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)

Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

"We will," Joanna says softly. "I'm afraid what Teldon has told you is about all we know. They pop up in Magnimar, take someone, and then the person's returned some time later with no memories of what happened."

Joanna looks away, biting her lower lip.

"Captain Brast," she says meekly, "we would appreciate anything you could tell us about the Derro, and the corridors beyond. I... I do want to ask you something, but I am not sure if I should."


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)

"We also know that they've successfully implanted inhuman eyes in at least one human victim," Teldon adds, "but not many specific details. Despite your time away, you could be instrumental in saving the people of Magnimar; any information you can offer would be a great service to them."

I can't fail the check to assist, so +2 to Jo's roll.


Inactive

"That's right," Briana adds as she gently takes the brooch and wraps it up before putting it into her pack. "We're hoping to put a stop to all these kidnappings so any little thing you can tell us would be wonderful."

Same on the Diplo assist; Briana shouldn't be able to fail it.

She then gives Joanna a curious look.

Ask him what, I wonder?


”The derro have been here for a while… they weren’t here when I awoke down here but, at some point, they must have made their way into the sewers and found this place. They are using the sewers to get up into the city – every three or four days a couple of them will head out with one of their victims… and come back with another captive. Their leader is some kind of a witch, I hear them referring to her as Khrysrm… they’re looking for the secret of living in the daylight but, from the raging arguments that they have, they seem to be exploring different techniques… and a bit of a rivalry is breaking out between them”

”You would be best heading southwards from here… it leads to a balcony overlooking the chambers they discovered – if you wish, I will take you there”, and when Joanna asks whether she may ask a question, Brast accedes, ”Please… I am indebted to you for what you will do for Liza Jane, if there is something I can help you with then please ask…”


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)

"Do you want to be free from this," she asks. "W-we can't reverse this, I don't think anything short of a very powerful priest could, but... I don't want to leave someone to suffer. I've learned a little about your-- your condition while I was training. I don't know what it's like. I can't imagine what it's like, but..."

Joanna's voice trails off as her gaze falls to the floor. Her shoulders droop.

"I-it's not much, but I... I can give you peace. I..."

Not sure what the sense motive check on this is, but she's talking about giving him a swift death after giving him his last rites.


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 back... at least for now!

* * * *
...after Arsith comes back around after nearly drowning:

See smiles and hugs her white-haired friend tightly, despite getting wet. "Any time, my friend. I'm just glad you're okay."

* * * *
...to Jo after asking about using magic to repair her clothing:

Zee shakes her head. "I do know a spell that can repair clothing almost as well as a skilled seamstress. While I usually keep it in mind when I'm just keeping shop, I didn't today. Instead, I chose spells I thought would be more immediately useful to exploring ancient ruins. Tomorrow, perhaps?"

* * * *
...in the entrance to the sewers:

Zee crinkles her nose at the smell of the foul water. "I think we've found where the Thassilonian ruins connect to Magnimar's sewers."

As they pass the onyx torch in the sconce, she pauses to examine it, placing her hand near the flame.

Checking to see if it's actually burning or if it's an everburning torch.

* * * *
...upon entering the chamber with Brast's artwork:

Zee looks over the mural of Magnimar, nodding at Briana's observation. "Yes! That's no Thassilonian work-- it's of Magnimar today!"

* * * *
...upon meeting Brast:

Know (religion): 1d20 + 6 ⇒ (9) + 6 = 15

Zee flinches at the appearance of Brast, and only slightly relaxes at his apparent non-threatening demeanor. He may seem friendly, but he's still a ghoul. His ghoulish nature will eventually overcome his reason...

* * * *
...before Joanna's offer:

"Thank-you for the information, Captain Brast. We do hope to put an end to this derro threat. I think we can take it from here. And we will certainly try to find your widow and return this brooch to her. And, yes, we will only say that you went down with your boat."

* * * *
...now:

Zee tenses again, hoping that Brast won't react violently to Jo's offer. She discretely draws a Harrow card.

Sleight of hand: 1d20 + 7 ⇒ (6) + 7 = 13


Inactive

Oh.

Briana looks nervously from Brast and back to her friend. Although she knew that Joanna was right, she couldn't help but wish that she had waited just a little longer before asking her question.


