SHATTERED STAR CAMPAIGN - GAMEPLAY (Inactive)

Game Master Daniel Penfold 351

A run through of the shattered star campaign.


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Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

I don't think any of us is really prepared to go through the water. I know I'm not.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"If we do not believe that water holds anything, perhaps we should continue down this path?"

Onwards to L9?


male Human Slayer 8 HP 67/67 AC 19 T 12 FF 17 F8 R7 W5 Per 11 Ini 2

Onward to L9!


This cavern is partially flooded with seawater. A watery channel leads to the east and another to the west, while a dry tunnel leads northeast. A narrow beach lies to the south. A pair of bodies lie upon the beach. Each has been manacled hand and foot and wearing only underclothes.


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

detect magic over by the bodies
"Not exactly a place I'd want to go swimming. Let's head up this way," she says pointing northeast.


Nothing detects as magical.

Do you mean NW to L10?

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Let's go the long way around to L10 though.


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

yes


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"Do you think those creatures from before killed all these people? Why would they be so spread out?"

Technically we don't know that the long way to L10 exists since we didn't explore that passage yet.


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

Oster sneaks around, seeking traps and things of interest.

And maybe passages?

Stealth: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31

Perception: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

@Tatsuo It does seem like a reasonable supposition though.

So, are we waiting at L7 while Oster sneaks down that passage?


You do not find any traps. You can see that there is a further tunnel heading northwest that appears to be flooded.


So what do you want to do?

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

Oster, perhaps you could scout down the other passage that leads off from the beach area? I know that I'm not prepared to go swimming.

I forgot to mention earlier that I do have one vanish spell prepared. I haven't really seen a need for me to use it but if at some point you want 5 rounds of invisibility, just ask.


Perception: 1d20 + 11 ⇒ (17) + 11 = 28


Oster the tunnels to the east and west quickly lead into underwater caverns. The tunnel to the northeast leads back to the beach where you landed.


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

Oster returns and reports his findings.

"Underwater caverns to the east and west, and north-east loops back to the beach we landed on. Anyone have bright ideas? I'd prefer not to go underwater, truth be told!"


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"Yes, given that you did not see the creatures we encountered earlier and that the water was enchanted to make us dive into it to be eaten alive, it might be best to avoid that route until we have exhausted all other options. Perhaps we should head back to the other side of the teleportation statue and continue exploring on that side? Though that would mean if we do need to come back here, we will have to deal with the enchanted water once more." I think we teleported from K14, meaning we still have K15 to explore. Plus possibly lighting that summoning lamp thing. I don't really have anything that would help with underwater adventures for the tunnel.


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

Oster has his first rank in Swim...K15 then?


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

to get back there, don't we have to take the boat? Or swim quite the distance?
"If we take a small rest, I can prepare a spell that will let us all breathe underwater. That might help against one of our obstacles."


In order to get back to the teleportation area, you would need to use the boats

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

I'm fine with whatever we do although I don't really have any spells that are effective underwater.


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

"I think I won't be as caught by the water. But Mem has the right notion!"

Agreed on a rest


What's the plan after you've rested up?


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

it'll only take me 10 minutes to prep the spell now that I have an extra spell slot. I can cast it on everyone and then we hop back in the boat knowing that at least if we get sucker-punched this time, we won't drown. OR do we need to take a real rest?

Liberty's Edge

Male Half-Elf Wizard (Evoker) 7 | HP 35/40 | AC 16; T 13; FF 13; CMD 17 | F+3 R+5 W+4 | Init +3 Percep +1 Low-light | Force Missile 0/9 | Arcane Bond 0/1 |Wand: Lightning Bolt (6), Magic Missile (50)| Current Effects : electricity resistance 10, Str 6/12

If we are returning in the boat, I'm fine with a short rest.


10 minutes rest is fine

Ok, you make it back to the transport platform, as you have resisted the effects of the water previously you do not need to make any additional saves.


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

ok, cool. Then yeah, let's use the statue and pick back up with the K level. K15 it is. Is K14 a stairway?


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

I think k14 is what leads to the dead-end/teleportation statue?


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

I vote K15


K15

A total of ten wooden and iron doors line the walls of this long hall- five doors to a side. Each door bears an identical inscription on its face, as does the blank wall at the western end. Only the easternmost door to the north seems to have a different inscription on it- this door is also caked with a sheen of frost.

The inscription on most of the doors reads:

"Thou wouldst enter? Then thou must touch!"

The easternmost door reads:

"Thou wouldst enter to enjoy the company of the Runelord of Lust herself? Then thou must touch!"


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

Oster holds up a hand, then looks around for traps. Carefully.

