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)

Fort: 1d20 + 6 ⇒ (11) + 6 = 17

Still a little confused. If jumping down was a free action then what did Relan do in the surprise round? Just move up I guess?


Yes, just move. Surprise is a single action.

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex holds her shot, waiting for a clear target.


Male Half-elf Druid 3 Monk 2

Balcony Surprise

Round 3
HP: 25/32
AC: 15

Fulmen moves to flank the guy on Relan. If he doesn't have enough movement to reach flanking position then he'll move as far as he can go and pop a goodberry.

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: 7


Actions from Relan and Aidon required for next round.

Relan has successfully tripped the creature in front of him

-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)

With the other enemy in darkness Relan focuses on the prone one. He will then take a 5' step to be behind the ghoul, but still be able to threaten the enemy.

+1 Cold Iron Ranseur: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 252d4 + 7 + 6 ⇒ (3, 4) + 7 + 6 = 20

What weapon does it hold?


A strange spear with a glass tube just short of the needle like tip. There is some sort of whitish blue liquid inside it.

-Posted with Wayfinder


Male Aasimar Master Summoner / 6

Round 2

Aidon will move north and summon an small earth elemental behind the creature

To Hit - Power Attack 1d20 + 10 ⇒ (19) + 10 = 29
Damage - Power Attack 1d6 + 9 ⇒ (4) + 9 = 13

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
Fort +5, Ref –1, Will +3
Immune elemental traits


Balcony Surprise Round 2

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

The man on the ground whimpers and waggles his finger at Relan and the area around them both grows dark.

Darkvision:

The man stands up and then moves to the northeast 1 square.

Lockerbrie breaks out of his reverie and rushes past Relan hungering for the blue man, who just ducks out of his reach.

Relan steps forward blindly and takes a swing, missing in the dark. Relan, if you wouldn't have done this let me know and we'll retcon. I've been stalling the game too long and need to move it along again

Braelex holds her action while Aidon summons an elemental next to the man in the dark. The creature, unaffected by the dark slams the little blue man hard.

Aidon ... not sure about the +10 to hit and +9 to damage. My read on a small earth elemental is +6/+4 base, +8/+6 after augment, and +7/+8 after power attack. What am I missing? Assuming prone and flank of some sort? Still doesn't come out right.

Vuloo opens another lifelink, while Andel searches for a visible target and Fulmen stumbles into the dark eating a berry.

Actions Round 3? Map to come shortly, but not much has changed that you can see

The Dice:

Defensive Cast: 1d20 + 5 ⇒ (12) + 5 = 17; success!
Lock vs Port: 1d20 + 6 ⇒ (6) + 6 = 12; miss
Relan miss chance: 1d100 ⇒ 13

Dm Use:

A: 6
C: 0
P: 12 (12)
l: 3


Map here


Male Aasimar Master Summoner / 6

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

+6 Base
+2 Enhance
-1 Power
+1 Earth Mastery
+2 Flank

Damage

+4 Base
+2 Enhanced
+2 Power
+1 Earth Mastery

HP should be 17 as well, didn't notice it's a 2 HD monster


Got it, thanks!


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

After the derro steps north, Braelex fires using the clear line of fire.

Crossbow: 1d20 + 8 ⇒ (4) + 8 = 12; Damage: 1d8 + 1 ⇒ (8) + 1 = 9

She grimaces and reloads.


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)

Instead of swinging, Relan will step back 5' and use his way finder to cast light onto his weapon. He does not know if it will counter the darkness or not.


Relan casts the light spell, but doesn't notice any appreciable change to the light levels.

-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)

I think 5' puts him on the edge of the darkness, right?


I can't see the map from work, but if your square isn't touched by darkness, then you're good to go, however the light doesn't penetrate

-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)

Roger that. Also I sent you a PM to consider when you can get to it.


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 holds his action waiting for a target to appear.


Male Half-elf Druid 3 Monk 2

Fulmen will defensively withdraw in attempt to get out of the darkness.


