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 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)

"Deceit? Really, now. Can you honestly blame us for your stupidity when half our number openly shows who we serve," Joanna says dubiously as she points to the holy symbol hanging from her neck.

"I say we just get this over with," she says to Teldon, "I doubt there's anything in that head of his besides hot air and blusters."

The paladin readies her sword, her shield on her back. Her eyes bore into the fiend's, begging him to give her one reason to end his existence.

Move to get within striking distance. Ready an attack for if the devil does anything hostile.


"Serve??? I thought them nothing but vain adornments. Why would anyone pledge allegiance to anyone other than our Lord Asmodeus??? Still... no matter... what has happened is history now... noted forever in the annals of hell - your betrayal a millstone around your necks for all of hell to see...", as it talks, the grotesque fly devil grows less distinct... and then, accompanied by a pop of air filling a vacuum, it disappears - not invisible this time but teleporting away...

And so ended the ages long struggle between the petty rulers beneath the Crow, the Suzerain slain within his own mad lair and Lord Baz, cowardly to the last, fleeing before it to is subject to divine judgement... and, for the first time in a long time, the old Thassilonian rooms are free of fiendish infestations...

Looking around in Lord Baz's room, it seems that he was true to his word and that an ancient treasure was to be paid to the friends for their part in ending the Suzerain. An ancient, and quite elegant,s tringed instrument leans against the back wall - the zither is a work of art and a true treasure of Thassilon (worth 500 gp).

Actions? Exploring to the south now?


Inactive

"Wait, so he could have left anytime?" Briana shakes her head. "He must've wanted his 'kingdom' very badly to stay here for so long. But at least he's gone now."

As they look around, her eyes grow wide when they discover the instrument. "It's beautiful! I'm amazed that its still in such good condition."


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)

"It is nice," Teldon agrees, "but I had rather hoped the devil might have the key to wind the repair automaton we found. I suppose I could always try to start it without one..."

He lapses momentarily into deep thought once again but quickly recovers. "At the risk of seeming the imprudent one, though, perhaps we should head south quickly while we still benefit from most of our magical enhancements?"

we've been a little loose with the time lapse... how many minutes has it been since we ambushed the Suzerain? It looks like 2-3 to me but I don't want to be too presumptuous (especially since we kind of hand-waved a whole fight)


No worries about your magical enhancements – anything with multiple minutes of duration are still active for a short while yet. Going to assume you folks are heading southwards towards the unexplored doors…

Leaving behind the rooms that, at one time would have told of Thassilonian grandeur but have fallen to ruin beneath the petty fiends that ruled here, the friends head southwards… moving through the large hall with the grand mural of Xin-Bakrakhan, the group head southwards past the corridor that leads to the now-defunct rift syphon and onwards to the two doors at the end of the corridor… one heads to the east whilst the other, to the south.

Carefully listening at both doors, silence…

Actions?


Inactive

"I say we try going left (east) first," Briana whispers. "I heard that it's supposed to be lucky to do it that way."


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)

After Teldon checks the door, Joanna will open it with her sword in one hand.

"Far be it for me to do the unlucky thing," Joanna says with chuckle at Briana's words.


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)

Teldon chuckles at Briana's highly rational methodology for door selections. "As you wish," he replies while quickly checking her choice of door for traps or signs of danger beyond. Then assuming it's clear he steps aside to let Jo through first.
perception, traps (take 10): 10 + 14 + 2 + 2 + 1d6 ⇒ 10 + 14 + 2 + 2 + (3) = 31


Satisfied that the door is not trapped, the friends head to the east... opening the door, a small, and near featureless, room is discovered - A bronze plaque, green with corrosion and inscribed with spiky runes, hangs on the solitary door to the southeast.

Thassilonian:
The plaque reads, “Do not leave cages open.”


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

Let's hope there are no more devils in there. What's that, Teldon?

Arsith points out to the runes


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

* * *
A few minutes ago...

