GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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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

1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38 Know (Planes)

”Oh?” Spasi replies, looking curious. ”Yeah, we don’t want to be burned alive. We might indeed go, but do you mind if we ask you a few questions? Like what are you doing here? And what are you working on?”

Spasi casts Resist Energy Fire then Detect Magic and looks for aura around the forge.


|| 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 pauses mid warcry.

"Oh, well...uh. Sure, we can just leave, sorry to bother you ma'am.
If you could answer a few of Spasi's questions though we'd sure appreciate it."

He tips an imaginary hat towards the smith.


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

Clement nods his head, taking a couple steps to admire the suit of armor being forged. While his gut tells him it'd be best to not ask any questions given there weren't any asked of them, he can't resist a single query.

"Yeah, who's the armor for?"


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

Bibic respects the desire of a craftsperson wanting to finish their task unhindered. He wonders if she'll talk between hammering, or try to dismiss them all in a perfunctory manner.

He waits in silence.


"I was bound here by a elf named Ardathanatus to work the forge. My work and service will end tomorrow. Now be off, or I will be compelled to destroy you for impeding my work."

You've heard of Ardathanatus before (Linky)

Spasi's detect magic:

The forge radiates strong conjuration magic. Anyone who enters the central forge pit takes 3d6 points of fire damage per round. A character capable of withstanding this fire can use the forge to craft all manner of metal objects, including particularly tough metals like adamantine and horacalcum. In addition, magic items crafted in this forge benef it from a 10% reduction to their cost, as the magic of the forge augments the crafting procedure.

The armor is a suit of +1 moderate fortification horacalcum full plate armor and is currently unfinished.


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 nods at the sweet armor being forged, thinking he could sell it for a pretty penny.

"You know, we're looking for Ardathanatus too. In fact, if you wanted to give us the armor, we could deliver it to him. We're totally helpful like that. Totally," Spasi says helpfully. "Then you could get home early, relax, eat a few slaves, you know?"

1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 Bluff


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

Clement shrugs.

"She's not done yet, like she said we better leave her alone to finish for Arda.. err, thana-tus."

Clement gives Rhesus the 'shut the door' gesture and backs away into the hall.

Since we can see clear to C8 I imagine we check that before we open any further doors? Unless we wanted to fight the giant over a lousy piece of armor being the Packminders we are?


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

”Looks done to me, or close to it. Which is why Ardathanatus will really appreciate that we could bring it to him,” Spasi picks up after Clem. ”It’s such great work. We’ll tell him you did a great job. You can go relax knowing you did a good job.”


|| 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 nods at Clem.

"Yup, we'll be going then I reckon."


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

Bibic backs out, but slowly, giving the craftsperson time to address Spasi's cunning plan. He grins at the thought of it succeeding, though he knows it's a long shot.

C8 is great!


"That's not how the terms of a binding work, small man. You can tell the elf that the armor will be ready tomorrow. Don't let the door hit you on the way out."

You can't see C8 from where you are. The map in the campaign description is for the previous level. Still can't update the campaign description. I've put the map link in my profile (see above). Room D11 is the closest unexplored room.

D11

This room seems to contain only old empty crates, folded sacks, and upturned clay vases of various sizes and shapes. Sitting on a table near the northeast corner are several strange jars containing what appear to be coils of blue mist.

DM dice:

Rando: 1d100 ⇒ 71


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

Ah, thanks for the map update.

Leaving last, Spasi intentionally *does* let the door hit him on the way out, but he leaves with little more comment.

He points the team to D11, then after that is explored, will move the team to D9.

1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33 Perception D11 w/Detect Magic


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

Bibic too will eye the blue mist with Detect Magic.

Knowledge Arcana: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32 (heroism)


|| 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 shakes his head.

"I'm not touching that."


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

Clement nods, sharing Rhesus's assessment that sticking one's hand into a jar of swirling mist is likely not going to end in any way that benefits whom is on the other side of that hand.

To D9 after we let Arcana tell us what the mist was.


Spasi:
They are soul jars. There are three of them.

We'll just hold a second before D9 to resolve the mist jars.


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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 stares at the jars for a moment, trying to decide what he feels about them. On one hand, they are worth money and valuable as a form of magics. On the other hand, they freakin’ steal souls and bind them in a way that is most unholy.

He stares. He ponders. He stares more...thinking about things.