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 watches dispassionately, curious how the seemingly coherent and in control undead being will respond to Jo's offer.


Lockerbie Brast, Perception (Ziomarra drawing Harrow card): 1d20 + 11 ⇒ (1) + 11 = 12

The room falls silent as Joanna poses her question… the only noise is the gentle rippling of the water, mock waves splashing against the painted Magnimar harbourside… contemplative, Brast licks his lips with a forked tongue that is livid purple – he looks at Joanna and then, turning, looks at each of the friends before leaning over the walkway and trying to get a glimpse at his reflection in the filthy water. His mouth curls to an amused smile, ”It is, I suppose, a kind offer… yet that is not something I am ready for… my living days were cut cruelly short by events beyond my control – I was not ready to go then and I am not ready now”. Brast points out the mural, ”Why, my painting is not yet complete… and, if you are able to release Liza Jane from any matrimonial loyalty that she may still hold for me, I do believe I would like to explore the world beyond the harbour… There is a whole world beneath the waves and I had heard talk that Kaer Maga was somewhere where folks such as myself could exist”.

If Brast notices Ziomarra’s shuffling of cards, he passes no comment…

”So, I thank you kindly for the offer miss but I’m kind of thinking that life isn’t only for the living…”

When Ziomarra suggests that the friends are happy to proceed without Brast, he nods, ”Right you are… I’ll keep an ear out just in case things don’t go exactly as you plan… got a vested interest in you, I have”. The ghoul points up the stairs to the south, ”You want to go up those stairs and you’ll be coming to a crossroads, heading east would eventually take you into the city sewers… and west just takes you out of the way a little… you folks want to carry on south – that’ll take you to a balcony overlooking the derro’s chambers. You folks will want to keep a low profile – one by one, you can probably pick them off… if you have to face all of them in one go, they’ll put aside their rivalries and it won’t go well for you”.

Brast retrieves his artist’s palette, ”Now, if you’re sure you don’t want my help then I’ll be carrying on with my work…”

I have updated the map to show what you will see if you follow Brast’s directions… but if you have further dealings / questions for him, please feel free.


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 nods at Brast's declination of Jo's offer.

"You are right about Kaer Maga. In the quarter of that city called Ankar-Te, the undead are at least tolerated in polite society... as long as they don't start eating their neighbors. Of course, the same can be said about the Kaer Magan trolls..."

At his instuctions on how to find the derro, Zee thanks the former fisherman, and then nods at her friends as if to suggest it's time to move on.


Inactive

"That...that could work," Briana says slowly, her estimation of Brast having grown with his words. "You don't seem like other, uh...others who've fallen into your sort of predicament. Not to mention you'll want to wait around here anyway until we're able to bring back word about your wife."

She looks at the others and nods in agreement with Zee. "I guess we should keep going for now, to the south."


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 guess I'm just a naive girl still," Joanna says at Brast's response. "I'm sorry if I... I'm sorry I did not get to meet you before. We'll find your wife and let her know, and if we find a way to bring you back, would you mind if we sought you out in Kaer Maga?"


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 quietly lets out a sound that seems half way between a sigh and a chuckle.

not even twenty-eight percent done with our first real assignment and we're already making plans to journey all the way across Varisia with a cure for ghoulism... we must be the worst Pathfinders ever... but, like dad said, 'better still an ally'...


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

We won't disturb you more, Captain Brast, and leave you enjoying your art.


Lockerbie Brast wishes the friends good fortune and asks that, ”If you do not plan to return this way when the derro are defeated - you could travel back along the eastern sewers into Magnimar itself if you wish – then do please come back soon and let me know that Liza Jane is well… that would bring me some comfort and I would be ever grateful”.

…and, as the friends head southwards, Brast is already back in the water. Paintbrush delicately stroking the outline of a boats prow, the ghoul picks up his previous song about the dead… the corpses of this particular stanza being those that fall in the magic-scarred lands of the Mana Wastes and have mere days of rest before the strange energies of the regions animate them…

As Brast had predicted, the staircase to the south meets a crossroads with a passageway to the east disappearing into pitch darkness, a second passageway to the west that seems, out at the periphery of vision in the darkness, to lead to a network of corridors – and southwards, the friends proceed… on to a spiral staircase that heads downwards… and, as the group make their way downwards, voices shouting at each other echo up the stairs towards them. Bearing in mind Brast’s warnings, the group continue – as silent as they can be and with weapons to hand…

…at the foot of the stairs, the friends arrive at a shadowy balcony – set ten feet or so above a large chamber. Blue, glowing fungus grows in numerous patches across the walls of this large chamber lending an otherworldly air to the place… in the centre of the room a wide spiral stairwell descends into the darkness whilst a second flight of stairs descends along the western wall.

