GM Dak - Shattered Star (G2) (Inactive)

Game Master Dakcenturi

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After settling a moment from the adrenaline of expecting a fight you take a look around. This is very obviously an abandoned tavern. Something aweful must have happened as taverns in this district, even of the lowest quality, generally don't have problems staying open. There are tables, chairs and other debris stren about. There is a second door to the north leading into another room, this is where the light is coming from.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

Ok, I'll go back there and open it up. :)

I assume everyone else is hiding/stealthing?


Rommin will hang close to the door they entered from. He's keeping a watch in case the slavers are out and due to return soon.


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Valai mutters a quick cantrip before following as quietly as she can.

Detect magic. Stealth: 1d20 + 1 ⇒ (16) + 1 = 17


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Not having any magic of his own Dimral just stands on the ready for any unwanted surprises.

Keeping the previous roll if you'll allow it. Otherwise just tell me when I need to roll or roll perception yourself when needed pls


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Judah just shook his head and followed along, staying close to Dimral. If Germain wanted to go poking around, that was fine with him.

Better him out front than me. he thought to himself.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

I know Rommin noted he was staying back by the door can the rest of you place yourselves on the map as appropriate?

Valai:
I assume when you cast detect magic you are looking toward the room with the lights Germain identified? If so you do detect magic from that room.


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

That room and all around. Spellcraft to identify magic auras: 1d20 + 8 ⇒ (15) + 8 = 23


GM Dak wrote:
I know Rommin noted he was staying back by the door can the rest of you place yourselves on the map as appropriate?

If the others advance far enough that he can't hear them or see them anymore, then Rommin will move forward to keep them in sight or earshot, lagging as a rear guard as they explore.


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Judah looks fine where he is. Looks like there's a door next to him though. Let's do something about that.

Judah had never really liked closed doors. Locked things. He had always wanted to know what was behind every lock. Since the indecent with the puzzle that had increased a hundred fold.

Impulsively, he opened the door next to him and let it slowly swing wide.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

GM:

Dimral: 1d20 ⇒ 14
Germain: 1d20 + 6 ⇒ (15) + 6 = 21
Judah: 1d20 - 1 ⇒ (3) - 1 = 2
Rommin: 1d20 + 4 ⇒ (11) + 4 = 15
Valai: 1d20 + 5 ⇒ (5) + 5 = 10

???: 1d20 + 20 + 5 ⇒ (2) + 20 + 5 = 27

As the group advances toward the room with the lights you start to hear a noise but not before you see a rush of various colors spray out into the room. At the same time a man appears, seemingly out of no where behind the group.

All but Rommin and Germain need a Will save [DC15] or unconcious 4 rounds, blind 6 rounds, stunned 7 rounds
Rounds: 2d4 ⇒ (2, 2) = 4
Rounds: 1d4 ⇒ 2

Initiative:

Dimral: 1d20 + 2 ⇒ (9) + 2 = 11
Germain: 1d20 + 2 ⇒ (7) + 2 = 9
Judah: 1d20 + 2 ⇒ (11) + 2 = 13
Rommin: 1d20 + 2 ⇒ (16) + 2 = 18
Valai: 1d20 + 3 ⇒ (12) + 3 = 15

???: 1d20 + 2 ⇒ (16) + 2 = 18

Round 1
>Rommin, Enemy, Valai, Judah, Dimral, Germain


Round 1

Rommin's attention is caught by the flashing reflections on the walls around him. Spinning and seeing their suddenly revealed assailant, he rushes forward to his allies defense.

Rommin draws his sword as he moves (adjusted on the R20 map) and swipes at the magic user as he closes.

To hit 1d20 + 4 ⇒ (18) + 4 = 22
Damage 2d6 + 4 ⇒ (2, 5) + 4 = 11


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Rommin moves in and slices into the main who squeels in pain. Severly wounded he pulls out a potion from his belt and attempts to drink it.

AoO from you Rommin if you want to take it.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

I wared you,. . . but no. . . al you carred about was positions and . . . J/K :)

"Don't be a fool!!! We comes for answers, not blood. Stop this madness before they kill you."


Round 1

Seeing the mage reeling from his first blow, Rommin tries to take him down. Shifting the weight of his blood-drenched blade to one hand, Rommin jabs out with the other hand.

Attack of opportunity
Unarmed strike to hit 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1d3 + 3 ⇒ (2) + 3 = 5 non-lethal.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Rommin tries taking the opportunity to whack the man as he pulls out the potion to drink it but narrowly misses. Instead he gulps down the potion and his wounds begin to heal almost to where they are barely noticeable.

CMW: 2d8 + 2 ⇒ (4, 2) + 2 = 8

Will Saves:

To expedite things since we haven't gotten any rolls yet.

Dimral: 1d20 + 1 ⇒ (2) + 1 = 3
Judah: 1d20 + 1 ⇒ (5) + 1 = 6
Valai: 1d20 + 3 ⇒ (10) + 3 = 13

Round 1
Rommin, Enemy, Valai, Judah, Dimral, >Germain


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Looks like I'm unconscious and basically out of the fight... ^^; Sorry, guys.