Then, in a fit of regret, shoots each with a magic missile.

”Yeah...it’s just wrong. There are some lines...yeah...nah...i can’t...”


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

"So what were they?" Bibic asks casually, wondering why Spasi is in such a state.

He then follows the others to D9.


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

Clement stands ready, surely expecting Spasi to have released some sort of trio of smoke-monsters. He blinks a few times, takes a step forward then backward before he finally shoulders Rhesus.

"Guess he didn't unleash a buncha soul-sucking fog monsters after all, eh?"

Clement turns to explore further, occasionally glancing back to ensure the mist didn't suddenly reform and merge into some sort of super-mist and pursue them from behind.


Leaving the jars behind, you head down a long pathway to a lone doorway. Rhesus pushes through, looking for trouble. D9

The room beyond is dominated by a large, mahogany desk with a high, leather-covered chair. A chest sits near the desk, while a wooden shelving unit contains several sets of manacles and a few cudgels. Two steel gates in the east wall lead to two parallel rows of prison cells.

Lounging in the chair is a bored-looking lumbering apelike monster with blood-red fur, twisted horns, and a hideous fanged orifice set in the center of its chest. It claps its clawed paws together in glee at your appearance. "Adventurers? Finally, some entertainment!"

Initiative:

Rhesus: 1d20 + 2 ⇒ (9) + 2 = 11
Spasi: 1d20 + 12 ⇒ (16) + 12 = 28
Bibic: 1d20 + 3 ⇒ (2) + 3 = 5
Clement: 1d20 + 0 ⇒ (7) + 0 = 7
Enemy: 1d20 + 8 ⇒ (19) + 8 = 27

Combat
28 Spasi
27 Baddie
11 Rhesus
7 Clem
5 Bibic

Spasi is up

Baregara CR 12:

XP 19,200
CE Large outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +22

DEFENSE

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
hp 168 (16d10+80)
Fort +15, Ref +14, Will +10
DR 10/good; Immune electricity, poison, Resist acid 10, cold 10, fire 10; SR 23

OFFENSE

Speed 30 ft., climb 40 ft.
Melee bite +23 (1d8+8), 2 claws +23 (1d10+8 plus grab), gore +18 (1d8+4)
Space 10 ft.; Reach 10 ft. Special Attacks devouring grapple, monstrous challenge, one-armed hold
Spell-Like Abilities (CL 16th; concentration +19)

Constant—see invisibility
At will—dispel magic, teleport (self plus 50 lbs. of objects only)
3/day—quickened hold person (DC 15)
1/day—summon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%), unholy blight (DC 17)

Devouring grapple (Ex)
The mouth at the center of a baregara’s chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.

Monstrous Challenge (Su)
As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.

One-Armed Hold (Ex)
A baregara’s huge arms allow it to initiate and maintain a grapple without the standard -4 penalty for not having both hands free.


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 1, Init 28

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent: Outsider.
SA: Cast Haste
MA: Move back.

1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37 Know (Planes)

"Oh piddlespot on a 2 copper who--," Spasi says, not liking what he sees. "That's a nice sentient demon ape there. Good luck with that. Hit it *good*, if you can...and don't let it grapple you. That mouth has all the sucking power of a Calistrian..."

Spasi takes one look at the baddie and decides he doesn't really want any part of the creature, feeling his presence would be better if he was further away.

He casts Haste and moves back 30', willing to watch from a distance.

Haste Round 1/11: +1 to all the things. You know the deal.

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 1/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 3/8 (See Invis (ext)*1,fireball*0,Haste*1,Heroism*1)
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0)
1st: 1/8 (MageArmor*1,Snowball*0,MMissile*0,Vanish*0)

Wand of Magic Missile 26/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


The creature surges forward and takes a swipe at Rhesus,

Attack: 1d20 + 23 ⇒ (2) + 23 = 25 Damage?: 1d8 + 8 ⇒ (1) + 8 = 9
Grab(if hit): 1d20 + 29 ⇒ (8) + 29 = 37 Damage(if grappled): 2d8 + 4 ⇒ (7, 2) + 4 = 13

Koriah steps forward and takes a swing,

Attack: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27 Damage: 1d10 + 4 ⇒ (8) + 4 = 12

and scores a shallow slice.

Everyone is up.

