GMF's Shattered Star (Inactive)

Game Master Fanguar

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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

Meh. After that last last fight, I'm happy to have an easy one.

Round 1

hp 41/41 +12 temp; AC 16/12T/14FF; CMD 14
+3F/+4R/+6W

Back row.
Opponent: Sorshen?
SA:
MA:

Spasi just watches as Rhesus gives Sorshen the full Glim Garlgolding.

Delay.

Aurochs:

hp 28/28
AC 18
F8R3W1

Gore: +9 (1d8+12)

1d20 + 9 ⇒ (15) + 9 = 24 gore to hit;
1d8 + 12 ⇒ (1) + 12 = 13 damage.


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

Round 1
HP: 41/41; AC: 15 (T13/FF12)
F: +5, R: +7, W: +4
Location: Rear line
Opponent: None
Full: Longbow (cold iron): 1d20 + 6 + 5 ⇒ (19) + 6 + 5 = 30 (point blank, inspire, heroism) damage: 1d8 + 7 + 3 ⇒ (4) + 7 + 3 = 14 (point blank, inspire)
Longbow (cold iron): 1d20 + 6 + 5 ⇒ (3) + 6 + 5 = 14 (point blank, inspire, heroism) damage: 1d8 + 7 + 3 ⇒ (1) + 7 + 3 = 11 (point blank, inspire)

Conditions:
Heroism (3/70m), Invisibility, Bless (does not stack with Heroism)
Weapon Equipped = Bow
Cold Iron Arrows = 22/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 9/18
Shard Major Image = 1/1
Bow Attack Mods: BAB +5, Dex +3, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +2, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 5/5)(Second: 1/3)(CL 7, Con: +10, SR +9, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Cure Moderate Wounds, Glitterdust, Heroism

Yeah, no worries here either. Not every encounter measures up. No worries!

Bibic continues to inspire as he levels two shots at the evil pretender.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 attacks, damage (competence) and +2 vs fear (morale)


Meh, part of it is my own mapless modifications, but really, an unprepared spell caster really doesn't have a chance until they have access to contingency. I'm mostly grumpy because the adventure makes it very clear that "Sorshen" isn't expecting the PCs and then gives a stat block where it's "Enemy casts these 5 spells before the start of combat" and so on.

Attack: 1d20 + 15 + 1 + 2 ⇒ (8) + 15 + 1 + 2 = 26
Damage: 1d8 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Attack: 1d20 + 10 + 1 + 2 ⇒ (14) + 10 + 1 + 2 = 27
Damage: 1d8 + 8 + 2 ⇒ (7) + 8 + 2 = 17

Overwhelmed by the unexpected onslaught, Sorshen staggers beneath the blows. her blood sizzles as it strikes the floor. At last Oriana steps in and neatly runs her blade through the woman. As her lifeless body falls to the floor, her form shifts and when it hits the ground, a different form is revealed to you. A beautiful woman with flawless skin, red eyes, and pointed ears. Demonic horns protrude from her forehead , a long tail and bat-like wings poke out from tears in her dress. Knowplanes DC25: She's an alu-demon.

Oriana lets out a prima cry of victory and gives the corpse a vicious kick. Satisfied, she walks over to the bed and picks up two fist sized amber disks. She gives them to Bibic. She point to the floor mosaics, "If you insert the disks into the pattern, it activates the portal. The one on the left leads back down below. I don't know where the other one goes."

#Loot: Boots of haste, wand of dimension door (14 charges), +1 corrosive dagger. There is also a suit of full plate belonging to the dead Gray Maiden.


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

Knowledge Planes: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 (heroism)

Bibic looks at the fallen, thing, with wonder. "Well it sure wasn't Sorshen, we got that right. Dunno what it is though."

"Fascinating, thanks Oriana. Thanks for all your help! You're quite a fighter. I wish you luck doing, well whatever you're doing there in Korvosa." He smiles warmly, honestly wishing her well.

"So where shall we head next? I'm assuming we don't want to go back down quite yet, though we should do so to free Oriana at least. Then we should press on into the unknown I feel. Is everyone ready to do so? I have Heroism going for about another hour or so and would like to use it if we can."

Bibic would love the boots, but they could just as easily go to any of us. I'm fine with wherever they end up. Bibic has no use for the other items.


|| 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 huffs as the fight leaves the woman.

