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 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

Waiting to know if our foe is still standing (so I will attack too) or if I can heal Jo


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

Arsith cast an healing spell, and put her hand on Jo, sending some curative energy to her wounded body

CSW: 3d8 + 7 ⇒ (2, 3, 3) + 7 = 15

It's not much... would it be enough?


Joanna, her wounds staunched by Arsith almost as quickly as they were rent upon her, steps forwards with righteous indignation... and her blade, singing in the dismal light, slices twice through the apparition. Somewhat diminished it wavers...

Polong, Reflex Save vs Entangling Hex: 1d20 + 7 ⇒ (10) + 7 = 17

...and barely slips the bonds that Briana would have placed upon her.

GM Only:
Polong = 35 damage

Shadlah - you are outside of the creature's immediate reach so you are able to act with a degree of freedom - don't forget everyone within the Polong's aura is Shaken

Ziomarra, Shadlah and Teldon may act now


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

Shadlah staggers away from the creature, squashing the fear starting to rise in her throat. Once she feels the oppressive aura dissipate, she takes a deep breath and lets off a quick blast, just to stay focused.

30' move to get away from the thing's aura; a single earth blast (no gather energy, no point-blank shot, no deadly aim; using extended range so I can hit it, burn cost 0)
Earth blast: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 4d6 + 14 ⇒ (6, 6, 3, 6) + 14 = 35 Halved because it's incorporeal = 17 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

Not Jo! she's immune to fear effects as a paladin, unless she's done something to displease Iomedae.


Shadlah's blast rips stone from somewhere deep below the vessel and tears it upwards... and through the gore soaked apparition!!! Even more diminished now (under 50% health remaining), it moans a silent refrain towards its attackers and, once more slashes at the Iomedean...

GM Only:
Polong = 47 damage

Polong, Incorporeal Touch vs Joanna: 1d20 + 12 ⇒ (12) + 12 = 24, hitting for 6d8 ⇒ (8, 5, 5, 2, 3, 1) = 24 damage plus Bleed and Terrible Wounds

Hopeful eyes, sunken into the darkness at the rear of the hold where the sailors had retreated to, watch on as the heroes turn the battle in their favour...

Everyone may act now


Inactive

"Jo! Don't worry, I've got you!"

Hoping that Jo and Shadlah and the rest can keep up the pressure, Briana steps up behind her friend and infuses her with healing energy.

Healing Hex (CMW): 2d8 + 7 ⇒ (2, 1) + 7 = 10


The burst of energy, pulsating in the darkness as Briana calls to the primal spirits, washes over Joanna... bolstering her even as the monstrous creature looms over her...

Waiting on actions from Shadlah, Joanna, Arsith, Ziomarra and Teldon

And... to make sure we don't end up in dragged out combats (my fault for waiting on actions in the last round), I'll actively GMPC or delay people after 24 hours.


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

Arsith joins in the fight, striking the undead creature with all her might-and providing another target for the unholy creature's touch, so Jo can live

Power Attack: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Dmg+PA+Wp Spe: 1d8 + 3 + 2 + 4 ⇒ (4) + 3 + 2 + 4 = 13


Arsith's weapon, wielded with a cold passion, strikes its target true.... smashing into, and through, the apparition - an arc of gore splashing outwards as the warpriest's weapon arm swings around...

GM Only:
Polong = 54 damage

Joanna, Teldon, Shadlah and Ziomarra may act now


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

No bleed since Jo got healed up before she acted, right? Attacking with 2 hands still. Full attack and a swift to Lay on hands.

Attack 1(Smite Evil, Power Attack): 1d20 + 13 + 3 - 2 ⇒ (11) + 13 + 3 - 2 = 25
Damage: 1d8 + 7 + 6 + 6 ⇒ (8) + 7 + 6 + 6 = 27 Halved to 13 since it's incorporeal

Attack 2(Smite Evil, Power Attack): 1d20 + 8 + 3 - 2 ⇒ (8) + 8 + 3 - 2 = 17 That's a miss, I think.

