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)

Poling as best he can Relan calls to Vuloo who is behind him in the boat Guide me. Asking for Guidance from Vuloo The fighter begins to move the boat towards the land in the south with a plan to land at the island if the boat seems to be getting away from him.

Prof Sailor: 1d20 + 2 ⇒ (19) + 2 = 21

Prof Sailor: 1d20 + 2 ⇒ (10) + 2 = 12

Prof Sailor: 1d20 + 2 ⇒ (17) + 2 = 19

Prof Sailor: 1d20 + 2 ⇒ (17) + 2 = 19

Prof Sailor: 1d20 + 2 ⇒ (5) + 2 = 7


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Aidon, any of those dolphins handy to help us through this?"

Can't roll profession checks untrained, so can't aid other with that specifically. Would you allow perception or survival rolls to aid (pointing out hazards, etc)?


Survival is reasonable.

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Survival Aid Other: 1d20 + 7 ⇒ (17) + 7 = 24
Survival Aid Other: 1d20 + 7 ⇒ (6) + 7 = 13
Survival Aid Other: 1d20 + 7 ⇒ (9) + 7 = 16
Survival Aid Other: 1d20 + 7 ⇒ (20) + 7 = 27
Survival Aid Other: 1d20 + 7 ⇒ (4) + 7 = 11


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, appearing a bit green, does as Relan requests and casts guidance for each of his checks, "May Sarenrae guide you, sir."


I'll go ahead and roll for Levelle

Prof Sailor: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Prof Sailor: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Prof Sailor: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Prof Sailor: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Prof Sailor: 1d20 + 2 ⇒ (2) + 2 = 4

Relan is able to get his boat and team just to the beach, but Levelle and Braelex struggle as they get close to the shore and the boat gets caught in the current taking them to the roaring waterfall that cascades off into the darkness below.

I've annotated the three spots on the map that are where the boat will move at the end of each failed attempt (each represents one round). I'll allow each PC to do something different at each point if they wish. Keep in mind standard/move actions vs where the boat moves each turn. If you wish to ride it out and keep trying, let me know and I'll roll some more ... or Levelle can pop in and roll for herself


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 quickly grabs the hemp rope from his backpack and hands it to Relan. "Toss it to them and pull them back!"


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Pro Sailor: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Levelle continues to try to steer the boat with little success. Swearing to herself the elf hears Vuloo's plan. Reaching into her haversack, Levelle pulls her silken rope with great speed and pushes one end at Talaay. Take it to Relan.

Assuming the bird complies... Levelle works to hitch the rope to the small boat so that they are relying on the passengers strength on both ends...


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)

Seeing both the offered rope but also Talaay bringing a rope Relan readies to try to hold the boat and to pull it to land.

Strength Check: 1d20 + 4 ⇒ (17) + 4 = 21

Everyone on shore, assist me. he says indicating the rope on the ground.


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 jumps on shore and attempts to assist Relan.

Str Chk: 1d20 - 1 ⇒ (6) - 1 = 5

But he becomes hopeless entangled in the rope.

Andel will also attempt to assist, unsuccessfully.

Str Chk: 1d20 ⇒ 7


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

So, ummm...

Braelex wrote:
"Aidon, any of those dolphins handy to help us through this?"


So Aidon hasn't posted in a month. I've pinged him, but won't wait around.

-Posted with Wayfinder


Pressing on without input

Levelle, I think this might be the kinda thing where I'd request a push Handle Animal check ... definitely outside of the animal's "comfort" zone

Levelle Handle Animal DC20: 1d20 + 11 ⇒ (12) + 11 = 23

The hunter secures the rope quickly as the bird hauls the rope to Relan. The valiant warrior grabs hold and secures himself and when the rope snaps taught, he skids forward a couple feet knocking Vuloo and Andel aside. However, with straining muscles he's able to stop the boat and hold it in place.

Map updated, boat no longer moving

Make a strength check DC10 to maintain, DC15 to move it 10 feet toward you. Fail the DC10 and you are drug 15 feet along with the boat toward the waterfall, unless you let go. Everyone else can take an action for each Strength check


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)

Andel gets up and again attempts to assist Relan.