Baregara CR 12:

XP 19,200
CE Large outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +22

DEFENSE

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
hp 166/168 (16d10+80)
Fort +15, Ref +14, Will +10
DR 10/good; Immune electricity, poison, Resist acid 10, cold 10, fire 10; SR 23

OFFENSE

Speed 30 ft., climb 40 ft.
Melee bite +23 (1d8+8), 2 claws +23 (1d10+8 plus grab), gore +18 (1d8+4)
Space 10 ft.; Reach 10 ft. Special Attacks devouring grapple, monstrous challenge, one-armed hold
Spell-Like Abilities (CL 16th; concentration +19)

Constant—see invisibility
At will—dispel magic, teleport (self plus 50 lbs. of objects only)
3/day—quickened hold person (DC 15)
1/day—summon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%), unholy blight (DC 17)

Devouring grapple (Ex)
The mouth at the center of a baregara’s chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.

Monstrous Challenge (Su)
As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.

One-Armed Hold (Ex)
A baregara’s huge arms allow it to initiate and maintain a grapple without the standard -4 penalty for not having both hands free.


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

Round 1, Initiative: 5
HP: 61/61; AC: 16 (T14/FF12) (+1 haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Standard: Longbow (cold iron): 1d20 + 13 + 6 ⇒ (17) + 13 + 6 = 36 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (3) + 12 + 3 + (6) = 24 (point blank, inspiration, sonic)

Conditions:
Heroism (6/110m), Haste (1/??r)
Weapon Equipped = Longbow
Cold Iron Arrows = 53/54
Inubrix Arrows = 20
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Bardic Performance = 25/26 (+2 round lingering, move action)
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
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic inspires the party, steps to his advantage, and unleashes a single arrow into the beast - or tries to.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 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 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP: 135/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 5/7 | 3rd - 7/7 | 4th - 5/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 6/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Heroism, Haste
Location: Back
SA: Freedom of Movement on Rhesus

Clement curses, having failed to respond quick enough to stick his shield out to thwart the ape-demon.

Stepping back, Clement works to free Rhesus from the ape-demon's grip.

Freedom of Movement on Rhesus.

Future rounds, Clement will impart +2 shield bonus from his guarding shield to Rhesus's AC versus all attacks.


|| 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

Status:

HP 129/135 DR 5/-, 10/lethal, fire 2
AC 23/T13/FF20
CMD 29
F+15, R+9, W+7; +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: 18/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Ape Demon
Effects: Shield Other, Communal Resist (cold, fire), Lifelink, Inspired, Hasted, Freedom of Movement, Rage, Reckless Abandon

9-5=4/2=2R2C;13-5=8/2=4R4C.6R6C.

Rhesus slips free, then hammers at the creature.

Free to Rage.

Attack@Demon: 1d20 + 26 ⇒ (17) + 26 = 43
Damage: 2d6 + 25 + 3 ⇒ (1, 3) + 25 + 3 = 32
Sonic: 1d6 ⇒ 1

Attack@Demon: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 2d6 + 25 + 3 ⇒ (3, 5) + 25 + 3 = 36
Sonic: 1d6 ⇒ 2

Attack@Demon: 1d20 + 21 ⇒ (17) + 21 = 38
Damage: 2d6 + 25 + 3 ⇒ (2, 3) + 25 + 3 = 33
Sonic: 1d6 ⇒ 2


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 2, Init 28

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent: Outsider.
SA: Cast MM.
MA:

Spasi hand casts Magic Missile, fearing his wand is not strong enough to overcome the creature’s resistance.

5d4 + 5 ⇒ (1, 3, 3, 1, 2) + 5 = 15 force damage
1d20 + 11 + 2 + 2 ⇒ (18) + 11 + 2 + 2 = 33 SR check

Haste Round 2/11: +1 to all the things. You know the deal.

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 1/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 3/8 (See Invis (ext)*1,fireball*0,Haste*1,Heroism*1)
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0)
1st: 2/8 (MageArmor*1,Snowball*0,MMissile*1,Vanish*0)

Wand of Magic Missile 26/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


The party beats down on the creature. Fur and gore fly.

