DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

Roll 20 Link


4,501 to 4,550 of 6,633 << first < prev | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | next > last >>

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 from me.


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

Charm wizard gonna charm :D nothing more from 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)

Love it with the charms. Ready to move on.


Othlo and the party guide the boat through the gate and past the docks, motoring down the river until the village is out of sight. Despondent, Othlo looks at you all, [b]"I'll be better off once you're off this ship ... suppose I should go rework the books and see what I can salvage at the next port.[b]"

The next few days are quiet and uneventful as you pass the communist enclave of Abken, and the Korvosan secessionist haven of Sirathu before and finally after many days on the water, the Lucky Jenny finally arrives at the bottom of the great cataracts that come pouring down the Storval Rise, a thousand-foot-tall cliff face that slices Varisia nearly in half and separates the fertile lowlands from the rough and craggy Storval Plateau. Othlo and his boat can go no farther. The barge moors to one of the piers alongside several other ships that have traveled up the Yondabakari to visit the Asylum Stone.

Image loaded to Roll 20 ... Nalar recognizes it from his vision

Looking east, along, steep road follows the Yondabakari up through the narrow crack the river cuts in the cliff wall. A few brave souls appear to even have portaged canoes and other small boats up the trail, although they appear to be struggling.

Othlo, however, points the party toward a smaller, less traveled road that breaks away and trails northeast along the bottom of the Rise. He informs you that this is the fastest way to Kaer Maga, and leads just a few miles to the Twisted Door and the bottom of the Half light Path.

He helps you get ashore and without much adieu thanks you curtly for your business, then quickly turns the riverboat around to speed away with the current back toward Magnimar.

Make your final Con checks. For those of you that chose to work the boat throughout the trip, you gain 1 free trained rank in Profession: Sailor. Relan may start his 30-day clock on the book if he so desires.

Knowledge Local or Geography DC15:

The Half light Path is the most famous entrance to Kaer Maga, used primarily by those who value speed over safety. From a door in the foot of the Storval Rise, this subterranean tunnel winds its way up through the cliff to emerge near the city entrance called Meatgate. Originally part of the mysterious and extensive dungeon complex beneath the city, the path has had its many branchings carefully bricked up in order to create a single passageway usable by merchants and travelers. This route is maintained by the Duskwardens, Kaer Maga’s elite society of rangers and spelunkers dedicated to keeping the path open and safe, and to keeping the dangerous creatures of Kaer Maga’s Undercity from getting out and terrorizing the city proper. The path is open each day from dawn to dusk, as night is when the Duskwardens cease guiding groups and focus on patrols, explorations, and maintaining the defenses.


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)

Con: 1d20 + 2 ⇒ (19) + 2 = 21

Knowledge, Local: 1d20 + 5 ⇒ (17) + 5 = 22

Vuloo bids farewell to Othlo and then recounts his knowledge of the half light path. "The Half light Path is the most famous entrance to Kaer Maga, used primarily by those who value speed over safety. From a door in the foot of the Storval Rise, this subterranean tunnel winds its way up through the cliff to emerge near the city entrance called Meatgate. Originally part of the mysterious and extensive dungeon complex beneath the city, the path has had its many branchings carefully bricked up in order to create a single passageway usable by merchants and travelers. This route is maintained by the Duskwardens, Kaer Maga’s elite society of rangers and spelunkers dedicated to keeping the path open and safe, and to keeping the dangerous creatures of Kaer Maga’s Undercity from getting out and terrorizing the city proper. The path is open each day from dawn to dusk, as night is when the Duskwardens cease guiding groups and focus on patrols, explorations, and maintaining the defenses."

Vuloo sighs and looks on at the Storval Rise with resignation. "Shall we get started?"


Female Azlanti Pureblood Alchemist (Trap Breaker)

Con Check: 1d20 + 1 ⇒ (16) + 1 = 17

Braelex watches as Othlo leaves. "I don't think he was too happy with us at the end there."

She listens as Vuloo explains, nodding along. "Yes, I heard much of the same from the folks in Magnimar. I would like to see it in person!"


