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


4,501 to 4,550 of 7,586 << first < prev | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | next > last >>

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-again!-and defends herself from the derro

Get up and total defense


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)

"Please do," Joanna says as she swings at the derro again.

Attack: 1d20 + 11 ⇒ (3) + 11 = 14


Teldon – I think you could hit the golem with your spear - I suspect I hadn’t got to moving it on the map when you posted? Will keep it with you hitting Derro but happy to retcon if you wish

Both Ziomarra and Teldon hit the kidnapper with their attacks… neither are grievous blows yet the injuries upon the cruel denizen of the darklands are starting to tell… whereas Joanna, uncharacteristically and possibly still reeling from the grotesque smell coming from the golem, misses with her attack.

GM Only:
Caedimus = 46/81, Carrion Golem = 33/42 (Slowed)

As Arsith stands, both the derro and the golem attempt to catch her unguarded… yet judicious use of her shield and some timely assistance from Teldon sees her standing with only a glancing blow from the derro…

Carrion Golem, Slam vs Arsith (AoO, Arsith: Prone / Total Defense, Teldon: Aid Another, Golem: Entangled / Slowed): 1d20 + 7 + 4 - 4 - 2 - 2 - 1 ⇒ (6) + 7 + 4 - 4 - 2 - 2 - 1 = 8, missing

Caedimus, Aklys vs Arsith (AoO, Arsith: Prone / Total Defense, Teldon: Aid Another): 1d20 + 8 + 4 - 4 - 2 ⇒ (14) + 8 + 4 - 4 - 2 = 20, hitting for 1d6 + 3 ⇒ (2) + 3 = 5, concealment miss chance (20%): 1d100 ⇒ 71 - hitting

Behind them, Shadlah struggles with the vile stench… and cannot muster an attack… whilst Briana seeks to obscure the derro’s vision with a localised storm…

Faced with a wall of steel – amour and shields – the derro and its patchwork golem, despite their flurry of attacks – club, spiked gloves and flailing cadaverous limbs, cannot land a single blow upon Joanna nor Arsith…

Carrion Golem, Slam vs Joanna (entangled / slowed): 1d20 + 7 - 2 - 1 ⇒ (2) + 7 - 2 - 1 = 6, missing

Caedimus, Aklys vs Arsith (Total Defense): 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8, missing
Caedimus, Aklys vs Arsith (Total Defense): 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12, missing
Caedimus, Spiked Gauntlet vs Arsith (Total Defense): 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19, missing

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

Counter attack, Pa: 1d20 + 5 + 1 + 1 + 1 - 1 ⇒ (5) + 5 + 1 + 1 + 1 - 1 = 12
Dmg, PA: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Still reeling from the multiple blows from derro and golem, Arsith cannot deliver a single strike. She tries not to be too frustrated, but everyone can easily see she'd like to be more useful in the melee.


Inactive

Round 5

Briana's expression changes to a worried frown as several of her companion's blows miss their mark, although their enemies are thankfully having similar luck. "Come on Jo, you can do it!" she calls encouragingly, infusing the paladin with a small surge of good fortune.

Fortune hex on Joanna; the shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

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
Fortune Hex (1/day per person) Used On: Joanna


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)

Using it.
Attack vs. Derro: 1d20 + 11 ⇒ (20) + 11 = 311d20 + 11 ⇒ (9) + 11 = 20
Confirm?: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 2d8 + 10 ⇒ (6, 3) + 10 = 19


Briana’s encouraging words seem to inspire Joanna… the next swing of her blade proving to be devastatingly accurate as she stabs forwards at the derro…

GM Only:
Caedimus = 27/81, Carrion Golem = 33/42 (slowed)

Waiting on actions from Ziomarra, Teldon and Shadlah.


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 marvels, with some concern, at the derro's durability.

it may be for the best for us that they ran, fighting three of these at once could be trouble... unfortunately, they've probably gone for reinforcements...

Knowing that it's too late to disengage now, he presses the attack against the wounded foe holding to his previous strategy...
attack: 1d20 + 6 ⇒ (14) + 6 = 20, for: 1d8 + 4 ⇒ (5) + 4 = 9
aid another (Arsith AC): 1d20 + 6 ⇒ (13) + 6 = 19


Teldon continues to force the derro back... his spear finding angles and weak spots that the kidnapper cannot defend against...