"Well that wasn't..."

He recoils as she changes.

"Ugh, what is that? That's the most hideous thing I've seen since Spasi's last date."


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 marches around Sorshen's body, taking a close look at things.

1d20 + 14 ⇒ (4) + 14 = 18 Know (Planes)

"Ah yeah...so them there horns? Some sort of demon or devil or goat probably. Not the worst kind of outsider, but one that we didn't need to meet here. Also, note how the body isn't popping out of existence? It's really here. Not just summoned," Spasi offers a kick to the body. "Well, it's dead now."

1d20 + 17 ⇒ (4) + 17 = 21 Spellcraft - boots
1d20 + 17 ⇒ (6) + 17 = 23 Spellcraft - wand
1d20 + 17 ⇒ (4) + 17 = 21 Spellcraft - dagger

He hands the boots to Bibic (or Rhesus) but keeps the wand for himself. He's not sure what to do with the dagger.

Spasi looks around with his hands on his hips. "Bibic, do you think the shard is here someplace? About time we found it, huh?"

1d20 + 15 ⇒ (4) + 15 = 19 Perception


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

Clement observes with mild interest as first Oriana and then Spasi kick the body of the horned fiend.

"Pretty smart game though, pretending to be a Runelord and using her charms and all that."

He carefully chooses his words so as to not imply Oriana's mind was easily held in check by the outsider.

"So, I imagine we jump in the portal. You'd think if the shard was around, she, errr, it would've found it and maybe taken it for herself, errr itself?"

Clement poses the question for Oriana.

"Did you ever see anything like that shard that Bibic has? Or remember hearing any talk about it?"


Oriana turns to Bibic, "Korvosa has nothing left for me now. I will see if any of my companions survive and if not, I will see to my dead. Perhaps we might travel together once you are done here. I don't think I have much of a chance getting back to civilization alone."

To Bibic, "Have not seen such a thing, but there are many secrets to this place."

For the sake of brevity, we'll have you activate the portals, and take the one that doesn't take you back.

You appear in a small room. The walls of this oddly shaped room appear strangely molded, their surfaces like sweaty pink clay infused with bits of glittering crystal. The floor looks like dry, cracked mud, dark red in colour, and the ceiling arches only eight feet overhead. A disturbing sound fills the space, resembling the endless exhalation of some bizarre, hulking beast. A mosaic of a coiled snake sits on a the floor in a small alcove to the side, while all along the walls of the strange room sit numerous interesing-looking objects, but none more intriguing than the triangular shard of red metal that sits alone on a shelf at eye level.

#Loot: Spellbooks: All enchantment spells from 1st-4th level, plus several other (40 total). A large pouch of gemstones, (5200gp) a bag of holding (type II) inside which you find an orb of consumption and boot of striding and springing, Three spider silk pouches (50gp each) together containing, 1 dose of dust of appearance, dust of dryness and dust of illusion, an immovable rod, a whispering coin, a pair of goggles of the night, a ring of minor electricity resistance, and a +1 light fortification breastplate. And of course the shard

Shard of Lust: On top of the Ioun stone abilities, as long as the Shard of Lust is carried, its owner can use suggestion as a spell-like ability once per day, gains a +2 insight bonus on saves versus enchantment spells, and gains a +4 insight bonus on Initiative checks.

There are a couple of areas that you skipped over(nothing major at this point) and there is still of course Sorshen's clone that you found. Let me know what the game plan is, but if you are done with the dungeon, I will handwave us back to Magnimar.


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

So what do you think Whatsherface had in mind for this shard? Am I missing something really mechanically cool? it's nice, but you know...

Spasi helps identify the stuff, taking his time over the spellbooks and magics. He explains things to those who might be interested and had an improved mood despite of the lack of lustful womens here in the Tower of Lusts.

Spasi doesn't have much more to do except opine on who gets what loots...which he'll do in the OOC.


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

Bibic looks at the pile of loot - especially the shard, and lets out a low whistle.

"She may not have been a Runelord, but she was certainly well equipped huh Spasi?"

Which Ioun stone is the Shard of Lust?


@Spasi: Curse:The owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours. While the owner wears any sort of armor or magic item that occupies the body slot, he is staggered.

