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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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)

Trusting Jo to finish off the first hell hound, Teldon follows Arsith into battle with the new arrival, reaching over her shoulder to attack with his longspear...
longspear: 1d20 + 7 ⇒ (8) + 7 = 15, for: 1d8 + 5 ⇒ (4) + 5 = 9


Apologies for no post yesterday – a very busy day (although in a good kind of way; pub lunch with my girlfriend, archery lessons with my 8yo son and then an evening of comedy)… I was hardly near a computer screen all day!!!

With the second hellhound arriving, Joanna acts decisively to end the threat of becoming surrounded – her blade cutting the legs out from beneath the infernal canine… it collapses in a heap of fur and ashes…

…whilst, acting quickly to stop the friends becoming overwhelmed, Arsith, Ziomarra and Teldon all attack the new arrival. Ziomarra’s card slashes the hounds muzzle but neither the iridescent butterfly summoned by the Cartomancer, Arsith or Teldon are able to strike the imposing creature.

GMPC for Shadlah

Shadlah, also seeing the threat, rips stone and throws it at the hound…

Shadlah, Earth Blast vs Hellhound 2: 1d20 + 8 ⇒ (18) + 8 = 26, hitting for 2d6 + 9 ⇒ (3, 3) + 9 = 15

GM Only:
Hellhound 1 = Dead, Hellhound 2 = 19/38

The second hound, already wounded, opens its jaws wide and roars a gout of flame into the corridor… the iron plates that line the passageway briefly glow orange as the temperature becomes unbearable…

Hellhound 2, Breath Weapon: 2d6 + 2 ⇒ (2, 4) + 2 = 8, fire damage to the Celestial Butterfly and Teldon, Reflex Save DC16 for Half Damage.

…snarling with breath that is pure sulphur, a third beast charges around the corner near Joanna and, clambering over the corpse of its pack mate, bites at Joanna…

Hellhound 3, Bite vs Joanna (Charge): 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19, missing

Everyone 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

Msw wp; Wf, PA: 1d20 + 4 + 1 + 1 - 1 ⇒ (14) + 4 + 1 + 1 - 1 = 19
Dmg, PA: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Arsith weapon hits its target, but the blow isn't very severe.
The warpriestess frowns


Inactive

No worries GM! Wasn't in much of a writing mood myself so it worked out, but I'm glad your day was much more pleasant :)

As the third hellhound rounds the corner Briana moves up to assist Joanna and takes a swing at the creature with her mace, but the finds that the creature easily dodges her blow.

Attack (+1 Light Mace): 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


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

Butterfly saving throw (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 ...nope
Butterfly's hp: 8/16; disappears in three rounds.

Zee uses her Evil Eye power on the hellhoud that Teldon, Arsith, and her butterfly are fighting.

-2 to AC for 6 rounds; Will save DC 15 reduces that to 1 round.

Despite its scorched wings, the butterfly continues trying to sting the hellhound.

Butterfly attack, celestial smite: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d4 + 3 ⇒ (3) + 3 = 6


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)

Ref: 1d20 + 7 ⇒ (10) + 7 = 17


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Joanna finds her rhythm again and neatly blocks the savage bite with her shield. She can feel the heat at her back, but she has other worries, and this one was kind enough to daze himself.

Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

"That's right, eyes on me," she says softly as she grins at the bloodied hound.


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)

sorry, I hadn't intended for my previous post to be so brief, got interrupted.

Teldon grunts a little as he gets scorched by hellish flames, again. Steeling himself, he studies his new adversary and tries again to stab the beast.
longspear, studied combat: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20, for: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15


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

As the third hound charges around the corner at Joanna, Shadlah spreads her hands wide. Loose rubble and pebbles dance across the ground near her, shaken by unfelt tremors, and a low rumble emanates from the walls around her.

Suddenly, she drops into a squat, bracing one hand against the ground even as she throws the other high above her head, fingers splayed. This time, the stone flies low, weaving through Joanna and Briana's legs, striking into the hound and throwing its legs out from underneath it.

Move action to gather power, reducing the burn cost of my next infusion by 1; standard action to direct an earth blast at the hellhound with a Bowling infusion. If it takes damage, it is subject to a free Trip attempt, using my Con modifier instead of my Str modifier.
Shadlah takes 1 point of Burn total.

Earth blast: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15
Trip (bowling infusion): 1d20 + 7 ⇒ (17) + 7 = 24


Ziomarra's butterfly, badly burnt by the hellish beast, misses... but, aided by Ziomaara's hex, Arsith and Teldon both strike...

