Shattered Star

Game Master Zesdead

'Shattered Star' - Part 2, 'Curse of the Lady's Light'

...in which our adventurers explore the Thassilonian Chambers beneath the Lady's Light.

Party Health
Ziomarra Callinovo 46/46HP, 1 Hero Point, 1 Blessing of Desna
Josephina Annabella Whitehall 31/59HP, 1 Hero Point, 1 Blessing of Iomedae
Halli, 54/54HP
Teldon Moore 52/52HP, 3 Hero Points, 1 Blessing of Pharasma
Briana Kaddren 60/60HP, 1 Hero Point, 1 Blessing of Pharasma
Arsith D'Arabiane, 65/65HP, 3 Hero Points
Shadlah Broken-Earth, 63/63HP, 30NL, 2 Hero Points

Maps / Images
The Lady's Cape
Varisia


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Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

will: 1d20 + 8 ⇒ (20) + 8 = 28

Miss (1-20): 1d100 ⇒ 86
Attack (+bless): 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
damage: 1d8 + 5 ⇒ (8) + 5 = 13

Joanna shakes of the confusing, hypnotic patterns with a low, dangerous growl. Steel flashes again as she strikes the derro again.

"Get. Out. Of. My. Head," she snarls as her face comes close to his.


Inactive

Round 6

With the two derro now blocked in with no means of escape, Briana decides to risk stepping past both Teldon and Joanna to face them. As she does, she furrows her brow and conjures forth a fan of flames that washes over both foes!

"Burn, burn you horrible things!"

Burning Hands: 5d4 ⇒ (3, 4, 4, 3, 4) = 18

Daily Spells & Powers Remaining:

3rd - Dispel Magic
2nd - Fog Cloud
1st - 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. 1/5 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

Casting Burning Hands; DC 15 Reflex save for half damage. Use this second picture for an idea of how I want to direct the spell. Been wanting to do that forever but the positioning is rarely ideal for it (or Color Spray for that matter)!


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 face contorts with pain and rage as he feels the derro tearing at his mind once more. Summoning his mental strength to offset the effects of the creature's gaze he he attempts to force out the psychic interloper.

Will (inspiration): 1d20 + 6 - 3 + 1d6 ⇒ (8) + 6 - 3 + (5) = 16
yikes- talk about cutting it close...

Maintaining control, he steps up behind Jo and attempts to join her in pressing the attack.
studied combat (bless): 1d20 + 7 + 2 + 1 - 3 ⇒ (2) + 7 + 2 + 1 - 3 = 9, for: 1d8 + 5 + 2 - 3 ⇒ (5) + 5 + 2 - 3 = 9

"Shadlah, one of your tricks would be helpful 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

Smash with PA!: 1d20 + 5 + 1 + 1 + 1 - 1 ⇒ (11) + 5 + 1 + 1 + 1 - 1 = 18
Dmg, PA: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Arsith attacks the female derro with renewed ferocity


Whilst neither Teldon nor Arsith are able to land an effective blow on the diminutive kidnappers, Joanna and Briana do their utmost to end the fight… Joanna, fighting through the mental assault, slashes at the derro with the psychic capabilities. Her blade catches him with substantial force - leaving him close to death… and then Briana, summoning flame, fills the corridor with fire…

Briana, Caster Level Check vs Magister Khrysym SR: 1d20 + 5 ⇒ (12) + 5 = 17, Spell does NOT effect Magister Khrysym: SR 18

Atlatia, Reflex Save vs Burning Hands: 1d20 + 8 ⇒ (2) + 8 = 10, Save Failed

…both derro are badly injured – bleeding and burnt…

GM Only:
Khrysym = 9/52, Atlatia = 10/81

…Seeing her opportunity, Shadlah tries to wrench the stone of the corridor against the closest of the derro – but, still struggling against the effects of the first mental assault, she fails to get a grip…

Shadlah, Earth Blast vs Khrysym (Into Melee / Precise Shot): 1d20 - 4 + 4 ⇒ (1) - 4 + 4 = 1, missing

Whilst Ziomarra, seeing Teldon struggle against the mesemerist, grants her friend some fortune…

Ziomarra, Fortune Hex on Teldon – Teldon can roll a d20 twice for an attack roll, saving throw or ability / skill check and take the better of the two results.