After Lord Baz disappears, Zee mutters, "Călătorie sprâncenată!"

Varisian:
"Good riddance!"

Stepping back into the hallway, she pauses a moment at the burbling fountain. "Hmm... is this fountain magical or natural...?"

She tastes the water to see if it's fit to drink.

Perception (tasting for poison): 1d20 + 2 ⇒ (19) + 2 = 21

In curiosity, she then looks through the Harrow for any magical auras.

Casts detect magic.

[metagaming] Hey-- it's a fountain in a dungeon! It has to do something! [/metagaming]

* * *
Now...

Zee reads the plaque aloud. "Μην αφήνετε τα κλουβιά ανοικτά... 'Do not leave cages open.' Hmmm..." She looks at the door to the southeast suspiciously.


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)

"Zee, you make me nervous when you do that," Joanna says at Ziomarra's "hmm."


Whilst the friends listen at the door that heads eastwards, Ziomarra reads the slightly ominous Thassilonian sign out loud… beyond the door, despite what the notice may suggest, all seems quiet.

Actions? You folks going to open the door with the warning sign? Or head back on yourself and take the other door to the south? Or do something else?


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)

"Cages this close to the rift-syphon lead me to believe they likely had Devils on display here at one point," Teldon offers, "If that's correct there's a good chance that the cages have already been emptied by one of the would-be 'lords'. It will still be smart to proceed with caution though."

When everyone looks ready, he cautious opens the door and looks inside.


Inactive

"Or they might have summoned other things. There's more to call across the planes than just devils," Briana observes as she readies herself to continue. "You're right though, we should be ready no matter what."


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

Sorry to jump back, but did Zee see anything interesting about that fountain near Lord Baz' room? Y'all moved past it while the player was away...


Earlier!!! Sorry Ziomarra

The fountain outside of Lord Baz’s ‘apartments’ proves to be of a similar design to the one that the friends discovered all that time ago near the top of the Crow… it appears to magically create water at its spout, fill a pool of water and, at the same rate that it is being created, destroy the water somewhere beneath the pool – it has apparently provided an endless supply of fresh water ever since Thassilonian times.

Now

Cautiously pushing the door open, Teldon and his friends discover what may once have been some form of a zoological storage area… stone tables line the sides of the room,and atop them are rusted and battered cages of many sizes. The majority of the cages contain the skeletal remains, little more than heaps of bones now, of their occupants… and, whilst most are locked, some have been forcibly wrenched open.

…a tangle of bones lies in the middle of the room; piled atop the brown smear that is surely a blood stain.

Knowledge (nature) DC15:
The formation of the bones, from the strange curves and twists within them and from the strange sigils seemingly growing within the bone, is enough to tell you that the creatures that died here were not of the natural world.

Another door leads to the east and, consulting their map, the friends quickly move to confirm that it is the far side of the portcullis at the southern end of the Rift Syphon… from this side of the portcullis, the friends could use the winch to raise the iron gate…

Actions? There’s nothing more to be discovered along this route unless you want to study the skeletal remains of the creatures… raising the portcullis would just lead you to the Rift Syphon (which has been well explored already)… alternatively, if you wish to continue with your exploration, there is the option of backtracking past the warning notice and heading southwards through the unopened door…

Also, map update to follow.


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)

Seeing that they'd exhausted the possibilities this way, Joanna heads back the other way and tests the next door to see if it's unlocked.


Inactive

Kn. Nature: 1d20 + 8 ⇒ (7) + 8 = 15

Although she's fairly certain that Teldon reached the same conclusion much more quickly, Briana gives the bones a quick look and confirms their earlier suspicions. "Yes, these definitely aren't the bones of anything natural but I can't really tell anything else. At least they don't seem as though they'll be getting up again."

With the perusal of the room complete, the shaman readies herself once more and follows along with Joanna and the others to the second door. "Maybe we've taken care of everything that was down here already?" she whispers hopefully.


