GM Dak - Shattered Star (G2) (Inactive)

Game Master Dakcenturi

MAP LINK - STATIC MAP


351 to 400 of 554 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
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

"We meant no offense, my friend. We are just looking for one of our friends. If you help, we will be out of your hair quickly."

Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24 (if it matters)


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 gives the man a long hard look before speaking:"What the paladin here, said little man... Now move aside... we have no quarrel with you unless you want us to"

Aid another (diplomacy): 1d20 - 2 ⇒ (19) - 2 = 17


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

Still yelling the one in the rear shrugs "Good for you, there ain't nothin' here for you and no one here that wants to be found so just get or there will be trouble!"


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

"Oh? 'Trouble', you say?" Valai says.

Throughout history, Elves have been famed for their beautiful voices in poem and song, especially their songs. The tone of vicious amusement in Valai's voice when she says 'trouble' would be sure to make some of the poets cry.

"Sortilège," the Elfmaid whispers. Immediately, a black stain starts to grow on the ground between the party and the two strangers. Thin, hair-like threads of the stuff slowly creep towards the two men.

"Trouble," Valai says, "such as, say, death-mould growing up your boots? That would be troublesome, wouldn't it?"

Prestidigitation a-go-go, baby! It's the dirtying effect this 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

Judah is perfectly content to remain out of sight. He remains stil and quiet while the others confront the dimwits.


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

Will: 1d20 ⇒ 18
Will: 1d20 ⇒ 7

The one in the back doesn't seem overly concerned kicking at the colored dirt. The one in the front appears more concerned however, looking back at his companion. The both hold their ground however, the rear one chiming in "Your tricks don't mean nothin' here. You have one last chance to leave!"


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 walks slowly and deliberately near the man, hammer in and and grim determination on his face:"So... suppose we want to stay here... what you are going to do about it?" says the ranger, a dangerous glint in his eyes.

Intimidation check: 1d20 + 3 ⇒ (14) + 3 = 17


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

Will: 1d20 ⇒ 13
Will: 1d20 ⇒ 19

Both of the men move to attack "This is what we will do."

Initiative:

Dimral: 1d20 + 2 ⇒ (11) + 2 = 13
Germain: 1d20 + 2 ⇒ (17) + 2 = 19
Judah: 1d20 + 2 ⇒ (5) + 2 = 7
Rommin: 1d20 + 2 ⇒ (6) + 2 = 8
Valai: 1d20 + 3 ⇒ (4) + 3 = 7

Thugs: 1d20 ⇒ 18

Round 1
>Germain, Thugs, Rest of Party

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

"Why must it always come to violence. . .?"

I'll charge, drawing my blade as I move, but at the last moment turn it to hit with the flat end.

Charge: 1d20 + 1 ⇒ (6) + 1 = 7
Nonlethal: 2d6 + 3 ⇒ (5, 6) + 3 = 14


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

The two thugs attack, one on Dimral the other on Germain.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Both Germain and Dimral manage to avoid getting hit by the morningstars.

Round 1
Germain, Thugs, >Rest of Party


Rommin makes a wide circle around the nearby thug as he draws his sword (moved on the roll20 map and added a line to show his route).

He lashes out at the one that Germain has distracted. Power attack and flanking.

To hit 1d20 + 4 + 2 - 1 ⇒ (20) + 4 + 2 - 1 = 25
Damage 2d6 + 4 + 3 ⇒ (2, 5) + 4 + 3 = 14

Possible crit,
Confirm 1d20 + 4 + 2 - 1 ⇒ (9) + 4 + 2 - 1 = 14
Damage 2d6 + 4 + 3 ⇒ (3, 5) + 4 + 3 = 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 |

"Good" the giant man murmurs as he swipes his hammer towards the thug's head

Attack roll: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage roll: 2d6 + 6 + 2 ⇒ (2, 5) + 6 + 2 = 15


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

"Tch," Valai scoffs. "How undignified... Solum unctum."

Without giving up her position in the rear guard, Valai casually gestures at the thug fighting Dimral. Immediately, a puddle of slick, rancid grease wells up from the stones underneath the man's feet!

Valai casts Grease on the thug fighting Dimral. Reflex save DC15 to avoid falling prone.


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

Judah still hiding?

Ref: 1d20 ⇒ 9


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 stays hidden. The darkness deepens around him. Eyes appear in it. Only Judah and one of the thugs see them.

Cause Fear on the thug that isn't facing Dimral. Maintaining stealth if possible.


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

Rommin comes up behind the one on Germain, bringing down his blade on the man just in the right spot. He drops to the ground in the same motion, unmoving. The other Thug falls on the ground.

Will: 1d20 ⇒ 17

Judah attempts to frighten the man with his dark powers but the thug seems to simply shrug it off.

Round 2
>Germain, Thugs, Rest of Party


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

"Manu hiemis," Valai hisses, and she points her finger at the prone thug. A ray of blue-white light leaps from her index finger.