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 nods in agreement. Othlo lost a crewman so I understand and forgive his lack of happiness. Still our presence did not cause the attack and I dare say it would have gone worse for him had we not been handy. Do you think he was bothered by the charming of the guard? A valuable reminder in that though. Lets keep the wayfinders out away.


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

"Can't blame him, hope he has a safer trip home." Nalar says, stowing his wayfinder as Relan suggests. "Still the next leg of our next journey awaits."


The trail from the piers soon terminates in an open field nestled up against the cliff face. Several corrals, hitching posts, and other amenities stand in a rough circle, and a small group of traveling merchants sit queued up in a line at the clearing’s edge. In the center of the clearing, a huge set of bronze double doors stands embedded in the rock face, the portals embossed with strange runes. The runes are in no known language, and when you stare for more than a moment at the door, you discover that the apparently simple construction plays tricks on the eyes—the gate’s edges subtly twist and warp, so that while all the edges seem straight and simple, any attempt to follow one with your eyes finds you somehow at a different one, the outer edge becoming the inner one without seeming to twist, and so on.

Standing next to the door is a small knot of authoritative-looking figures carrying weapons and wearing light armor. All are dressed in brown and gray uniforms with a sigil on the right breast—a golden arch against a midnight blue background. These are the Duskwardens. They nod politely to the party, and motion you toward the other travelers waiting in line.


After a few minutes of waiting, one of the Duskwardens breaks from the group and approaches the party. Looking about 30 years old, with a thick brown beard and hard but handsome features, the man offers his hand to be shook, saying jovially, "My name is Abra Lopati, I'm in command of the Duskwarden patrol through the Halflight path today. Since you strike me as a bunch who look like you can pull your weight, you get to jump to the front of the line."

He then waves over several more people waiting in line—a fat man with two strapping but dull-looking teenagers hauling a hand cart full of sacks and crates.

Once you're all together, Abra lays out the rules of ascent, "Each of you 5 will be charged 2 gold each. Bolgar, you and your boys are charged 2 gold each plus 10 gold for the cart. This is the bare minimum allowable for us to keep the Path in repair. Now, once we pass through the Twisted Door, there is to be no talking unless absolutely necessary, and absolute silence whenever I signal for it."

Bolgar, apparently stinging from the fee, looks inclined to object, but Abra waves him down,

"Let me emphasize that while the Duskwardens attempt to keep the path safe, there are still things in the Undercity that we don’t want to risk meeting, and that the whole reason we operate in small groups is to maintain a certain level of stealth, as well as to make it easier to fight in cramped quarters if necessary. During any potential emergencies, my orders are to be followed without exception." At that last addendum, he looks significantly at the party.

He then hands each if you a small crystal on a thong, "These are half light charms. These small magic items glow as bright as a torch but without the smoke and hassle, and in case of emergencies or if a traveler becomes separated, you can use it to call for help."

Halflight Charm:
This amulet is a small crystal at the end of a simple leather thong. It glows brightly from within, shedding light equivalent to that of a torch. Once per day, the amulet’s bearer can clutch the object and call for help. Doing so immediately contacts the three closest Duskwardens and gives them intimate knowledge of the pendant’s location, as per the locate object spell, out to a distance of a mile.


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 the Duskwarden, "Aye, we will do as you order.

He follows the others through the Twisted Door.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Braelex shoulders her gear and crossbow and makes ready for the trek. "About how long will it take to reach the city?" she asks Abra.


"Passage through the Half light Path normally takes 2 hours, but Bolgar Grumm's hand cart will take up most of the tunnel and limit us to the speed at which those two boys can haul it."


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 puts on his charm and nods his understanding.


Abra and one of the other Duskwardens, a dwarf by the name of Nobu open the door and lead you in. Beyond the Twisted Door, the Half light Path is a roughly 15-foot-wide, 15-foot-tall tunnel that winds up through the cliff at a steep but manageable slope. The tunnel begins as a natural-looking cave, with minimal work done to widen it, but as it climbs, it passes through numerous distinct regions—places where the tunnel has been painted with crude pictographs or decorated with elaborately carved pillars and frescoes, or where it becomes a mirror-smooth tube or a square-walled path filled with right angles, like a labyrinth in which every wrong turn has been blocked off.