It unleashes on Rhesus,

Bite: 1d20 + 23 ⇒ (13) + 23 = 36Damage?: 1d8 + 8 ⇒ (2) + 8 = 10
Claw: 1d20 + 23 ⇒ (6) + 23 = 29Damage?: 1d10 + 8 ⇒ (8) + 8 = 16
Claw: 1d20 + 23 ⇒ (19) + 23 = 42Damage?: 1d10 + 8 ⇒ (5) + 8 = 13
Gore: 1d20 + 18 ⇒ (14) + 18 = 32Damage?: 1d8 + 4 ⇒ (1) + 4 = 5

Grab: 1d20 + 29 ⇒ (14) + 29 = 43 Damage?: 2d8 + 4 ⇒ (6, 3) + 4 = 13

Koriah swings away:

Attack 1: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31 Damage: 1d10 + 4 ⇒ (7) + 4 = 11
Confirm?: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Attack 1: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Attack 1: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Attack 2: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Attack 2: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Attack 2: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

Haste: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21

Everyone is up.

Baregara CR 12:

XP 19,200
CE Large outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +22

DEFENSE

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
hp 75/168 (16d10+80)
Fort +15, Ref +14, Will +10
DR 10/good; Immune electricity, poison, Resist acid 10, cold 10, fire 10; SR 23

OFFENSE

Speed 30 ft., climb 40 ft.
Melee bite +23 (1d8+8), 2 claws +23 (1d10+8 plus grab), gore +18 (1d8+4)
Space 10 ft.; Reach 10 ft. Special Attacks devouring grapple, monstrous challenge, one-armed hold
Spell-Like Abilities (CL 16th; concentration +19)

Constant—see invisibility
At will—dispel magic, teleport (self plus 50 lbs. of objects only)
3/day—quickened hold person (DC 15)
1/day—summon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%), unholy blight (DC 17)

Devouring grapple (Ex)
The mouth at the center of a baregara’s chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.

Monstrous Challenge (Su)
As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.

One-Armed Hold (Ex)
A baregara’s huge arms allow it to initiate and maintain a grapple without the standard -4 penalty for not having both hands free.


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 3, Init 28

hp 63/63+0 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent: Outsider.
SA: Cast MM.
MA:

Spasi hand again casts Magic Missile.

5d4 + 5 ⇒ (4, 1, 4, 3, 3) + 5 = 20 force damage
1d20 + 11 + 2 + 2 ⇒ (9) + 11 + 2 + 2 = 24 SR check

Haste Round 3/11: +1 to all the things. You know the deal.

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 1/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 3/8 (See Invis (ext)*1,fireball*0,Haste*1,Heroism*1)
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0)

Wand of Magic Missile 26/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


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

Round 2
HP: 129/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 7/7 | 2nd - 5/7 | 3rd - 7/7 | 4th - 5/6 | 5th - 4/4
Channels Left Today (8d6+1 each): 6/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Heroism, Haste
Location: Front
Move: Back to Front
Standard: Aid Rhesus

Clement stands ready, hesitating ever briefly to observe if the demon monkey can withstand Bibic and Rhesus's assault, making a minor effort to create an opening for his friend.

Aid Other (Rhesus attack) DC10: 1d20 + 15 ⇒ (4) + 15 = 19


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

Round 2, Initiative: 5
HP: 61/61; AC: 16 (T14/FF12) (+1 haste not included)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (10) + 11 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (6) = 22 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (9) + 11 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (1) = 17 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (18) + 6 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (5) + 12 + 3 + (5) = 25 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (6) + 11 + 6 = 23 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (5) = 22 (point blank, inspiration, sonic)

Conditions:
Heroism (6/110m), Haste (2/??r)
Weapon Equipped = Longbow
Cold Iron Arrows = 53/54
Inubrix Arrows = 20
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Bardic Performance = 25/26 (+2 round lingering, move action)
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
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic brings his bow to bear as he plunks away, pouring arrows into the enemy - or at least in its direction.

Note: I have the clustered shots feat, so DR applies once per round rather than once per hit.

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

Status:

HP 121/135 DR 5/-, 10/lethal, fire 2
AC 23/T13/FF20
CMD 29
F+15, R+9, W+7; +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: 18/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: Baregara
Effects: Shield Other, Communal Resist (cold, fire), Lifelink, Inspired, Hasted, Freedom of Movement, Rage, Reckless Abandon

10-5=5/2=3R2C;16-5=11/2=6R5C-5=1R10C;13-5=8/2=4R4C;5-5=0;8R12C.

Rhesus avoids the grab thanks to his spell.