Just realized it would be smarter to end on his action

Balcony Surprise Round 3

Darkvision:
The derro moves away from Lockerbrie and the elemental in full withdrawal

He cries out in the darkness.

Aklo:
"Come help me, beast. NOW!"

Elemental gets an AoO for the second square of movement ...

Need Relan and Aidon's actions for this round


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 calls out Where is? Does anyone see an enemy? hoping someone with darkvision can narrate for him.


Male Aasimar Master Summoner / 6

The Elemental has 60' Tremorsense. Can he see anything in that radius?


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)

Elementals also have Darkvision...


The elemental is perfectly aware of what's going on, thus the need for an AoO

-Posted with Wayfinder


Male Aasimar Master Summoner / 6

Sorry I missed that it got an AoO when I checked on the phone.

To Hit - Power Attack 1d20 + 10 ⇒ (19) + 10 = 29
Damage - Power Attack 1d6 + 9 ⇒ (4) + 9 = 13

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 17
Fort +5, Ref –1, Will +3
Immune elemental traits

Unsure of what else he can do, Aidon stands there looking undecided until finally dismissing Amiculus


Darkvision:
The elemtal swings out with a huge first of stone as the man moves past him to open the door, squashing him into a pulp ...

There is a gurgle as the man's cry is cut short. However, an inhuman groan can be heard from beyond the darkness to the north.

-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)

Just to clarify, Relan has asked for input from party members that have dark vision and can see what is going on. I am ready to post but am still hoping someone will answer him.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

If no one else replies to Relan, Braelex will shout a sharp bearing and distance.

I can't get to the map for some reason, so can't be more 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)

Unless the darkness vanishes with the passing of the Dero Relan will move around to the south side of the stairs, using a single move and then ready to strike any opponent coming close to him.


Neither area of darkness vanish, but a moment or two passes and no visible threats leap out at anyone.

Braelex:

As the combat lulls for a moment, you feel an almost insistent urge to run to the southern wall and search it carefully. The compelling nature of the urge passes after just a second, but you feel a gentle tug in the back of your mind. A nagging thought.

Actions?


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 whispers to the others, "We need to climb down."

He then swings a leg over the balcony rail and carefully lowers himself down.

Acrobatics: 1d20 + 0 ⇒ (11) + 0 = 11


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Hold a second," Braelex mutters, moving carefully towards the southern wall and inspecting it closely.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


During the lull, Vuloo and Andel hop down while Braelex moves to the southern wall and begins to search. Shaking her head she turns to leave as she finds nothing when her sleeve catches on something. Looking back to pull her sleeve away, she tugs and a hidden catch under the jut in the rock gives way, causing a section of the wall to slide away.

Darkvision:

A curving stairwell shrouded in tattered cobwebs and a thick layer of dust extends into the darkness. A bulky cobweb-shrouded shape looms in an alcove directly to the east.

Darkvision and Knowledge Dungeoneering DC14:

The creature is a shriezyx, a spider-like aberration.

Make a Knowledge History check

In the mean time, Lockerbie hisses and glances back at the northern darkness and then the western, red eyes flashing. "Are we following the others or not?" He asks almost angrily.


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 signals to Lockerbie to standby as he looks up expectantly at Braelex, "Let's finish the derro. We can circle back and explore the secret door later."


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 follow. Galen concludes. Someone make a light.


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 casts light on his crossbow, "Lead on Lockerbie."


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex nods and quietly closes the door.


With a snarl, Lockerbrie takes to all fours and patters off into the darkness to the southwest. The darkness evetually gives away to the soft blue light of the fungus on the walls again and the party finds themselves at the end of the oddly shaped room. A door to the northwest and a door to the southwest.

Lockerbrie stops and sniffs the air and each door.

"One, a female, went north. The scent of humans, elves, and dwarves goes that way as well ... the other, a male, went to the south. It is cold, very cold, that way." He looks back at you, eyes ablaze with hunger.

Map here

Where to?


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 to the others for an answer.