Realising that the tide of battle has somewhat turned against them, the derro seek to escape. The mentalist holds his fingers to its brow and, for a second time, a wash of mental power crashes against the friends…

Magister Khrysym, Greater Synaptic Pulse – everyone must make a Will Save DC17 or be Stunned for 1d4 ⇒ 2 rounds

Teldon – you are no longer subject to the derro’s stare, no more -3 penalties!!!

Everyone may take their turn now – the derro are fleeing (back into the corridor to the east of their current position – note that I won’t be able to update the map for a short while) and will provoke AoO from anyone who is not stunned.


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)

using fortune to try to kill the magister before it escapes...
AoO (attempt1): 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17
AoO (attempt2): 1d20 + 7 + 2 + 1 ⇒ (10) + 7 + 2 + 1 = 20
for: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Do I threaten the other one too? If so, combat reflexes will let me attack her too...

edit: i'm an idiot. save to make sure i can actually attack...
Will: 1d20 + 6 ⇒ (15) + 6 = 21


As Teldon struggles past the second of the synaptic pulses, he stabs at the fleeing derro... leaving a trail of crimson blood behind it, the mesmerist is mortally injured...

Khrysym is at zero HP and is Disabled

Teldon wrote:
Do I threaten the other one too? If so, combat reflexes will let me attack her too...

The other derro is also fleeing past Teldon and will provoke.

Waiting on saves, AoO's and actions from Ziomarra, Arsith, Briana, Shadlah and Joanna.


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 yanks his spear from the side of the badly wounded derro and quickly adjusts it to stab at the other one as it passes by...
AoO: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11, for: 1d8 + 5 ⇒ (1) + 5 = 6

If the magister isn't killed by an AoO...
Teldon charges after the magister not just to stop his escape but to exact some revenge on the creature that intruded in his mind.
studied strike charge (bless): 1d20 + 7 + 2 + 2 + 1 ⇒ (13) + 7 + 2 + 2 + 1 = 25, for: 1d8 + 5 + 2 + 1d6 ⇒ (2) + 5 + 2 + (4) = 13
even if it's unconscious I'm going to stab it to finish it off...


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Will: 1d20 + 8 ⇒ (3) + 8 = 11

The derro's desperate mental assault shatters Joanna's mental defenses. Her mind reels and staggers as the psionic blast rampages through it. The paladin drops both sword and shield as she fights to keep her feet. She groans softly as her hands clutch at the sides of her head.


Inactive

Will (DC 17): 1d20 + 9 ⇒ (20) + 9 = 29

Once again Briana shakes off the derro's mental assault but the effort still leaves her feeling rather nauseous. As their foes attempt to flee past them and back into the corridor, she swings her mace at one as it passes.

AoO (Light Mace; Bless, Sickened): 1d20 + 5 + 1 - 2 ⇒ (10) + 5 + 1 - 2 = 14
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Assuming either one survives the flurry of AoOs...

Round 7

"Oh no you don't!" Briana cries. Unable to call forth her ensnaring vines a second time, she instead turns her gaze on Arsith and imbues the warpriestess with a bit of good fortune. "Arsith, don't let it get away!"

Daily Spells & Powers Remaining:

3rd - Dispel Magic
2nd - Fog Cloud
1st - 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. 1/5 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, Arsith

Using Fortune hex on Arsith; reroll any ability check, attack roll, saving throw, or skill check and take the better result.


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: 1d20 + 7 ⇒ (8) + 7 = 15

if I can reroll thanks to Briana

Will save: 1d20 + 7 ⇒ (11) + 7 = 18
PowerAttack AoO: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
dmg, PA: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12


The derro are very badly injured and have a move speed of 20ft, their only chance of survival / escape was for everyone to have been stunned by Magister Khrysym’s Synaptic Pulse… given that most folks made their saves, what happens next will be inevitable… so, rather than string it out, I’ll post a GM description of the end of the combat and we can move onwards…