Hellhound 2, Will Save vs Evil Eye: 1d20 + 1 ⇒ (17) + 1 = 18, Saved (-2 AC for 1 round).

Arsith's mace strikes a glancing blow but Teldon, seeing an opening, stabs forwards... and the beast collapses at the end of his spear...

Hellhound 2 is Dead

GM Only:
Hellhound 2 = Dead, Hellhound 3 = 23/38

At the other end of the passageway, Joanna tries to press an advantage... but the hound ducks her slashing blade at just the wrong moment. It bares its fangs cruelly as it moves forwards - and then the hound is brutally knocked over by a rush of stone...

...covered in rubble and standing, it bites at Joanna...

Hellhound 3, Bite vs Joanna: 1d20 + 7 ⇒ (2) + 7 = 9, missing

Everyone may take their turn now / Joanna may take an Attack of Opportunity as well


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Goof! Supposed to be a d20: 1d2 + 10 ⇒ (1) + 10 = 11

AoO: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Joanna's grin grows wider as the hound is tripped up and sent sprawling on the floor by Shadlah's rocky assault. When it tries to stand and bite her, Joanna slices at it twice, her blade flashing in the glow of the iron plates.


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)

Turning back towards Jo, Teldon grits his teeth as his movement drags his clothing painfully across his blistered arms and neck.

Jo and Shadlah have that one almost dead already, but it hasn't used its fiery breath yet... no need to play at being a hero...

Instead of charging at the last hell hound he pulls out his healing extract and downs it, then studies the devil in case he needs to engage it later.
CLW: 1d8 + 4 ⇒ (5) + 4 = 9


Inactive

Attack (+1 Light Mace): 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

As she swings and misses her target yet again, Briana finds herself feeling thankful that at least most of the others have had much more in-depth combat training.

At least I learned how to wear armor properly! I'll need it while I'm playing fearless warrior up on the front lines, she thinks to herself a bit ruefully.


Joanna strikes twice, once as the hound rises and then again after she has been bitten... the heat coming from the beast is nearly overwhelming in the tight tunnels - overwhelming enough to put Briana off as she strikes...

Ziomarra, Arsith and Shadlah 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

Needin" help, sweetie pie?

Arsith walks toward Joanna and Briana


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

Posting from my phone-- can't update the map...

Zee commands the celestial butterfly to attack the remaining hellhound. It flies above Joanna's head and tries to sting the infernal beast.

Position it one square south of Joanna. The hellhound probsbly gets an AOO.

Butterfly attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 1
If that hits, DC 12 Fort save or be affected by a Strength poison. Cure: 1 save

Zee moves closer to it and uses her Evil Eye hex to slow its reactions.

-2 to AC for 6 rounds; DC 15 Will save reduces that to 1 round.


As the butterfly moves around the hound, it leaps at it, attempting to rend its wings... the wound it deals is grievous but it doesn't quite kill the summoned creature - the butterfly's sting, thrust downwards at the beast's flank, doesn't quite hit though...

Hellhound, Bite vs Butterfly (AoO):1d20 + 7 ⇒ (12) + 7 = 19, hitting for 1d8 + 1 ⇒ (2) + 1 = 3 plus 1d6 ⇒ 4 fire

Hellhound, Will Save vs Evil Eye: 1d20 + 1 ⇒ (14) + 1 = 15, Saved (Hellhound has -2 to AC for 1 round).

Waiting on an action from Shadlah


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

Still crouching, Shadlah brigs her hands together, fingertips pointed at the hound, sending what she hopes is the final barrage.

Earth blast: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15


...and that final shower of rock is enough to stop the hound, just as it was readying to howl flame within the iron-lined passageways of the labyrinth - with a whimper, it collapses next to its already slain pack-mate...

Combat Over


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Joanna stands there for a moment before moving forward to cut off the heads of the beasts.

"Thank you Shadlah. I've got burns enough for today, and he looked ready to give me some more." she says with a grin to the Shoanti stonesinger.


Inactive

"All I can say is that I'm glad the rest of you have better aim than I do," Briana chimes in, breathing a sigh of relief as she leans against the passage wall. "Is everyone okay? Teldon, Jo, it looked like you both took some nasty burns from those things."

Anyone need/want any healing at the moment or are we okay?


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Jo's down eight, but I'd rather save what we have for an emergency.