LoH: 3d6 ⇒ (6, 2, 1) = 9

Joanna tries to press the attack, but she could feel herself getting a little light-headed even with the magical aid from Arsith and Briana. After missing with her strike, she pulls back just enough to call on her goddess' aid to keep her on her feet just a little longer.


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

"Joanna!" Shadlah grinds her teeth, a sound like gravel being crunched underfoot. A low thrumming fills the air and the deck beneath her feet rumbles as she opens her body to the plane of earth again, calling on the deepest vaults - not calling on sod or stone, this time, but drawing ore from rock, shaping it with her mind, and sending spikes of metal flying at the foe.

Move action to gather power, standard action as follows:
Empowered metal blast: 1d20 + 12 ⇒ (9) + 12 = 21
damage: 8d6 + 18 ⇒ (1, 1, 1, 3, 3, 1, 1, 3) + 18 = 32 [ooc]*1.5 = 48, divided by half (incorporeal) = 24 damage


The creature, face now contorted with a long forgotten agony, is more mist than anything semi-corporeal now... the continued assault from the group rendering it perilously close to a second death. Turning upwards, as it moves backwards from Joanna, the thing 'passes' through the timbers of the low ceiling - leaving a slow 'drip, drip, drip' of blood as it does so...

GM Only:
Polong = 91 damage

Polong, Withdraw Action - and Incorporeal / Flight upwards

Still in initiative, everyone may act now


Inactive

Not really possessing any means to directly pursue the fleeing creature Briana instead turns her attention towards the ship's crew huddling at the back of the hold, moving towards them as she cries, "Don't worry, I'll see to them! Try not to let it get away!"

Spells & Powers:

4th - Firewalker's Meditation, Ice Storm
3rd - Call Lightning, Dispel Magic, Magic Circle against Evil
2nd - Cure Moderate Wounds, Silence, Spiritual Weapon x2
1st - Barbed Chains, Bless, Heightened Awareness, Produce Flame, Unbreakable Heart
Orisons - Create Water, Dancing Lights, Guidance, Stabilize

Wandering Spirit - Life
Spirit Ability - Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. (1/4)

Wandering Hex - Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Spirit Magic
1st - Charm Animal (N) or Detect Undead (Life)
2nd - Barkskin (N) or Lesser Restoration (Life)
3rd - Speak with Plants (N) or Neutralize Poison (Life)
4th - Grove of Respite (N) or Restoration (Life)

Healing Hex Uses: Joanna
Fortune Hex Uses:


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 need not be told twice. She rushes past Briana, Arsith, and Shadlah and back up the steps, leaving a trail of small blood droplets as she goes.

Double timing it to get to where the ghosty is heading. Does she still have an action left when/if she spots it?


Clambering up the ladders that take the party back to the deck is a full rounds worth of actions... however...

Clambering up the ladder, maybe not quite as quickly or as freely as when she had first descended below decks, Joanna is the first to see the mist - barely visible in the darkness of the night - collect behind a pair of barrels. And, as she draws closer with dripping sword still drawn, she watches it dissipate... until all that is left is a puddle of blood and a barnacle encrusted bottle...

Actions?


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, not trusting that this fight was over, asks Iomedae to guide her. Her eyes blink and glow silver-white as she looks around. The gleaming runes on her fade some, but do not gutter out as she seeks the target of her ire.

Detect evil. Using the three round version to see if she can find out where it went.


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

Four days ago, dancing in the moonlight:
Joanna Whitehall wrote:
Well, I've been thinking about how to respond, and I think I have an idea or two. So, Zee, how do you want this to go? Serious or silly? I know how Joanna would respond in each case after she gets over the shock, but personally, I'd rather go silly. There's been way too much drama during this crawl and I'm worried about mood whiplash with the rather silly shenanigans going on with Briana and Arsith.