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)

"Nalathi's vision lead us down here with a purpose," Teldon reasons, "and that purpose seemed to be the acquisition of another piece of the sihedron... it seems unlikely that such a thing would be lying around unattended. Since neither of the 'rulers' in this area had it, I suspect there is another area we must access, replete with new threats of it's own."

While he speaks he walks close beside Briana as the follow 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

Do you have any idea about what it was? Another fiend? I supposed they went back to Hell when they were killed, but I'm not educated enough in these matters.


Whatever had been caged here has been dead for a very long time ago… and so the friends are free to explore at their leisure – sadly the creatures that were once captive within this room destroyed anything of archaeological or historic value an entire age ago. Finding themselves at the southern end of the rift syphon, the friends choose to retrace their steps – back to the corridor where another door led to the south…

Listening at the door, Joanna can’t hear anything and so, sword in hand, she presses on… opening the door into a second corridor, she beckons to her friends to follow her southwards… for a good distance they walk in silence, finally arriving at a double door that heads eastwards. Listening once more, Joanna hears a sound like water dripping in a cavern… a strangely peaceful noise…

Actions?


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)

Teldon searches the door for traps, locks, or other hidden mysteries...
perception (take 10): 10 + 14 + 2 + 2 + 1d6 ⇒ 10 + 14 + 2 + 2 + (2) = 30


Teldon Moore wrote:
Teldon searches the door for traps, locks, or other hidden mysteries...

Examining the door for a while, Teldon convinces himself that it is not trapped...


Inactive

"Yes, I guess that would make sense," Briana agrees as they make their way to the next set of doors. "And if either of those two devils had known about it or had it themselves they wouldn't have stopped talking about it!"


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 stands defensively, Harrow deck in her left hand and one card in her right.

"Let us see what lies beyond this door."


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)

Satisfied that the door is not trapped, fairly confident that there is nothing lying in wait behind it, Teldon opens the door.


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 gives chuckle. "Aye, or they would have gone mad, or madder. I'm still not convinced Devils are entirely sane."

After Teldon opens the door, Joanna follows the scholar through the door.

"What else do you think is lurking here," she asks.


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

Us?


Pushing the door open, a grandly decorated room, and the origin of the water noise, is revealed... Two flights of steps descend into a wide pool of murky water - of indeterminate depth - in this room. Pillars carved to look like coiling tentacles support the vaulted roof, rising from the pool to the north and south.

...and, moving in the water, four broadly humanoid shapes - alert to the door opening, they change their apparently aimless circling and kick towards the eastern double door - and the friends. As they move closer, it is possible to make out their bizarre features - hairless, and with peculiarly canine legs propelling them through the water, their most striking feature is its articulated jaw... opening as its head leaves the water, nearly half of its face becomes a savage maw....

Knowledge (Dungeoneering) DC11:
Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.

Initiative for Party and Enemy

Shadlah, Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Arsith, Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Briana, Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Ziomarra, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Teldon, Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Joanna, Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

Sinspawn, Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

Initiative Order
Arsith, Shadlah then
Sinspawn then
Briana, Joanna, Teldon and Ziomarra

Arsith and Shadlah may act now... Note that Shadlah is unlikely to be posting as she is travelling - I will give her some time but she is likely a GMPC for the next couple of weeks.


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 waste no time and attack the closest foe, trying to whack its ugly head off with her mace

WF, Msw Wp, Wp Att,PA: 1d20 + 5 + 1 + 1 + 1 - 1 ⇒ (10) + 5 + 1 + 1 + 1 - 1 = 17
dmg, PA: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


Slightly modifying Arsith to a readied action... otherwise she's taking a step into the unknown (murky pool of indeterminate depth)... It means she won't be targeting flat-footed AC but that's probably a fair trade off for not sinking!!!

Standing at the edge of the pool, Arsith patiently waits for the first of the creatures to come to her... and, when it does, she smashes her mace against its dreadful face...