GM Only:
Caedimus = 18/61, Carrion Golem = 33/42 (slowed)

Waiting on actions from Shadlah and Ziomarra - I will GMPC / delay them if they haven't posted by tomorrow morning GMT.


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

"From the earth it was taken, and to the earth it will return," Shadlah says grimly, gathering power before blasting the golem.

Spend a move action to gather power, then hitting the carrion golem with an empowered earth blast. Point-blank shot, deadly aim, and the extra damage from empower are all calculated in.
Empowered earth blast: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 3d6 + 8 + 12 ⇒ (6, 6, 5) + 8 + 12 = 37


The fragments of rock that Shadlah pulls from the wall sink deep into the flesh of the golem... mindless, it continues to move towards Joanna - another attack looming... and then, pulling her hands apart, Shadlah commands the rock embedded in the golem to explode. There is a horrific wet sound as the flesh of the golem is mulched... and then it falls forward - dead once more.

Ziomarra delays

Hissing with displeasure, the derro steps backwards - claps its hands... and the room becomes dim...

Caedimus, 5ft step, Studied Target (Arsith) and Darkness

There is a 20ft radius of Dim light around the Derro, everyone has concealment (20% miss chance) from anyone / anything without low-light vision / darkvision.

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

WF, Msw Wp, Wp Att, PA: 1d20 + 5 + 1 + 1 + 1 - 1 ⇒ (15) + 5 + 1 + 1 + 1 - 1 = 22
Dmg, PA: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
20% miss: 1d100 ⇒ 41

Arsith strikes in the darkness, and there is a loud *thud* as her weapon connects.

I hope it's not you I just hit, sweetie pie..


Inactive

Round 6

"Ohhh..." Briana gasps as the area around the derro grows dimmer. "He's weakening, Teldon! You can finish him off!" she calls, continuing to grant her friends a bit of good fortune.

Fortune hex on Teldon.

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
Fortune Hex (1/day per person) Used On: Joanna, Teldon


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 makes the Varisian sign of the evil eye at the derro, fixing him with a glare that would melt lead.

Evil Eye hex. -2 to AC for the next 6 rounds; Will save DC 14 reduces that to 1 round.


The derro, badly wounded by Arsith, steps backwards and is fixed by Ziomarra's glare...

Caedimus, Will Save vs Evil Eye Hex: 1d20 + 6 ⇒ (7) + 6 = 13

Teldon - in response to your questions in the discussion thread, the rules for the Fortune Hex are quite clear... it's specifically attack rolls, skill checks, ability checks and saving throws - it may not be used for things like miss chances, etc

w.r.t the other point, I can see how you could interpret Aid Another as being able to assist yourself... however I am going with what must surely have been intended and say that Aid Another must be for assistance of one of your allies and NOT yourself.

Waiting on actions from Teldon, Arsith and Shadlah - for info, the Derro has an AC20 (reduced to 18) and 9HP.


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)

You shouldn't say "Aid Another must be for assistance of one of your allies" though because by the rules I am one of my allies... But I have no objection to using the probable RAI that it must benefit someone else (that's why I asked).

Teldon studies the derro and attempts to end it with one last thrust of his spear...
studied combat: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22, for: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
miss chance: 1d100 ⇒ 15 of course- I jinxed myself asking


GM Zed wrote:
Sorry!!! Correction - Waiting on actions from Arsith Joanna and Shadlah - for info, the Derro has an AC20 (reduced to 18) and 9HP.

Teldon thrusts forwards... but his spear pierces only shadow....


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)

Miss (1-20 is a miss): 1d100 ⇒ 61
Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Crit?: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d8 + 10 ⇒ (6, 4) + 10 = 20

Joanna's eyes flash for a moment as her sword dives in deep.

So glad I rolled that miss first. :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- apparently I should have done that too. And, actually, as long as we're clarifying rules: when you make the attack to aid another do you have to roll the miss chance for that too?


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

Growling in frustration as her blast misses entirely, Shadlah stomps the ground, lifting a small pile of rubble the size of her fist.

