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)

Braelex follows along closely to Unselm's lecture, fascinated. She nods, taking mental notes to add to her own research. "I can't wait to see this place!" she says, clearly excited. "My old troupe avoided Kaer Maga as if it were quarantined with a plague, but it has always piqued my curiosity."

"Unselm, are you coming with us?"

"How should we travel there? Take a riverboat up the Yondabakari, or sail to Korvosa and go overland from there? Or maybe just join a caravan and take it slow?" Her eyes sparkle a bit, especially at the mention of the third option.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

DM:

Once the party finishes diving the spoils of loot, Nalar will take the holy symbol of Noctula to Ayalla. "It's not much but I managed to recover this icon with the help of the other pathfinders."

Day 8-Just finished crafting the ioun stone.
Nalar sits at his desk, hunched over the ball of crystal slowly rotating in the air. In a state of intense focus he pours magic into perfect sphere, fleeting thoughts of lust making themselves known, almost as if the curse was attempting to waylay his moment of triumph over it. With a final incantation and surge of power the stone begins to glow brilliantly, slowly floating up into the air and taking up an orbit above him.

With a sigh the wizard reclines into his chair as Thyrl wraps itself around his legs. Feeling slightly drained from the exertion he reaches up to pluck the stone from the air as he reaches into his pocket, retrieving the Shard of Lust nestled there. With out any ceremony he examines the two items in his hands. If the information Braelex has is correct this will stop the curse. He thinks. Here goes nothing. He thinks as he slips the stone into the groove of the shard, the action drawing a chuckle as a juvenile thought pops up into his head.

Day 13-Finished crafting the seducers Bane
His latest work of art complete Nalar relaxes and reclines into his chair with a smile. Taking the time to admire the craftsmanship of the bracers, feeling the magic woven into them, he feels the satisfaction of a job well done. Picking up a quill he writes a letter to Oriana, giving to Thyrl to deliver.
As promised I have completed a little gift for you that will help defend against, unsavory applications of mental magic. Please seek me out at the address Thyrl imparted to you on the day we arrived in Magnimaar. I eagerly await your arrival.


Female Human Tactician 3/Weapon Adept 4

"Unselm is retired, Braelex," Sheila states curtly.

"The easiest route from Magnimar to Kaer Maga is by river, joining with the extensive traffic that heads east up the Yondabakari River to trade with towns like Wartle, Whistledown, and the other settlements of Lake Syrantula and beyond. Most cargo barges being towed up the river stop at Whistledown—itself a journey of at least 2 months—but a few make the roughly 600-mile trek to the foot of the great cascades where the Yondabakari comes streaming down from the Storval Rise, near Kaer Maga," Sheila cautions

"Fortunately for you, I'd rather you didn't spend months riding a slow, donkey-pulled raft up the river. Instead, I've arranged for your passage aboard the Lucky Jenny, a halfling trading vessel whose magical paddle wheel is capable of propelling the riverboat up the wide, sluggish river at a signficantly improved rate getting you to Kaer Maga in just 2 weeks. You can meet the captain, Othlo Janke, at the docks at the end of the month." (This will put you right at the end of Nalar's crafting timeline of 53 days)

"You are not bound to take this route, you can find other transportation if you wish, but short of teleportation, I can't think of a faster or safer route."

Sheila sees you off but then calls Braelex to linger a moment,

Braelex:
"While most will view you as simply a beautiful woman from here on out, and that will give you no end of difficulties and advantages, there are a few out there who know exactly what Sorshen looked like. Be careful, and don't get complacent around the wrong people."


After Braelex leaves Sheila and the Venture-Captain exits to another part of the lodge, the aclhemist hears the shuffle-tap walk of Unselm as he hustles to catch up with her, "A moment, Braelex, if you will ..."