Ziomarra, Will Save vs Synaptic Pulse: 1d20 + 6 ⇒ (2) + 6 = 8, Save Failed

Shadlah, Will Save vs Synaptic Pulse: 1d20 + 2 ⇒ (3) + 2 = 5, Save Failed

Reeling under the impact of the mental explosion from the derro, it is as much as Joanna, Ziomarra and Shadlah can do to stand upright… fighting the pain, they have no chance of catching either of the derro as they rush past. Fortunately Arsith, Teldon and Briana resist the assault upon their senses and, although they are left briefly nauseous, they have control of their senses and their motor functions… it is therefore inevitable when Teldon skewers the staggering mesmerist with his spear and, when Aristh catches the other Derro with her mace. The force of the Shelynite’s blow stoves the small creature’s skull in and, wordlessly, it crashes to the floor…

Combat Over

”Get me out!!! Get me out!!! There’s more of them creatures… four in all… soon as they realise you killed their boss, they’re gonna come looking for yer… we gotta go!!! Get these chains off a’ me!!!”, the momentary silence is nearly immediately broken by Fenster rattling against his chains and his pleading to be let free…

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)

sorry, my memory's a little hazy- we've killed 3 of them now? also, can Fenster see what's going on from where he is? otherwise how does he know we killed anything? most importantly, was this just you pushing things along or is there something Teldon should be suspicious of?

sense motive v. Fenster (take 10): 10 + 10 + 2 + 1d6 ⇒ 10 + 10 + 2 + (3) = 25


Teldon Moore wrote:
sorry, my memory's a little hazy- we've killed 3 of them now? also, can Fenster see what's going on from where he is? otherwise how does he know we killed anything? most importantly, was this just you pushing things along or is there something Teldon should be suspicious of?

You have killed four Derro in total... one who was accompanied by a Carrion Golem, the one who was obliterated by Shadlah and the two that you just defeated. In terms of where Fenster is, you folks didn't kill the non-mesmerist derro with that last round of attacks but surely would have with another round of rolling d20's... so I hand-waved Arsith catching up and killing it in the room where Fenster is imprisoned.

Fenster, desperate to escape from the derro, seems entirely genuine in his pleas to the friends...


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've killed all four of them," Teldon answers blinking and trying to sort out his jumbled memories of much of the most recent fight.

A moment later he says to his companions, "one of them most likely has the key... we should search their bodies. Also, I know none of you are comfortable with harming corpses but we may need to bring back some evidence for the watch if we want them to believe we slew the creatures..."


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

It takes a moment for Joanna to regain her sense. She is unharmed, but the mental fatigue she feels shows in her eyes.

"Could stick 'em in a sack," she mutters as she tries to clear her head of the last of the derro's influence, "small enough to do it."


Inactive

"A sack would work, or their...heads..." Briana responds to the others in a low voice. "I won't lie, the thought is a bit gruesome but I know it might have to be done," she admits.

"It's okay Fenster, Teldon's right - we've killed four of them as well as the big hulking thing in the other room," she continues as she raises her voice, trying to calm the man while the others search the derro for keys to the shackles. "We'll have you out of here in no time! Are you hurt?"

Heal (Fenster): 1d20 + 11 ⇒ (15) + 11 = 26


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

Just for my information, who is this? You seem to know him...

Arsith shows Fenster


”Hurt?!?!?! Hurt?!?!?! Nah, takes more than a bit a’ hypnogubbins to hurt ol’ Fenster… that one”, Fenster nods at the dead female derro, ”She was messin’ around in my head but she never actually hurt me… not like the others… the other derro, they were doin’ all sorts a’ bad stuff. You gotta get me outta here… you never know, there could be more o’ them”. As Fenster gets more frantic, Teldon finds a set of keys hanging from the belt…

Briana – other than a bit of malnutrition, which may well have been affecting Fenster before his abduction, Fenster is in reasonably good condition.

…and seeing the set of keys in Teldon’s hand, ”You! Yeah, you’ll set me free won’t you… I cud work for you again – Ol’ Fenster is useful… yes?”

Examining the dead derro, there is also a Wand of Charm Person (19 charges), a Masterwork Aklys, a Masterwork Spiked Gauntlet and a Potion of Enlarge Person… and, on the female derro, a folded map…

Knowledge (local) DC15:
A cursory examination of the map suggests that it depicts the sewers beneath Magnimar… and a route from these chambers beneath the Crow to somewhere in Underbridge.