I had been thinking serious rather than silly. Not that I want to lean too hard into the trauma, but our PCs have all been through some very rough emotional waters, and that's going to take a toll on the characters' psyches. And with Zee under the influence of a powerful artifact that's aligned with her true feelings... well, I'd kind of prefer to run this part as drama rather than comedy. That said, I don't want to do anything that you're uncomfortable with. Feel free to PM me if you'd like to do more out-of-band coordination on how we approach this.

Joanna Whitehall wrote:

Joanna's eyes go wide as Ziomarra kisses her and cuts off any protest. For a stunned moment, she doesn't know what to do. Carefully, she grabs the taller woman's shoulders and pushed her away, gasping for air as their lips part, though Ziomarra's arms are still around her.

"Zee! What are you doing?!"

Breathing heavily, Zee replies, "Something I've wanted to do for a long time!" and leans in again.

* * Fade to black * *
- - - -

Two days ago, planning a ballroom blitz:
"I can alter my own appearance with a glammer, but I haven't yet learned to do the same for others. Now, my uncle had a glammered hat he could use to change his appearance... which he used for personal gain, of course. I have no idea where he is these days, and even if I did, I doubt he'd let me borrow it... Perhaps we might be able to find someone willing to sell a similar enchanted hat in Magnimar?"
- - - -

Half an hour ago, boarding the skiff:
"That would make sense, Jo. Falling overboard while wearing armor would make for a very bad day! She takes out a magic wand, mutters an arcane phrase, and taps it against Joanna's shoulder. A faintly shimmering field of force surrounds her. Wand of mage armor (CL1), +4 armor bonus to AC, lasts 1 hour.
- - - -

Previous round...

Zee draws a Harrow card and casts a spell. The card glows with a benevolent blue glow. "Joanna, this is for you!" She then throws the card across the room at her friend.

Spontaneously casts cure moderate wounds by dropping her prepared touch of idiocy spell.

Zed: Can we say that Jo isn't resisting the ranged "attack"? If not... Ranged touch attack, point-blank: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15

Healing on Joanna: 2d8 + 6 ⇒ (1, 1) + 6 = 8 ...my luck with the dice hasn't improved in my absence.
- - - -

Now...
Zee rushes back up the stairs, hot on Jo's heels. Thinking over the legends of her people, she tries to remember any stories about nautical ghosts such as this one.

Knowledge (religion): 1d20 + 14 ⇒ (8) + 14 = 22 Zed: Does she know anyting about this creature?

While straining her memory, she scans the deck, looking for where it might be hiding.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15


Joanna - the bottle, and the smear of blood across the deck, is darkly radiating a malevolent evil...

Ziomarra - the creature, as Arsith had previously deduced but not been able to say much about, is almost certainly a polong...

Polongs are the spirits of murderers who have been magically bound to a bottle. Whoever possesses a polong’s bottle can command the creature to carry out murderous acts. Necromancers, cultists, and assassins sometimes use polongs to perform assassinations from afar. Commanding polongs is dangerous, however, as their desire to kill makes them turn on their own masters if given the chance.

When a polong’s bottle is opened, the creature manifests as a blood-drenched spirit with hands transformed into long claws. Its thirst for violence and murder twists its distorted features into a hateful visage. Polongs remember little of their past lives, their own thoughts turned to committing the heinous acts commanded by their masters.


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

"Desigur! That creature is an evil spirit, like a genie, bound to a bottle..."

Zee then sees the barnacle-encrusted bottle. She draws a Harrow card and taps it to her forehead. It glows faintly, and then she throws it at the bottle.

Ranged attack v. bottle, point-blank: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 ...EDIT... CRIT THREAT!
Slashing damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Confirm?: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Crit damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5

After striking the bottle, the card flutters back into her hand.


...and with Ziomarra acting quickly, her card slicing through the air with a pulsating radiance, the bottle shatters into thousands of shards... and the aura, so strong moments ago, evaporates to nothing.

Combat over... yay!!!