Sometimes it emerges briefly onto narrow ledges along the cliff face, and at one point the tunnel even opens up into a larger chamber where both walls are carved with elaborate porticos and balconies, its many doors and archways all carefully locked and barred or bricked up completely.

Abra explains, "Maintaining the barricades that separate the Halflight Path from the rest of the passages below Kaer Maga is one of the Duskwardens’ chief jobs."

All three Grumms are noticeably nervous in the tunnel, and flinch at every distant roar or shriek that filters through the walls. The boys are in phenomenal shape and while the cart moves slowly, they move steadily with no signs of letting up.

About an hour in to your journey you come upon a long and straight tunnel that maintains a consistent 15-foot diameter. On the right wall, elaborate carvings depicting a falling star wreaking havoc on a humanoid populace flank an enormous archway carved with twining vines that almost obscure leering skulls. The space inside the arch has been crudely bricked up, with many of the bricks broken or sticking out at right angles.

As the party passes the archway, Abra pauses to look at the poor brickwork on the barricade and mutters, “That isn’t right.” At that precise moment, the unmortared brickwork explodes outward as a piece of it flies out and a long tentacle works its way through.

Abra and Nobu immediately draw blades and leap to the barricade, pushing rocks and pieces up against it as something thunders against the other side. Nobu, closer to the barricade, slashes at the tentacle with an axe and the blanches as he looks beyond the hole, he whispers something to Abra.

Perception DC20:
"Segeuthi ... three of them, Abra. There's no chance ..."

Abra turns and looks at the party, grimly, shouting over the hammering on the walls "Take the Grumms the rest of the way, use your charms if you get in trouble, someone will come down from above. We'll hold the line here."

Actions?

Huh, almost every single paragraph above started with an "A" ... weird


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)

Relax does not like the command but he agreed to do as these wardens told him so he grimly nods and urges the Grumms forward. Move that wagon people. Move it like you life depends on its speed. If there is room he will throw his shoulder into the effort as well.


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

Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Nalar's ears perk up as he hears the warden's whisper. Almost instantly he starts making gestures, casting a protective spell, a thin waist high ring of golden light appearing in the air around him before expanding out to a 10 ft radius as he moves to support the wardens. Three Segeuthi, the mind-altering serpent creature from the Lady's light!" He shouts to party.
Casting Magic circle against evil


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 follows nervously behind Relan. "Yes, let's get to the surface - I'm sure the Duskwardens know what they're doing here."

He casts a light spell to help guide the way.


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

Nalar looks at the Vuloo, shocked. "We've fought these things before, we have to help them! As long as everyone stays in the circle they can't effect your mind."


Female Azlanti Pureblood Alchemist (Trap Breaker)

Braelex is fascinated during the climb, examining the exotic tunnels and decorated walls with wide-eyed wonder.

As the barricade explodes, Braelex readies her crossbow and quickly quaffs down her mutagen. Her limbs become even more lithe, and her skin takes on a smooth sheen, like porcelain.

Perception: 1d20 + 18 ⇒ (7) + 18 = 25

"Agreed, let's help them," Braelex says, moving up beside Nalar. She takes out a fire bomb and looks for an opening to throw.

If it looks like there's a gap in the barricade, she will toss it in...

Explosive Fire Bomb (ranged touch): 1d20 + 15 ⇒ (18) + 15 = 33; Fire Damage: 4d6 + 5 ⇒ (3, 6, 1, 3) + 5 = 18 ... 10 ft blast radius, exclude our guides...

9 splash damage, DC 18 Ref save for half damage...

If a direct hit, target burns Fire Damage: 1d6 ⇒ 6 per 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)

Seeing that his group plans to fight Relan allows himself a smile. He yells further encouragement to those pushing the cart as he moves to be within Nalor's protection. Very well. We fight. he says. I did not like the taste of retreat.