GM Only:
Sinspawn 4 = 21/31

...cracking her knuckles and feeling for the voice of the stone, Shadlah attempts to pull masonry down upon the rapidly approaching creatures... but it is to no avail, the rock refuses to move to her will...

Shadlah, Earth Blast vs Sinspawn: 1d20 + 7 ⇒ (1) + 7 = 8, missing

...and then the creatures, moving with alarming speed, charge the friends - three swimming towards Arsith and one, clambering from the water, attacking Joanna. Up close, their hot breath tells of fury and death...

Sinspawn, Sinful Bite vs Arsith (Raging, Charging): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9, missing

Sinspawn, Sinful Bite vs Arsith (Raging, Charging): 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16, missing

Sinspawn, Sinful Bite vs Arsith (Raging, Charging): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22, hitting for 1d6 + 3 ⇒ (6) + 3 = 9

Sinspawn, Sinful Bite vs Joanna (Raging, Charging): 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12, missing

...and when Arsith is bitten, she feels wrath run through her veins - a primal urge to destroy...

Arsith must make a DC12 Will Save or be Sickened for 1d6 ⇒ 6 minutes.

Everyone may act now


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 sees Arsith being surrounded and bites back a curse. She'd have to work quickly, but she needed to focus on one task at a time. Taking her sword in one hand and her shield in the other, she swings to kill.

Attack Sinspawn 1
Longsword: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm?: 1d20 + 11 ⇒ (8) + 11 = 19
Damage (Crit 2x): 1d8 + 5 + 1d8 + 5 ⇒ (7) + 5 + (2) + 5 = 19

I think that kills it.


Joanna Whitehall wrote:
I think that kills it.

...yeah - if they were just normal sinspawn, and your evil GM hadn't been tinkering in the background!!!

Joanna's blade bites deep, deep enough to slay the adversary she was expecting... but these creatures, reinforced by the Thassilonian structures in which they have lurked for so long, are made of sterner stuff...

...blood pours from the wound as the spawn throws back it head and laughs...

GM Only:
Sinspawn 1 = 12/31, Sinspawn 4 = 21/31

Teldon, Briana, Ziomarra, Arsith and Shadlah may act now.


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)

did it provoke an AoO from Teldon by moving up to Jo (I have reach and combat reflexes)?

damn, I couldn't hear them under the water...

"They appear to be wrathspawn," Teldon calls out, "beware their poisonous bite!" Quickly studying the raging creature before him, Teldon draws his shortsword and stabs at it twice: once to aid Jo's attack and once to pierce it himself...
shortsword (silver), studied combat: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26, for: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
aid another: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14


Teldon Moore wrote:
did it provoke an AoO from Teldon by moving up to Jo (I have reach and combat reflexes)?

Yep, go ahead and take an AoO... if it hits (an AC of 12), it will kill the sinspawn...


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, how was Thassilon done in again," Joanna asks as she takes a step back, a little unnerved by the monster's reaction to being mortally wounded.


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)

hadn't studied it yet...
AoO: 1d20 + 8 ⇒ (1) + 8 = 9, for: 1d6 + 4 ⇒ (2) + 4 = 6

well, so much for that.


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 taps her drawn Harrow card to her forehead and then throws it at the sinspawn.

Ranged attack: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 ...Note: Zee now has Precise Shot, so no penalty for throwing into melee...
Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Inactive

Round 1

"They look tough," Briana observes as she weaves a blessing of beneficial magic for her friends. "Arsith, don't be afraid to fall back - we're right behind you!"

Casting Bless.


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

Will save, DC 12: 1d20 + 7 ⇒ (15) + 7 = 22

Attack, WF, Msw Wp, Wp Att,Bless,PA: 1d20 + 5 + 1 + 1 + 1 + 1 - 1 ⇒ (9) + 5 + 1 + 1 + 1 + 1 - 1 = 17
Dmg: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Mastering the sudden urge of wrath, Arsith delivers another powerful blow to the unholy creature

Beware their bite..


