Shattered Star

Game Master Zesdead

'Shattered Star' - Part 2, 'Curse of the Lady's Light'

...in which our adventurers explore the Thassilonian Chambers beneath the Lady's Light.

Party Health
Ziomarra Callinovo 46/46HP, 1 Hero Point, 1 Blessing of Desna
Josephina Annabella Whitehall 31/59HP, 1 Hero Point, 1 Blessing of Iomedae
Halli, 54/54HP
Teldon Moore 52/52HP, 3 Hero Points, 1 Blessing of Pharasma
Briana Kaddren 60/60HP, 1 Hero Point, 1 Blessing of Pharasma
Arsith D'Arabiane, 65/65HP, 3 Hero Points
Shadlah Broken-Earth, 63/63HP, 30NL, 2 Hero Points

Maps / Images
The Lady's Cape
Varisia


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Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

I'm assuming that it'll be possible for Joanna to get to where she can stab at the ghouls.

Seeing Shadlah and Arsith in trouble, Joanna maneuvers the boat to where she can stab at the creatures trying to capsize their boat.

Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


Inactive

So is Briana in a boat with just herself and Rowenna? I'd figured she, Arsith, and Shadlah could squeeze into one since Jo and Halli are in one and Zee is flying...but if she's by herself that works too :)

Kn. Nature: 1d20 + 9 ⇒ (5) + 9 = 14
Kn. Religion: 1d20 + 4 ⇒ (7) + 4 = 11

Thoroughly alarmed, Briana climbs to her feet and attempts to cast a spell as one of the boats comes under attack by these swimming creatures.

Concentration (If Necessary; Spiritual Weapon): 1d20 + 10 ⇒ (15) + 10 = 25

As her spell completes, the signature ghostly warhammer shimmers into being and moves to strike at the creature attempting to capsize the boat!

Spiritual Weapon vs. Lacedon: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Spells & Powers:

3rd - Call Lightning x2, Magic Circle against Evil
2nd - Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon x2
1st - Bless, Heightened Awareness, Obscuring Mist, Produce Flame
Orisons - Create Water, Dancing Lights, Guidance, Stabilize

Wandering Spirit - Battle
Spirit Ability - Battle Spirit (Su) - A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Wandering Hex - Hampering Hex (Battle; Su) - The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Spirit Magic
1st - Charm Animal (N) or Enlarge Person (Battle)
2nd - Barkskin (N) or Fog Cloud (Battle)
3rd - Speak with Plants (N) or Magic Vestment (Battle)

Healing Hex Uses:
Fortune Hex Uses:


Briana Kaddren wrote:
So is Briana in a boat with just herself and Rowenna? I'd figured she, Arsith, and Shadlah could squeeze into one since Jo and Halli are in one and Zee is flying...but if she's by herself that works too :)

It is a little ambiguous as neither Arsith nor Shadlah have pitched in about the boats... happy to go with whatever really :)

Between Joanna and Briana, the ghoulish hands which had suddenly appeared at the boat's edge are forced away... the force of the friends' blows and the cracking of bone suggesting that a fatal blow had likely been dealt. There are, at least for now, no other enemies visible... although Ziomarra had seen many more approaching...

Shadlah, Arsith and Ziomarra may act / ready actions as required


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Zee draws a Harrow card, touches it to her forehead, and then holds it, ready to throw it at the next swimmer that makes an appearance.

Readied action.


Female Human Warpriest (7) Ini +5 HP 65/65 CA 20 T 12 FF 18 Fort+9 Ref+4 Will +9 Perc +10 Speed 20 PH 4/4 Fervor +2d6 HP, 2/4

Arsiths prepares her strike too

Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Dmg: 1d8 + 5 ⇒ (4) + 5 = 9

Come on, you ugly beast, and face your destruction..


Female Human (Shoanti) Geokineticist 7 | AC 22, T 16, FF 18 | DR 6/adamantine| Fortification 15% | hp 80/80 (21 nonlethal) | Fort +13, Ref +11, Will +5 | CMD 21 | Initiative +6 | Perception +13 | Burn 3/9 | 3 Hero Points

Been sick. Happy to be in a boat with Briana.