Ray of Frost. Ranged touch attack 1d20 + 1 ⇒ (12) + 1 = 13 for 1d3 ⇒ 2 cold damage.

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'll raise my blade again into the stance of the hawk, and charge again.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14

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

Holy crap.


Rommin slides to the side, putting the remaining thug between himself and Dimral. As he does so, he lashes out with his sword as well.

To hit 1d20 + 4 + 2 - 1 ⇒ (19) + 4 + 2 - 1 = 24
Damage 2d6 + 4 + 3 ⇒ (4, 4) + 4 + 3 = 15

Edit: Possible crit,
Confirm 1d20 + 4 + 2 - 1 ⇒ (18) + 4 + 2 - 1 = 23
Damage 2d6 + 4 + 3 ⇒ (5, 6) + 4 + 3 = 18


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

Germain rushes forward but trips on some loose tiles, he manages to recover short of the other Thug but his attack doesn't connect. The Thug tries to get up but as he gets blasted by Frost from Valai Rommin comes over and in a similar manor cuts into the other Thug, putting him out for good.

Out of combat


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

"Well, that was jolly," Valai says as she banishes the puddle of grease and sweeps around the two dead men. "Rommin, Dimral! If there is someone hiding in there, we need to catch them before they do a runner."

You guys are our trackers, so... ;)


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 grunts his absent and proceeds to walk towards the nearest door opening it


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, happy that no weapons had ended up coming his way, stepped out of the shadows and laughed nervously. "Ah, good job everyone. What now?."


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

Dimral moves over to the other door and opens it. Inside the entire floor of this chamber has collapsed into the pool of water five feet below. The earthen walls of this flooded subcellar ooze with foul rivulets, and the smell is abominable. Two oozing sewer pipes protrude through the east wall of this pit just above the level of the sewage. Part of the ceiling above the entrance has collapsed, revealing an attic crawlspace above; a rickety ladder leads up from the water into the crawlspace. A door stands in the far wall across the sludge pit. A wooden plank balanced between both doors makes a precarious bridge between the two doors.


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. "Looks like a challenge," she says. "For someone more athletically-inclined than I."


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

So what's the plan?


After cleaning and sheathing his blade, Rommin inspects the room they've found. With a few moments thought, he says "I have a rope. We could loop one end around something here, and the other end around my waist. I'll take my time crossing. If I make it, I'll tie the other end to the door. Then the rest of you can use the rope as a sort of handrail to help across. If I fall, I trust Dimral here could help me get back up here in short order."

If no one has a better idea, Rommin will do what he described. He'll try to take 10 on acrobatics to cross, giving him a 12. If he can't take 10, then here's his roll. 1d20 + 2 ⇒ (10) + 2 = 12

Edit: Huh. Looks like he gets to 'take 10' either way.


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 nods:"Let's try this then" he says as he motions for Rommin to begin.

Aid ANother: 1d20 - 2 ⇒ (18) - 2 = 16


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 shook his head. "Yeah, no thanks. I'm not that sure footed."


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

"Nor I," Valai says. "But if you can rig a bridge, I shall follow."

This latter comment with a withering glare for Judah...

It's all IC, honest. No OOC hate here, arright? ^^


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

Rommin makes his way across the beam and gets half way across when you all hear "Kai hari!" just then you see two bags fly out of the sewer pipes toward Rommin.

Attack: 1d20 - 1 ⇒ (7) - 1 = 6
Attack: 1d20 - 1 ⇒ (6) - 1 = 5

Both miss then shortly after another goblin comes out with a broom in its hands.

Initiative:

Dimral: 1d20 + 2 ⇒ (19) + 2 = 21
Germain: 1d20 + 2 ⇒ (19) + 2 = 21
Judah: 1d20 + 2 ⇒ (16) + 2 = 18
Rommin: 1d20 + 2 ⇒ (14) + 2 = 16
Valai: 1d20 + 3 ⇒ (8) + 3 = 11

???: 1d20 + 6 ⇒ (14) + 6 = 20

That goblin goes up to the beam and using the broom tries to dislodge it with Rommin ontop.

Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 ⇒ 20

He manages to slide it over just enough that the beam falls down into the muck bringing Rommin with it.

Fort save please

With Rommin in the muck the others two come out of the pipes and move to attack him.

Attack: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Damage: 1d4 ⇒ 4
Attack: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Even with them ganged up on Rommin, only one manages to cut into him.

Round 1 (Map updated)
Goblins, >Party


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 |

Seeing the goblins appear apparently out of thin air and ganging up on Rommin, Dimral bellows in rage and advances towards them, jumping down, ready to smash them to pulp:

Move to flank the goblin on the right then attack

Acrobatics check: 1d20 - 2 ⇒ (18) - 2 = 16

Attack roll: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Damage roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13

Acrobatics check: 1d20 - 2 ⇒ (5) - 2 = 3

edited the post for acrobatics check


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

Remember he is down below where you are (5ft down)


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 |

edited my post including an acrobatics check


Fort save 1d20 + 5 ⇒ (9) + 5 = 14

Rommin reacts quickly, sliding back against the wall to keep from being surrounded. He pulls out his sword and lashes out at the goblin that is still next to him.