"Yeah, I'm feeling a little tender where I did get burned, but I'm okay. I should be able to keep on for now," Joanna replies to Briana.


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)

"I should be alright for now..." Teldon says frowning at the remaining burns on his arms, "we should keep moving though before my extract runs out."

I actually took both breath weapons but after my (only) cure extract I'm ok for 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

Situation was a little hot, but I can still carry on.


Inactive

"Those still look rather painful, but if you're sure..." Briana responds reluctantly. "Let's keep moving then. Be sure to stay close to each other since we don't know how big this maze part is; getting lost or separated would be awful!"


For a few moments, the only sound within the labyrinth is the metallic sound of the iron plates cooling and contracting… and then, silence. Cautiously watching the side passages and the route behind them, the friends make their way through the remainder of the iron-lined maze… the chamber at the centre of the maze is discovered relatively quickly and, unsurprisingly, it is here where there is the greatest of evidence of infernal incursions – hundreds, if not thousands, of charred bones are scattered across the floor whilst the iron plates here show signs of melting.

Having taken the time to examine the structure as the friends navigated their way through, Teldon determines that by prying off enough iron plates – probably ten - from the walls of the labyrinth (no two of which can be closer than ten feet apart), the entire rift siphon could be deactivated… however, each time a plate is removed, the resultant surging and rebalancing of energies may open the rift wide enough for a creature to pass through.

With no activity in the central room – and no sign of the Suzerain – the friends take a passageway towards the south and arrive at a room just outside of the circular labyrinth. Devoid of any furnishings or features, this room has a stout portcullis blocking the other exit (to the west); a winch for the portcullis stands to the side of the sturdy iron gates… on the far side of the bars. A skeleton, still in the scorched half-plate it wore in life, is slumped over the winch.


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)

...I should wait to tell them about closing the rift until later... if I mention it now we'll never find that imp in time...

"This is only a guess," Teldon says very tentatively, "but I suspect this could be the border of the imp's domain... if we can't find some sign of it passing through, I think maybe we should backtrack and look elsewhere..."

As he speaks he steps carefully up to the portcullis (suspiciously eyeing the skeleton) and inspects it in search of signs that the imp has passed through one of its openings.
perception (take 10): 10 + 11 + 2 + 1d6 ⇒ 10 + 11 + 2 + (6) = 29


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

After the final hellhound is destroyed, Zee calls the butterfly to her. It alights on the ground before her. She strokes its head and then with a gesture, the celestial butterfly disappears.

Zee also inspects the summoning chamber.

Knowledge (spellcraft): 1d20 + 10 ⇒ (13) + 10 = 23

While examining the panels, she asks Teldon if he thinks that changing the orientation of the panels of the walls would disable the summoning chamber. He mutters a noncommittal response, and she decides not to press the matter.

At the chamber with the portcullis, Zee says, "Well, it would appear that we need to turn that winch to proceed in this direction." She then casts detect magic and looks for any auras on the skeleton, winch, or the rest of the room.


There is no evidence that the imp passed through this way, in all likelihood it could get through the gaps in the bars of the portcullis but the door beyond is closed...

...there are no auras upon the skeleton, the winch or the portcullis - everything seems mundane and very ancient.

The winch to the portcullis is on the far side of the bars from you - about five feet away.


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

Oh, I thought the winch was on our side... Let me retcon...

Zee casts detect magic to look for auras. "I do not sense anything magical here...including an invisible imp. I would agree, Teldon, that we should return the way we came."


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

"I know we need to hurry, but after we deal with the imp, can we come back and put whoever that was to rest," Joanna asks as she follows behind Teldon, "It feels wrong to leave someone like that."


Inactive

"Seems like it," Briana sighs in agreement. "There's surely another way around to the other side of those gates - we just have to find it."

As they ready to backtrack, she pats Joanna on the shoulder. "We will. And maybe once this place is secure, we can do something for all those other remains too. Maybe a burial at sea or something like it?"


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 stares at Joanna for a few moments, before nodding. "It would be best," she says quietly. "No one deserves their body to remain in such a place for eternity." She turns her back on the body, taking a deep breath before following the others, trailing her fingers through the stone wall as she walks.


Retracing their steps through the labyrinth, into the central area and past the scorched bodies of the hellhounds... already seeming to turn to ash... the friends soon find themselves walking back along the passageway that led them to the maze in the first instance...

...back at a crossroads of sorts, the friends could head north back into the huge hall with the fantastical mural or could explore either of the doors that lead southwards - whilst the friends decide, Teldon looks around a little... but there is no evidence of the imp.