"Ahh ... I would be honored to take up with your party, to see Kaer Maga again and to experience the joys of the open road. On a selfish note, I have a friend, Mortimer Pug, owner of Pug's Contraptions in Ordeila, here in Magnimar, who has been desperate to get his hands on pieces of the Ardoc constructs to increase his competitive bid against the Golemworks. I'd love to aid my friend if possible, but Sheila has me on lockdown given my ... uh, past."

He looks about sheepishly, "You'd have to convince her to let me go, but even if you couldn't, I know that Mortimer would pay well if you could get a few pounds of scrap from different types of Ardoc constructs."


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)

A magical paddle wheel? Sounds more gnomish than halfling, but I am game. It has to be safer than gnomish tech anyway.I look foward to meting this Othlo Janke fellow.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Nalar nods in agreement with Relan. "I agree, never trusted anything built by gnomes to not explode, malfunction or develop new and strange secondary functions. It's like they forget what they're doing or get bored halfway through their crafting, how they ever sit still to learn anything before they bleach still astounds me."


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 spend his time in Magnimar training, procuring supplies for the upcoming journey and researching Kaer Maga.

After Unselm provides his useful information on the factions of Kaer Maga, Vuloo will scribble the details in his journal notes. "Unselm, what can you tell us of the origins of Kaer Maga? Who created the city and the dungeons beneath it, and to what purpose?"

To Sheila, Vuloo nods his appreciation. "Thank you for arranging for our travel Sheila. A magical paddle wheel? My, the power of halfling innovation! How is it that my kin folk are not running Magnimar yet? I truly look forward to traveling with my cousins."

He looks offended when Relan and Nalar attribute the paddle wheel to gnomish invention. "Sirs, I demand respect for halfling civilization! I will have you know that we are responsible for many of the worlds great mundane and magical creations! You clearly have fallen victim to a clever gnomish conspiracy to sleight the halfling people and steal our glory. When you see this magical paddle wheel and its halfling creators, I hope you will have new respect for the power of halfling ingenuity!"


Female Azlanti Pureblood Alchemist (Trap Breaker)

Unselm spoke directly to Braelex, but not necessarily in private. Anyone should chime in, if desired.

"Well, I'd be happy to aid any fellow Pathfinder, but I'm struck quite curious by your 'retirement'. Sheila was very specific on that point. What happened?"


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Turning to Vuloo with a look of shock Nalar raises a hand. "I did mean to cause offence. I am certain of your people's contributions to the field of artifice have been well recognized. When we board the ship I will be looking forward to examining the device, I have no doubt it is of the highest craftsmanship." He says, mollifying the halfings' wounded pride.

Eager to move on from the awkward conversation he approaches Unselm as Braelex answers her question. "I would also be interested to learn your story as well. It makes sense to learn from the, actions of others."


I'm back!

Nalar:
You track down Ayalla in a seedy part of Underbridge. "This is all you came across, Pathfinder? I thought those of your ilk were more ... effective," she sighs. "Never you mind then ... I will take it off your hands. Here, for your ... trouble." She hands Nalar a small pouch of gems, (Totalling 1,000gp and easily liquidatable as needed. You also gain 1 prestige/fame with the PFS).

Around lunch time in your third week, Oriana comes knocking on the door. Bathed, groomed, and fed, the Gray Maidens leader carries with her an aura of authority and professionalism that was overshadowed by her anguish and guilt. Without preamble, she stalks into the room boldly and stands comfortably in the middle, appraising the apartment with a quick scan before turning to face Nalar, her faceless helm under her arm and shield across her back. She twirls her right wrist, indicating the bracers Nalar sent before returning her hand to her sword hilt. "I find these to be quite comfortable and well-crafted. Many thanks. What is it you wished to see me about?"


Unselm coughs nervously in response to Bralex's question, "Ah, it's a delicate matter, to be sure, but suffice it to say that I am an alchemist of the highest order. My mutagens were most potent and I found myself craving their effects more and more. The subsequent inebriation and delusion from those activities precluded me from making the wisest of decisions most of the time."