Slicing through the air, Ziomarra’s card cuts a thin scarlet line across the neck of the sinspawn… once more, savouring the joy of the fight, it throws its head backwards to scream its appreciation – as it does, the thin red line becomes a severe wound… a fatal wound, the beast crumples to the floor… whilst its companions bellow and snarl around Arsith…

Shadlah, composing herself, rips at the walls and pulls a lump of masonry straight into the ribcage of the nearest sinspawn… Arsith, not heeding her friends pleas to fall back, crashes her mace into the abomination attacking her from the water… a hefty blow but not enough to slay the beast…

Shadlah, Earth Blast vs Sinspawn (Bless / Into Melee / Precise Shot): 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15, hitting for 3d6 + 12 ⇒ (2, 4, 2) + 12 = 20

GM Only:
Sinspawn 2 = 19/31, Sinspawn 3 = 31/31 plus 8 Temp HP, Sinspawn 4 = 18/31

…and then the creatures fall upon Arsith once more…

Sinspawn 2, Sinful Bite vs Arsith (Raging): 1d20 + 6 ⇒ (6) + 6 = 12, missing
Sinspawn 2, Claw vs Arsith (Raging): 1d20 + 6 ⇒ (5) + 6 = 11, missing
Sinspawn 2, Claw vs Arsith (Raging): 1d20 + 6 ⇒ (14) + 6 = 20, hitting for 1d4 + 3 ⇒ (3) + 3 = 6

Sinspawn 3, Sinful Bite vs Arsith (Raging): 1d20 + 6 ⇒ (7) + 6 = 13, missing
Sinspawn 3, Claw vs Arsith (Raging): 1d20 + 6 ⇒ (12) + 6 = 18, missing
Sinspawn 3, Claw vs Arsith (Raging): 1d20 + 6 ⇒ (13) + 6 = 19, missing

Sinspawn 4, Sinful Bite vs Arsith (Raging): 1d20 + 6 ⇒ (20) + 6 = 26, Critical Threat
Confirming Critical: 1d20 + 6 ⇒ (14) + 6 = 20, Critical Confirmed for 2d6 + 6 ⇒ (6, 6) + 6 = 18
Sinspawn 4, Claw vs Arsith (Raging): 1d20 + 6 ⇒ (8) + 6 = 14, missing
Sinspawn 4, Claw vs Arsith (Raging): 1d20 + 6 ⇒ (18) + 6 = 24, hitting for 1d4 + 3 ⇒ (3) + 3 = 6

...bitten savagely, Arsith is overcome by the ferocity of the attacks upon her...

Arsith is at -4HP, Unconscious and Dying - she needs to make a DC10 CON check (with a -4 penalty) to stabilise.

Everyone may take their turn 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

die? DC 10: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10


Inactive

Round 2

Briana's fears are realized as Arsith falls under the powerful blows of the horrible sinspawn. As much as she wants to rush in and heal her friend, she knows that she'd only endanger herself and the rest of the group even more and fights down the urge.

"Try and keep them busy until I can get to her!" she cries as she conjures forth a ghostly warhammer that immediately strikes at the nearest sinspawn.

Spiritual Weapon (Warhammer): 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Crit Confirm?: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Damage: 2d8 + 2 ⇒ (6, 4) + 2 = 12

Casting Spiritual Weapon.

Daily Spells and Powers Remaining:

3rd - Dispel Magic
2nd - Fog Cloud
1st - Bless, Burning Hands, Heightened Awareness
Orisons - Create Water, Dancing Lights, Guidance, Stabilize

Wandering Spirit - Heavens
Spirit Ability - Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. 4/5 per day remaining.

Spirit Magic
3rd - Speak with Plants (N) or Daylight (H)
2nd - Barkskin (N) or Hypnotic Pattern (H)
1st - Charm Animal (N) or Color Spray (H)


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

"Arsith!!"