Roll 20 still shows the boat. Is there a map? Is there room for Relan to fight, with reach with his pole arm? If so he would prefer this, fighing behind the warden. If not he fires an arrow. Note that if he can trip, the wardens will also get AOOs if they threaten.

Attack:

+1 keen guisarme: 1d20 + 17 ⇒ (10) + 17 = 272d4 + 9 + 6 ⇒ (3, 1) + 9 + 6 = 19

Felling Smash to trip: 1d20 + 27 ⇒ (19) + 27 = 46

AOO from Trip: 1d20 + 17 ⇒ (16) + 17 = 332d4 + 9 + 6 ⇒ (4, 3) + 9 + 6 = 22

Same roll from his bow with a cold iron arrow: 10 + 14 = 241d8 + 4 ⇒ (6) + 4 = 10


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 also assist when he sees Relan turning back. He will cast blessing of fervor on the group. "Yes, I suppose we should help them - even though they gave us explicit orders to return to the surface and we agreed to follow their orders."


Confusing Ambush Round 1

Relan, I assume you saw my answers in discussion after you posted your action here

Map is uploaded ... couldn't find the one I recollect. Should've saved it when I saw it. Magic Circle against evil added in green ...
that will be Nalar's round 1 action.

Everyone roll your init and post your Round 1 actions (Nalar's is complete)

The party debates for a mere second before rushing back to the aid. Abra looks at you with disbelief as he draws his bow and strings an arrow, aiming for the narrow opening and the twitching tentacle, "Fools! We are trained and equipped for this, what are you doing!? Those merchants need someone's aid to get up the rest of the path. Get back to them!"

The bricked wall thunders again and more pieces of mortar shake and break off.

Abra Init: 1d20 + 3 ⇒ (10) + 3 = 13
Nobu Init: 1d20 + 2 ⇒ (8) + 2 = 10
Seugathi Init: 1d20 + 9 ⇒ (7) + 9 = 16


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

init: 1d20 + 10 ⇒ (3) + 10 = 13
Nalar rushes to the aid of the men, his protective spell flaring. "Trust us, we're professionals." He says, giving the man a thumbs up.


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)
DM Fflash wrote:

Confusing Ambush Round 1

Relan, I assume you saw my answers in discussion after you posted your action here

It was not clear to me. If you can throw a bomb surly you can thrust a pole arm, right?

Init: 1d20 + 2 ⇒ (18) + 2 = 20


While I'm sure we could engage in an interesting philosophical discussion about missile vs melee through a hole in a 5 foot wide wall, ultimately I've limited these early rounds to missile attacks and line of sight for spells. This way you get some free prep and pot shots while they don't (what's good for the pole arm user is good for the tentacle monster)


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)

OK. I have included that contingency in my posting.


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 ⇒ (10) + 1 = 11

Vuloo takes a 5' step back and will cast blessing of fervor.


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

Init: 1d20 + 5 ⇒ (2) + 5 = 7

Andel will take lead in guiding the merchants to the surface. "Follow me! It is not safe for you here."


Female Azlanti Pureblood Alchemist (Trap Breaker)

Initiative: 1d20 + 7 ⇒ (5) + 7 = 12

"Keep a safe distance, but don't go too far on your own!" Braelex calls out to Andel and the Grumps.


Confusing Ambush Round 1

Init: Relan, Seugathi, Nalar, Abra, Braelex, Grumms, Vuloo, Nobu, Andel

Relan apprises the situation and rips out his bow firing an arrow through the hole and into the fleshy tentacle beyond. An eerie screeching sound warbles out.

The brick wall shakes under heavy blows, several bricks breaking their mortar and pieces tumbling out. The wall will be lucky to survive another blow like that.

Nalar casts his protection spell and Abra fires an arrow alongside Relan's eliciting another scream.

Braelex steps up and chucks a bomb through the hole, an explosion of fire visible through the gap and the smell of burnt ... something ... radiating through.