The blast of lights seems to pick Valai up, whirl her around and slam her into the floor, all in one go. The Elf lies very still...


Rommin grimaces at his failed attempt to end this quickly. Seeing his allies hampered by the spell, he restores his grip on his blade and lashes out at the mage again.

To hit 1d20 + 4 ⇒ (11) + 4 = 15
Damage 2d6 + 4 ⇒ (5, 6) + 4 = 15


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Oooooh....
Dimral's gigantic frame falls down on the floor, stunned


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Rommin attempts to attack the man but has little luck as he easily avoids the swing. While the others are passed out, Germain walks up attempting to subdue the man, using the braod side of his greatsword to smack him.

Attack: 1d20 - 1 ⇒ (12) - 1 = 11

He is also unable to score a blow as the man avoids the attack.

Round 2
>Rommin, Enemy, Valai, Judah, Dimral, Germain


I think the enemy is up. If it is Rommin's turn, he will just press his attack.

To hit 1d20 + 4 ⇒ (17) + 4 = 21
Damage 2d6 + 4 ⇒ (6, 5) + 4 = 15


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

I think Dimral's out cold for quite a long time...


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Will: 1d20 + 1 ⇒ (4) + 1 = 5

Judah hits the ground with a thud.

Snore….


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Rommin swings at the man once again, this time connecting, the blade slices between his left shoulder blade dropping him to the floor unmoving.

Out of combat

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

Trying to aid his allies that where affected by magic, he looks at the mage. "What a waste." thinking how it could have gone peacefully.

If hes not dead, Ill try a heal check. Heal: 1d20 + 0 ⇒ (16) + 0 = 16


Rommin stands guard over the mage, sword ready, while Germain checks him out. He looks nervously at his allies that are unconscious, but since they seem to be breathing he doesn't rush to their aid.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Germain:
He is dead.


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Bright mind-breaking colors gave way to thick darkness where the afterburn of the bright light left Judah's pupils feeling like the world was a tapestry with a hole burned out of the center.

Judah dreamed. It happened every time he slept these days, no matter how short the sleep. His dreams took over as soon as his mind caved to unconsciousness. It tapped into the blackness and showed him things he wished he could forget.

Dreams used to be so merciful. All trace of them gone once with waking. Now they followed him. The dark was the gate. Shadows were where his nightmares hid and sometimes slipped through into reality.

As he regained consciousness, he went from twitching to frenzied panic, swinging his arms back and forth blindly clutching his knife.

The pyramid shaped reliquary that hung from the chain on his waist twisted once on its own, the top half making a quarter turn with a click. Faint writing glowed on it's surface.

"Back!"

The dagger tore a rip in reality above his prone form. Through the tear was cold darkness and distant winking stars.

Beginning to cast Summon Monster 1.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

"He is dead, and beyond even my meager skills to save." Suddenly turning to Judah's outburst, I'll rush over to his side, hoping to disarm him of his dagger before he can hurt himself, (or anyone else more likely), in his nightmare. "Calm. Be at peace, brother. It is over. You are safe."


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Dimral shakes his head as he regains consciouness:"Oooh... well... that certainly packed a punch! But you dealt with the fool anyway I see. Well done... although dead men answer no questions... Anyway maybe we can learn something from his corpse... not ideal but worth a try"

Survival check: 1d20 + 5 ⇒ (1) + 5 = 6

I guess we can't...


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Know. Local:

Germain: 1d20 + 5 ⇒ (17) + 5 = 22
Judah: 1d20 + 4 ⇒ (19) + 4 = 23

Germain/Judah:
Once you have had an opportunity to give the body a good look you recognize the man as Plutivarch Dremis a wanted man. With a bounty on his head for for various minor crimes (many of which have put the city watch in a bad light).

Taking a back seat while this plays out :)
EDITED Seems there are some things I still need to coordinate. :P


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Slowly, Valai starts to lever herself back to her feet. Her expression is foul.

"Stand aside," she growls, "I want to stab the..."

The Elfmaid ends her angry tirade as her eyes snap to what is happening with Judah.

Spellcraft 1d20 + 8 ⇒ (4) + 8 = 12

"What are you doing, you fool?!" Valai shouts as she swipes at Judah's dagger with her rapier. Even if she currently does not understand what kind of spell the furtive human is casting, she does not like the look of it one bit.

Disarm attack, which hopefully disrupts Judah's concentration: 1d20 + 1 ⇒ (14) + 1 = 15


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Initiative:

Dimral: 1d20 ⇒ 5
Germain: 1d20 + 2 ⇒ (16) + 2 = 18
Judah: 1d20 + 2 ⇒ (16) + 2 = 18
Rommin: 1d20 + 2 ⇒ (10) + 2 = 12
Valai: 1d20 + 3 ⇒ (18) + 3 = 21

Valai/Judah:
Ok so I assume everything up to this point was in the *surprise* round. As such we will consider Valai's action as her R1 action. Her disarm would succeed against Judah. I would consider this violent motion making the concentration check a DC 16. You can RP the outcomes as appropriate.