He hurriedly adds, "But I've kicked the habit ... 7 months straight without so much as a dribble."

To Vuloo, "It is unknown who created the City. There are many thoughts, most likely wrong, so I will not speculate. The same holds true for details on the Undercity ... other than the Halflight Path which occupies a very narrow cylinder. Perhaps a local can shed light on that for you either by rumor and tale or perhaps finding a well-stocked personal library?"


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Nalar gives the woman a once over, keenly aware of her imposing presence. "I am glad you like them. I have two subjects I wish to talk to you about. Firstly a briefing on what those bracers do. They are a form of magic item know as a Seducer's Bane, they will provide you an insight into the motives of others +5 Sense motive As well as a formidable defense against Enchantment Magic +5 will save vs Enchantment. Additionally they alert you if you've been targeted by enhancements and what the source was. And finally when you resist an Enchantment effect they create a false signal, tricking the caster into thinking the spell was successful. Nalar stands from his chair giving her a smile. "I hope this will give you some peace of mind. As for my other request I understand this is your lunch break? I would like to get to know you better Oriana, would you like to stay for lunch?

The wizard looks around his apartment, Arcane books scattered everywhere with crafting equipment filling the spaces the books missed. Perhaps you would allow me to treat you to one of the many cafés on the waterfront. Get to know the local area you're working in?
diplomacy: 1d20 + 16 ⇒ (3) + 16 = 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 nods at Unselm. "Very good, professor. Thank you for the insight. I plan to take careful notes while we are there. With luck, I hope to publish my findings when I return. The Pathfinder Society would benefit greatly from a detailed chronicle of Kaer Maga."

He turns to the others. "I have completed my training and other preparations. I grow restless after so many weeks in the city. Are we ready to begin our journey to the Storval Rise?"


Nalar's Apartment

Oriana gives Nalar a sidelong look, glancing down at where she saw him last stuff the Shard, "Having just saved our lives, I will assume this gift was not a shoddy attempt to bridge to something more base, especially given what my Maidens just went through.. I will take it with the noble intent it was offered. Thank you,"

She walks toward the door as if leaving and grabs the handle, pulling the door sharply open. The light streams in, highlighting her carrot-colored hair and glaring scars. She turns and seems to soften just a hair with the door held open, "However, I am hungry and a quick repast with a new acquaintance would be welcome. You may lead the way."


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

At the lodge
"I agree, nothing might quite be like home but with all the crafting completed I find myself eager to venture forth again. Who knows what old magics lie dormant in the depths of the Asylum Stone." He says, clearly excited.

Nalar's Apartment
Noticing her glance Nalar draws the Shard out, showing her the ioun stone. "Don't worry, the curse of lust has been suppressed. For now I am eager to simply enjoy some meaningful conversation and show you around the city I love so much. And besides it would be a bit on the nose to seduce someone by giving them a gift called seducer's bane." He says with a small laugh and knowing smile.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Lodgement

Braelex nods solemnly to Unselm's story. "Alchemy has many traps that even the enlightened can fall into. My, umm... old body was naturally resistant to the toxic and hallucinogenic properties of my extracts and mutagen. I am not entirely sure how this one," she gestures to her Sorshen-frame, "will handle them. Pure-blooded Azlanti were built sturdy, as far as I can tell."

"Anyway, I will speak with Sheila and see if we can take a receipt for your conduct on the road. If not, I will happily collect some Ardoc-forged scrap for your friend."

If he has nothing else to add, Braelex will seek out Sheila and ask her opinion on the matter.


Nalar

Oriana merely nods ackknowledgement at Nalar's joke and follows him to a nearby cafe. Conversation is sparse but not unpleasant, she focusing mostly on the conditions of her employment with Sheila and the mixed bag of welcomes the Maidens have received around the city.

