GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3
HP: 81/81; AC: 26 (T19/FF20)
F: +11, R: +17, W: +11
Location: Back row
Opponent: The scylla
Reaction: Will: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 (heroism) vs DC 23 to disbelieve
Reaction: Spellcraft: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40 (heroism) vs DC 22 to discover spell
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Move: Perception: 1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44 (heroism) to try and locate the caster
Standard: Caster Level Check: 1d20 + 15 ⇒ (13) + 15 = 28 to Dispel Projected Image

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/150m), Echolocation (blindsight 40’, 1/150m), Haste, Inspire
Weapon Equipped = None
Cold Iron, Silver Salted Arrows = 49/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 26/34 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Clement)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/6/1, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +6)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 15, Con: +20, SR +17, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (3/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (3/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/1) Cure Light Wounds Mass, Shadow Walk, Suggestion Mass

”It’s a projected image, but she needs line of effect - so she’s nearby and can see herself!”

He looks about trying to identify likely locations for the caster. While he does so, he tries to dispel the spell, casting Dispel Magic.

Bibic continues inspiring the others as he looks around.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

I don't want to metagame but wouldn't the image disappear if it didn't react to being struck? With the other 3 declaring it an illusion and Rhesus unable to hover it doesn't change my last round.

Rhesus swoops near to Clem, ready to attack where he points.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Still invisible, Spasi flies a bit closer and looks for the real deal. He tries to stay some distance up in the air, but will double move looking.


@Rhesus: I don't think that's how illusions work, but I could be wrong here.

Bibic successfully dispels the illusion and it fades from view.

Clem's still up, but I don't know if there's much for him to do without a target, so let's just move on.

The sky opens and deluge of rains begins to pour. The winds pick up to a frenzied windstorm, buffetting you with stinging water. The control weather effect should have kicked in from the get go, but I forgot. Windstorm conditions TLDR: ranged weapons impossible, Fly has -8 check, flyers need to make DC20 fly check to move against the winds, DC10 Str check to walk.

About a hundred feet down the shore, the Scylla emerges from the sea, writhing onto land.

Everyone is up.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 186/198 DR 7/-, 14/lethal, fire 4
AC 34/T23/FF30
CMD 44
Fort +19, Ref +13, Will +11; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 34/37
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: scylla

Major Image works like that, not sure about any other illusions she's using, but I think I would get a bonus to the Will Save if it didn't react like I was hitting it? Not relevant now just curious how you'd rule it.

Rhesus lands on shore, it will be faster for him to move on the beach than try to fly through those winds.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3
HP: 81/81; AC: 26 (T19/FF20)
F: +11, R: +17, W: +11
Location: Back row
Opponent: The scylla
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Move: Move 60’ for a better site line to the target
Standard: Longbow: 1d20 + 19 + 6 ⇒ (3) + 19 + 6 = 28 (haste, hero, inspire) damage: 1d8 + 14 + 3 + 1d6 ⇒ (3) + 14 + 3 + (2) = 22 (inspire, sonic)

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/150m), Echolocation (blindsight 40’, 1/150m), Haste, Inspire
Weapon Equipped = None
Cold Iron, Silver Salted Arrows = 49/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 26/34 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Clement)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/6/1, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +6)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 15, Con: +20, SR +17, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (3/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (3/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/1) Cure Light Wounds Mass, Shadow Walk, Suggestion Mass

I think there is no storm, because Bibic dispelled it (link). That said, she might have cast it again…

Bibic continues to inspire courage, moves to get a better vantage point (with haste, 60’ move into a better shooting position), and takes a single shot just to see if it’s really her this time and to test the winds (in case we're in a hurricane!).

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26


Round 4

hp 131/131; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row. Way high up & invisible.
Opponent: Scylla
SA:
MA: Fly 10'.

Spasi continues to keep his invisibility on and only casts Summon Monster VII to bring some help to the fight.

Haste Round 4/15: +1 to all the things. You know what to do.

Spellz:

7th 1/5 (Banish*0(DC30),SMVII*1,GTele*0)
6th 2/7 (ChainLight*1(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 2/8 (Lightning Arc*0 (DC24),LifBub*0, Overland*1,Echolocation*1,TePort*0,WallForce*0) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 3/8 (See Invis (ext)*0,fireball*0,Haste*2,Heroism*1,DisMag*0) DC 21
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*1) DC 21
1st: 1/15 (MageArmor*1,Snowball*0,MMissile*0,Vanish*0,Grease*0)

Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/15: +1 to all the things. You know what to do.