Str Chk Assist Other: 1d20 ⇒ 6
Str Chk Assist Other: 1d20 ⇒ 13
Str Chk Assist Other: 1d20 ⇒ 15
Str Chk Assist Other: 1d20 ⇒ 2

Vuloo thinks twice about assisting Relan with pulling the rope and decides to instead cast guidance on Relan for each strength 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)

Bracing in the sand as best he can Relan begins to pull the small craft in to shore. At first he has some trouble but begins to make headway.

Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14
Strength Check: 1d20 + 4 ⇒ (17) + 4 = 21


Male Aasimar Master Summoner / 6

Sorry all, had too much going on lately and I have been slacking

Aidon will summon several earth elementals on the shore to pull us to safety

Enhanced Summoning - 1d3 + 1 ⇒ (1) + 1 = 2

In Terran - "Pull us in my friends!"

Elemental Str Check - 1d20 + 5 ⇒ (2) + 5 = 7

Elemental Str Check - 1d20 + 5 ⇒ (13) + 5 = 18


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

That makes sense GM, thank you for rolling well for the check ;p

Levelle motions to the others in the boat to try to also pull on the rope....

Strength: 1d20 ⇒ 19
Strength: 1d20 ⇒ 4

Levelle gives a hearty pull from her side as well, all the progress of which is lost quickly in the next moment as she slips on the boat and loses what gains she had made....


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Strength: 1d20 ⇒ 10
Strength: 1d20 ⇒ 19

Braelex does what she can to help out.


With both sides pulling and with the additional effort from Aidon's elementals, you're able to successfully get the boat to shore ... just.

Actions from 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 will cautiously explore the beach area. He studies each mound and shoves a bit of the sand away to see if the mounds are covering anything. If it appears safe, he climbs up on top of the mounds and inspects each shield. Finally, he will carefully examine the stone door for anything of interest.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Andel will likewise study the area.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Vuloo searches the beach and discovers the mounds are relatively freshly turned sand that's been patted back down. Levelle notes that the marks are from a shovel.

The shields are heavy steel shields emblazoned with a rune.

Knowledge History or Arcana DC15:
It's the ancient Thasillonian symbol of lust

The stone door is not locked nor does Vuloo (or Braelex) note anything of interest.


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)

Breathing heavily from pulling the boat to shore Relan spends some time making sure both boats are secure on shore before joining the others in the search of the beach.

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Is this where the graves are? If so, should we dig them up to see what killed them?


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)

Knowledge, History: 1d20 + 5 ⇒ (14) + 5 = 19

Vuloo muses, "The shield rune is the ancient Thassilonian symbol of lust, which is consistent with Sorshen. Yes, let's unearth the mounds and see what lies beneath."

Vuloo and Andel begin pushing sand away from one of the mounds.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Knowledge (arcana): 1d20 + 15 ⇒ (15) + 15 = 30

Braelex nods. "We've come to the right place." While the others dig, she listens carefully at the door.

Perception (Take 20): 20 + 12 = 32


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Sorry folks. More illness. More family issues. This season has not been kind...

Levelle converts her traveler's tool into a shovel and begins to help...


Digging up the mounds, the party unearths two bodies of women who have just begun to decompose. Both bodies still wear suits of gray full plate with closed visors, larger red plumes and red capes. They clutch their
masterwork longswords across their chest.

Knowledge Local DC15:
You recognize the infamous armor of the Gray Maidens, the disgraced Korvosan Queen's elite warriors


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

Knowledge Local: 1d20 + 14 ⇒ (7) + 14 = 21

Andel holds his nose, "Only the Gray Maidens wear this type of plate armor. The Gray Maidens are the disgraced Korvosan Queen's elite warriors."


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 shrugs, "Let's keep moving."

He opens the stone 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)

What has caused their death? And is any of their possessions magic?


No magic, I assume detect magic spam on all discovered gear/loot. Other uses of detect magic would have to be called out.

Heal check required for cause of death

-Posted with Wayfinder


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 attempts to discern the method of death.

Heal: 1d20 + 4 ⇒ (4) + 4 = 8

He will also detect magic on the whole area.


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

HEal?: 1d20 + 6 ⇒ (10) + 6 = 16

Levelle kneels down next to he bodies and looks over them with a discerning eye...


Levelle studies the bodies carefully and finds serious bruising and swelling ... signs of significant blunt force trauma. Of interest is a couple of very fine slivers of blue glass she finds just under the surface of the skin on one of the Maidens.