It takes a Pink and green sphere (+2 CHA)

Whomever handles the shard:
In you mind forms a vast cliff of stone. Perched atop it, you see an immense ring of carved stone, inside of which rises the many pinnacled towers of a great city. DC15 Geography check identifies it as Kaer Maga

Shall I handwave us back to civilization? Unless you want to muck about with Sorshen's clone that is. (there's also some caves by the lake you didn't explore.)


|| 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

"Let's get back to town. This place has been fun and all but nothing here now. Time to go spend our loot. So...who's taking that shard? Suppose I could for now, but I've already got the one."

I'm all for getting back to civilization.


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

Bibic is not interested in the shard and is happy to get back to town as well.


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

If Clement ends up with the shard by default, that's fine. I'm sure he'll find the Charisma boost worthwhile and can fit some sort of RP around keeping it out of Spasi's hands if Spasi truly doesn't want a shard of lust.

Clement eyes the shard.

"So, this one is... lust?"

He eyes Spasi nervously.

"Perhaps I'll hold it for now? You know, since I'm not... well, you know, right?"

Clement blinks as he receives a series of images.

"Wait... I saw cliffs. Of stone. And a ring of stone with towers in. A big city or something?"

He tries to describe it best he can, not having Geography.


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
GM Fanguar wrote:

@Spasi: Curse:The owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours. While the owner wears any sort of armor or magic item that occupies the body slot, he is staggered.

Shall I handwave us back to civilization? Unless you want to muck about with Sorshen's clone that is. (there's also some caves by the lake you didn't explore.)

Ah. Whatsherface wanted the cha bump for her paladiny powers then? Or was there more? I guess we'll never know. Spasi is ready to get back.

Spasi gives a look to Clem.

"You saw what? Say it again, only more slowly...lemme see if it makes sense..."

1d20 + 10 ⇒ (16) + 10 = 26 Know (Geography)

"Was it Kaer Maga? Is that it? Ain't that that very *free* city inside....hmm...that's interesting. Is that where we're supposed to go, you think?"

Spasi begins to pack up everything he and the party carry. He will identify the items as he does, offering them to his party mates. He flips through the spellbooks while shaking his head.

"Let's get back to talk to VC Whatsherface. I bet she'll have some idea what to do next. If not her, then...youknowwho might know..." Spasi gives a knowing wink to Bibic, then Clem.


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

Oh yeah, that shard is all Spasi. I overlooked that earlier @Spasi comment.


I think she wanted to RP being a horndog, but I could be wrong. I'll get proper transition post up shortly, but for now you safely extract yourself from the dungeon and rendezvous with your ride to get back to civilization. You can even stop by Maroux the witch for some more delightful cooking, if you want. Also, you can advance to level 8


Safely back in Magnimar you have time relax and recover from you ost recent excusion. Your ease stands in sharp contrast to the explosion of activity that your report precipates. Your tales of the immaculately preserved Thalassionian edifice and finding an intact clone of Sorshen herself light a fire under the chapter house, as the Heidmarches rush to get a larger team in place to secure the Lady's Light.

Amognst all the chaos, Shiela Heidmarch makes time to helo you prepare for your next expedition. First, she informs you that if the next shard is present in Kaer Maga, then it is probably the Shard of Greed and she provides you with a pink rhomboid ioun stone to counteract the shard's curse when you recover it. She tells you that the easiest route from Magnimar to Kaer Maga is by river, joining with the extensive traffic that heads east up the Yondabakari River to trade with towns like Wartle, Whistledown, and the other settlements of Lake Syrantula and beyond. Most cargo barges being towed up the rive stop at Whistledown-itself a journey of at least 2 months, but a few make the roughly 6oo-mile trek to the foot of the great cascades where the Yondabakari comes streaming down from the Storval Rise,depositing goods and passengers just a few miles from where Kaer Maga perches on the side of the cliff.

Seeing your faces fall at the thought of such a long journey, she smiles. "Considering your past successes, the Society doesn't expect you to spend months riding a slow, donkey­ pulled raft up the river. I've arranged for your passage aboard the Lucky Jenny, a halfling trading vessel with a fabulous magical paddle wheel is capable of propelling the riverboat up the wide, sluggish river at an astonishing speed. The captain assures me that he can have you all at Kaer Maga in just 2 weeks. Considering he exorbitant about of money this is costing us, Captain Janke seems content to leave when you are ready, but sooner is probably better. Is there anything else I can help you with?"