Water. Why did it have to be water? Watching the surface, keeping one hand stretched toward the shore, toward the earth, Shadlah watches and waits.

Also going to ready an action to blast an enemy that appears.
Earth blast (extended range): 1d20 + 9 ⇒ (15) + 9 = 24
damage: 3d6 + 16 ⇒ (5, 4, 1) + 16 = 26


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Rolling my readied action...

Ranged attack: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5

...and that's a whole lot of nope.


So I think we probably have two boats in use - one with Joanna and Halli and the second with Arsith, Briana and Shadlah

The first pair of blackened hands to rise from the water is seen by Shadlah and, in an instant, they are forced back into suddenly silted waters... sinking down through brown water and out of sight. Arsith too is quick to react, her weapon crashing down onto gripping limbs...

GM Only:
Lacedons 1 and 2 dead, Lacedon 3 = 9 damage

...and then, grabbing and rocking, the aquatic attackers try once more to capsize the boat.

Lacedon 3, Combat Manoeuvre to Tip Boat: 1d20 + 2 ⇒ (7) + 2 = 9

Lacedon 4, Aid Another: 1d20 + 2 ⇒ (14) + 2 = 16, Success

Lacedon 5, Aid Another: 1d20 + 2 ⇒ (18) + 2 = 20, Success

Lacedon 6, Aid Another: 1d20 + 2 ⇒ (3) + 2 = 5, Failed

Lacedon 7, Aid Another: 1d20 + 2 ⇒ (3) + 2 = 5, Failed

Lacedon 8, Aid Another: 1d20 + 2 ⇒ (10) + 2 = 12, Success

Plus 6 Bonus to Combat Manoeuvre... Overall Check of 15... Failure

...and, despite the multitude of grabbing hands and the thrashing of bodies within the water, the boat remains stable.

Everyone may act now - note there is a -4 to attack rolls from the boat as it is being rocked by the attackers.


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Joanna sees the dozen black and rotting hands reach up and knows that she would need to end this quickly. Her eyes blaze with silver fire as she grabs her holy symbol and pulls the chain over her head, uttering a single word.

"Այրել"

Ghostly, white and silver flames swirl around the two boats, their occupants, and the undead trying to capsize the boat. It burns the flesh of the horrid creatures, even though they are underwater. For a moment, everything is bathed in white light.

Channel Energy to harm undead DC16 for half: 3d6 ⇒ (3, 6, 1) = 10

If you can channel positive, now's the time to burn a use so we can put these guys down quickly!

Halli whimpers from where she is curled up at Joanna's feet. Too frightened to do anything.


Inactive

Spiritual Weapon vs. Lacedon #?: 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19
Damage (Force): 1d8 + 2 ⇒ (8) + 2 = 10

While Briana's ghostly hammer continues to swat at the creatures trying to capsize their boat, she attempts to steady herself as she calls upon more of her magic...

Concentration (If Necessary; Call Lightning - DC 13): 1d20 + 10 ⇒ (1) + 10 = 11
Nerts!

Spells & Powers:

3rd - Call Lightning x2, Magic Circle against Evil
2nd - Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon x2
1st - Bless, Heightened Awareness, Obscuring Mist, Produce Flame
Orisons - Create Water, Dancing Lights, Guidance, Stabilize

Wandering Spirit - Battle
Spirit Ability - Battle Spirit (Su) - A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Wandering Hex - Hampering Hex (Battle; Su) - The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Spirit Magic
1st - Charm Animal (N) or Enlarge Person (Battle)
2nd - Barkskin (N) or Fog Cloud (Battle)
3rd - Speak with Plants (N) or Magic Vestment (Battle)

Healing Hex Uses:
Fortune Hex Uses:


The burst of righteous energies pulsing out across the lake cause the hands to tense then recoil... whilst, with one of the creatures badly injured already, Briana's spiritual weapon sends a ghoul sinking back into the depths...