@Bibic: Thanks for the reminder. You are correct, there are no weather effects in place. If that would change anyone's actions feel free to retcon.

@Rhesus: I think that attacking the creature would count as interacting with it, which is what triggers the will check. I think the only bonus to disbelief is if someone else has passed their saving throw and tells the party, everyone else gets a +4 to their save. I could be wrong of course.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 3
HP 179/183 | AC 29 (T15/FF29)
F: +14 R: +9 W: +14
Location: Melee the scylla
FRA: Charge it

Conditions:


Effects: Lifelink (Rhesus), Shield Other (Rhesus), Heroes Feast, Tongues, Freedom of Movement, True Seeing
**
Spells Left Today: 1st - 7/8 | 2nd - 6/8 | 3rd - 7/7 | 4th - 3/7 | 5th - 5/7 | 6th - 6/7 | 7th - 4/4
Channels Left Today (10d6+1 each): 9/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

If I'm reading this all correct - we have dispelled the false scylla and the weather both, so we are free to move without weather towards what appears to be the real deal...

Clement gestures towards the latest tentacled monster he's spotted as he glides ahead - thankful that Bibic has calmed the false storm.

"There!"

100 feet doable flying and hasted without the weather. Clement will make the first attack providing a flank to Rhesus's subsequent attacks.

Gliding into position, Clement gestures to Rhesus to follow.

Rod of Resolve (haste, charge): 1d20 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 22 for 1d6 + 12 ⇒ (4) + 12 = 16


Bibic's and Clement's strikes fail to land. @Bibic: The creature does respond to the attacks though.

With Clem in range, the creature attacks:

Bite: 1d20 + 25 ⇒ (3) + 25 = 28
Bite: 1d20 + 25 ⇒ (19) + 25 = 44
Confirm?: 1d20 + 25 ⇒ (20) + 25 = 45 Crit Damage: 2d8 + 16 ⇒ (5, 7) + 16 = 28
Bite: 1d20 + 25 ⇒ (2) + 25 = 27
Bite: 1d20 + 25 ⇒ (15) + 25 = 40 Damage: 1d8 + 8 ⇒ (1) + 8 = 9

You are also bleeding and take 1d6 damge at the start of your turn

Tentacle: 1d20 + 23 ⇒ (3) + 23 = 26
Tentacle: 1d20 + 23 ⇒ (18) + 23 = 41 damage: 1d6 + 4 ⇒ (2) + 4 = 6
Tentacle: 1d20 + 23 ⇒ (18) + 23 = 41 damage: 1d6 + 4 ⇒ (6) + 4 = 10
Tentacle: 1d20 + 23 ⇒ (3) + 23 = 26

The creatures tentacles try to latch on to Clement, but his magics allow him to easily evade her grasp.

The party is up.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 4
HP: 81/81; AC: 26 (T19/FF20)
F: +11, R: +17, W: +11
Location: Back row
Opponent: The scylla
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 7 ⇒ (9) + 17 + 7 = 33 (PB, haste, hero, inspire) damage: 2d8 + 28 + 4 + 1d6 ⇒ (8, 8) + 28 + 4 + (1) = 49 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 7 ⇒ (1) + 17 + 7 = 25 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (8) + 14 + 4 + (4) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 7 ⇒ (1) + 12 + 7 = 20 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (6) + 14 + 4 + (5) = 29 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 7 ⇒ (5) + 7 + 7 = 19 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (4) + 14 + 4 + (1) = 23 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 7 ⇒ (16) + 17 + 7 = 40 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (3) + 14 + 4 + (4) = 25 (PB, inspire, sonic)

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/150m), Echolocation (blindsight 40’, 1/150m), Haste, Inspire
Weapon Equipped = None
Cold Iron, Silver Salted Arrows = 44/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 25/34 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Clement)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/6/1, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +6)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 15, Con: +20, SR +17, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (3/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (3/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/1) Cure Light Wounds Mass, Shadow Walk, Suggestion Mass

Finally in position, Bibic continues to inspire courage, and then unloads a proper volley at the caster. He hopes this time to land a blow! Alas his die rolls are feeble and he may have only landed the one blow.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 5

hp 131/131; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row. Way high up & invisible.
Opponent: Scylla
SA:
MA: Fly 10'.

Spasi summons up a Greater Water Elemental to help Clem get less clamped. Hp 123/123, AC 23, DR 10-.

It will move closer and strike.