Lodge

Braelex seeks out Sheila and asks her about having Unselm come along. The venture captain responds with a curt, "You cannot be serious! That man is a danger to himself and others! He killed two Pathfinders and maimed a third because of his addictions. Even inside the lodge, he is limited to divination and healing extracts. Give me reason to trust him outside of this tightly controlled environment. He is suicidal in his desire to redeem himself, physically frail, and there is always the risk of relapse. What possible benefit could he be to you, Braelex?"


The Lucky Jenny

For everyone, regardless if you're involved in another event

The party heads to the river docks in the midst of a great festival honoring the Empyreal Lords. They are made aware that at this time the benefits of the 12 monuments around the city are particularly poignant and their effects are much more enduring that normal. (For game purposes, if you succeed at a monument's ritual, the effects will last through the entire trip to Kaer Maga and for 24 hours after you first arrive. The effects are listed on a handout in your Roll20 Journal)

Additionally, I've loaded a map of the Lucky Jenny (primary map) and a Map of Varisia (handout) for your perusal.

At the docks, you easily find the river boat, Lucky Jenny and a beaming halfling with a crisp shirt, sensible vest and a dark wide brimmed hat, complete with a piece of wheat in the band greets you warmly. The middle-aged halfling strokes his whiskered chin as he squints into the sunlight as he introduces himself, "Ah, gracious Pathfinders, I am Othlo Janke, captain of the Lucky Jenny. The crew is assembled to meet you and show you to your quarters in the foredeck ... sparse as they are!"

Three demure halfling sailors stand in a line, glancing up at you cautiously from time to time.


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 study the Mistress of Angels (+2 for the monument scholar trait).

Knowledge, Religion: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27; +2 on initiative checks.

On the boat, Vuloo salutes Othlo and smiles broadly at the halfling crew and shakes each of their hands. "Permission to board this fine vessel! Cousins, tell us of the great halfling magic that powers this ship! Captain, please, you must give us a tour and tell us everything - spare no detail!"


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Oriana
As the weeks go by Nalar will try to arrange future lunches with the Grey Madien, taking her to different places around the city each time.

Lucky Jenney
Nalar will meditate under arch of the Guardians.
Knowledge Arcana: 1d20 + 17 ⇒ (9) + 17 = 26 +2 on Concentration checks.
He will also buy a fishing set on the way to the boat. -5sp As the party boards the boat Nalar will raise a hand, greeting the crew as he tries to get on the their good side as Thyrl merrily walks behind him.

Halfling:

"A good day to you all gentlemen, I'm looking forward to a nice trip on the river. It's not often Pathfinders get to travel in luxury, I look forward to doing some fishing if we get the opportunity."
Diplomacy: 1d20 + 16 ⇒ (4) + 16 = 20


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 spends much of his free time helping Vuloo with research and show surprising skill in such matters. He is after all a Lore Warden.

The Celwynvian Charge: A gift from the elves of the distant Mierani Forest after Magnimar sent a delegation to secure a trade alliance, what was originally nothing more than a curious stony seedpod has, over the decades, grown into a tree-shaped sculpture as tall as a two-story building. Although the Mierani trade alliance never blossomed in the way Magnimar’s founders had hoped, the strange tree sculpture the elves gifted the city does every year, growing real leaves that bud and fall at the appropriate times of year.

oMonument Boon: Meditate for 10 minutes in the shade of the Celwynvian Charge and make a DC 15 Knowledge (nature) check to gain a +1 morale bonus on all Reflex saves for 24 hours. This bonus increases by +1 for every 10 points by which you exceed the DC 15 Knowledge (nature) check.

Knowledge (nature): 1d20 + 7 ⇒ (8) + 7 = 15 Exactly, so +1

Rylan waits to board last. He steps aboard the Lucky Jenney with wonder. Pleased to meet you Captain Janke. Just let me know where to stow my gear and assign me some duties. I am happy to help out anywhere I am useful.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Lodge

DM Fflash wrote:
Braelex seeks out Sheila and asks her about having Unselm come along. The venture captain responds with a curt, "You cannot be serious! That man is a danger to himself and others! He killed two Pathfinders and maimed a third because of his addictions. Even inside the lodge, he is limited to divination and healing extracts. Give me reason to trust him outside of this tightly controlled environment. He is suicidal in his desire to redeem himself, physically frail, and there is always the risk of relapse. What possible benefit could he be to you, Braelex?"