Knowledge (Nature) DC15:
The patches of glowing blue fungus are cytillesh, a toxic fungus that causes birth defects and madness—and constitutes one of the staples of derro diet and alchemical research. Long term exposure to the fungus is likely to result in some psychological deterioration.

Watching quietly the friends are able to observe the occupants of the room…. shouting at each other in their peculiar language, three short white-haired humanoids (readily identifiable as derro from sketches that the group were shown back in the Heidmarch Manor) are involved in a very vocal disagreement…

Aklo:
The group are in the middle of discussing what kind of individuals they should abduct this evening, where they would find such individuals and also how they might abduct them.

Detailed Map of room to follow

Actions? Stealth checks required from here on in…


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 moves as cautiously as she can, knowing that she's easily the noisiest person in the group.

Sooooo, any ideas, she whispers to the others.

Stealth (if required, she's not moving yet): 1d20 - 3 ⇒ (15) - 3 = 12


Inactive

Kn. Nature (DC 15): 1d20 + 8 ⇒ (2) + 8 = 10

"Um...I guess it depends on whether we want to take any of them alive or not," Briana whispers back as she tries to keep still and not rattle her gear or armor around. "I can try covering them with stardust so they can't hide...or if I could get close enough, maybe knock them out with a burst of color. Maybe blinding them would work? I can bring the sunlight down here for just a little bit," she offers, counting off the options on her fingers.

Stealth (if needed; currently stationary): 1d20 - 4 ⇒ (20) - 4 = 16


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 could try to immobilize them. Or, if I could get close, immolate them. Honestly... I don't think we should go out of our way to take them prisoner."

Stealth (if necessary, stationary): 1d20 + 2 ⇒ (18) + 2 = 20


Inactive

"No...I guess not," Briana agrees. "Teldon said they hate the sun, right? There are plenty of pebbles lying about; I can cast a light spell on it and throw it down there to catch them off-balance. Then the rest of you can close in," she whispers. "Just say the word once everyone is ready!"

Unless someone has another approach they want to try, Briana will use her spirit magic to cast Daylight on a pebble or something else equally small and then toss it down there in the middle of them after any buffs or other preparations are made.


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

Glancing silently at Briana, Shadlah curls one broad hand into a fist, dirt already crusting on her knuckles. She gives a silent nod, crouched nearly motionless, gargoyle-like, ready to strike.

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24


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 takes out her wand of mage armor and quietly expends another charge on herself.

Lasts 1 hour.


Updated the map to show more detail and the location of the derro.

Derro, Perception Check (distracted / 50ft distance - DC22): 1d20 + 7 ⇒ (11) + 7 = 18

The derro continue their discussions, the two male kidnappers remonstrating with the female slightly smaller derro... and, thus far, they appear not to have noticed the friends watching them from the balcony...

Anything else before Briana tosses her Daylight Pebble into the Chamber?


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

Nothing else I can really do. Gathering power is a loud display, so I'd be better off holding on the blasting until the pebble goes down.


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)

"Shadlah," Teldon whispers, "is there any thing you can do to cut off their escape routes?"


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)

Not from Jo. She's a little too loud to do anything until it starts. Good thing she still has the feather falling ring. :)


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 frowns, staring down at the derro and the room around them. "There are so many," she says quietly. "I can seal off passages, but the barriers are not strong, and to seal a single door would take several seconds."


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

"On second thought, I think I can only immobilize one of them. But that would only leave two..."

Had a little "edition creep" going on... I was thinking that hold person could affect up to three individuals, but that hasn't been the case since AD&D 2nd Ed!

After a moment's consideration, Zee whispers, "I shall try to take out the shortest one with magic. Everyone else concentrate on the closer of the other two: It we can cut one down quickly, hopefully the other won't have a chance to get away! Brianna's magical light will be to our advantage, but it will draw the attention of any other derro in side-chambers. Are we ready?"