We ready to move on? Shopping done?


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

Shopping not done. Did we get the counteracting ioun stone for the last shard yet?

Spasi does spend his first night back with the Calistrians, getting all his kinks worked out. He pays extra for the priest with working teeth and even more for kissing, maybe. He spares little expense in getting all his frustrations worked out. There were a LOT of them.

He strolls back in to the Heidmarch meeting in a significantly better mood.

"So...did you pay us anything for this little recovery? I'm all for doing work for the Pathfinders and all, but sometimes we should get paid, amiright?" Spasi looks at Bibic for back up. "We're risking our lives here...and a nice boat ride is good, but a magical trinkets might carry us through, you know what I'm saying?"

* * *

Spasi rubs the back of his neck, thinking.

"Kaer Maga, huh? I need some time to buy some stuff around here..."

DC 0 Sense Motive:
Spasi still has some kinks to work out with the Calistrians.

"...but I could be ready to go pretty soon."


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

Bibic is ready.

Bibic joins Spasi at the temple, though he doesn't need help for quite the duration Spasi does.

He spends the rest of his time around the town, visiting various ale houses, pubs, bars, and other public hang outs. He readily and thoroughly enjoys the wealth this new job has brought, and spreads it around thickly while he can. -50gp in relatively quiet but healthy enjoyment.

When he's summoned back to the Pathfinder lodge, he does so grudgingly, but greedily - ready for the next excursion. He's intrigued, despite himself, wondering what he'll find next.


|| 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 spends his time shopping and enjoying minor pleasures. Though not so lavish as his friends, he still spreads a few coins about.

7 gp and misc change.

Eventually he returns to the Pathfinder.

"Halfling boat huh? Well...hope it'll hold me."


Ya, the last shard was +2 to CHA one, They are built into the shard, so whoever has the shard also get the bonus.

Venture-Captain Heidmarch gives Spasi a hard look, "Mr. Gatten, some might be content with the opportunity to be a part of history. You stand to become the most famous men in all of Magnimar and perhaps the whole of the Society." She gives Spasi an appraising look and a derisive sniff, "You seem the sort that would appreciate the attention that such fame might bring to a man."

"Of course, if you are not such a man, perhaps you can be content with 8000gp stone that I have procured for you after many hours of tiresome research. Though if such generosity is lost on you, then perhaps you would prefer to try to retrieve the next shard without it? I mean, it's not like there were any problems when you retrieved the first shard, hmmm?"

She stands up, "I had thought that you were as devoted to the Society as am I, but I guess I was mistaken. You have your mission, if you do not wish to take it, I have many other members that are ready to go in your stead. Good day gentlemen." With that she leaves the room.


|| 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 whistles.

"Clem, looks like Spasi needs the protection from fire spell of yours, and maybe some curing."


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
GM Fanguar wrote:
Ya, the last shard was +2 to CHA one, They are built into the shard, so whoever has the shard also get the bonus..

You got that, Clem?

Spasi stares long and hard at the retreating from of VC Heidmarch, strong considering leaving and letting others handle things. He considers it until he remembers what Dr. Toffitt would do if he found out they had failed in their mission.

He takes the berating in stride, but clearly feels he'll have the last laugh when all things are said and done.

He's ready to go...after one last trip to the Calistrians.


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

Clem inherited Greed and Spasi took Lust, right? Or did we change it back around if the ioun stones suppress the curses?

Clement, replete new purchases ranging from a new breastplate to dozens of odd charms draped about his person, narrows his eyes at Spasi.

"I'm not sure my magic is powerful enough to protect even Spasi..."


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

Bibic shuffles from one foot to another, "She's not happy Spasi, don't blow our chances here. This is a really sweet assignment."

After she's gone he adds, "I'm sure if we do this job well for her, we'll be back in good graces."

He gathers his things and prepares for the journey. Paddle boat huh? This should be interesting."


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 turns his glare away from the retreating form of the VC and directs it to Bibic.

Backstabber-bic wrote:
"Don't blow our chances here. This is really a sweet assignment."