Lacedon 3, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17, Saved - 5 damage

Lacedon 4, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18, Saved - 5 damage

Lacedon 5, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14, Save Failed

Lacedon 6, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19, Saved - 5 damage

Lacedon 7, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18, Saved - 5 damage

Lacedon 8, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8, Save Failed

GM Only:
Lacedons 1, 2 and 3 dead, Lacedon 4, 6 and 7 = 5 damage, Lacedon 5 and 8 = 10 damage

Waiting on actions from Arsith, Shadlah and Ziomarra - there are five Lacedons left


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

"Arsith? Zee? can you do what I just did? I don't like that they keep trying to dump us into the water," Joanna asks, her voice definitely higher from stress and worry.

I really don't want to find out how hard it is to swim in a breastplate.


Female Human Warpriest (7) Ini +5 HP 65/65 CA 20 T 12 FF 18 Fort+9 Ref+4 Will +9 Perc +10 Speed 20 PH 4/4 Fervor +2d6 HP, 2/4

Channel, DC 16: 2d6 ⇒ (4, 1) = 5

Let's see how these creepy things face the glory of the beauty of Shelyn

the wave of energy isn't too powerful, anyway...


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

"The Starsong grants me different gifts, Jo."

She swoops down while casting a spell. A cone of fire erupts from her fingertips, engulfing some of the partially-surfaced merrow.

Casts burning hands

Fire damage: 3d4 ⇒ (1, 1, 3) = 5 Ref save DC 15 for half damage


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

"Fire works too," Joanna says with a grin as Zee torches the surface of the lake.


Female Human (Shoanti) Geokineticist 7 | AC 22, T 16, FF 18 | DR 6/adamantine| Fortification 15% | hp 80/80 (21 nonlethal) | Fort +13, Ref +11, Will +5 | CMD 21 | Initiative +6 | Perception +13 | Burn 3/9 | 3 Hero Points

Trying to keep a wide stance in the rocking boat, Shadlah holds out one hand and opens it. Forming a wickedly curved klar that covers her arm in pebbled stone, she strikes at the nearest creature, hoping to still the boat somewhat.

Kinetic blade: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
damage: 3d6 + 7 ⇒ (4, 2, 3) + 7 = 16


The waters around the rocking boat are awash with divine energies, flame and finally a flurry of stone... one by one, the clawing hands are despatched back to the depths - until only two pairs, one either side of the boat, remain. Bald, midnight black heads peer from the water... venomous green eyes stare at the group... and then, letting go of the boat, the undead dive downwards and out of sight.

Lacedon 4, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22, Saved - 3 damage

Lacedon 5, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11, Save Failed

Lacedon 6, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20, Saved - 3 damage

Lacedon 7, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10, Save Failed

Lacedon 8, Will Save vs Channel Energy: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23, Saved - 3 damage

Lacedon 4, Reflex Save vs Channel Energy: 1d20 + 2 ⇒ (3) + 2 = 5, Save Failed

Lacedon 5, Reflex Save vs Channel Energy: 1d20 + 2 ⇒ (8) + 2 = 10, Save Failed

Lacedon 6, Reflex Save vs Channel Energy: 1d20 + 2 ⇒ (16) + 2 = 18, Saved - 3 damage

Lacedon 7, Reflex Save vs Channel Energy: 1d20 + 2 ⇒ (13) + 2 = 15, Saved - 3 damage

Lacedon 8, Reflex Save vs Channel Energy: 1d20 + 2 ⇒ (12) + 2 = 14, Save Failed

GM Only:
Lacedons 1, 2, 3, 4, 5 and 8 dead, Lacedon 6 = 8 damage, Lacedon 7 = 13 damage

Combat Over

Once they are sure that the ghouls are not going to return, the friends take up their oars once more and make their way to the platform at the southern end of the cave. A stone platform extends from the cave wall here, its floor a foot from the water surface. An immense red metal panel sits in the far wall, its face engraved with numerous scenes depicting a beautiful woman on a throne as numerous strange monsters bow before her.