Concealment (1-20 misses): 1d100 ⇒ 18


…and, as Shadlah also loses sight of the derro to the shadows, Joanna steps forwards – and thrusts her sword deep into the chest of the vile kidnapper. Wordlessly, the derro slips from the blade and dies next its golem creation…

Combat Over

The room that the derro had retreated to is a twenty-foot square domed chamber with a jury-rigged pair of operating tables… complete with blood-stained leather straps that presumably held the derro’s victims down. Strewn across the operating tables, there are several well-crafted (if quite bloodied) surgical tools… examining them, it appears that they are of a high quality (the set is worth 200gp) although the collection seems incomplete… a cursory look around reveals that the missing tool is a drill - subsequently found embedded into the golem’s skull.

There are several scrawled notes, loose leaf and stuffed into a journal, within the room… all of which are written in a language alien to the group (I don’t believe anyone can read / understand Aklo?)

The derro was carrying two potions on his person – both of which, upon examination, are Potions of Invisibility.

Actions?

*****

Teldon – I think, given that the Aid Another action is simulating a character giving his / her friend guidance on how / where to hit the enemy, the concealment miss chance should apply…


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

"Excellent work, everyone! Shadlah, what you did to that golem was extraordinary... and more than a little frightening."

She looks at the derro's notes. "I cannot make out the language. Teldon, have you seen anything like this?"


Inactive

"Ew!" Briana exclaims as the group discovers the bloody surgical tools. "What in the world were they doing to those poor people!? And that thing-" she points at the dead golem, "would the derro be able to make something like that? I'd always thought such things had to be powered by magic."


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's Aklo," Teldon answers Zee, "but I only know a few words. It's not a language that's encountered very often in a typical library. I'm sure I can work out it's meaning, as I did with the Kriegler code, but it will take more time than we can afford right now."

"We knew they were experimenting with transplanting eyes; that probably requires magical assistance as well..." he reasons, placing the journal and loose notes into his bag. "Jo, you're the strongest of us, can you get the drill out of the golem? We should bring the surgical tools with us in case the watch needs more evidence when we tell them what we've discovered. And we need to decide quickly what we're going to do now... If we wait here the other derro will return- possibly invisibly, and possibly with reinforcements. We either need to retreat to somewhere safe so we can rest and prepare to fight them, or chase them now while we have some chance to catch them alone or unprepared."


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 can try, but shouldn't we chase down the other two? What if they come back, or went to kill any prisoners," the young paladin answers as she starts making her way to where she saw the others run off to.


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 with Jo on this. We can come back to gather things after we've dealt with the derro. We should press our advantage now before they can regroup!"


Inactive

"Right, if our only two options are to retreat or give chase then I say we give chase...er, as carefully as we can anyway," Briana agrees. "They might've left traps or hazards as surprises for us; it wouldn't surprise me considering what we already know about derro."


2 people marked this as a favorite.
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)

"Let's move quickly then," Teldon replies while stuffing the surgical kit into his bag. As soon as Jo starts moving he trots along right behind her.

I never thought I'd think this, but I miss slow journeys through the wild... at least then I could walk next to Briana and hold her hand...

The young scholar catches himself glancing, longingly, over his shoulder and forces his attention forward once more.


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 go so! And beware these naughty dwarves... what can you tell us about derros, Teldon? What can we expect of them?


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 10 on Knowledge (local) for a 22...

Zee answer's Arsith's question, "Derro are half-mad creatures that live deep below the earth. They covet the comfort of living on the surface, but they are poisoned by sunlight. They kidnap surface-dwellers and conduct hideous experiments on them to try to learn how to live in sunlight. This group has been responsible for dozens of disappearances in Magnimar over the past few months. We can expect them to be equal parts clever and insane... and extremely dangerous."


Leaving behind the gruesome operating tables of the derro, the friends look to maintain their momentum and - staying alert for danger - move along the main chamber towards the doors that the other derro escaped through… in doing so, they pass the spiral staircase in the centre of the chamber – a breeze, noticeably colder than the ambient temperature of the chamber, blows from it as they pass…

Teldon:
As you make your way through the large chamber, a voice seems to whisper from the wall to the south… ’Here… You are soooo closssse now… Here in the dark… now… reunite usssss…’

…making their way past the spiral staircase, the friends note the unlit passageway that heads to the north – there is no sign of life in that direction.

As they draw closer to the doors that the derro fled through, there is no sign of them returning...

Actions? The derro disappeared through the doors in the south-western end of the 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 points at the door to the southwest. "They went through there. I say we follow them!"