-Posted with Wayfinder


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 looks with concern at the bodies, "They must have been killed with a glass weapon ... or something made of glass." He look's with concern at the glass statue on the island. "We better keep moving!"

He hurriedly opens the stone door and heads in.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Braelex chugs down her mutagen, loads her crossbow, and follows Vuloo.


Male Aasimar Master Summoner / 6

Aidon happily follows the group, the elementals would have helped dig and should still be around for awhile, they will lead


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 do not think we need to rush off from here per say, but we should avoid that island if possible. Relan begins to move to the front but thinks better of it. Someone should be up front that can find traps. he recommends.


Female Elf Hunter 6 [HP 42 | AC/Touch/Flat 17/13/14 | Fort/Ref/Will +5/+8/+4 | Init +3 | CMB +8; CMD 22] Handle Animal (11) Intimidate (6) Perception (13) Spellcraft (11) Stealth (12) Survival (13*) Track (16*) Wild Empathy (7)

Levelle nods after Relan and pulls her bow, just in case.

-Posted with Wayfinder


Lascivious Mural

Vuloo opens the door and the party proceeds in. The walls of this room are covered by detailed murals depicting wanton acts involving otherworldly beings of every description. The murals cover every vertical surface, but stop abruptly after turning down the hallway to the south, as though abandoned by the artist.

Perception DC18:
You note the artist's signature on one of the murals, "Amivadeus Yasrin." You also note subtext of the work: subtle suggestions of deep spiritual rot and decadence are apparent throughout

Barred Gate

The stone walls, floor, and ceiling of this hall are polished to an almost mirrorlike sheen. The arching ceiling is supported by twin rows of columns, all of which have been carved to resemble the same beautiful woman dressed in revealing robes.

Nearly as surprising is when a unearthly gorgeous white haired, chalk-skinned man wearing a cape and pants, but bare chested steps from behind a column up to the gate. His waist-length hair is braided thickly and he carries a bow on his back and a rapier at his belt. He grins wide, elongated incisors obvious in his mouth. "“Greetings, friends or foes,” he says with an almost otherworldly calm. “Which be you? I’ll open the gate for you myself if you be the former, but fear I must prevent your passage if you be the latter. Would you speak the pass phrase for me?”

Image uploaded

Knowledge Local DC11:
The man is a dhampir, the progeny of a human and a vampire


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)

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Vuloo studies the mural, "The signature is Amivadeus Yasrin. This work suggests deep spiritual rot and decadence. I would expect nothing less form the runelord of lust."

Knowledge, Local: 1d20 + 1 ⇒ (18) + 1 = 19

Vuloo whispers to the others as the man approaches, "The man is a dhampir - the progeny of a human and vampire!"

He then smiles at the man, "I would prefer that we be friends, but I fear that I do not know the pass phrase. Perhaps there is something that we may trade for our passage? Possibly we could help you escape this forsaken place?"


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)

Have we run across any knowledge about possible pass phrases that OOC we may be forgetting about due to play speed?

And before we answer further I would ask you if a group of armed women have recently passed by you and if they knew your pass phrase?


No, Relan, the way your story has progressed, you aren't missing anything due to forgetfulness.

-Posted with Wayfinder


Barred Gate

As you respond to the guardian dhampir, his eyes flash with an indecipherable look before he shakes his head sadly and simply states, "Then I have no choice but to stop you."

He steps back behind the column and you hear the telltale sign of spellcasting.

If you wish to do anything besides talk or move, roll initiative. Additionally, I added Aidon's earth elementals to the map. Forgot them in the set up


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

"Fall back?" Braelex queries, not very comfortable at the head of the train.

Does there appear to be any way to open the gate?


Not immediately obvious unless you wish to spend a round to search?

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

Depends if we stay or go...


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 + 1 ⇒ (17) + 1 = 18

Vuloo extends a life link to Braelex. "See if you can open the gate."

Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24

Does Vuloo recognize the 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)

Is there a door in the gate? Does the whole thing raise up? Relan advances pulling his crowbar and tries to force the gate unless he is warned not to. Someone give me a hand. he asks.

Force open the gate: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

Might need an assist.


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)

Vuloo, you can't identify a spell if you cannot see it being cast or see some sort of visible effect.

Relan, the gate slides up but it is barred from the other side. Will see if there is an assist before I adjudicate

-Posted with Wayfinder

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