"You see here, Bibic," Spasi itches his upper thigh while he prepares his response."Dr. Toffitt put *me* in charge here. I ain't worried about answering to that crusty Venture Craptain, but to you-know-who."

Spasi sniffs his fingers.

"I doubt any of you truly believe that we should be grateful for the opportunity to work for free like she's suggesting. Too many of these Pathfinders are suck-ups. No wonder they always die. And she probably could find others to do it for free. However, don't get me wrong...while we're doing this for Dr. T, we don't have to do it for free. We still have expenses. We still have needs. Don't jump on me because it's my job to ask for a bit more."

Spasi walks around the office, a look of scorn on his face.

"My bronze...balls token...is the same as yours, Bibic. Don't you take her side over mine."

"Unless there is something else we can get going. We have a ship to catch."

Spasi looks at Clem and Rhesus to see if either of them want to speak 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

Rhesus shrugs.

"We ain't paying fer the ship and she's been given us maps and magic stones. Don't figure that come cheap and if she ain't makin' us pay fer it, well, no sense makin' waves. Unless you want our job harder?"


The first one was pride, with +2 to INT, you now have lust with +2 to CHA and the +2 CON stone you just got for when you recover greed. You can gain the benefits of up to 2 shards at a time and gain the benefits of both.

You head down to the docks and find you ride, The Lucky Jenny, a 60 foot long blunt-nosed, river barge. Several forward cabins for passengers and the Captain's stateroom are to the aft, while most of the middle is left open for cargo. The crew sleeps there or on deck when not on duty at the helm, taking soundings or maintaining the huge magical paddle wheel that extends off the stern. Though the ship is large, all of its rooms and facilities are designed for halflings, leaving you all feeling a little cramped and you spend the trip constantly playing limbo with the ship's various lines and spars-much to the halflings' loud amusement.

The captain, one Othlo Janke is a middle-aged halfling with a bewhiskered chin, a face weathered from hours of reflected glare off the water He is a jolly fellow and more than happy to discuss any specifics of the voyage, but the crew mostly ignores you, unless you're in their way.

The Lucky Jenny's route takes you up the Yondabakari to the swampers' stilt town of Wartle, then on to the more bourgeois gnome town of Whistledown on the edge of Lake Syrantula, whose friendly residents are at odds with the weird, haunting melodies played at night by the town's hundreds of wind chimes. Once across the 100-mile-long lake, the river twists through more heavily settled farmlands, the toll-levying mill town of Melfesh, the communist enclave of Abken, and the Korvosan secessionist haven of Sirathu. The trip is uneventful, and as promised, the magical ship makes fantastic time.

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 crew 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. Once on foot, most of these travelers head east, taking the long, steep road that follows the Yondabakari up through the narrow crack the river cuts in the cliff wall. A few brave souls even portage canoes and other small boats up the trail.

Othlo, however, points you toward a smaller, less traveled road that breaks away and trails northeast along the bottom of the Rise. "Follow that trail, it is the fastest way to Kaer Maga, and leads to the bottom of the Halflight Path. It's a subterranean tunnel that winds its way up through the cliff and will put you near the Meatgate. It's not the safest route, but the Duskwardens try to keep it clear of critters. Besides, you lot seem like you can handle a little trouble." Once you are ashore, Othlo and his crew wave and thank them for their business, then quickly turn the riverboat around and speed away with the current back toward Magnimar.

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 ofthe clearing, a huge set of bronze double doors stands embedded in the rock face, the portals embossed with strange runes. The runes seem to be meaningless, and anyone who stares for more than a moment at the door discovers 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, anyone attempting to follow one with her eyes or fingers finds herself 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. They nod politely to you as you approach, and motion you toward the other travelers waiting in line,


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

Just to be clear, Bibic has the first stone/shard (+2 to Int) and Clem has the other (+2 to Cha)? Rhesus, you have the con Ioun Stone?

Spasi gets in line. He's largely recovered from his annoyance at the lack of pay. He wasn't really arguing, but making a point that their services where valuable. So valuable, that he was sure that they were the rightful owners of the shards, and not the Pathfinder Society. After all, it was their blood and sweat that had earned the shards. And all the Society had done to aid them is give a few trinkets. He doesn't mention this aloud, of course; he just assumes he's right about all of it.