The Grumms, paralyzed for a moment, gap and cower. Vuloo casts a spell and Andel works to motivate the Grumms from their fear. (Need some sort of social interaction to get them off their ass. Your choice on how to take it)

Nobu draws a pair of hand axes and readies himself.

Back to Relan

The Dice:

Grumms init: 1d20 ⇒ 12
Abra to hit: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30; Damage: 1d6 + 4 ⇒ (3) + 4 = 7


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)

Stepping as needed for a clean shot Relan fires two more arrows at the abominations on the other side of the wall.

Longbow: 1d20 + 14 ⇒ (2) + 14 = 161d8 + 4 ⇒ (6) + 4 = 10

Longbow: 1d20 + 9 ⇒ (12) + 9 = 211d8 + 4 ⇒ (4) + 4 = 8


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)

Blessing of Fervor is in effect.

Vuloo backs up from the melee and attempts to coax the Grumms forward. "Gentlemen, nothing to see here, let's keep it moving."

Diplomacy: 1d20 + 13 ⇒ (7) + 13 = 20


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

Andel will assist Vuloo with the Grumms.

Diplomacy Aid Other: 1d20 + 8 ⇒ (12) + 8 = 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)

Thanks for the reminder. Noted

Longbow: 1d20 + 14 ⇒ (5) + 14 = 191d8 + 4 ⇒ (5) + 4 = 9


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

Nalar focuses on his magic holding a spell ready till he can get a shot off. Will take the +2 Attack, AC and Reflex saves of the blessing. Cast and hold Scorching Ray until I can get a clear shot on one of the monsters. Attack Touch: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 8d6 ⇒ (3, 5, 4, 5, 2, 1, 2, 5) = 27

Spells Prepared:

4
Confusion
Charm Monster
Wall of ice
Dimension Door
3
Deep Slumber
Deep Slumber
Fireball
Fireball
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 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)

Nalar, you have to roll to hit for each ray.


Relan slips 1 of 3 arrows through the opening, the other two bouncing off the wall as they just miss the passage. Moments later the wall bursts apart, sending stone and mortar spraying across the party.

Everyone with 10 feet of the wall make a DC13 Reflex Save or take 2d6 ⇒ (5, 1) = 6 bludgeoning damage

Three tentacled monstrosities plug the tunnel, one floating in the air above the others! The front most one is burned and sprouts several arrows.

Following the brick explosion comes concentric waves of rambling, alien thoughts and images blasting the party with confusion.

DC20 Will save or be confused 1 round. Make saves every round for creatures 1, 2, and 3. Once you succeed at each of them, you are unaffected by them in the future. 3 will saves from the Braelex and Nalar; 2 will saves (creatures 1 and 2) from Vuloo and Relan; 1 will save (creature 1) from Andel

The trailing creature whips its tail forward and throws a trio of magic missiles at Abra who, along with Nobu, seems surprisingly unaffected by the mental blasts.

Damage: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12

I'll continue posts after the will saves


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 already has a resistance item greater than the save bonus granted by the circle of protection.

Will Save 1: 1d20 + 6 ⇒ (20) + 6 = 26

Will Save 2: 1d20 + 6 ⇒ (8) + 6 = 14

Confusion: 1d100 ⇒ 7 Act Normally


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

Will: 1d20 + 12 ⇒ (7) + 12 = 19
Will: 1d20 + 12 ⇒ (18) + 12 = 30
Will: 1d20 + 12 ⇒ (11) + 12 = 23
Confusion: 1d100 ⇒ 91 Attack nearest creature
1 Andel, 2 Vuloo, 3 Relan, 4 Braelex, 5 Abra
1d5 ⇒ 5

Will Thyrl: 1d20 + 9 ⇒ (1) + 9 = 10
Will Thyrl: 1d20 + 9 ⇒ (4) + 9 = 13
Will Thyrl: 1d20 + 9 ⇒ (10) + 9 = 19
Confusion: 1d100 ⇒ 24 Act Normal


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)

Will: 1d20 + 7 ⇒ (20) + 7 = 27
Will: 1d20 + 7 ⇒ (8) + 7 = 15

Confusion: 1d100 ⇒ 32; Babbles ...