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

Dance by Moonlight:

Alright. I can do that. I just hope that you don't mind me making some assumptions here.
Joanna's protests are once again cut off as Zee kisses her full on the lips. Zee's newfound height gives her an advantage and soon she's guided Joanna to the grass and kisses her again, deeply and passionately. Joanna manages to get her hands on Zee's shoulders and pushes the woman off of her as gently as she could.

"ZEE! What is wrong with you," Joanna doesn't quite scream into the other woman's face. She slides away from Zee and towards Halli. Tears well up in her gray eyes as the wolf, now feeling Joanna's distress, curls up protectively around her.

"I... I love you Zee, but not like that," Joanna half-sobs, "P-please, just go. Go before you do something we'll both regret."

Joanna flinches as the bottle shatters. The aura fades and she heaves a sigh of relief.

"Okay, now we need to go help the crew and see if we can find who sent this thing after us. Arsith said something about it being controlled, right?"


Inactive

Meanwhile, back down in the hold, Briana moves to have a better look at the terrified crew and to assess injuries. "Don't worry, my friends won't let it get away," she offers reassuringly. "Is anyone hurt? I'm a healer, I can help!"


Inactive

"Me too," Rowenna exclaims, zipping over to hover just behind Briana's head. "I can heal a little bit, too! Let me help, I'll prove I can be useful!"


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

As the white haired priestess joins Jo, she says, panting a little

Yes, these creatures are usually controlled, they don't have their free will. So someone got it out of the bottle, and I don't think it was an accident.


Emerging from the depths of the boat, each of them battered and traumatised from events since the boat moored, the crew are grateful for the protection and for the healing that they receive... barely noting the flying cat - for maybe he has seen far more bizarre things in his time, the captain explains that the bottle from which the spectre had emerged had been pulled from a net. It was a moment of incaution that had led to one of the crew members opening the bottle... and the rest, the terror of the creature, the group well know...

Careful examinations and explorations around the boat confirm that, if there was ever anyone controlling the polong, there is no-one within any distance of the vessel... and so, with a watch set for the night, the crew - and the friends - finally rest.

The next morning brings a gentle wind accompanied by a grey drizzle - and, with a final eye to the radiance still burning from the Lady's Light, the Wanton Ways raises anchor and fills it sails... visibility, as the boat skirts along the coast, is poor and with such morose weather, there is little to raise the spirits until nightfall approaches... the group hear it a long time before they see it, the sound of other shipping, the occasional tolling of bells, and - in time - other voices calling to each other... and, as the indistinct shadows of the Irespan loom above them, the friends are finally back in Magnimar.


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

The sight of Magnimar just ahead is a hopeful one for Joanna. It meant she could finally get some help for Halli, and maybe Zee would be back to normal. She'd been avoiding being alone with her since that night, and she'd felt guilty about it. Zee was her friend, her sister. She should be trying to help her, but how could she? The Shard's power was beyond her and she didn't want to embarrass Zee by airing out her concerns in front of others who'd know nothing about how she'd felt.

In the end, she decided, she could only hope that Lady Heidmarch would have the right stone and that Zee could be returned to normal.

===

Before disembarking the ship, Joanna takes the chance to change out of her normal adventuring outfit and into the red and black one she'd taken to wearing after hearing of her step-mother's attempts to find her. She does her best to disguise her sword and armor, but she just doesn't have the skills and finally asks for some help from Teldon. Once she was sure that anything linking her back to what her mother knew of her was safely hidden away, she steps out onto the deck and sees the holy symbol hanging from her neck.

She prays for some leniency from her goddess as she hides it down the neck of her shirt. Seeing that everything is in order, or as in order as they can get, she leads Halli onto the docks and starts making her way with the others back up to the Alabaster district and Heidmarch Manor, all while warily keeping an eye out.

Perception (Looking for trouble coming for her or the others.): 1d20 + 3 ⇒ (14) + 3 = 17


Inactive

"I never thought I'd be any happier to see Magnimar again than I was when we returned from Ravenmoor," Briana remarks as they finally disembark from their ship, back on familiar ground. "But I was wrong. I was so very wrong..."