1d20 + 20 ⇒ (19) + 20 = 39 to hit;
2d8 + 9 ⇒ (3, 1) + 9 = 13 blunt damage

Haste Round 5/15: +1 to all the things. You know what to do.

Spellz:

7th 1/5 (Banish*0(DC30),SMVII*1,GTele*0)
6th 2/7 (ChainLight*1(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 2/8 (Lightning Arc*0 (DC24),LifBub*0, Overland*1,Echolocation*1,TePort*0,WallForce*0) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 3/8 (See Invis (ext)*0,fireball*0,Haste*2,Heroism*1,DisMag*0) DC 21
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*1) DC 21
1st: 1/15 (MageArmor*1,Snowball*0,MMissile*0,Vanish*0,Grease*0)

Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/15: +1 to all the things. You know what to do.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 186/198 DR 7/-, 14/lethal, fire 4
AC 34/T23/FF30
CMD 44
Fort +19, Ref +13, Will +11; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 34/37
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: scylla

Rhesus curses his inaction as Clem is injured. "Get off Clem!"

Pounce.

Attack: 1d20 + 32 + 2 ⇒ (3) + 32 + 2 = 37
Damage: 2d6 + 35 ⇒ (5, 6) + 35 = 46

Attack: 1d20 + 32 + 2 ⇒ (5) + 32 + 2 = 39
Damage: 2d6 + 35 ⇒ (1, 5) + 35 = 41

Attack: 1d20 + 27 + 2 ⇒ (14) + 27 + 2 = 43
Damage: 2d6 + 35 ⇒ (5, 1) + 35 = 41

Attack: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40
Damage: 2d6 + 35 ⇒ (6, 1) + 35 = 42


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 4
HP 149/183 | AC 29 (T15/FF29)
F: +14 R: +9 W: +14
Location: Melee flank w/Rhesus
SA: Cure serious

Conditions:


Effects: Lifelink (Rhesus), Shield Other (Rhesus), Heroes Feast, Tongues, Freedom of Movement, True Seeing
**
Spells Left Today: 1st - 7/8 | 2nd - 6/8 | 3rd - 6/7 | 4th - 3/7 | 5th - 5/7 | 6th - 6/7 | 7th - 4/4
Channels Left Today (10d6+1 each): 9/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Bleed: 1d6 ⇒ 1 54 damage; 179-54=125hp +24 = 149

Clement waves off the others.

"I'm fine! Keep hitting it - it won't last long!"

Clement concentrates on using his restorative magics on himself for a change of pace.

Concentration: 1d20 + 21 ⇒ (15) + 21 = 36

Cure Serious: 3d8 + 15 ⇒ (5, 1, 3) + 15 = 24


Only one of Bibic's arrows finds purchase, but Rhesus and the elemental, put in some work.

Seeing a more dangerous foe, the eldritch abomination turns its attention to Rhesus:

Bite vs Rhesus: 1d20 + 25 ⇒ (9) + 25 = 34 Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Bite vs Rhesus: 1d20 + 25 ⇒ (9) + 25 = 34 Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Bite vs Rhesus: 1d20 + 25 ⇒ (10) + 25 = 35 Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Bite vs Rhesus: 1d20 + 25 ⇒ (20) + 25 = 45
Confirm?: 1d20 + 25 ⇒ (9) + 25 = 34 Crit Damage: 2d8 + 16 ⇒ (8, 1) + 16 = 25

Tentacle vs Rhesus: 1d20 + 23 ⇒ (17) + 23 = 40 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Tentacle vs Rhesus: 1d20 + 23 ⇒ (8) + 23 = 31
Tentacle vs Rhesus: 1d20 + 23 ⇒ (15) + 23 = 38 Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Tentacle vs Rhesus: 1d20 + 23 ⇒ (20) + 23 = 43
Confirm?: 1d20 + 23 ⇒ (17) + 23 = 40 Crit Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14

Protected by his own magics, the creature's vile tentacles fail to grasp Rhesus, but the wolf head bites, leave him bleeding . Take 1d6 ongoing bleed damage

The party is up.