Inactive

"Ugh...if there's more where that came from then maybe I should've asked for some different help today," Briana sighs as they make it the rest of the way to the southern platform. She regards the red panel warily. "More bowing and scraping required or is this one different?" she asks as she looks around.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


The panels on the face of the red metal structure depict Sorshen, a strange feeling given that 'she' is floating above the water just behind Briana and the rest of the group as they climb from the boats, using her magic to dominate all manner of powerful monsters, including giants, dragons, neothelids, sea monsters, mobogos, and the like... but Briana, on her first examination, cannot deduce the function of the panels...


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Joanna looks at the red panel, and seeing the inset panels sighs and looks to the others.

"So, any bets that this is like the other doors? Press the middle one and it opens," she asks, pointing to central panel.

She waits for everyone to get back before she pushes it herself.


Inactive

"Okay, that works," Briana remarks as she scurries back from the panel. There's absolutely no trace of anger or sarcasm in her tone, though she does have to admit that this sort of approach to problem-solving would have Teldon swearing and tearing his hair out if he were there to see it.


Female Human Warpriest (7) Ini +5 HP 65/65 CA 20 T 12 FF 18 Fort+9 Ref+4 Will +9 Perc +10 Speed 20 PH 4/4 Fervor +2d6 HP, 2/4

Sometimes the solution is as simple as that. Let's hope this is the case.


Pressing the central button, which depicts Sorshen dominating a giant, Jo causes the panel to glow softly as Thassilonian writing appears along the panel’s upper edge, spelling the phrase 'And so do the mighty Architects serve eternal' as the panel swings open upon concealed hinges. The long, grand marble hall beyond the door features a single row of pillars down its centre - the vaulted ceiling thirty feet above is painted with lewd frescoes depicting giants and humans engaged in carnal acts set among pastoral scenes.

To the south, the hall widens before rising up in a series of steps to a white marble throne. Six large treasure chests sit next to the throne... and upon the throne, well over two hundred feet from the door, a tusked giant stares at the group with incredulity. Two lizards, previously lazing at the feet of the giant, rush forwards - their tongues flickering excitedly as they smell prey...

Standing, revealing an impressive stature, the giant bellows out a challenge, “You dare enter my throne room, little mortals! If you kneel to me now then I, Sorshen, shall call off my pets and eat only one of you!”

Initiative for Party / Enemy

Shadlah, Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Arsith, Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Briana, Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Ziomarra, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Joanna, Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Monitor Lizards, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Initiative Order
Briana, Shadlah, Arsith, Joanna then
Monitor Lizards then
Sorshen

Briana, Shadlah, Arsith and Joanna may act now

Map update to follow.


Inactive

"You're an imposter! We travel with the true Lady Sorshen!" Briana calls out, confused by the giant's claim but deciding to try and make one of her own and perhaps spread the confusion around a bit. She then calls upon the blessings of the spirits to aid herself and her friends.

Spells & Powers:

3rd - Call Lightning x2, Magic Circle against Evil
2nd - Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon x2
1st - Bless, Heightened Awareness, Obscuring Mist, Produce Flame
Orisons - Create Water, Dancing Lights, Guidance, Stabilize

Wandering Spirit - Battle
Spirit Ability - Battle Spirit (Su) - A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Wandering Hex - Hampering Hex (Battle; Su) - The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Spirit Magic
1st - Charm Animal (N) or Enlarge Person (Battle)
2nd - Barkskin (N) or Fog Cloud (Battle)
3rd - Speak with Plants (N) or Magic Vestment (Battle)

Healing Hex Uses:
Fortune Hex Uses:


______

Briana will cast Bless!


The giant, glaring towards Briana, merely bellows that she is the true and undying Sorshen... whilst the lizards skitter forwards in their crazed rush for fresh meat.

Waiting on actions from Shadlah, Arsith and Joanna.


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Halli, still shaken from the ghoul attack, cowers in the boat where it's tied to the stone landing. Joanna couldn't do a thing to help her, and there were two very large and angry looking lizards coming for her.

"I guess threatening to eat us is as close as we're going to get to someone saying they're the bad guy of the story," Joanna muses before looking behind her.

"Can you guys move the boats out from in front of the door? I have an idea!"

GM, could Joanna bait the lizards into charging her and then dive out of the way at the last moment to have them go careening into the water?