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 regards the ghoul wearily, "Let's go north. If they've gone for reinforcements, it would be through the more traveled way."


Male Half-elf Druid 3 Monk 2

"I vote we go down the secret passage. It doesn't appear to have been used before so I don't think the current residents know about it. Perhaps we'll find another way to our goal and avoid an unnecessary battle."


So one vote north, one vote to go back to secret door, one abstain and Braelex is out of pocket (traveling). Need Aidon to break the tie!


Male Aasimar Master Summoner / 6

"I agree that we should go and find the enemy we know, instead of moving down a path that may have more enemies and have these come up behind"


With the party vote to continue in hot pursuit, Lockerbie leads the party through the northwest door and down a corridor to a square room that looks like a combination of a bedroom and torture chamber, equipped with a table complete with restraints and cables and pulleys. Various implements, stained with blood and showing signs of high use are neatly stacked together on another side table.

A glance down the hall to the west shows what looks to be a pair of prison cell style rooms complete with cage-like doors.

Most interesting of all is a familiar face standing in the middle of the room, eyes half-closed and casting a spell. You recognize Natalya Vancaskerkin, previous holder of the Shard of Pride, who you last saw two days ago at Heidmarch Manor.

Immediate actions? Light is normal here.

Map here


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 eyes Natalya suspiciously, "This must be some sort of derro trickery - it can't be her!"

He readies a hold person spell.


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 agrees. Can anyone tell the spell she is casting? He moves forward and strikes the woman, turning the blade at the last moment to do non-lethal damage. Forgive me Natalya, if that is you.

+1 Cold Iron Ranseur: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 232d4 + 13 ⇒ (3, 3) + 13 = 19


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 casts the hold person spell on Natalya as Relan moves up.

He attempts to identify the spell being cast.

Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20


Male Half-elf Druid 3 Monk 2

Fulmen attempts to identify the spell being cast.

Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19

Will also look Natalya over for signs of torture.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32


Fulmen & Vuloo:
Natalya is casting charm person

Old Friends Round 1

Init: Clarence, Andel, Atlatia, Aidon, Braelex, Vuloo, Natalya, Lockerbrie, Amiculus, Relan, Fulmen

The party moves to act as they hear a shout from the west, "Oy, ya be leavin' her alone now!" Following quickly is a twang of a crossbow bolt as a bearded large man taking shelter down the hallway fires a bolt at Lockerbie. You recognize him as your one-time Pathfinder companion, Clarence! Last you saw him he was leaving Magnimaar with Lorlenn to take the dying elf home.

The bolt drives in to Lockerbrie hard and the ghoul hisses. Andel shouts out a warning (No one is flat footed now) and draws his flute and begins to play a very catchy tune. Neither of his opponents seem to be affected.

At Aidon for action

The Dice:

Aidon Init: 1d20 + 2 ⇒ (16) + 2 = 18
Amiculus Init: 1d20 + 1 ⇒ (9) + 1 = 10
Braelex Init: 1d20 + 4 ⇒ (12) + 4 = 16
Fulmen Init: 1d20 + 1 ⇒ (3) + 1 = 4
Relan Init: 1d20 + 1 ⇒ (4) + 1 = 5
Vuloo Init: 1d20 + 1 ⇒ (14) + 1 = 15
Andel Init: 1d20 + 1 ⇒ (20) + 1 = 21
Natalya Init: 1d20 + 3 ⇒ (10) + 3 = 13
Clarence Init: 1d20 + 4 ⇒ (17) + 4 = 21
Atlatia Init: 1d20 + 6 ⇒ (13) + 6 = 19
Lockerbie Initi: 1d20 + 7 ⇒ (4) + 7 = 11
Clarence vs Lock: 1d20 + 9 + 1 - 1 ⇒ (18) + 9 + 1 - 1 = 27; HIT!; Damage: 1d10 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9
Natalya save vs fascinate: 1d20 + 2 ⇒ (20) + 2 = 22; success!
Clarence save vs fascinate: 1d20 + 5 ⇒ (10) + 5 = 15; success!

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