Unable to help herself, she tilts her head back and spins about, seemingly unconcerned about whether she or anyone else ends up in the harbor for it.

"We're home! Home again!"

She grabs Teldon's hand and...

1d4 ⇒ 2

...Jo's, pulling them along up the streets that will lead them back to Heidmarch Manor. "Come on, the sooner we check in the sooner we can actually sit back and relax a little bit! At least I hope so..."


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

"A bath! A bath would be glorious right now," Joanna exclaims with a laugh as Halli whines in protest. "Oh shush. Just because you don't like getting wet doesn't mean that I can't enjoy a good soak."


Inactive

"Yes, a proper bath and a rest in a proper bed," Briana agrees with a smile. "Even one night will be heavenly!"


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

Arsith smiles.

We could do with some rest, and a warm bath.. and some new clothes, maybe. I think I stink. And to get out of the armor, not carrying weapons, enjoy the life instead of fighting to survive… It would soothe our souls, mine at least. And I guess

her smiles widens as she is about to poke some fun

A few meals for Jo.. poor lil"thing must be starving.


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 yes! Paaaaaancaaakes! How I long for your decadent butteriness," she agrees with overblown melodramatics.

"I think we have other things to care of first, though," she says after a moment, her tone much more serious. "Both Zee and Halli need some help, and I'm hoping that Lady Heidmarch can help us with that."


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

Shadlah steps onto solid ground firmer than is strictly necessary and, after a moment's thought, tugs off her shoes. Hooking her fingers through the straps, she lets them sit over her shoulder, her other hand on her hip as she surveys the group. "We have much to do, then, so let us get started," she says, her tone typically gruff, but her expression softening as her broad feet flex against the familiar ground of home.


Inactive

"Yes, we should report in and get all of that business over with," Rowenna chirps in agreement as she pads along with the group. There's no flying here in the midst of the crowds as it doesn't even need to be stated that it'd draw way too much attention. "Then we can get down to the biggest business of all - a good meal. With cream!"


It has been, by reckoning of the season's passage and the transit of the moon, no more than a month since the group left Magnimar on their adventure... and, to the untrained eye, little has changed in the great city - the docks still ring out with the noises of unloading cargoes, the markets that stretch away from the quayside still ply a wild range of colourful goods, and the climb towards the upper class mansions where the Heidmarches reside is still a mixture of tedious queues and vertiginous views. But, to those who know the City of Monuments, the tell tale signs are there... the fruit and vegetables being sold tell of an approaching autumn, the notices and banners tell of fayres anticipated in the latter half of the year - and the puddles (and, in places, streams along the roadways) suggest that the rains have truly arrived.

...and finally, after their time away - after the horrors of what lurked beneath the Lady's Light, the defeat of one who would call herself Sorshen and the ultimate redemption of some of Queen Ileosa's guard - the group arrive at the porchway of the Heidmarch manor. Some more changed than others...

What follows, amid a flurry of surprise, welcomes and re-introductions, eventually arrives at the group seated - as they had been not so very long ago - around the table in the Pathfinder Lodge... and Lady Heidmarch quizzing them about their adventure, what they had learned and, eventually, what they plan next.


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

"...and that is about all there is," Joanna finishes after relating their tale to Lady Heidmarch. "Other than whatever has gotten into Zee because of the shard and Halli because of that worm-thing, we're pretty much alright."

The young paladin squeezes her eyes shut and takes in a deep breath as the fatigue truly hits.

"If I am honest, I think we all need some time to recover from this adventure. I've tried, but Halli seems to be beyond what help I can give, and... And I'm worried about my sisters. I feel guilty for leaving them behind with my step-mother. I have an idea for getting them out from under Mother Dearest's thumb, but it's going to take time. That and I was hoping that Arsith could take care of crafting me some armor that lets me move more quickly. I know I'm asking a lot, but..."

She shrugs, not sure what else to say.

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