Braelex frowns at Sheila's outburst, but stands her ground, "Benefit? Well, his expertise on Kaer Maga would certainly be welcome in our search for the shard there. However, I was not aware of the seriousness of his illness. You are responsible for him, and if you think he should remain here, then I will not push the issue. On the other hand, if you believe some travel -- under my supervision -- will do him good, then I will welcome his company."


Female Azlanti Pureblood Alchemist (Trap Breaker)

Founder's Flame Monument

Braelex makes her way to the fiery monument in Naos, meditating and hoping the boon will improve the potency of her fire bombs.

Spellcraft: 1d20 + 17 ⇒ (12) + 17 = 29

***

Lucky Jenny

Braelex arrives at the dock at the determined time, carrying her newly upgraded crossbow strapped over her shoulder. Strikingly, she wears a new suit of masterwork leather armor that better 'fits' her new body. She has her long hair tied up in an elaborate Varisian double braid, something you've never seen her do before.


Othlo beams at Vuloo, "The pleasure is all mine, Pathfinder. Be welcome aboard the Lucky Jenny. Come see this ingenious device we ... acquired to support our profitable trade!" Othlo shows you around the ship (as detailed in Roll 20 ... place yourselves where you wish to be on any given day. Will assume you bunk together in the evening foredeck)

To Relan he states, "If you wish to work, we have plenty of heavy lifting that occurs some times when the engine needs regular maintenance. Let me show you some of the difficult tasks that require three of us that I'm certain you could do alone. Your assistance could shave hours off those tasks each week!"

The halfling sailors chatter back at Nalar in their native tongue, excited to discuss the river, fishing, and smoking tobacco ... if, of course, that is the human's thing.

If there is nothing else, I'll start the trip tomorrow


Female Human Tactician 3/Weapon Adept 4

"I don't believe it will do him good, but he is exceptionally smart. How close an eye do you intend to keep on him if I let him go with you, Braelex? What assurances can you give me?"


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)

Happy to help with heavy lifting Relan spends much of his time with the engine and on the stern of the deck watching the wheel turn and the country pass by.


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 spend the time talking to and getting to know the halfling crew and captain. "Gentlemen, what can you tell us of Kaer Maga and the surrounding lands? How many times have you made this trip? Is it usually uneventful or should we prepare for trouble?"


Female Azlanti Pureblood Alchemist (Trap Breaker)
Sheila Heidmarch *NPC* wrote:
"I don't believe it will do him good, but he is exceptionally smart. How close an eye do you intend to keep on him if I let him go with you, Braelex? What assurances can you give me?"

Braelex shrugs, "I don't know much about his condition, so I cannot say exactly what would be needed. Is he so desperate that he will need twenty-four hour watch? If that's the case, then bringing Unselm may not be worth the trouble. We are going to have our work cut out for us as it is."


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Nalar will spend his time on the deck, taking the sun and discussing the state of fishing along the river with the crew, however he isn't one for tobacco. Thyrl also takes in the sun with it's master.


The Voyage

Once everyone gets settled and comfortable, the halfings onboard some supplies and crates. Most of the boxes are marked "Golemworks" and they stick them wherever they can, mostly under a cargo net below the pilot deck, but in other out of the way places as well. Othlo is a carefree and friendly man, but he knows exactly where he wants things and is exacting in detail when placing them. He casually asks you all to help out in places, and before you know it, he has everyone marching to the beat of his drum. Other than Vuloo, the party struggles moving around the halfing designed ship, feeling cramped and constantly playing limbo with the various lines and spars-much to the crews' loud amusement. Before you know it, you're off.