Zee rushes into the room, positioning herself at the top of the stairs into the pool. She chants arcane words and throws her entire Harrow deck into the air above her. The cards flutter above her head and start swirling around her in a vortex, becoming a roiling black cloud. With a shout, a bolt of lightning flashes out of the cloud at the three sinspawn standing above Arsith.

Casts lightning bolt.

Electricity damage: 5d6 ⇒ (4, 3, 6, 1, 4) = 18

DC 16 Reflex save for half damage.

At that, the cloud becomes a swirling mass of cards that then flutter back into her hand in a neat stack.


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)

Teldon's eyes go wide for a moment as he watches Zee summon lightning for the first time. Realizing how vulnerable she has left herself, he drops his shortsword and moves up next to her, in between her and the wrathspawns. Studying the nearest beast as he goes, he attempts to stab it with his longspear.
longspear, study: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21, for: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11

alright, Jo, now move up and protect me...


Sinspawn have SR of 13 - GMPC rolling Caster Level Checks to keep things moving along.

GMPC rolling Briana's Caster Level Check against Sinspawn 2's SR: 1d20 + 5 ⇒ (14) + 5 = 19

GMPC rolling Ziomarra's Caster Level Check against Sinspawn 2's SR: 1d20 + 5 ⇒ (1) + 5 = 6, Lightning Bolt doesn't pierce SR

GMPC rolling Ziomarra's Caster Level Check against Sinspawn 3's SR: 1d20 + 5 ⇒ (3) + 5 = 8, Lightning Bolt doesn't pierce SR

GMPC rolling Ziomarra's Caster Level Check against Sinspawn 4's SR: 1d20 + 5 ⇒ (5) + 5 = 10, Lightning Bolt doesn't pierce SR

GM Only:
Sinspawn 3 = 31/31 plus 8 Temp HP, Sinspawn 4 = 18/31

Brian's ghostly warhammer smashes into the nearest of the sinspawn... staggering under the force of the blow, it nearly falls back into the pool. And then, silhouetted by the sudden lightning that Ziomarra summons, Teldon stabs forwards - this time it is enough, the blade thrusting deep into the sinspawn's chest and sending it tumbling back into the water...

Waiting on actions from Joanna and Shadlah.


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)

Actions: Charge Sinspawn 3, Drop shield while charging

Joanna acts almost on instinct. She drops the heavy wooden shield to the ground and takes her sword in both hands so she can focus more of her strength into her strikes. She comes rushing at the thing, aiming to make it focus on her.

Attack (Charge): 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Damage (2-hands): 1d8 + 7 ⇒ (8) + 7 = 15


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

Figures! Total waste of my best spell! The dice continue to hate me! This is kind of getting old...


GMPC for Shadlah

Wrenching again at the stone ceiling, Shadlah brings down a shower of rocks upon the target of Joanna’s charge… dust covered and bleeding profusely, the creature seems ready to collapse…

Shadlah, Earth Blast vs Sinspawn 3 (Bless / Into Melee / Precise Shot): 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20, hitting for 3d6 + 12 ⇒ (2, 4, 1) + 12 = 19

GM Only:
Sinspawn 3 = 5/31, Sinspawn 4 = 18/31

From the murky water, the sinspawn grabs at Arsith’s unmoving body with savagely clawed hands… and, finding purchase, pulls hard upon one of her arms. Pulled halfway from the steps adjacent to the pool, the weight of Arsith’s armour takes over… and she slips into the water, disappearing into the semi-opaque water as she sinks…

Arsith CMD is 15 -4 (Helpless) -1 (DEX) = 10

Sinspawn 4, Drag Manoeuvre vs Arsith: 1d20 + 3 ⇒ (8) + 3 = 11, Arsith is pulled 5ft and into the water

Arsith must make a DC10 Constitution Check whilst submerged.

The creature, hissing at its remaining foes, follows Arsith downwards and out of sight…

Upon the steps, the other sinspawn – near crippled by Joanna’s blade and by Shadlah’s rocks – turns tail and dives into the water after its companion…

Sinspawn 3, Withdraw

Everyone may act now

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