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)

"They're also resilient to mind-effecting magicks because of their natural madness," Teldon adds stepping up to the door. He quickly inspects it then assuming he finds no traps readies his spear and signals for Jo to go ahead.
perception (take 10): 10 + 12 + 2 + 2 + 1d6 ⇒ 10 + 12 + 2 + 2 + (2) = 28


Inactive

As they look around for signs of the derro, Briana suddenly remembers something. "Oh!" she gasps and begins digging into her pack while trying to keep up with the others. "I don't know if it'll work on stone and we may not even need it right now anyway, but I bought some of this powder on one of my shopping trips some time ago. It's supposed to make it easier to find tracks."

Just an FYI if we end up needing it at some point down the line :)


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

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Survival: 1d20 + 7 ⇒ (15) + 7 = 22

Arsith is on her guards too, and try to find clues about the derro recent
passage

Let's try to follow these tracks...


There are no obvious signs left by the derro that fled through the southwestern door... but the friends are fairly certain that at least one of the vile folk came this way. Alert to danger, and mindful of all that Ziomarra and Teldon have said about the strange folk, the friends follow through the door...

...into a corridor that splits and seems to ends in two equally sized square rooms — a bedroom to the northeast and, from the stench of death, some sort of abattoir to the southwest.

Teldon - there is something moving in the north-eastern room...

...also, as the friends move along the corridor towards the junction, the temperature seems to have markedly dropped.


Inactive

"S-so c-cold," Briana whispers, her teeth chattering. "It c-can't be natural, whatever it is."

She looks around nervously. "Which one first? The bedroom?"

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


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 points to the northeast and whispers, "Something's moving over there..." Then he grips his spear tightly, fills it with arcane energy, and prepares to follow Jo or Arsith in.


Moving towards the sound of movement in the north-eastern room, Arsith and Joanna take the lead… the temperature rising ever so slightly as they move away from the room to the southwest… and there, wielding a strange spear, one of the derro stands. Shouting in its strange dialect, it advances towards the friends… spear outstretched…

Initiative for Party and Enemy

Shadlah, Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Arsith, Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Briana, Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Ziomarra, Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Teldon, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Joanna, Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Derro, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

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

GM Only:
Darkmantle, Stealth: 1d20 + 10 ⇒ (19) + 10 = 29

Perception DC29:
There is something organic, leathery and quite flat, adhered to the ceiling near the entrance to the room.

Note, unless specifically allowed by class or racial abilities (or suchlike), it is not possible to take 10 / take 20 in a combat situation.

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

Map Update to Follow


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)

perception: 1d20 + 12 + 2 + 1d6 ⇒ (2) + 12 + 2 + (3) = 19

2 for initiative and 2 for perception... Briana must be looking extra lovely today. (Also, GM, please remember my initiative went up to +2 but your macro never got updated)


Inactive

Pretty sure I can't make that DC even with a 20.

Round 1

Briana quickly infuses Shadlah with a bit of guidance, then slides past her and Teldon and into the opposing hallway. Her weapon ready, she watches the room to the southwest for any signs of further trouble.

We're still missing one, right? Where is it?

Guidance on Shadlah and then moving to current map position. Basically making room so Zee can move up to cast/Evil Eye as well as acting as a guard against anything that might come out of that other room.


Briana's quick observations of the south-eastern room from the corridor, she can see a number of hunks of frost-coverd meat placed on a bench, don't reveal anything moving... the room seems unoccupied...

Waiting on actions from Ziomarra, Arsith, Shadlah and Joanna - also, Map updated


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 moves into the corridor. With so many friends between herself and the enemy, she decided to help her friends. She casts a spell, and the ghostly images of several Varisians rise from her Harrow deck. Most appear to be older women. The expressions on their faces are friendly and welcoming, and they float with outstretched hands as one of them passes through each of you, then returns to Zee's deck. At the conclusion of her spell, Zee says, "Vă mulțumesc, bunicile!"

Varisian:
"Thank-you, grandmothers!"

Everyone feels a warmth and strengthening of resolve, as if you just know you're doing your family proud.

Casts bless, via her Ancestors patron. Everyone receives a +1 morale bonus to attack rolls, weapon damage rolls, and saving throws vs. fear effects.


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 charges in, her eyes glinting with the divine rage that burns within.