Marked current position on Map


Inactive

"It didn't look like either of those doors had been opened when we passed through here earlier," Briana volunteers. "So he might've ran and hidden in that hall somewhere, instead. If we're still trying to chase him down that might be the best way to go."


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

There are so many potential hideout for the imp... And it can stay invisible too. I guess we'll have to be very cautious.

After a few seconds thoughts at the porticullis
Teldon do you think your lance could pass through the gate and hit the winch? Or could we use some magic to move it?

As everyone turns away
Oh.Nevermind.


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)

"I agree with Briana," Teldon answers, "neither of these doors show any signs of being used recently... lets go check the hallway off of the great hall."

Without waiting for confirmation he begins scouting through the big hall towards the passageway in the far corner.


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'm a bit leery of leaving so many unexplored passages behind us. I think we should go through the hall with the mural and see what's down the passage at the end of it. Once we have explored what's behind us, we can then press forward again."


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)

that's exactly the passageway Teldon already left for...


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 didn't realize I'd been ninja'd!


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)

lol


Inactive

"Makes sense," Briana nods at Zee even as Teldon moves ahead to begin scouting. She looks around at the murals in the hall again for a moment before shivering. "I'd heard stories about what the Thassilonians got up to in the end days of their empire, but...hearing or reading about it and actually walking down here in one of their structures and seeing even a little of it firsthand are two very different things."


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Joanna follows Teldon, trying to get his attention as she jogs to keep up.

"Teldon, shouldn't–– shouldn't I go first?"

Perception: 1d20 + 1 ⇒ (12) + 1 = 13


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)

"Well, I'll certainly be safer if you do," Teldon answers with a grin. "Just try not to touch anything before I have a chance to look at it- hopefully I can keep you safe too."

He lets Jo past but follows close behind her.


Apologies for the slower posting rate – it was my eight year old’s birthday yesterday… presents, cake and a fun trip out… when the sugar-loaded kids finally got to bed, I had no energy at all to post… It’s still the easter holidays here as well so there’s a pretty good chance that I’ll miss a day or two next week… the joys of parenting!!!

Leaving the labyrinth behind and returning to the pillared hall… a hall that must have many places for a tiny, and devious, creature such as an imp to hide… the friends slowly pick their way through the detritus that litters the floor. Twice, a sudden noise makes hearts skip a beat and brings weapons to hand, but both times prove to be nothing more than loose items falling to the floor as the first people in an age make their way through the room. In the end, the friends convince themselves that the Suzerain is not hiding anywhere within the room and, walking past the imagery of the mass of tentacles emanating from the mountain, make their way into the corridor that heads northwards from the eastern end of the hall.

The corridor leads northwards for around thirty feet before arriving at a small chamber; this chamber is bare save a single statue depicting a regal-looking woman wielding a ranseur – she stands in a battle-ready pose with the tip of the weapon aimed at the northern entrance to the room. There are no doors to this room (indeed, it may be better to consider the room as a local widening within the corridor - which continues northwards into darkness beyond the statue).

Detect Magic:
The statue glow with a wildly irregular evocation aura… for a few moments, the aura seems to disappear before returning brighter than before… it holds steady for a second or two before fading again… the aura seems to cycle through this pattern, again and again…

Map update to follow.


Inactive

"An odd place to put a statue," Briana whispers when the group reaches the widening in the corridor. Even with the others there with her, she can't help but look around nervously. Now that they'd taken care of the hell hounds, it almost seemed too quiet.


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)

"Well, it's clear Alaznist was fond of statues of her self," Teldon answers, "but you're right, this does seem an odd place for one... Zee, can you check if it's magical while I look for any signs of it being trapped?"

He grabs another extract and drinks it quickly before scanning the statue and the area around it.
heightened sense extract. I can't afford the 2 minutes to take 20... so:
perception (take 10): 10 + 13 + 2 + 2 + 1d6 - 1 ⇒ 10 + 13 + 2 + 2 + (3) - 1 = 29
I took -1 for distance so I can check it 10' away...


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

I'll keep watch while you check the statue.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


It doesn't take Teldon very long to realise that the statue is almost certainly trapped - blackened and scorched bricks within the room suggest that there has been a fire here at some point... and furthermore, scorch marks upon the tiles of the floor seem to radiate from the statue.


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

"So does it go off if you get near it or if you touch it," Joanna asks Teldon.

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