The Lucky Jenny’s planned route takes you up the Yondabakari toward the swampers’ stilt town of Wartle, then on to the more bourgeois gnome town of on the edge of Lake Syrantula, across the lake to the town of Melfesh, the enclave of Abken, and the haven of Sirathu before finally becoming impassable at the Storval Rise, just miles from Kaer Maga. Othlo tells you he intends to stop at each of those towns, but during the non-town days, he can anchor midstream or on tie up on the bank. He comes to you on the first day asking for assistance.

"Friends, stout Relan as already shown is willingness and ability to aid with cargo and engine maintenance, but I'd be indebted if you'd help with sounding, watch, fishing and cooking, cleaning, or lines and cargo. A well functioning crew could make this journey go quicker if you're game to aid with any of those things? Also, this first bit through the Mushfens can be dangerous and nighttime watches are normally shared by all crew and passengers. Standard watch locations and flow are up to you, but some of you humans stuggle with light, so if you need more than the torches on the four corners of the ship, let me know."

Any desire to assist? Anyone who works (pick an activity above) will need to make a DC15 Con check prior to any other activity to not be fatigued for the effort. Whether that's a fight or bartering on land. Also, if you have any plans for standard watches, now is the time to articulate them


Female Human Tactician 3/Weapon Adept 4

"Not quite twenty-four hour watch, but don't leave him alone in Kaer Maga. If you decide to take him, I will require Andel's scribe services while he is out. Your choice."

Ultimately, the party's choice which NPC you want to take with you. Unselm is a full-leveled alchemist with the Sheila-imposed restrictions on extracts and mutagens. Andel you know is one level behind you as an archivist with a level of expert


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 will stand your watches or help with other tasks. What you describe will likely leave any of us fatigued and unable to stand a decent watch and will impact our ability to fight if it comes to that.

DC 15 con check means even the most robust of us is more likely than not to fail


Othlo smiles at Relans, "The work is hard, no doubt. If it's too much for you city folk, you can pass the time taking in the beauty of the land. We don't mind. Just takes us a bit longer, that's all!"

Othlo seems sincere in his response, appearing to not care either way.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Nalar returns the grin. "You got us there, I'm happy to sit watch and catch fish but for the most part I'd prefer to enjoy some time relaxing along the river." He looks thoughtful for a moment. "Some torches would be nice, most of the party is human and will have trouble with seeing at night. The possible risk of attracting more attention is worth the ability to fight properly if it's required."
Assume this is Nalars selection of spells for the duration of the trip. We should take Andel along, the extra body will be welcome and I'm sure he'll be a bit more stable than the alchemist.

Spells prepared:

4
Confusion
Charm Monster
Wall of ice
Dimension Door
3
Deep Slumber
Deep Slumber
Fireball
Fireball
Magic Circle against Evil
2
Hideous Laughter
Create Pit
Create Pit
Protection from Arrows
Mirror Image
Scorching Ray
1
Charm Person
Mage Armor (Cast at start of day)
Mage Armor (Cast at when the first one time outs)
Sheild
Floating disk
Magic Missile
Magic Missile
0
Read Magic
Detect Magic
Light
Prestidigitation


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 offers to help with the tasks that are more appropriate for his small stature - cooking and cleaning. He also offers to take first watch of the evening.

Con: 1d20 + 2 ⇒ (8) + 2 = 10

After a day of hard work Vuloo starts to tire from the effort. "Shouldn't we have servants for this kind of work?"

I vote for Andel - he's a good skill monkey.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Tried to post 3 times yesterday, and it kept crashing every time I'd preview or submit. =/

Braelex cannot hide her wince, "In that case, Unselm will have to remain here. Andel is one of our team, and we will not part with him unless Unselm's expertise were a certain requirement."