Spasi waits to hear whatever the authoritative figures have to say.


|| 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 thought I already had the shard of greed?


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

OK, no problem. The ioun stone counteracts the curse right? Charisma is lust and is the one where you need to "Spasi" each day?

Clement sniffs at the air ahead.

"I smell trouble. Probably more than critters too."

Clement ensures he holds a pair of fingers up on both hands as he says critters.

He takes the opportunity to give Rhesus a weak punch to the shoulder.

"Nothing we can't handle though."

He gives the uniformed men a curt nod and a guilty smile as they approach.


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

Bibic enjoys the journey, the relaxed pace of the paddle wheels churning the river. He tries not to hit his head too many times of course, but other than that he feels he could live on a boat. There's a sort of freedom there.

"Trouble? Here? Looks safe enough. How long do think the climb will be?" He looks up and wonders how deeply the tunnels go into the rock.


Ioun stones counter the curse completely.
Rhesus is correct, you already have the shard of greed, you are going after the shard of gluttony. (Sorry for the confusion, that's my bad). So you currently have the shard of pride (+2 INT), greed (+2 STR) and lust (+2 CHA) and now a +2 CON ioun stone. I'll repost the shard abilities.

Pride:
As long as the Shard of Pride is carried, its owner can use major image as a spell-like ability once per day, gains a +2 insight bonus on saves versus illusion spells, and gains a +2 insight bonus on all skill checks.

Greed:
As long as the Shard of Greed is carried, its owner can use haste as a spell-like ability once per day, gains a +2 insight bonus on saves versus transmutation spells, and gains a +1 insight bonus on attack rolls.

Lust:
As long as the Shard of Lust is carried, its owner can use suggestion as a spell-like ability once per day, gains a +2 insight bonus on saves versus enchantment spells, and gains a +4 insight bonus on Initiative checks.

After a few minutes of waiting, one of the guards breaks from the group and approaches the PCs. Looking about 30 years old, with a thick brown beard and hard but handsome features, he greets you. "Hail travellers, I'm Abra Lopati, a member of the Duskwardens." He shakes hands all around. "You seem like a group that can carry their own weight, so you're in luck. You get to jump the line."

He waves over a group of three merchants pulling a small cart. While he waits for them, he collects a 2gp transit fee from each of you, the bare minimum allowable, he assures you. Which seems to be true as the merchants with the cart are charged significantly more. When the fees have been paid, he lays out the rules: "Once we pass through the Twisted Door, there is to be no talking unless absolutely necessary, and absolute silence when I signal for it." The merchants, stinging from the fee, look inclined to object, but Abra cuts them off. "While we Duskwardens attempt to keep the path safe, there are still things in the Undercity that we really don't want to risk meeting. 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." At that last addendum, he looks significantly at you all.

"Does anyone have any questions before we get started?"


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
Abra wrote:
""Does anyone have any questions before we get started?"

Spasi raises his hand to indicate he has questions.

"One: How long does it take to reach Kaer Maga?"
"Two: If we are attacked, should we defend ourselves or let you Duskwardens handle it?"
"Three: What sort of dangers might we expect?"
"Four: Is spellcasting considered talking?"

Spasi seems like he's totally trying to help, totally.


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

Bibic looks on as Spasi questions the warden. He's keen to hear the answers.

He takes out his bow, checks his quiver, and makes ready for the climb.


|| 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 awaits the answers to Spasi's questions, but has none of his own.


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

Does it appear as if the merchants are coming with us, as well?

Clement folds his arms, standing near Rhesus and Bibic as Spasi asks a handful of fairly good questions.

He then begins to consider the eight gold they've paid and how that barely purchases the most minor of healing spells in a city temple.


"With the handcart coming along, I figure we'll make it to the top in about two hours. As I am the only Duskwarden escorting you all, I would prefer it of you did not stand by and watch me get eaten. The path skirts through parts of the undercity and that complex has openings that tie into the Darklands, so we've had everything from derro raiding parties, to undead to the mutated horrors left over from the Thassilonian empire. If your lips are moving and sound is coming out, it's talking. Don't do it."

The merchants will be coming with your party. We ready?


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 has one follow up question.