Joanna Whitehall wrote:
GM, could Joanna bait the lizards into charging her and then dive out of the way at the last moment to have them go careening into the water?

Yeah, that could work :) You'll need to roll some kind of skill check (Intimidate? Handle Animal? Knowledge (Nature)?...) to get them to target you specifically... and then maybe a Combat Manoeuvre to jump out of the way at the last moment?

Any actions from Shadlah or Arsith?


Female Human Warpriest (7) Ini +5 HP 65/65 CA 20 T 12 FF 18 Fort+9 Ref+4 Will +9 Perc +10 Speed 20 PH 4/4 Fervor +2d6 HP, 2/4

Don't take foolish risks, Jo... keep an eye on her, please, Shadlah

Worried but curious about Jo's idea, Arsith nevertheless obeys the young paladin, moving the boat.


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Joanna draws sword and shield and begins making a racket by pounding the shield with the sword.

"OI! Over here you overgrown lizards!"

Her voice is loud and harsh as she stands at the edge of the landing, a nice juicy target.

Handle Animal: 1d20 + 7 ⇒ (12) + 7 = 19 Maaaayybe?


Inactive

Realizing what Jo is planning, Briana hastily moves back and just out of the way, hoping to add to the trick by feigning a withdraw. "Good idea!" she whispers.
______

Technically a bit out of sequence since I already posted Bri's actions for this round but maybe it can be part of her actions for the next round :)


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Zee alights on the platform and helps secure the boats.

Entering the hallway, Zee is momentarily taken aback by a giant claiming to be Sorshen, as two giant lizards begin barreling toward the group.

Waiting to act.


Shadlah delays

"FEEL THE FURY OF SORSHEN!!!"

The giant bellows as the lizards, tongues flickering excitedly, draw close to Joanna... clapping with excitement as her beasts approach, this latest 'Sorshen' prepares to watch the coming fight...

Going with an Acrobatics Roll from Joanna as a proxy for AC - if the lizards miss that, they'll end up in the water...

Lizard 1, Bite vs Joanna (Charge): 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13, missing

Lizard 2, Bite vs Joanna (Charge): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21, missing

Joanna needs to make a DC13 Acrobatics Check to send one of the Lizards into the water... and a DC21 Acrobatics Check to send both of them...

Everyone may act after Joanna's Acrobatics Check.


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Acrobatics: 1d20 - 3 ⇒ (15) - 3 = 12 That -3 despite having ranks in Acrobatics is why I want a set of agile armor. And of course I missed it by 1. :\

Joanna's heart races as the lizards get ever closer. This plan was risky, at best, but if it worked, perhaps they'd take care of two problems at once. The lizards and the ghouls could take care of each other.

Unfortunately, she was just a touch too quick in her dive, and both of them were able to stop just short of the edge.

"ARSITH! SHIELD WALL! PUSH 'EM OVER THE EDGE ON MY SIGNAL! SHADLAH! KNOCK 'EM DOWN!"

The paladin moves to put the lizards between her and the edge of the landing.They may be simple beasts, but they were a dangerous distraction from the true threat of the giant. They'd have to fight it since it seemed to be insane and unlikely to listen to reason. Their best hope was to take care of her pets quickly then hammer the giant as hard as they could.

Until then, she would trust her friends and focus on one thing at a time. As soon as Shadlah blasted them...

"NOW!"

Bullrush: 1d20 + 10 ⇒ (8) + 10 = 18 Lizard gets an AoO.

Okay, here's the plan. After the dive, Joanna would maneuver behind the lizard. She'll ready a bullrush to push the lizard into the water after Arsith is in position and Shadlah hits them with a bowling infused blast. Ideally, Arsith would ready a bullrush for the same trigger, so that we'd both push them into the water.


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

Don't forgot, you also have hero points... you could burn one to have one of the lizards in the drink (though it looks like you'd miss the higher DC anyways). I mean, they're yours to spend (or hoard) as you see fit; I only mention it because I know some of you have already missed out on a point or two from leveling because of the 3 point cap (and because I'm all about burning a hero point to make one of my crazier ideas work).