Dm Stuff:

102/250


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 5
HP: 81/81; AC: 26 (T19/FF20)
F: +11, R: +17, W: +11
Location: Back row
Opponent: The scylla
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 7 ⇒ (14) + 17 + 7 = 38 (PB, haste, hero, inspire) damage: 2d8 + 28 + 4 + 1d6 ⇒ (8, 4) + 28 + 4 + (1) = 45 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 7 ⇒ (16) + 17 + 7 = 40 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (6) + 14 + 4 + (3) = 27 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 7 ⇒ (16) + 12 + 7 = 35 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (1) + 14 + 4 + (5) = 24 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 7 ⇒ (2) + 7 + 7 = 16 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (7) + 14 + 4 + (1) = 26 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 7 ⇒ (5) + 17 + 7 = 29 (PB, haste, hero, inspire) damage: 1d8 + 14 + 4 + 1d6 ⇒ (2) + 14 + 4 + (1) = 21 (PB, inspire, sonic)

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/150m), Echolocation (blindsight 40’, 1/150m), Haste, Inspire
Weapon Equipped = None
Cold Iron, Silver Salted Arrows = 39/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 24/34 (+2 round lingering, move action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Clement)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/6/1, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +6)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 15, Con: +20, SR +17, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (2/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (3/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (3/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/1) Cure Light Wounds Mass, Shadow Walk, Suggestion Mass

Bibic continues to inspire courage, and then unloads a proper volley at the caster. Not like last round - though he mutters a short prayer to Desna under his breath to help make it happen.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +3 to attacks, damage (competence) and +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

HP 167/198 DR 7/-, 14/lethal, fire 4
AC 34/T23/FF30
CMD 44
Fort +19, Ref +13, Will +11; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 34/37
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: scylla

11-7=4/2=2R2C;16-7=9/2=5R4C;13-7=6/2=3R3C;25-7=18/2=9R9C-5=4R14C;7-7=0R;8-7 =1R;14-7=7/2=4R3C.19R26C.

Attack: 1d20 + 32 + 2 ⇒ (13) + 32 + 2 = 47
Damage: 2d6 + 35 ⇒ (3, 3) + 35 = 41

Attack: 1d20 + 32 + 2 ⇒ (9) + 32 + 2 = 43
Damage: 2d6 + 35 ⇒ (3, 6) + 35 = 44

Attack: 1d20 + 27 + 2 ⇒ (6) + 27 + 2 = 35
Damage: 2d6 + 35 ⇒ (4, 5) + 35 = 44

Attack: 1d20 + 22 + 2 ⇒ (4) + 22 + 2 = 28
Damage: 2d6 + 35 ⇒ (1, 1) + 35 = 37


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi remains invisible, quite certain that doom cometh with arrow and hammer. He stays out of the fray and looking for other foes that might emerge.

1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42 Perception

He remains invisible and 70' up.


The ancient being cannot withstand the assault. Pincushioned by arrows, it collapses under the crushing blows of Rhesus' hammer.

#Lootz: scarab of protection and bracers of armor +5, and some magnificent Thassilon-era gold jewelry (two bracelets, three rings, and several necklaces) worth 12,000 gp total.

In the aftermath of the chaos, a runner from the pathfinder society tracks you down with a message from Sheila Heidmarch. The Sihedron Council is meeting at Heidmarch manor and your presence is requested.

When you arrive, you find most of the other members of the Sihedron Council already there, each wounded, worried, and worn out, but as you enter, the council stands to give you a round of applause.

Refreshments are handed out and Sheila calls the meeting to order. As a first order of business, she says, "You were meant to be gifted with these after the ceremony, and perhaps they might be a bit underwhelming considering your accomplishments here today, but still, they are yours. So, please take them with our thanks." She hands you each a wayfinder of endless doorways inscribed with you name. There is another round of applause.

Wayfinder of endless doorways:
This bronze wayfinder is decorated with garnets and emeralds, and even without its magical properties would be worth a small fortune.

A wayfinder of infinite doorways has 10 charges; these charges automatically replenish at a rate of 1 charge every 24 hours. The wayfinder has one ioun stone slot—as a standard action, the user can drain the power of an ioun stone inserted in the wayfinder to restore a number of charges equal to the ioun stone’s cost divided by 2,000 (thus, draining an ioun stone worth 8,000 points would instantly restore 4 charges).

The item can be used to activate any of the following powers as a standard action that expends a variable number of charges.

• The wayfinder of infinite doorways can be used cast detect secret doors. Using the item this way costs no charges, but can only be done if at least 1 charge remains in the wayfinder.

• It can be used to cast knock at the cost of 1 charge.

• It can be used to cast dimension door at the cost of 2 charges.

• The wayfinder of infinite doorways can be used to transform any regular door within 10 feet into a portal that functions as a word of recall, causing any creatures that step through the targeted doorway to step out of another doorway that has been preselected. If no target doorway has been selected, this use of the wayfinder fails. Using the wayfinder in this way costs 4 charges. Attuning the wayfinder to a destination doorway requires a full-round action and 1 charge, and the user must be standing within the doorway when she does so.