5' step, ready weapon, attack.

To hit 1d20 + 4 ⇒ (2) + 4 = 6
Damage 2d6 + 4 ⇒ (1, 4) + 4 = 9


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 slips an arrow out of her quiver, slots it home in her heavy crossbow and takes aim at one of the Goblins.

Valai spends the round loading her heavy crossbow.


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

"Goblins!?" Judah exclaimed as the little monsters ambushed them. "I hate goblins!"

His eyes flared with some kind of strange energy when he spoke his vehemence.

Cause Fear on one of the ones attacking Rommin. DC 15

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

Put away my greatsword, move into the room and draw my Longspear as I advance.

Next Round

I'll try to cross over a bit and get above some of the goblins, then stabby-stabby.

Acrobatics: 1d20 - 3 ⇒ (14) - 3 = 11
Longspear: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Fort: 1d20 + 3 ⇒ (14) + 3 = 17


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

Dimral jumps in after Rommin when he sees the goblins swarm, though the goblins move out of the way of his attack while Dimral adjusts from his landing. Rommin moves back into the corner waiting for the goblins to come at him again as he sits in the corner.

Assuming you didn't stand up and provoke?

Valai relods her crossbow, cranking the string back. While Judah casts at one of the goblins.

Will: 1d20 - 1 ⇒ (10) - 1 = 9

It starts to noticeably panic as Judahs powers wash over it. Germain jumps down into the pit and swings at one of the other goblins slicing into it and dropping it to the floor.

The beam is down in the muck so adjusted your action as appropriate

The panicked goblin makes a run for it back toward the sewer pipes.

AoO from Dimral

If not killed:
The goblin scurries inside the sewer pipe to get away.

While the other one continues after Rommin. As it approaches Rommin takes a swing but the goblin easily avoids it with Rommin on his level.

Attack: 1d20 + 2 ⇒ (7) + 2 = 9

Even so the goblin isn't able to get his blade in past Rommins defenses.

Round 2
Goblins, >Party


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 takes aim at the Goblin trying to escape and fires, her expression cold and distant.

Ranged attack: 1d20 + 1 ⇒ (19) + 1 = 20 for 1d10 ⇒ 9 damage.

o_o My goodness, crit threat! Attack roll to confirm: 1d20 + 1 ⇒ (3) + 1 = 4 for 1d10 ⇒ 10 damage.


GM Dak wrote:
Assuming you didn't stand up and provoke?

Yes, still not standing. But I noticed I forgot to include the -4 on his attack roll. I'll remember to include it now until he's able to regain his feet.


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 |

As the goblin tries to move past him Dimral brings his hammer down at full force

AoO: 1d20 + 6 ⇒ (17) + 6 = 23
Damage roll: 2d6 + 6 ⇒ (5, 6) + 6 = 17


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

Dimral takes out the goblin that was running past before it could get in the pipe. Although Valia was about to shot at the same target, seeing it is down she turns the crossbow toward the one on Rommin and takes the shot. The bolt flies true slicing through the goblins nexk as it falls over ontop Rommin bleeding out.

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

I wonder why human ruffians would be protecting goblins, or this pit.


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

"Perhaps the Goblins were squatting without the thugs knowing it," Valai says, shrugging. "Whatever. We will find out in due course, or we will not. Bring up my arrow, if you would."

Valai puts another arrow on the string and readies her bow for another shot, just in case...


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

After the goblins are down and Valai asks for her bolt back from the dead goblin you survey the scene a little more. Now on the level with the pipes you see that they lead back into another area where the goblins must have come out from. With Dimral, Germain and Rommin in the pit there only options are to attempt and climb out or use the ladder against the wall next to the door you entered. The beam that was between the two doors lies down in the muck.


Rommin shakes the muck off as much as he can, clearly displeased with how much remains smeared into his armor and clothes. Once he has his sword away, he'll move to the closer sewer entrance that a goblin had emerged from and look down it. How big is it? Would we have to squeeze to follow it? Also, if Dimral or I were to help others, could we boost them up to the door on the far side, where the beam would have taken 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 seemed a little surprised at what had happened. He had done something to that goblin. He didn't really understand how, but in the moment it seemed pretty easy.

Wonder if I could do that again…

He'd discovered he had other strange powers a while back, but they seemed mostly useless, like that water trick. Then he raised an eyebrow and moved over to Rommin.

"Hold still." He held his hands up, palms down over the warrior. The scent of the ocean suddenly pushed back against the stench of the sewers and clean water began pouring from Judah's hands slowly washing away the muck.

Maybe not so useless after all.


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

Looking down the pipes, they are about 4 feet wide. Without a light source you can't see how far they continue.

Yes you could squeeze through them. As for boosting, yes that is a potential option. You could also put the beam back up between the two doors.

351 to 400 of 554 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Dak - Shattered Star (G2) Gameplay All Messageboards

Want to post a reply? Sign in.