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Actually, I would like to burn one for a +4 on the Bullrush. That bumps it to a more respectable 22 on the check. I wish I had thought about that before I rolled the Acrobatics. Still would have missed the higher DC though.


The more vividly coloured of the two lizards, turning around on itself, rears up as Joanna charges towards it... biting ineffectively against the paladin's armour, the reptile can't get enough purchase on the marbled floor and, somewhat panicked, plunges into the murky water.

Lizard 1, Bite vs Joanna (AoO): 1d20 + 5 ⇒ (5) + 5 = 10, missing

Quickly surfacing and tail slapping to move within the water, the lizard is only momentarily lost from sight beneath the surface...

Lizard 1, Swim: 1d20 + 11 ⇒ (8) + 11 = 19

Arsith, Shadlah, Briana and Ziomarra may act now


Female Human Warpriest (7) Ini +5 HP 65/65 CA 20 T 12 FF 18 Fort+9 Ref+4 Will +9 Perc +10 Speed 20 PH 4/4 Fervor +2d6 HP, 2/4

Bullrush: 1d20 + 6 ⇒ (20) + 6 = 26

The white haired woman sprints into action and sends the lizard flying into the water. She turns to the paladin, grins ands winks

See that, Jo? I believe I send mine farther!


Arsith, following Joanna's example, pushes the second of the lizards into the water... where it, rather unceremoniously, sinks out of view for a few moments...

Lizard 1, Bite vs Arsith (AoO): 1d20 + 5 ⇒ (4) + 5 = 9, missing

Lizard 1, Swim: 1d20 + 11 ⇒ (1) + 11 = 12, Rolled a 1 - Sinking...

Shadlah, Briana and Ziomarra may act now


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CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Zee strolls into the hallway as if she owns the place. She holds her arm back to warn her friends not to interfere, and then casts a spell at the giant.

Charm person. Will save DC 15 negates.

"Well, good morning, Sorshen. It's me, Sorshen. How are you today?"


Inactive

"Uh..." Briana says, not wanting to interfere in Zee's gambit but also unsure of what to do now that the lizards are in the water. After a moment she seems to settle on something and begins casting...

Spells & Powers:

3rd - Call Lightning x2, Magic Circle against Evil
2nd - Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon x2
1st - Bless, Heightened Awareness, Obscuring Mist, Produce Flame
Orisons - Create Water, Dancing Lights, Guidance, Stabilize

Wandering Spirit - Battle
Spirit Ability - Battle Spirit (Su) - A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Wandering Hex - Hampering Hex (Battle; Su) - The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Spirit Magic
1st - Charm Animal (N) or Enlarge Person (Battle)
2nd - Barkskin (N) or Fog Cloud (Battle)
3rd - Speak with Plants (N) or Magic Vestment (Battle)

Healing Hex Uses:
Fortune Hex Uses:


______

Briana begins casting Call Lightning. I'm sure it'll be super effective.


'Sorshen', Will Save vs Charm Person: 1d20 + 3 ⇒ (12) + 3 = 15, Saved

Regardless...

The giant that would call herself 'Sorshen' seems to shrink back into her throne as she sees 'Sorshen' stride imperiously into her throne room, "My Lady... I beg forgiveness for my mistake... I did not see you when your servants first entered. My gifts from your last visit, they seem to have plunged into the lake... the blackened men will surely take them", the giant seems briefly hopeful, "Have you brought new gifts?"

...the lizards start to scrabble up onto the ledge as the water some twenty feet out ripples with the approach of several lacedons.

Everyone may act now


Inactive

Although she didn't want to deal with the lizards, Briana is even less inclined to deal with the lacedons again. "Oh no you don't!" she cries, pointing at one of them as a bolt of lightning suddenly shoots down from the ceiling.