"If you are about to be eaten, do you want 'talking'" Spasi makes airquotes, "aka spellcasting to save your life? Or just silent pointing and non-vocal finger waggling to help?"

Other than that, Spasi is ready to go.


|| 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 rolls is eyes, shrugs his shoulders, and prepares to move out.

"Don't worry Spasi, they'll smell you long before they hear you."

Damned Calistrian perfume...


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

Bibic takes out his bow and prepares.

Ready!


Abra rolls his eyes. "I'll let you puzzle that one out for yourself, just be thankful we got rid of the smartass tax a few months ago."

He hands everyone a small crystal on a thong to place around their necks. These small magic items glow as bright as a torch but without the smoke and hassle. "These are Halflight Charms. If you become separated from the group, place your hand around the crystal and say help. The magic will call out to the nearest Duskwardens and provide them with your location." Once everyone is wearing one, he nods, swings open the great bronze gates of the Twisted Door, and leads you through.

Beyond the Twisted Door, the Halflight Path is a roughly Is-foot-wide, IS-foot-tall tunnel that winds up through the cliffat 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 that maintaining the barricades that separate the Halflight Path from the rest ofthe passages below Kaer Maga is one of the Duskwardens' chief jobs. Periodically, a distant roar or shriek filters through the blocked passages, causing the trio of merchants to flinch, but Abra pays them no mind.

The tunnel here is long and straight, maintaining its fifteen­ 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 group 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. The fetid stink of rotten vegetation washes of over you as a trio of roughly humanoid plant creatures bursts forth.

Initiative:

Rhesus: 1d20 + 2 ⇒ (8) + 2 = 10
Spasi: 1d20 + 4 ⇒ (13) + 4 = 17
Bibic: 1d20 + 3 ⇒ (12) + 3 = 15
Clement: 1d20 + 0 ⇒ (1) + 0 = 1
Enemy: 1d20 ⇒ 10
Abra: 1d20 + 3 ⇒ (5) + 3 = 8

Combat
17 Spasi
15 Bibic
10 Rhesus
10 Enemy
8 NPCs
1 Clement

Spasi, Bibic and Rhesus are up.

Shambling Mound CR 6 x3:

XP 2,400
N Large plant
Init +0; Senses darkvision 60 ft., low-Light vision; Perception +11

DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 67 (9d8+27)
Fort +9, Ref +5, Will +5
Defensive Abilities plant traits; Immune electricity; Resist fire 10

OFFENSE
Speed 20 ft., swim 20 ft.
Melee 2 slams +11 (2d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+7)

STATISTICS
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Base Atk +6; CMB +12 (+16 grapple); CMD 22
Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)


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 have prepped with Mage Armor and False Life (1d10 + 8 ⇒ (4) + 8 = 12 temp hp.

Round 1

hp 46/46 +12 temp; AC 16/12T/14FF; CMD 14
+5F/+6R/+9W

Back row.
Opponent: 3 Veggie Beasts
SA: Cast Haste:
MA:

Spasi casts haste before he retreats to a safe spot. He hits the party and the primary 'wardens with the gooey benefits of accelerated love.

Round 1/8: +1 to hit/AC/Reflex + extra attack...yadayadayada...


|| 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

Round 1

HP 91/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 19/T12/FF17 (Currently 21/14/17)
CMD 25
F+12, R+6, W+5; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 21/21
Row: Front
Opponent: Shambling Mound 1
Effects: Haste, Crowd Control

Rhesus goes to work on the nearest plant.

Attack: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d6 + 17 ⇒ (2, 5) + 17 = 24

Attack: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 2d6 + 17 ⇒ (3, 3) + 17 = 23

Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 2d6 + 17 ⇒ (3, 6) + 17 = 26


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

Round 1, Initiative: 15
HP: 46/46; AC: 16 (T14/FF12)
F: +6, R: +9, W: +5
Location: Rear line
Opponent: None
Std: Inspire Courage (Su) +2 att/dam (competence) & +2 save vs fear (morale)

Conditions:
inspired, Hasted
Weapon Equipped = Bow
Cold Iron Arrows = 25/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 20/20 (+2 round lingering)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
Bow Attack Mods: BAB +6/1, Dex +4, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 5/5)(Second: 4/4)(CL 8, Con: +11, SR +10, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism

Bibic readies his bow, takes up his position, and begins to inspire the larger group to do greater things. ”Everyone relax, we got this. Focus your fire on the ones we wound and soon this will all be a distant memory.”