Let's get this party started!!!

Whispering in the shadows, the friends discuss the best way to bring the derro down... and, as Briana hefts a pebble in her hand, the kidnappers in the chamber stop talking - whether they have come to a conclusion or not is unclear as one of them absent-mindedly looks towards the balcony...

Apologies Briana... going to push ahead with you flinging the stone now...

...and, in a moment of panic, Briana lights up the pebble and throws it into the midst of the trio.

Shielding their eyes from the sudden brightness, the derro start to shout panicked instructions at each other... one word, repeated several times, springs to the fore, "Khrsym!!!"

Initiative for Party and Enemy

Shadlah, Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Arsith, Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Briana, Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Ziomarra, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Teldon, Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Joanna, Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Derro, Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

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

Briana may act now.


Inactive

Round 1

As soon as the pebble leaves her hand Briana is already at work drawing and loading her crossbow. Weapon ready, she takes aim at the nearer of the two males and fires off a shot.

Attack (Light Crossbow): 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 ⇒ 6

Crit Confirm?: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 ⇒ 5


With the light from her enchanted stone brightly shining, the derro prove to be easy targets… and, flat-footed by the sudden attack, Briana’s crossbow bolt thuds hard into leg of the closest derro…

GM Only:
Caedimus = 75/81

Cursing in his otherworldly language, he runs for the door in the northern wall… limping with the bolt protruding from his thigh, and with short legs anyway, it is as much as he can do to get to the relative safety of the door alcove… and into some cover…

Meanwhile the other derro, retreating slowly, throw crude darts at the balcony where the friends have been watching…

Atlatia, Dart vs Briana: (2 Range Increments / Cover): 1d10 + 10 - 4 - 4 ⇒ (7) + 10 - 4 - 4 = 9, missing

Portique, Dart vs Joanna: (2 Range Increments / Cover): 1d10 + 10 - 4 - 4 ⇒ (9) + 10 - 4 - 4 = 11, missing

Caedimus, Double Move

Everyone may take their turn now – note that is a ten foot drop from the balcony into the Derro’s chamber.


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 fixes the female derro with a mysterious glare.

Evil eye hex: -2 penalty to saving throws for next 6 rounds. DC 14 Will save to reduce that to 1 round.


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 jumps down, letting the magic ring on her hand cushion the landing before charging at the closest of the Derro and stabbing at it.

Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


Inactive

Round 2

Briana follows Jo and hops over the railing, floating gently to the ground as if a leaf on the wind. As the derro attempt to split up and flee, she hustles towards the southwestern corridor. Using at-will Feather Fall from the Flight hex to jump down; double moving. I'll move my map token when I can.

Zed, would you allow Briana's Entangling Curse hex to work indoors? The ability doesn't say anything about plants (or what exactly tangles the target up) but I've also not been able to find a definitive answer on the forums.


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 sighs at the chaos unfolding below. Then he jumps off the balcony behind Briana and moves to where the closest derro is in range of his longspear.

spending 1 point of inspiration
acrobatics (take 10): 10 + 2 + 2 + 1d6 ⇒ 10 + 2 + 2 + (3) = 17


FYI, the three Derro are marked on the map as ‘A’, ‘C’ and ‘P’ – these are Atlatia (female), Caedimus (male) and Portique (male).

Caught by Ziomarra’s stare, the female derro seems more hesitant as she withdraws from the sudden combat….

Atlatia, Will Save vs Evil Eye: 1d20 + 6 ⇒ (1) + 6 = 7, Save Failed, -2 to Saves for 6 rounds.

Closing the distance towards the nearest of the derro in a matter of seconds, Joanna swings her blade at it… but, too hurried in her charge, finds only air. And, following the Iomedean, Teldon readies his spear...

Briana – I am fine with the Entangling Curse working indoors… for the most part, I’m fairly sure we can envisage roots and shoots from long dormant seeds bursting through the floor – and, in this instance, the room is liberally lined with blue fungus – this can certainly be manipulated by Briana to enable the Entanglement.

Waiting on actions from Arsith and Shadlah


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 should buy a few javelins, next time....