"The second order of business is to discuss what has happened here today and I'll turn the floor over to Toth Bhreacher, (founder of the Magnimar Golemworks)our leading expert on Thassilonian constructs."

An older human male stands. Still weary from using his magical power to help reforge the Sihedron, he gets quick to the point.

"All of the runelords had varying degrees of mastery over the crafting of constructs, but as far as I’ve been able to deduce from the writings recovered from the Therassic Library below Jorgenfist, it was their original leader, First King Xin, who was the most talented of them at this art. His entire city of Xin was supposedly protected by an army of golems and constructs, all commanded by one man, Xin himself."

"As he grew old, Xin apparently sought a way to achieve immortality by transferring his soul to a sort of clockwork reliquary, but before he managed to complete this task, the treacherous runelords sent a rune giant assassin to end his life. That was when the seven shards of the Sihedron were scattered, each claimed by one of the seven runelords. And there, information about Xin grows sparse—the empire left the city to fall into ruin, and rumors that Xin’s ghost haunted the site persisted until the end."

"Now, the thing that worries me is this: those destroyed constructs that washed ashore with the tsunami, along with the clockwork monsters that yet lived, all bore the unmistakable flourish of Xin’s touch. Because of this fact, combined with the ominous storm clouds on the horizon, I fear that the activation of the Sihedron may have activated much more than a single artifact. I fear that the island city of Xin itself has awakened!""

There are some murmurs at this declaration, but after the events of the day, people are pretty numb. Ismeir Odinburge (commander of the city watch) speaks up. "If the island city of Xin has indeed risen and Xin’s clockwork army is awakening, then this the exact type of threat to the city that the recovery of the Sihedron was intended to protect against!"

All eyes turn to the artifact floating beside Spasi.

Also, DING!. Welcome to level 16.


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Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

I can’t believe we’ve made it this far.

Spasi finally starts paying attention now that he is the center of attention. He was planning his night, and deciding which Temples he was going to visit. And what old friends he wanted to re-visit for a long night of shenanigans.

”Why are you staring at me?”


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic laughs as Spasi refocuses on the conversation. ”Xin Island huh? I guess perhaps we should. Spasi, if you thought you were rich now, just wait. Xin Island. Wow.”

He turns to the council and says, ”I’ll go. And I suspect Koriah will go as well, but it will be up to her. Dangerous mission this. C’mon Spasi, it’ll be fun. Clem? Rhesus, I know you’re in for a little bloodshed!”

Despite his bravado, Bibic is uneasy about what lies ahead. He also realizes he doesn’t have an ioun stone to put in the new wayfinder. Seems odd having such a fine device without an ioun stone. He hopes there will be time for some last minute shopping and preparation…


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Wings tucked neatly behind him, Clement fiddles with the wayfinder, popping it open and closed until Toth makes his address.

Listening intently, Clement raises his hand as the island, clockwork army and Sihedron are mentioned.

"What do you mean? How would the Sihedron protect Magnimar against the awakened clockwork army? Can it control the creations? Issue some sort of power down command?"

Clement glances at Bibic, apparently eager for even more brawls so soon - a bit surprised the elf is eager to return to combat from his typical larger distance. The real thrill is up close, where their adversaries pummel Rhesus and Clem and they flirt with Death itself time again.

"Certainly, none are more qualified than us to investigate the island. It sounds as if it should have been mostly... untouched from plunderers all this time?"


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|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus listens intently and scratches his butt with the new wayfinder. "Will they have blood Bibic? If it's constructs maybe I should get one of them things that helps my hammer go through their shell?"

He nods along with Clem. "Oh yeah, we'll take 'em out no problem. I'm sure after that demonstration on the beach we can count on you to back us. This is a great city we call home and it'd be a shame if some old dead emperor guy wrecked it."


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27
Rhesus Ghawn wrote:
Rhesus listens intently and scratches his butt with the new wayfinder. "Will they have blood Bibic? If it's constructs maybe I should get one of them things that helps my hammer go through their shell?"

Bibic holds his up for inspection, "It's a golembane scarab. Great thing to have, though it doesn't work on everything construct like. Just golems, but they tend to be the nastier ones."