*

To Othlo, Braelex offers, "Sounding sounds like something I could help with. I can even use an extract to swim around ahead and below the boat, if that will work."

If the tasks are going to be so fatiguing, she will modify her mutagen for Con before getting to work.


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)

Hmm. Lesser Restoration would remove fatigue. Relan wants to help but DC 15 con check is pretty serious.


Hard work for an entire day leaves you tired. Imagine that! :) Healed with sleep, as well

The party enjoys the somewhat leisurely trip out of the city and through the Mushfens. Navigating the river through the swamp is some times quite difficult and Braelex finds sounding to be a particularly grueling job. Some of the low hanging trees and branches require significant boat movements and in some cases untangling lines and ropes which Relan and Andel are constantly helping with. Nalar keeps an eye out, but spends most of his time fishing and enjoying the passing time, while Vuloo helps the crew keep things meticulously clean and makes some passable food for the crew and passengers.

All in all, Othlo is pleased with all the aid and you make it to Wartle, the first stop in record time after a couple days. The town, itself, is odd to be sure. The entire city is built on stilts in the middle of the river with detachable walkways that are removed to let the Lucky Jenny through. Othlo spends most of the afternoon and evening haggling and swapping cargo and seems quite pleased that night, smoking a pipe and kicking his feet up on the pilot deck.

After Wartle (You're welcome to shop, but I assumed after 2 months in Magnimar, you have everything you need) the boat sets back out again through the Mushfens. Othlo and the crew seem on edge, and it appears that the Mushfens have been somewhat dangerous recently with a recent shift in the balance of power between the troglodyte tribes and the boggard tribes. Rumor has it that some unknown external influence aided the frogmen over the punguent lizard people, but Othlo thinks the trogs have been on the decline for some time, citing a reptillian disease that caught them up in it.

The first evening out of Wartle, the Lucky Jenny is anchored in the middle of the river, extra torches put out per Nalar's request.

Watch order: Vuloo, Andel, Relan, Braelex, Nalar

When?: 1d12 ⇒ 8
Relan: 1d100 ⇒ 77
Nalar: 1d100 ⇒ 70
Braelex: 1d100 ⇒ 36
Andel: 1d100 ⇒ 38

The party has just gone to bed and Vuloo is keeping an eye out when he alerts, thinking he might have heard something.

Vuloo Perception Check DC20:
You hear a splash and a growl off the bow of the boat

Vuloo Perception Check DC25:
You hear the faint buzz of some large insect to the south

Vuloo actions only, at the moment

Map loaded. I'm trying out dynamic lighting, so let me know if anything is weird. Currently, light is tied to the torches only. Right now, no one has special vision as far as I know, so I'm not messing with that, yet


Also, since it is first watch, everyone make Con checks except Nalar. If you fail, factor fatigue in to your rolls.

Also, everyone else can make the Perception rolls above with a +10DC for sleeping.


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 tried dynamic lighting before. When exploring the group hated it mostly because you could not see where you had explored. Would be better if it allowed the exploited map to remain visible even though much would be dark. I suspect it will be much better for this encounter. Also, unsure about the con check as we have not missed much sleep at first watch. Shouldn't we have to be up all night to be fatigued?

Con Check: 1d20 + 1 ⇒ (8) + 1 = 9

Perception: 1d20 + 13 ⇒ (15) + 13 = 28


Fatigued from work, not up all night. My point about sleep was that you haven't recovered yet. Thanks for the point about dynamic lighting and places you've been. That seems incredibly important. Should be good for a standalone encounter at night, though.


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 + 8 ⇒ (8) + 8 = 16

Vuloo holds his breath and listens to the darkness, but hears nothing. He moves a safe distance from the rail and scans the ship for danger.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Con check: 1d20 + 1 ⇒ (10) + 1 = 11 ... fatigued!

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

Braelex mumbles something in her sleep, snorts and rolls over.


Vuloo hears faint splashing, but mixed in with the sounds of the boat creaking and the wind. Huh, no insect noises ... in the swamp ... at night.