Attack: 1d20 + 26 + 2 + 2 ⇒ (10) + 26 + 2 + 2 = 40
Damage: 2d6 + 25 + 3 + 1 ⇒ (2, 1) + 25 + 3 + 1 = 32
Sonic: 1d6 ⇒ 2

Attack: 1d20 + 26 + 2 + 2 ⇒ (2) + 26 + 2 + 2 = 32
Damage: 2d6 + 25 + 3 + 1 ⇒ (4, 4) + 25 + 3 + 1 = 37
Sonic: 1d6 ⇒ 4

Attack: 1d20 + 21 + 2 + 2 ⇒ (15) + 21 + 2 + 2 = 40
Damage: 2d6 + 25 + 3 + 1 ⇒ (5, 3) + 25 + 3 + 1 = 37
Sonic: 1d6 ⇒ 3


and popped...

The creature barely has time to understand how over-matched it is,before the party blasts it from this plane of existence. Combat over.

A quick poke around of the warden's room, reveals a bundle of personal adventuring equipment and #lootz: 400gp in coin and jewelry.

In a cell at then end of on the rows is an old man in dirty clothes. He looks up at the party's approach. His eyes are sunken and his skin hangs loose on his skull. You see that he is covered with angry welts and scars resulting from what appear to be suckers.

He squints at Koriah and rasps out, "I know you girl."

Koriah says, "By the gods, that's Nildus Thilano. He's the abbey's representative of Erastil."

Nildus shakes his head, "No longer...No longer."

A glance at the cell shows that the stone of cell flows over the door, sealing it in place and making it impossible to open.


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:
A glance at the cell shows that the stone of cell flows over the door, sealing it in place and making it impossible to open.

Spasi floats over to look in the cell. He looks at the woman inside, then back at Koriah. ”You know her, do you? A friend?”

Spasi reaches his hand into, beckoning Nildus to take his hand. ”Let’s get you out of there. If you want. Take my hand.”

If she does, Spasi will DDoor them her outside the cell. ”See? We ‘pathfinders’ are useful,” Spasi airquotes the word ‘pathfinder’.


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

Bibic watches Spasi perform his trick. If successful, he smiles, That should be worth some reward. he hopes.

"So old man, tell us your story. I imagine you're hungry, here, eat." he breaks out some rations and water and listens.


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

HP117

Clement quickly inspects Thilano's injuries, paying particular attention to the sucker-welts.

Heal: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

Healing? Restoration (greater/lesser)? We have some lingering wounds too so possibly a channel..


|| 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 stretches, pleased with how quickly things went. He looks around for anything of interest while the old man is dealt with.

Perception: 1d20 + 13 ⇒ (18) + 13 = 31


Nildus looks at Spasi's hand for a long time before slowly rising to his feet and reaching out to grasp it. Once freed, he doesn't seem any less despondant. When pressed, he recounts the fall of the Abbey, confirming the details that you had heard from Casamir (Koriah's dad). His telling does corroborate that Zolerim, the abbey’s priest of
Nethys, did indeed betray his fellow priests, as it was Zolerim that struck down Nildus, taking him unawares.

"In the time of our greatest need, our Gods forsake us. Erastil did nothing as his servants were cut down. How could they be so cruel?"

In regards to the basement levels, he doesn't have much to add. "Never had cause to come down here." He also doesn't know much about why Ardathanatus attacked in the first place, but does add, "That damned elf promised to make me the first sacrifice to the Polymorph Plague one the Doomsday Door is refocused to Sekatar-Seraktis, so I guess I should be thankful to you all."

@Clem:
It's mostly just starvation. He has 40 points of nonlethal damage.

Know(religion) DC25:
The Polymorph Plague is an alternate name for Yamasoth, a qlippoth lord.

Know(planes) DC30:
Sekatar-Seraktis is a layer of the Abyss partly ruled by the nascent qlippoth lord Yamasoth and partly by thirteen warring, powerful demons: balors, vavakias and vrolikais.

Geographically, the realm lies at the centre of Yhidothrus's Spiral Path and is a vast subterranean cavern.