Arsith looks for a safe way to get down


Arsith D' Abariane wrote:
Arsith looks for a safe way to get down

Looking along the length of the balcony, it seems that the only way of getting into the Derro's chamber is to jump / drop down the ten feet to the floor...


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

Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15

Cursing the stairs in her way, Shadlah charges forward, effortlessly flipping over the balcony and landing with her knees bent on the floor below. As she lands, a wall of ancient, crumbling earth rises in one quick sweep from the floor, sealing off the stairs.

Moving down, succeeding on my acrobatics check, and placing a kinetic cover at the foot of the far stairs. It has hardness 0, AC 5, and 10 hp. I've marked it on the map.


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

*sigh*

Acrobatics, untrained, ACP: 1d20 + 1 - 3 ⇒ (2) + 1 - 3 = 0

Arsith jumps and falls flat on her face, busting her pretty little nose.


Arsith takes 1d6 ⇒ 4 non-lethal damage from the fall… or rather, from the landing!!!

As Shadlah and Arsith drop from the balcony into the room – one rather more gracefully than the other, the derro continue with what appears to be a tactical retreat… at the eastern end of the room, the farthest away pair of derro split up and head towards separate doors…

…whilst the other derro, very much cornered by the charging Joanna and Teldon, swings at Joanna with a cruel looking club…

Caedimus: 1d20 + 8 ⇒ (4) + 8 = 12, missing

...and then, stepping backwards, kicks at the closed door behind it; moments later, it swings open to reveal a monstrosity lurching towards the fight. A mish-mash of decaying flesh, protruding bone and several patches of different coloured hair, the stitched-together monstrosity exudes a stench of death and disease…

Anyone starting their turn within 30ft of the Carrion Golem must make a DC12 Fortitude Save or be Nauseated.

Knowledge (Arcana) DC12:
Carrion Golems are constructed from the partially decayed parts of numerous dead creatures – generally using a single corpse as the main body, these golems are then augmented with body parts from other humanoid cadavers or, on occasion, dead animals. Unsurprisingly, given their advanced state of decay, carrion golems are normally disease carriers… and they are particularly affected by magical attacks that deal fire or cold damage…

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)

Fort: 1d20 + 8 ⇒ (16) + 8 = 24

Joanna's eyes water a little at the stench of rot and decay, but she is otherwise unaffected. She just does her best to take care of one problem at a time.

Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

"Teldon, what kind of monster is that?!"


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)

know:arcana (take 10): 10 + 12 + 2 + 1d6 ⇒ 10 + 12 + 2 + (3) = 27

"It's called a carrion golem," Teldon answers stepping behind Jo for some protection, "it carries a disease it can spread to any of us who aren't immune; magical fire or cold will slow it but don't use electricity against it!"

its not actually magical, but hopefully this will help...

He quickly studies the golem while he draws a flask of alchemist's fire and then throws it at the monstrosity.
ranged touch: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23, for: 1d6 + 2 ⇒ (4) + 2 = 6


Inactive

Round 3

Briana breaks off her pursuit of the two fleeing derro and turns her attentions to the enormous golem that has joined the fray. "Magic fire? I can do that if I can get a clear line!" she calls as she moves behind Teldon.

Focusing her gaze on the strange blue fungus that lines the walls, she wills it to wrap around the golem and hopefully immobilize it.

Entangling Curse on the golem, DC 14 reflex save or be entangled for 2 rounds.


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 gets up quickly and goes to Joanna's side to help her against the carrion creature

Attack,WF,Msw Wp, WA, PA: 1d20 + 5 + 1 + 1 + 1 - 1 ⇒ (18) + 5 + 1 + 1 + 1 - 1 = 25
Dmg, PA: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10


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

Knowledge (arcana): 1d20 + 2 ⇒ (11) + 2 = 13

Zee gasps at the sight of the golem. While she recognizes it as a non-undead construct, she doesn't recall any specific lore about the thing, and is thankful that Teldon's eidetic memory hasn't yet failed him.

She then jumps down from the balcony to help her friends...

Acrobatics (DC 15): 1d20 + 2 ⇒ (16) + 2 = 18

...landing with surprising grace.

Taking advantage of her Desna-granted supernatural speed, she then moves behind Joanna, her Harrow deck in hand.