Vuloo has one round to prepare and isnt surprised, but doesn't know what exactly is happening. Roll initiative and post an action


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)

Sorry, but everyone roll init and post an action, or only Vuloo?


Just Vuloo for actions ... feel free to roll initiative, you guys are bound to be a part of this soon enough


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Perception Nalar: 1d20 + 8 ⇒ (2) + 8 = 10

Perception Thyrl: 1d20 + 10 ⇒ (5) + 10 = 15


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)

Init: 1d20 + 1 ⇒ (7) + 1 = 8

Sensing that things are too quiet, Vuloo casts Sanctuary on himself as a precaution (DC 18 Will). He will also call out a warning to the others.


Swamp Surprise

Init: D, Choggi, Vuloo, Krug, B

OK, for everyone sleeping, base DC to hear Vuloo's shout is 10, modified by your distance (+1 DC for every 10 feet or portion thereof). If you succeed, roll your initiative, that's when you awake prone in the current round.

  • Halfings in Pilot Deck: 15 feet
  • Othlo & other halfling: 35 feet
  • Nalar & Thyrl: 5 feet
  • Braelex: 40 feet
  • Relan and Andel: 45 feet

Vuloo holds his breath as he hears sounds all about the boat that aren't quite right.

Perception DC22 (for anyone awake and with LOS to the front of the boat:

A rapidly moving and massive serpentine bulk cuts through the water ahead making it to the bow of the boat. Just under the surface, the creature appears to be covered in shiny, blue scales.

Perception DC27 (for anyone awake and with LOS to the either side of the boat:

You spy ripples in the water and looking down, you see the faint outline of frog-like creatures swimming rapidly to the boat from both sides, just slightly under the surface

Vuloo swears and shouts out loud, hoping to wake the others and knowing he's giving away his position. He quickly casts a spell of sanctuary just in time to spy a massive dragonfly buzz overhead swooping down toward one of the halfling crew sleeping on the deck. Riding on its back is a boggard wearing some sort of head adornment made of reeds, a massive amber necklace and a belt that is way too small for him, straining his massive girth. He wields a spiky morningstar and his throat is pulsed out wide as if preparing to croak.

The dragonfly latches its mandibles into one of the crewmembers and picks up the halfing with a wet, tearing sound. Surprisingly the halfling doesn't cry out, until Vuloo realizes that only half the poor boy's body is being carried away by the giant insect.

Othlo leaps awake in a start at Vuloo's warning, jumping to his feet looking about intently. He runs over to a nearby chest shouting as he does so, "Wake up! Wake up!".

At Vuloo, Init 8, unless someone else awakes and acts earlier

If you fail your Perception check to act in Round 1; DC5 is all that's required to wake after combat has started in Round 2 and Othlo's warning

Picture of the rider loaded to Roll 20

The Dice:

Choggi Init: 1d20 + 2 ⇒ (14) + 2 = 16
B Init: 1d20 - 1 ⇒ (4) - 1 = 3
D Init: 1d20 + 6 ⇒ (18) + 6 = 24
Krug Init: 1d20 + 1 ⇒ (3) + 1 = 4
B Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
D Stealth: 1d20 + 11 ⇒ (11) + 11 = 22
Bite and grab vs halfling: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20; HIT!;
Damage: 2d8 + 6 + 2 ⇒ (7, 5) + 6 + 2 = 20
Halfling Perc: 1d20 + 2 ⇒ (8) + 2 = 10
Othlo Perc: 1d20 + 7 ⇒ (8) + 7 = 15
Othlo Init: 1d20 + 2 ⇒ (16) + 2 = 18


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)

Init: 1d20 + 2 ⇒ (10) + 2 = 12

Perception: 1d20 + 13 ⇒ (12) + 13 = 25

Hearing the alarm Relan stands and picks up his pole arm. He sees nothing in the water, yet.

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