Call Lightning (Electricity): 3d6 ⇒ (3, 6, 1) = 10
______

DC 17 Reflex for half damage; 5 bolts left! PSA: Lightning is cooler than fire. That is all :)


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Female Human (Shoanti) Geokineticist 7 | AC 22, T 16, FF 18 | DR 6/adamantine| Fortification 15% | hp 80/80 (21 nonlethal) | Fort +13, Ref +11, Will +5 | CMD 21 | Initiative +6 | Perception +13 | Burn 3/9 | 3 Hero Points

Briana: my PFS sorcerer, Michael Bay Flói Mikkelson, would argue that :P

"This is bad," Shadlah mutters, grinding her teeth with a sound like gravel. Stepping away from the water's edge, she takes aim at the nearest enemy and lets them eat stalactite.

Acrobatics (if needed): 1d20 + 11 ⇒ (3) + 11 = 14
Earth blast: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 3d6 + 16 ⇒ (5, 3, 4) + 16 = 28


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

"Oh boy," Joanna says as she sees the lacedons coming. Deciding that keeping the lizards was more important than the confused giant, she stabs at the lizard that was still swimming.

Longsword (Attack 1): 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Longsword (Attack 2): 1d20 + 7 ⇒ (8) + 7 = 15 That might hit with it being in the water and Joanna being on higher ground.
Damage: 1d8 + 5 ⇒ (1) + 5 = 6


Between the stones plummeting from the ceiling above, Joanna's steel and the lighting that sheets the water with a vivid blue burst of energy, neither the lizards nor the approaching undead stand much of a chance - by the time that the lightning subsides, the dead are floating...

Combat over - the lizards are dead and there is no sign of the lacedons.

Clapping at the display, the giant addresses Ziomarra with some reverence, "My lady... that was a fine display of your power. These humans? They are playthings for me?"


Inactive

Although she had no desire to be an actual plaything for the insane giant, Briana holds her tongue (and her lightning) to see what sort of ruse Zee might come up with.


Inactive

Rowenna eyes the giant with disdain and mostly-suppressed hostility.

"Mraorrrwww...."

They're my playthings! Get your own!


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Halli hops out of the boat and follows the group a half-dozen paces behind. The wolf looks nervously about, unwilling to get further from Joanna, but not willing to get any closer to the others and the giantess than she had too.

Abandoned idea:

1d20 ⇒ 7

Joanna, though bravely moves to stand with Zee, and looks at the giant as if she'd grown a second head. Zee's act had caused her to have an idea.

"Plaything? No, we are no playthings of yours. No one but our lady may play with us," Joanna says in the most indignant tone she can manage before spinning around to put her back to the giant and sweeping around in front of Zee to kneel before her.

"Forgive me my lady! I mean not to speak for you, but I only wanted known to this one that it is only you that I care to serve and to bring pleasure to," she says before mouthing as clearly as she can, play along. Get ready to fight, to the others.

Bluff: 1d20 + 3 ⇒ (2) + 3 = 5 Uh-oh.


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

I thought sure I'd posted yesterday! I must have only clicked "Preview" and never actually posted... But Jo is toally working the angle I was going to play, so here goes...

Before "Sorshen" can answer, Joanna replies instead.

Zee looks disdainfully at Joanna, then addresses the giant. "No, these are not your playthings... they are mine." Zee reaches under Jo's chin and raises her face toward her. "You are forgiven..." She smiles, adding, "...and you will atone for your insolence later." She strokes Joann's hair absently, as if she were a favored pet, and then addresses the giant. "But as for you, if you cannot take proper care of your toys, I am not sure you deserve to have any."

She steps away from the kneeling Joanna, turns her head toward her and says, "You may rise."

I am surprised how easy it was to play that role... and how much I enjoyed it... but no time for that now... what information might we get out of this giant?

Zee addresses the giant again, phrasing her questions as if this were a quiz. "So, when was the last time I was here? And what did I tell you then?"

I'm not sure if a particular social roll is due here... but if there is one, I'm going for Intimidate.

Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22


Slumping down into her throne like a scolded child, the giant's voice is far less booming than her first pronouncements, "I'm sorry... I looked after the gifts since you gave them to me... was it a month or a year? maybe it was longer? Your magnificent reign has spanned so many ages with me as your guardian..." Maybe trying to ingratiate herself with her disappointed consort, she changes tack, "I could look after these new pets for you? Train them... I did well with that steel lady you gave to me!!!", her voice drops a little, "Until I broke her"

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