I think that's a move and a move-equivalent action...


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

Fortitude: 1d20 + 9 ⇒ (2) + 9 = 11
... you have got to be kidding me.

The horrific stench and the disgusting sight of the carrion golem turns Shadlah's stomach; all she can do is stagger backwards, struggling not to retch.


Shadlah – I think the rules are fairly explicit… and quite sensible… about saying Combat / Immediate Danger provides enough of a distraction that taking 10 is not available as an option… i.e. with so much chaos, there must be a chance that something which would ‘normally’ be within someone’s capability, fails.

Joanna, unfazed by the appearance of the golem, continues to attack the derro kidnapper – this time, her sword strikes hard and true…

Arsith – you can’t get to the golem without provoking an AoO, so I’m assuming that you will fight alongside Joanna – and target the derro…

…and, standing shoulder to shoulder with Joanna, Arsith’s weapon crashes hard against the white-haired denizen of the deep…

Teldon – you didn’t roll a save vs the Carrion Golem’s stench aura… rolling it for you…

GMPC Teldon, Fortitude Save vs Stench from Golem DC12: 1d20 + 3 ⇒ (9) + 3 = 12, Saved

Teldon’s flask of alchemical fire shatters against the stitched together golem… and, almost instantly, the monstrosity is engulfed in fire – the smell that clouds the chamber becomes markedly worse as flesh and hair burns… it is also noticeable that the creature is already growing sluggish in its motions…

Carrion Golem is Slowed for 2d6 ⇒ (4, 5) = 9 rounds.

Briana further restricts the construct’s mobility as she causes fine tendrils of fungus to burst through the floor and walls… growing around and entangling the legs of the beast…

Carrion Golem, Reflex Save vs Entangling Curse DC14: 1d20 + 2 ⇒ (4) + 2 = 6, Save Failed, Carrion Golem is Entangled for 2 rounds

GM Only:
Carrion Golem = 36/42 (slowed and entangled), Caedimus = 56/81

Lumbering forwards, the carrion golem slams against Joanna… the stench of rot and burnt meat is quite appalling within the small doorway…

Carrion Golem, 5 foot step then Slam vs Joanna (Entangled and Slowed): 1d20 + 7 - 1 - 2 ⇒ (8) + 7 - 1 - 2 = 12, missing

Carrion Golem, Slam vs Joanna (Entangled and Slowed): 1d20 + 7 - 1 - 2 ⇒ (9) + 7 - 1 - 2 = 13, missing

…whilst the derro, hurt by Joanna and Arsith’s attacks… but far from defeated, sweeps a leg out in an arc towards Arsith… unbalanced, Arsith tumbles to the floor...

Caedimus, Trip vs Arsith: 1d20 + 11 ⇒ (12) + 11 = 23, Arsith is now Prone

…and, barely noticed by the friends now, the other two derro slip through doors at the far end of the chamber…

Everyone may take their turn now


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

"Joanna, whevever you want, I can turn you into a giant again!"

At that, she takes a half-step to her left and throws a Harrow card at the derro.

Ranged attack (Precise Shot): 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

After cutting the derro, the card fies back into her hand.


Inactive

Round 4

Fort (DC 12): 1d20 + 4 ⇒ (15) + 4 = 19

Now close enough to truly get a whiff of the golem, Briana gags but manages to keep her latest meal in her stomach where it belongs. With quarters tight, she continues to harry their foes from the back of the group by calling forth wind and rain to blind them!

Storm Burst on the derro for 2 rounds; he treats all foes as having concealment.

Daily Spells & 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
1st - Charm Animal (N) or Color Spray (H)

Healing Hex (1/day per person) Used On: Arsith


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)

ongoing fire damage (to golem): 1d6 + 2 ⇒ (1) + 2 = 3

Teldon steps up right behind Arsith and frowns at the realization that the golem is still out of his reach.

I should have studied the derro first

With his longspear he pokes twice at the derro: once to damage the creature, and once to interfere with its attacks in aid of Arsith.
attack: 1d20 + 6 ⇒ (18) + 6 = 24, for: 1d8 + 4 ⇒ (4) + 4 = 8
aid another: 1d20 + 6 ⇒ (11) + 6 = 17
+2 AC for Arsith

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