"Oh yes, the island has been untouched for millennium. Full of all sorts of wonders built by one of the most power wizards in the history of the world. It's an incredible opportunity. I doubt there is very little in there that wouldn't be considered priceless"

Sheila looks directly at Spasi, "One might very well end becoming the most wealthy eligible bachelor in the all of Varisia. It's the kind of wealth and fame that might have women falling over each other to catch such a person's attention."

We all know you're going to the island, the rest is just formalities. There's no real timeline to get there. Again, transportation is largely left up to the party. You could go by boat, wind walk, whatever. The cities spellcaster would be happy to provide spellcasting services free of charge (minus reagent costs). So feel free to do some predatory shopping and let me know how you want to head out.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic quickly finds an ioun stone he can afford for his new wayfinder. He picks up a Clear Spindle Ioun Stone (4,000gp) just as quick as he can and puts it in his wayfinder. Are we doing the resonance powers too?

He then rushes to his inn (still under construction?) to find the head of household for Magnimar, Soare Nicu. She should be at the inn, either overseeing construction or getting things in motion to open the place already. Bibic’s sinking a small fortune in the place, but he’s looking forward to recouping the costs over time - and he has a long retirement to look forward to if he survives all this, being elven.

Finding Soare eventually, he commands her attention, doling out a few commands on this and that for the family while he’s away. Further he adds, ”And see to it that tavern I’ve been eyeing in Kaer Maga is purchased. I’ve the crew now for it, and so I want to get it going.”

He’ll put down 910gp for a tavern in Kaer Maga, and round it off with another 90gp toward miscellaneous expenses in its improvement.

He then seeks out Spasi, always the easiest to find, and announces his readiness to proceed. When the party has fully assembled, including Koriah, he’ll suggest, ”I can Shadow Walk (link) us all if we want to travel that way. They wouldn’t see us coming at least. And it’s fast.”

”Do we know how far away the island is? Shadow Walk will get us about 400 miles in a day, but then we’ll want to come out to rest. So we could island hop if it’s further away than that.” he suggests though he’d be surprised if it was that far away.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi looks Sheila up and down, wondering if she was proposing something interesting or not. But he knows better than to poop where he works and politely declines.

”Yeah, heavy is the head that wears the crown, which is why I’ll need someone with some bigger pillows to lay my head,” Spasi declines politely. It’s clear that Spasi is still a bit vexed about being kicked out of the Pathfinders, even temporarily.

”Shadow walk, huh, Bibs? Yeah, that’ll work. Unless the Pathfinders can get us a scrying of the island? Or a strong description? Then I might be able to teleport us closer there. Of course, I can’t just teleport us to the middle of the ocean, I’d need to see something first, you know?” Like Bibic, Spasi has questions. How far, estimated, is the island? And can we scry upon it?


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement pats Bibic on the back as the elf returns from his errands and the group socializes all the updates of their recent activities.

Returning to his chair, he gestures to Roxy and Sparkles to resume chasing the knots from their shoulders.

"Oh, right there. Where the wings come out. It's not easy flying around in this armor, you know?"

Clement considers the island before them.

"Is it close enough that Bibs should start saving some of his money to develop a tavern out there? And a chartered ferry? Presumably the weather is nice as long as some Runelord isn't making it nasty out of jealousy."

Clement drums his fingers on the table as he tosses a half-dozen grapes into his mouth.

"Can't we send some junior Pathfinders out there to scout the island? I imagine anything extremely scary is going to be stashes up in some fortress at the center, or perhaps in the center of some volcano. They could just sail around the perimeter and whisper their observations to the wind to carry back to us?"

Clement adjusts his belt around his midsection which seems to largely be ignorant of the parting of the shard of gluttony from the half-angel's possessions.

"This armor is awful heavy."


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

A chartered ferry...

Bibic smiles as Clement suggests another investment opportunity. "Might not be much of a destination though. We'll have to check it out first."


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi looks over at Clem. ”Send over some junior Pathfinders to chart the area? That’s a good idea, Clem. Them Pathfinders just love sending teams into weird situations,” he agrees readily. ”We should send an advance team out there to build us a nice resting quarters too, give us the lay of the land, figure out how to mingle with the locals, you know, take care of our needs. Stuff to keep us happy.”

”Or a chartered ferry. If we’re not going to have an away team. The chartered ferry will allow us to bring some attendants, you know? How much is a stately pleasure craft, anyway?” Spasi asks, wondering if the Society will be footing the bill.

Unless we have any descriptions, I think the answer is Bib’s Shadow Walk, but we really need to have an estimation of how far it is.


@Bibic: Sure to resonance powers.