Stealth: 1d20 + 17 ⇒ (14) + 17 = 31

Perception: 1d20 + 16 ⇒ (10) + 16 = 26


Oster, you can see that there is a trap effect on the door to the north, it appears to be a freezing sphere trap.


male Human Slayer 8 HP 67/67 AC 19 T 12 FF 17 F8 R7 W5 Per 11 Ini 2

"Ouch that sounds like someone with a cold heart made this trap!"
Xango tries to make a pun, but alas, he is not the best in it!


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

"Right, don't touch that one, at least until Oster gets at it. But these others look okay?"
perception: 1d20 + 15 ⇒ (16) + 15 = 31
Going up to one of the wooden ones, if it looks okay, Mem will touch it.


As you touch the door it swings open revealing a small bedroom. Floral scents linger in the room, the sheets on the bed appear soft and the temperature in the room seems comfortable.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"Well, nice to know we will have a comfortable place to sleep should we require rest." Though I shudder to think of what has been done in those beds... "I wonder what it is that sets apart the trapped room from the rest."


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

"Two ticks!", Oster quips as he pulls out the tools of his trade.

Disable Device on trap: 1d20 + 18 ⇒ (15) + 18 = 33

"Done!", he says before joining the others, peering inside.

Perception: 1d20 + 16 ⇒ (5) + 16 = 21


Oster, you manage to disable to trap. You also find a secret door in the north wall.


I'm assuming you go through the secret door into K16

This opulent marble chamber is dominated by an enormous bed that sits on a raised dais. The walls bear frescoes of a woodland scene, with leering satyrs chasing nubile nymphs. A domed ceiling inlaid with mother-of-pearl rises twenty feet above the opulent bedchamber.


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

Oster grins.

"Now, I wonder who slept here?"

Perception: 1d20 + 16 ⇒ (16) + 16 = 32


There is nothing of much else of interest here, you would surmise that the room was once used by Sorshen herself. There are a set of double doors which lead onwards.


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

Mem whistles appreciatively. "Nice digs. Could probably buy a small army with what it cost to build. After you," she says to Oster, bowing with her arm extended to the double doors.


The double doors open into another domed chamber. The erotic frescoes in this domed chamber have faded, but their intent to inflame the passions of those occupying the room is still plain. Four marble benches sit against the walls and a complex mosaic of thousands of coloured chips form a huge starbust on the floor.


Male Human (Tien-Min)
Remaining:
1st: 8/8 2nd: 6/7 3rd: 5/5 4th: 3/4 | Dancing Lights: 3/3 | Current buffs: Extended mage armor
Sorceror 8 (HP 35/35 Resist Elec 5| AC 18, T 13, FF 11 | F 5 R 7 W 6 | Init +7 | Percept 13)

"Maybe I am just being paranoid, but I cannot help but see a pattern on the floor and want to avoid stepping on it in a place such as this. Though part of me wonders, if this was a place of worship for one as powerful as a Runelord, why did they feel the need for secret doors and traps?" Tatsuo comments as he waits for Oster to do his usual checking for traps.


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

"I believe this was Sorshen's home as well as a 'church.' The secret doors and stuff were for her safety. It would seem likely that she would be a bit off guard during her more engaging worship sessions."


Calvon and Tatsuo, you realise that the symbol is not a trap, it is a kind of arcane focus symbol that would boost casting suggestion in this room

Assuming you move on to K18?

A simple pool of pure, clear water fills the central area of this room. Doors lead out of the room in all four cardinal directions


F Changeling Cleric-6 | HP: 15/40 | AC 19; T11; FF18; CMD17 | F+6 R+3 W+9 (+2v.ench)| Init+5 Perception+15, Darkvision 60' | Channels: 7/7 | Current effects: prot.v.evil

detect magic in here just in case. Assuming it's clear...
"Shall we try the western door?" Memnosyne suggests.


Male TN Ifrit (mostly human) (Taldan) Unchained Rogue 8 (Scout, Thug) | HP: 21/43 | AC: 18 (14 Tch, 14 Fl) | CMB: +5, CMD: 19 | F: +2, R: +9, W: +4 | Init: +5 | Perc: +17, SM: +13, Stl +18 | Speed 30ft | Burning Hands: 0/1 | Fire Resistance 5 | Active conditions: None.

"Sounds good Mem. One tick!"

Perception: 1d20 + 16 ⇒ (7) + 16 = 23

Disable Device: 1d20 + 18 ⇒ (17) + 18 = 35


There is a dispel magic effect in the water. Oster you do not find any traps.

Stone counters line the walls of this chamber. An additional work slab sits in the centre of the room- all of these countertops are cluttered with beakers, jars, tubes, tools, and all manner of ancient alchemical equipment, many of them caked with strange encrustations of crystals, stains or other residues. A particularly large urn of corroded-looking metal sits in the centre of the westernmost countertop.

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