Charge! (Longsword 1-handed): 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Damage: 1d8 + 5 ⇒ (2) + 5 = 7


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

Blessed Charge too!: 1d20 + 8 + 1 - 1 ⇒ (7) + 8 + 1 - 1 = 15
Dmg, PA, Bless: 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10

Arsith charges alongside Jo, but with less accuracy

Sorry, can't see the map at work, hope it's doable..


Arsith – yes, you can charge from your current position.

Shadlah delays

With Ziomarra’s summoned ancestors – appearing in this ancient place - encouraging them, Joanna and Arsith surge into the room… both strike the ill-prepared derro as they charge upon him, the force of the blows nearly lifting the evil kidnapper from its feet…

Arsith’s charge was a near miss but I am ruling it as a hit on account of the cool imagery of Ziomarra’s ancestors urging the friends on…

GM Only:
Portioque = 64/81

Quickly regaining his balance, the derro stabs at Arsith with his spear… as the polished steel tip pierces her armour, Arsith feels a sudden numbness around the wound as a pale blue solution leaks out…

Portioque, Injection Spear vs Arsith (move action: studied target): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23, hitting for 1d8 + 3 ⇒ (4) + 3 = 7

Arsith must make a Fortitude DC13 Save or take a further 1d6 ⇒ 2 damage and be Staggered for 1 round.

…and then, as the room becomes strangely dim, a leathery beast – not unlike an octopus yet with webbing between its tentacles – starts to peel from the ceiling above Joanna.

The lighting level in the room has reduced to Dim.

Knowledge (Nature) DC11):
A darkmantle's tentacle-span measures just under 5 feet—when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures' heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings.

The darkmantle isn't a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature flutters back up to the roof to hide and hope its "prey" leaves it alone). The darkmantle's inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see.

Darkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there's a ceiling to cling to is a possible den for a darkmantle.

A darkmantle's life cycle is swift—young grow to maturity in a matter of months, and most die of old age after only a few years. As a result, generations of darkmantles quickly accrue, and over the years the evolution of these creatures is similarly swift. In this manner, a cavern's ecosystem can have a significant effect on a group of darkmantles' appearance, abilities, and tactics. Aquatic caverns might develop darkmantles that can swim, while those beset with volcanism might generate darkmantles with a resistance to fire. Other darkmantle variants might develop much stonier hides, and instead of swooping down to crush prey might simply drop and pierce them through with their stalactite-like lengths. The deepest, darkest caverns are rumored to host darkmantles of incredible size, capable of smothering multiple human-sized foes at once in their leathery folds.

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

Fort save DC 13: 1d20 + 8 ⇒ (9) + 8 = 17

Come on! Why do I have to be poisoned, sickened or worse every single time! Are my hair not pale enough? Hey , what's this?

Know Nature, untrained: 1d20 + 1 ⇒ (7) + 1 = 8


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

"It is not long for this world," Shadlah calls back with a broad grin, placing a hand on the wall next to her, fingers trailing into the stone as she hurries forward. Peering into the gloom, she points her free palm at the creature on the ceiling, sending a quick blast at it, the recoil jolting her arm.

Moving forward, then firing an earth blast at the creature on the ceiling.
Low light concealment, 1-20 misses: 1d100 ⇒ 45
Earth blast: 1d20 + 9 ⇒ (19) + 9 = 28 Includes bless, guidance, point-blank shot, deadly aim
damage: 3d6 + 12 ⇒ (6, 5, 6) + 12 = 29


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's called a darkmantle, be careful, it will drop down and try to wrap you up," Teldon calls out. "Or, it would have," he adds as Shadlah's rocks crush it. Studying the derro, he charges in behind Jo and Arsith and attempts to stab the twisted dwarf over their shoulders.

miss chance: 1d100 ⇒ 61
charge, study, arcane pool: 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26, for: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14

"Briana, can you illuminate the creature, please?" he asks in the darkness. I think this is the same day you had the faerie fire/glitterdust hex, right?


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 derro with a baleful gaze and whispers, "Neîndemânatic!"

Varisian:
"Clumsy!"

Evil Eye hex. -2 to AC for the next 6 rounds. Will save DC 14 reduces that to 1 round.

4,501 to 4,550 of 7,586 << first < prev | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shattered Star Gameplay All Messageboards

Want to post a reply? Sign in.