Magnimar's magical elite confer briefly and turn back to the hero's of the day. "So far all attempts of scry the area have met with failure. Xin's wards must still survive even after all this time. Still, based on the time between the earthquake and the arrival of the tsunami, not to mention the darkening on the horizon visible from atop the Irespan, it's safe to say that the source of the disturbance can't be much more than a hundred miles away.

In response to the discussion of sending an advance team of expendable pathfinders, the Venture Captain shuts down that suggestion. "This situation is much too dangerous to send inexperienced members into. You four have the most experience dealing with the ruins of the runelords and are our best option of success."


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

”Oh yeah, that’s some good science there. That makes sense,” Spasi nods along with how they figured out where the island might be. ”Yeah, okay. We’ll probably Shadow Walk over then, and we might want to consider stocking up on some swimming solutions, just in case.”

Spasi will make an additional purchase or sale or two and then be ready to go.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic, having made his purchases, is ready when the others are.

Are we leaving the same day as the battle? Just checking for spells and other dailies.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Might as well rest and reset, right? Our group strikes me as the type that in-character prefers an extra night of R&R prior to departure rather than feeling pressured by Society demands to deploy onsite immediately.

Clement rustles his wings slightly as Sheila rebuffs his suggestion at deploying Society agents to scout the island.

I thought the Society numbers thousands of Agents, and some at nearly our prowess at exploring ruins?

Glancing at Rhesus, he nods, as Sheila does have a point that there's no group better equipped than theirs.

"A hundred miles, not sure if that improves the desirability of Xin as a place for a tavern or hinders it..."

Will make a couple decisions on shopping as well. Did we want to calculate one last dump of the latest loot and load up on consumables for what feels like our final departure?


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi would prefer to do some shopping and sleeping around before going. He has this very cool bling, would be a shame not to use it.

Spasi will do some shopping and be ready to go in the morning, unless the Pathfinders insist on something else that is completely unreasonable when this is all their fault.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic also would wait until they're fresh. No telling how tough this island is going to be.

We should totally do another divvy and buying round if we can and head out fresh. With Shadow Walk, we'll be there in about two hours.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Loot
The scylla had Bracers of Armor +5 (12,500gp sale value) and 12,000gp in Thassilon-era gold jewelry, so 24,500gp total. Divided by four, we each get 6,125gp. Enjoy!

Bibic sells off the gold and looks for a little something for himself. For now he’ll pick up a Find the path scroll (16) (2,400gp) and save the rest toward a larger purchase. He has 5,000gp to loan out if anyone needs it.

He’ll spend the night relaxing and gears up first thing in the morning, casting his long term spells, but saving heroism and the like for when they reach the island. When the party is ready, he’ll cast Shadow Walk.


The meeting is happening the same day, but there is no need for the party to rush off immediately.

@Bibic: There was also a Scarab of protection on the scylla, if you wanted to sell it.

Will move us along to the island shortly. Last dungeon of the campaign incoming.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Does anyone want the Scarab? I already have two things competing for my neck slot.

If we sell it, that's another 9,500gp each!


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus is only interested in getting a golembane scarab, not sure there's anything else he's missing other than minor upgrades to rings and such.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi makes his purchases, had a fairly rowdy night on the town, and will be mostly not-hungover when the party is ready to leave in the morning.

"Okay, let's do this. Let me tell you about the oread triplets I met last night. I think they were oreads, or shorn dwarves, not really sure..."


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic doesn’t buy anything new with his 9,500gp, but he is more seriously considering that property in Korvosa he’s heard about through the grapevine. But that can wait until their triumphant return.

When the party is ready, he’ll cast Shadow Walk and travel to the island.

Before they re-materialize, he’ll cast the usual heroism and other prep spells.


Ok let's get this show on the road.

The party takes their time preparing for their expedition, working, as always, on their own schedule. Heading out a few days after the meeting, you dip into the plane of shadow and are off. Skittering along a ribbon of darkness, you glide out over the trackless sea in the general direction of where you suspect the ancient island of Xin's has risen. Eventually, rocky shapes emerge on the horizon. Islands, where no islands should be. Aiming for the largest land mass, you shift back into the material plane, hoping to end up in a relatively safe spot.