Round 1
Valai, >Judah, Germain, Rommin, Dimral


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

No problem with the initiative order jsut remember Dimral has ini+2 as shown in his profile above :P


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Concentration: 1d20 + 5 ⇒ (3) + 5 = 8

The dagger went sliding across the floor and the rift in space snapped shut like a mouth. Judah, still blinded by the effects of the spell that had knocked him out scooted backwards on his butt.

"What's going on? I can't see!"

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

Ducking back just in time, then jumping off of Judah, "Hey! Watch where you swing that thing woman. It's no toy."

Standing up and dusting himself off, then extending a hand towards Judah, "So, I guess we are in luck. This here. . ." indicating the mage that attacked us, "is, or was Plutivarch Dremis. A criminal, wanted for some minor crimes. As I said, a waste, but there was a price on his head, and Kasadei might be particularly interested. It seems that Dremis had a knack for making the city guard look,. . .foolish."


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Dimral grumbles:"Well his days as a criminal are over. Unfortunately dead men answer no questions... unless you ahppen to know someone who can speak with the dead... I suggest we get back to the Arvensoar and ask if they can provide that service for us"


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

Judah starts to open his mouth, but then shakes his head. "Ah, no."

What the hell is wrong with me? he thought to himself standing up and rubbing his eyes.


Seeing Judah coming back around and realizing that he is the reason the wizard is dead, Rommin searches for a solution.

"Maybe the rest of the slavers are out, and will be returning. We could wait and see, and take them when they return." He looks to the others hopefully.


Grey, HP 22/24, TempHP: 0, AC 15, Fort +1, Ref +3, Will +3, Spells, 1st 0/5, 2nd, 0/3, Summon 2/7. ACTIVE EFFECTS: Mage Armor

"Good idea. Before we settle in to wait, lets make sure there aren't any other surprises waiting for us here."


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

You check the rest of the building and find nothing of interst. Eventually the magical lights fade. Leaving you in darkness. As far as you can tell while looking about there are no signs of anyone else having been here except Plutivarch.

How long do you plan to wait? Note it is just after midnight.


Male Human Ranger 1 (Trapper) | AC 17(18) T 12 FF 16(17) | HP 12/12 | F +4 R +4 W +1 | Init +2 | Perc +5 |

Let's wait until morning and make guard shifts to allow everyone some sleep

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

I agree. Otherwise, I'm done here.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

You take shifts watching the place while others get some rest. No one comes in the night and it is an uneventuful evening, aside from the earlier affairs.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

Alright, time to head back to our "friend" in the city guard. Lets throw a cloak over the body and Ill carry him with us.


"I think we should leave him here for now. Two reasons. First, the city guard may not fully understand the importance of the mission we are on, and therefore we may be delayed significantly trying to explain why we entered an apparently abandoned tavern and killed the man we found there, even though he clearly started the altercation. Second, if the slavers have moles within the city watch, it will tip them off that we are onto them, and we may be targeted in force, which won't help us in the long run either."


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

"And third, we do not wish to be seen dragging a corpse through the streets," Valai says with a disdainful sniff for the dead man. "Even if the guard does not arrest us, we would be creating quite the wrong image.

All that said... Does the man carry a spellbook or other artefacts of arcane magic upon his body? I will at least grant him that he was an effective spellcaster. It would be a shame to let the fruits of his skills go to waste."


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Checking the body you find three potions, a high quality dagger dagger, six darts, a pouch with 35 gp and an amethyst worth.

Grand Lodge

HP: 11/11, AC: 18, FF: 16, T: 12, CMD: 15, Fort: +3, Refl +2, Will: +2, Init: +2, Perc: +6 <Darkvision>, LG Male Aasimar Paladin 1 , Greatsword: +3, 2d6+3, 19/x2, S

"Normally, I might agree, but I think in this case we do. Let the people see that one of the threats they worry about has been put down for good. He is a wanted man, so people should know his face. But if you would like to stay here and watch him, Ill go and find her and bring the guards back."

Cocking an eye, "Do we have reason to think these slavers, if they even exist, are within the city's guard?

From what I remember, it wasn't even slavers. It was a rumor of kidnappings, but I rolled high Diplomacy & Sense Motive checks, and we found out that there really where not even kidnappings, (sort of). Thsy where basically showing up a few days later with memory loss, but no harm. (It seems like a setup for later or maybe a red herring), but the point was that people where loosing faith in the guards for failing to find the kidnappers.


Female Elf Wizard 3; Init +1 (+1 Dex.); Senses Low-light vision; Perception +3; AC 15 (+1 Dex., +4 armour); hp 20; Fort +2, Ref +2, Will +4

Spellcraft checks to identify the potions: 1d20 + 10 ⇒ (9) + 10 = 19, 1d20 + 10 ⇒ (13) + 10 = 23 and 1d20 + 10 ⇒ (7) + 10 = 17

Valai very carefully uses the tip of her dagger to extract fine droplets of the potions, sniffs them, tastes them if they seem innocuous and gently, carefully swirls the bottles' contents, analyzing them to the best of her ability.

She follows this by muttering a quick cantrip over the other items.

Detect magic to check for other magical properties.

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