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 + 22 + 2 ⇒ (16) + 22 + 2 = 40 Know (Religion)
1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32 Know (Planes)

"Well, what you just said was confusing as piddlespot. You might want to go a bit slower if you're going to explain things to the rest here. But *I* got your meaning. You're saying that the Polymorph Plague is an alternate name for Yamasoth, a qlippoth lord, and that Sekatar-Seraktis is a layer of the Abyss partly ruled by the nascent qlippoth lord Yamasoth and partly by thirteen warring, powerful demons: balors, vavakias and vrolikais. Geographically, the realm lies at the centre of Yhidothrus's Spiral Path and is a vast subterranean cavern. Which is totally obvious to such 'pathfinders' like ourselves." Spasi airquotes the 'pathfinder' as he is not one.

"Well good. You need anything? You think you can make your way out of here or what?" Spasi asks Nildus.


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

Knowledge religion: 1d20 + 6 ⇒ (5) + 6 = 11
Can't make the planes check.

Bibic nods along dimly as he feeds the poor man. When Spasi fills in the gaps, he smiles with understanding "Ah, yes, of course."

Looking to Koriah, he tries to be helpful, "We can walk you out if you need help, but it should be safe behind us if you can make it."


Koriah adds, "My father holds the bell tower. You should be able to make your way there without conflict. Hold up there with him."

Nildus nods, "I'm sure I'll be fine. Any chance that you came across my equipment on the way down. I'd feel a little better with my bow in my hand."

The 'adventuring gear' found in the previous room belongs to him. Everyone OK passing it back to him?"


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 sure, yeah, take your stuff back, Nildus. We 'pathfinders' are generous and totally not robbers at all," Spasi smiles an awkward smile as he passes the stuff back.

Spasi looks to the others to see where to go next.

"Koriah, you holding up okay? You need Bibic's strong arms or shoulder to help you along?" Spasi says, trying to be helpful.


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

Clement can't help but chuckle as Spasi throws air quotes around the word Pathfinder for the third time in the conversation.

"Sure take your stuff. Here, have some water first. I'd offer you some food, but apparently I came here without any."

Clement shrugs, knowing that not bringing food on such a trek is a very "Pathfinder" thing to do in and of itself.

Realizing he has no choice but to ask Spasi, he finally relents and does so.

"So, these qlippoths and demons? Anything we should do to be prepared? Going in without protection seems... risky."

Clement scratches his head, trying to remember the time that Spasi told him to always bring protection.


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

Bibic is totally fine with returning those items. They are after all ransacking everything else from this place, so the loss doesn't feel acute.

"Yeah, preparation is good. I can make us all invisible if we need it to sneak around a little. Could be useful if we know where the enemy is. We just have to stick close together to maintain the invisibility." he looks at Koriah. (Invisibility Sphere)


Nildus dons his gear and pulls out some scrolls from a satchel. He hands them over to Clement. "Thank you for your aid. These are of little use to me now, but perhaps one of you might find them useful."

#Lootz: scroll of breath of life, scrolls of lesser restoration(x2), scroll of neutralize poison

After a discussion about the quickest way back to the surface, Nildus takes his leave.

Koriah ignores Spasi and shrugs, "Your guess is as good as mine down here. Invisibility might be handy, but unless someone wants to do a little scouting, we had best save it until we need it."

Rescue complete and with a little more information regarding your foes, you continue investigating this level.

D1

The walls of this room are partially covered with decorative slabs of pale green marble carved with intricate bas-reliefs depicting a tangled forest populated by all sorts of beasts. What appears to be a door made of a massive block of serpentine stands in the middle of the north wall. A skull-shaped doomsday lock adorns the door.

Stairs leading back up are in the eastern wall, with a hall leaving to the west.


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

Bibic was a little surprised when Koriah makes the suggestion. He was just trying to get close to her, not upset the normal order of things. Still, he presses on assuming Spasi agrees.

"Nice marble." he admires the carvings a moment before proceeding to the door. "Another doomsday lock. We've been opening a lot of these, isn't that supposed to be bad or something?" he says uneasily.


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 shrugs, not worrying about much anymore, having only one master that he needs to serve: and it's not the Pathfinders (especially not after they kicked him out without cause).

"Uh, we gotta find what we gotta find in this crabby Abbey," Spasi shirks, letting someone else do the honors.


Sooo..... is someone going to try opening it, or should we just ignore it for the time being?


|| 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 will open doors, windows, and cans of whupping but doomsday clocks are not his thing.


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

Having waited long enough, Bibic shrugs, and follows Spasi's suggestion and opens the doomsday lock with the doomsday key.

He's sure nothing bad will come of it. So sure that as soon as he's unocked it, he drops back behind Rhesus, bow at the ready.

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