I hope they eat the merchants first.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 attacks, damage (competence) and +2 vs fear (morale)


|| 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

+2 to hit and damage on my attacks then.

27 to hit, 26 damage; 20 to hit, 25 damage; 18 to hit, 28 damage.


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

Clement stands still as the shambling piles of earth, weed and monster lumber ahead, a faraway look in his eyes.

Winter Harvest is coming up fast on us... I wonder what Rhesus would want this year?


One of the creatures shudders under Rhesus' blows, but does not fall. The monstrosity attacks in kind with massive tendrils of vegetation.

Attack Rhesus: 1d20 + 11 ⇒ (9) + 11 = 20
Attack Rhesus: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d6 + 5 ⇒ (5, 6) + 5 = 16
Grab: 1d20 + 16 ⇒ (10) + 16 = 26
Constrict: 2d6 + 7 ⇒ (4, 3) + 7 = 14

One blow lands and the tough vines envelope him, squeezing him until his ribs creak.

The other two attack Abra and Clement,

Attack Abra: 1d20 + 11 ⇒ (3) + 11 = 14

Attack Clement: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d6 + 5 ⇒ (3, 5) + 5 = 13
Grab: 1d20 + 16 ⇒ (19) + 16 = 35
Constrict: 2d6 + 7 ⇒ (6, 5) + 7 = 18

While Abra manages to dodge the attack, Clement also finds himself in a loamy embrace.

Abra 1: 1d20 + 9 ⇒ (7) + 9 = 16
Abra 2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Abra 3: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm?: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Abra 4: 1d20 + 3 ⇒ (19) + 3 = 22
Confirm?: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Everyone is up

Shambling Mound CR 6 x3:

XP 2,400
N Large plant
Init +0; Senses darkvision 60 ft., low-Light vision; Perception +11
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 67, 51/57 16/67
Fort +9, Ref +5, Will +5
Defensive Abilities plant traits; Immune electricity; Resist fire 10

OFFENSE
Speed 20 ft., swim 20 ft.
Melee 2 slams +11 (2d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+7)

STATISTICS
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Base Atk +6; CMB +12 (+16 grapple); CMD 22
Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)


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

Round 2, Initiative: 15
HP: 46/46; AC: 16 (T14/FF12) (+1 from haste NOT included)
F: +6, R: +9, W: +5
Location: Rear line
Opponent: None
Full: Longbow (cold iron): 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17 (point blank, inspire, haste) damage: 1d8 + 8 + 3 ⇒ (2) + 8 + 3 = 13 (point blank, inspire)
Longbow (cold iron): 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30 (point blank, inspire, haste) damage: 1d8 + 8 + 3 ⇒ (6) + 8 + 3 = 17 (point blank, inspire)
iterative Longbow (cold iron): 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9 (point blank, inspire, haste) damage: 1d8 + 8 + 3 ⇒ (6) + 8 + 3 = 17 (point blank, inspire)
hasted Longbow (cold iron): 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29 (point blank, inspire, haste) damage: 1d8 + 8 + 3 ⇒ (6) + 8 + 3 = 17 (point blank, inspire)

Conditions:
inspired, Hasted
Weapon Equipped = Bow
Cold Iron Arrows = 21/25
Silver Blunt Arrows = 10/10
Adamantium Salted Arrows = 10/10
Ghost Salted Arrows = 10/10
Reptile Bane Arrows = 5/5
Bardic Performance = 19/20 (+2 round lingering)
Boots of Speed = 10/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
Bow Attack Mods: BAB +6/1, Dex +4, Weapon Focus +1, Bow +1, (Rapid Shot -2), (Deadly Aim -2)
Bow Damage Mods: Composite Bow +3, Bow +1, (Deadly Aim +4)
Bard Spells: (First: 5/5)(Second: 4/4)(CL 8, Con: +11, SR +10, DC: 13+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) Cure Light Wounds, Feather Fall, Grease, Unseen Servant
2) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism

Finally warmed up, Bibic goes to work, targeting injured creatures first before moving to a, uh, fresh one.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 attacks, damage (competence) and +2 vs fear (morale)

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