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

Will: 1d20 + 6 ⇒ (1) + 6 = 7

Confusion: 1d100 ⇒ 47; Babbles back at Vuloo


Female Azlanti Pureblood Alchemist (Trap Breaker)

Will Save: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Will Save: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Will Save: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

Good times... Confusion: 1d100 ⇒ 98 Attack nearest = 1d5 ⇒ 1 = Nobu!

"Something's not right here!" Braelex gasps, then fires her crossbow point-blank at the guide.

Crossbow: 1d20 + 15 ⇒ (13) + 15 = 28; Damage: 1d8 + 2 ⇒ (3) + 2 = 5 plus Acid Damage: 1d6 ⇒ 6

We're here to help!


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

We swear we're actually competent adventurers.


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 seems less foolish for wanting to follow directions and do what we said we would do... Three DC 20 will saves is insanely hard to pull off. I hope we do not kill our guides...


Confusing Ambush Round 2

Init: Relan, Seugathi, Nalar, Abra, Braelex, Grumms, Vuloo, Nobu, Andel

Ok, so I changed the auras for the three creatures to blue, red, and yellow ... aligning with 1, 2, and 3 from earlier. As soon as you make a Will Save against one of them, you are immune to that color. So for example, Nalar failed against blue, but made, red and yellow. So every round that he starts within the blue aura (or enters it during his turn), he must make a save again until he passes it. Regardless if he is in or out of the red and yellow auras, he need not make saves against them any more). Does that make sense? That way you guys can see the aura, make the save and adjudicate your action without waiting on me. If affected by multiple auras you only roll one 1d100.

Abra and Nobu duck as the wall explodes, talismans pinned to their shirts glowing and angry red as the waves of confusion spill out over the party. Abra glances at Nobu and with exasperation says, "Keep the adventurers off me ... if they attack me, attack them to draw their ire."

The dwarf nods as Abra drops his bow and whips out two blades attempting to ignore Nalar's feeble swats at him with his fists. The weapons appear in his fists, his hands a blur as he brings them out and moves in ducking under the stabbing tails bearing swords, getting cut once in the process, but getting an even response on the creature as he slashes back at its rubbery hide.

Nobu moves to interpose himself between the party and Abra, holding a scimitar in his hand. Unfortunately, Braelex sinks and acid bolt deep into his chest staggering the dwarf.

The father Grumm flees south from the onslaught of crazy, working to help his boys move the wagon. The appearance of the tentacle mosters was enough to break them from their reverie and they all begin to haul.

Vuloo and Andel talk in some strange language, swatting at the air.

Abra Reflex: 1d20 + 12 ⇒ (3) + 12 = 15; success
Nobu Reflex: 1d20 + 10 ⇒ (16) + 10 = 26; success
Nalar Unarmed: 1d20 + 4 ⇒ (7) + 4 = 11; miss
Blue AoO vs Abra: 1d20 + 11 ⇒ (15) + 11 = 26; HIT!; Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Red AoO vs Abra: 1d20 + 11 ⇒ (6) + 11 = 17; miss
Abra vs Blue: 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26; HIT!; Damage: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Grumm Merchant Save: 1d20 ⇒ 4; fail 1d100 ⇒ 24
Grumm Merchant Save: 1d20 ⇒ 17; fail

Relan to act normally ... saves are already accounted for above.
Immune to blue, affected by red, only save vs yellow if you enter its aura.


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)

Question about the Shard of Greed: The Spell-like ability to use Haste once a day does not seem to be personal. If you agree that its not personal Relan will use his action to haste the party, excluding Nalor and Braelex for now.


I agree. Are you hasting Abra and Nobu?


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)

Absolutely.


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)

Blessing of Fervor is in effect. No need for haste.

4,501 to 4,550 of 6,633 << first < prev | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Fflash's Shattered Star Campaign All Messageboards

Want to post a reply? Sign in.