Port, Lockerbrie, Cad, Relan, Braelex, Aidon, Amiculus, Vuloo, Andel, Atlatia, Fulmen

The wild-eyed humanoid in front of Relan blinks his eyes a couple times and then shakes his head, slowly coming out of the effects of Aidon's spell. Lockerbrie rushes by the warrior and leaps at the small blue man, ripping and rending flesh with his teeth, but his eagerness leads him to be unable to penetrate the man's armor.

The far derro moves forward with a sense of reluctance and then snaps his fingers and a burst of sound explodes next to Relan's ear. Next to him, Lockerbrie grabs his head and moans rocking side to side. Relan: Take 1d8 ⇒ 3 sonic damage and make a Fort Save DC15 or be stunned 1 round.

Depending on Relan's save ... the creature may or may not be tripped.

Braelex fires another bolt at the middle man ... no, a woman on closer inspection ... and scores another hit.

Vuloo opens a lifelink to Relan and Andel shoots into the fray, but misses wide.

The female turns and makes a harsh clicking sound, touching a chair she just vacated and the area around her darkens noticeabily, taking the two far humanoids out of the party's view.

Fulmen lashes out at the near man again, but this time he dodges aside and the miniature squall explodes harmlessly on the wall (even if he's on the ground).

Map here

Actions Round 2?

The Dice:

Lockerbrie Bite vs Port: 1d20 + 6 ⇒ (10) + 6 = 16
Lockerbrie Save vs Sound Burst: 1d20 + 5 ⇒ (2) + 5 = 7; fail
Andel vs Port: 1d20 + 4 ⇒ (13) + 4 = 17; miss

DM Use:

A 6
C 0
P (12)
L 3


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)

Round 2

Vuloo extends a second life link to Fulmen.

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