The cluster of islands that you find yourself on compose a ruined wasteland of long-collapsed buildings, crumbling tower tops, and disintegrating archways. Strange sites abound, and everywhere looms the distinctive interplay of spherical and linear designs that is the hallmark of Azlanti architecture

Dead and dying sea life litters the ground at your feet, and crabs scuttle in all directions to feast on the bounty. Starfish cling futilely to long-toppled columns, and spiny barnacles and dying but razor-sharp coral encrust collapsed walls and old, broken spires, making even casual investigation of ruins onerous. The stench of decay is overbearing. Everyone make a DC 18 Fortitude save or be sickened for 1d6 + 4 ⇒ (5) + 4 = 9 minutes.

Beyond the ruins, very little ornamentation or evidence of ancient habitation remains. Centuries on the sea floor, the island’s recent rise, and ages of erosion have wiped away most of what once rested in the depths. While some of the facades are remarkably well preserved, the fact is that most ruins are but empty shells of the former domiciles, with layers of coral and urchin beds obscuring the old buildings’ original use and purpose. But even time can’t wash everything away, and discerning eyes can detect hints of the city’s former magnificence. Shattered glass globes covered in barnacles still hover along cracked sidewalks, where they once provided illumination. Likewise, stone benches and broken machinery of an indeterminate nature float in place.

At the highest point of the largest island, looms a dark edifice. The apex of the jagged black spire smolders with thick, dark smoke, and embers and sharp crystal flakes shed from its surface. Other than jagged crags, the spire boasts no window or doors beyond a single grand archway that provides entry into the imposing structure.

You're a couple hundred feet from the archway.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic casts heroism on many (including Clement and, I think, Rhesus) and his other preparatory spells.

Fort: 1d20 + 12 ⇒ (18) + 12 = 30 vs DC 18

"Well, isn't this a lovely smell?" Bibic mutters though in truth he's fascinated by what they've found here. This place is ancient!

As Bibic plans to return to town tonight via another shadow walk, he's not going to bring Koriah with on this trip. I know I said he was, but he changed his mind. Hope that's cool.

He looks around before following the others to the arch.

Perception: 1d20 + 28 + 2 ⇒ (5) + 28 + 2 = 35 (heroism)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 14 ⇒ (8) + 14 = 22 Fort

Spasi casts his usual spells, and then waits for Rhesus to lead the way.

"My god. I haven't smelt anything that awful since I was sniffing around Noya's armor. It was awful," Spasi annotates.

Spasi will keep his eyes out for danger, flying up 20' in the air.

1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44 Perception


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

The scarab of protection seems like a pretty good idea warding off death effects. If OK, Clement will take that and put the Amulet of Natural Armor into the pool and the 9500gp from everything else (13,500gp total) so someone can pick up any last purchases desired?

I'll assume Clem can get a Heroism from Bibic. Shield other on Rhesus. Lifelink on Rhesus and Bibic/Spasi as they are fragile flowers. Koriah's on her own but she's hardy.

Fort: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34

Clement covers his mouth.

"Was gonna say, could fix the docks here, plenty of seafoo, *urp* but.. how much presigitation will this take, Spasi?"

Flapping his wings, Clement ascends a hundred feet, certain his angelic form will attract anything evil on the island serving as a guardian that's paying attention at this particular moment.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Fort DC 18: 1d20 + 18 ⇒ (9) + 18 = 27

Rhesus takes a deep breath before watching the others for any pukers. "Smells like used underwear after I've hit someone with my hammer."


@Bibic: Yup no problem.

Clement ascends to the sky, trying to draw out any enemies lurking waiting pounce, but none take the bait. As the party approaches the archway, a trio of gillmen climb out of water filled trench that lies to the arch's south. One calls out to you in aquan "Ho, travelers! Have you come to in search of Xin's treasures as well?"

True seeing?:
The trio are illusions.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic knocks an arrow and trains it on the newcomers. He waits for Spasi to say a few words. He maintains his flight so as to keep a clear line of fire. He'll go to 10' up... 15' if they have reach weapons.


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Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi’s usual spells doesn’t include True Seeing.

Spasi smiles nicely, but does not speak aquan. He will respond in various languages and hope that one will be met with understanding.

Azlanti Celestial Common Draconic Dwarven Elven Shoanti Shory Skald Terran Thassolonian Undercommon & Varisian.

Should one of those work, he will respond thusly.

some language:
”No, of course not. We have little interest in treasure at this time. We’re looking for new vacation spots and we were alerted to this island that seems to have just come up? Is it open and available for safe vacationing? We had some reports of some mean constructs about, so we’d like to be careful.”

1d20 + 28 + 2 ⇒ (6) + 28 + 2 = 36 Know (Local/nature) - mermen?
1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31 Bluff

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