…examining the cells to the west of Fenster’s position, a further grisly discovery is made… three prisoners lie unconscious and naked behind the locked doors…

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 looks Fenster up and down for a moment as he approaches the informant with the keys...

Will (to see through any illusions): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
sense motive (to notice charm/domination): 10 + 10 + 2 + 1d6 ⇒ 10 + 10 + 2 + (1) = 23


...there don't appear to be any lingering charms or mind control affecting Fenster right now. He's quite frantic about getting out of his chains... but that genuinely seems to be due to his experiences whilst held captive.


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)

"Briana, can you see if you can heal them enough to walk out?" Teldon asks about the other victims as he releases Fenster, "This map will lead us straight to Underbridge if we decide to leave that way."

though, if we do we'll have to come back later to do sketches and see if there are any more items we could take to auction...

GM:
Where is it?


Teldon:
The strange voice that you could hear at the back of your head... seems far less insistent here in the room where Fenster was captive... the strongest that you 'felt it' was near the southern wall of the main chamber.


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)

"Actually," he says staring off at nothing, "if they're stable perhaps we should leave them resting... We really need to go back and search that main chamber that we rushed through chasing the derro."

Taking off his crossbow and quiver he offers them to Fenster with the instructions, "I need you to stay here and keep watch over the others. Chances are that if there are any other threats they'd have to come through us but if anything does show up shout for us and try to slow it down with this."


Inactive

"Are...are you sure that's safe?" Briana asks, looking a bit worried as she moves to examine the unconscious prisoners. "I know we need to take care of any other threats, if there are any, but...they've been through a lot. I'd hate to make them wait even longer." She glances at Fenster apologetically. "And not to be rude, but you don't look like you're in much shape to slow anything down."

"Fenster is...what's the word? An informant?" Briana glances at Teldon questioningly. "He lives in Underbridge and knows things. He's helped us out with information before. The derro kidnapped him, but I'm not sure if there was a reason or if was just coincidence," she explains for Arsith and Shadlah's benefit.

As Briana assesses the prisoners she looks around for any sort of scraps to cover them and give them a little of their dignity back, using her own blanket if need be. "Maybe one or two of us could stay here with Fenster and these others while the rest of us finish looking around?"

Heal (Prisoners): 1d20 + 11 ⇒ (19) + 11 = 30

Not sure on Shadlah since she said she hoped to be back to posting anytime now, but it's an option for Zee if Zed would rather take a break from botting her for a bit.


Good idea Briana – Ziomarra will stay here whilst her player is away from the boards… if Shadlah manages to post over the next day, she’ll come with the rest of the group – otherwise she’ll stay here on guard duties as well.

Fenster takes one look at the crossbow before starting to protest, ”You wan’ me to be sum kinda’ guard for them folks… no way Mistuh, that ain’t the kind o’ service ol’ Fenster provides… uh uh, no sir…” The bedraggled man enthusiastically agrees with Briana, ”Yeah… you shud lissen to her Mistuh… someone else shud stay here, I’ll stand guard then but there jus’ ain’t no way that I’m doin’ it on mah own… an’ anyways, we dunt iven know whether these folks ‘as been messed up in the head by them little maniacs… mebbe they might be turned and be bad as well!!!”

It is perhaps with some sympathy towards the wreck of a man that Fenster is, that Ziomarra offers to stay with him whilst the friends carry out their further exploration… whilst Briana, going into each of the cells where prisoners have been held, confirms that they seem to be sleeping off some kind of a narcotic and are, at least physically, unharmed.

…and, ever the scavenger for knowledge, ”Say mistuh… an’ misses… what you lookin’ for down here anyways? You come down ‘ere chasing these kidnappers or is there sumfin’ else?”

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)

"They're the ones who have been kidnapping people from Dockside and Underbridge, and they've been doing horrible experiments on them- even cutting out people's eyes and replacing them with other things," Teldon answers truthfully but not completely forthrightly, "We uncovered what they were doing and, after your abduction, where, and we came and stopped them. Now, please stay here where you're out of harm's way while we finish searching the area."

Looking at the map to see if it shows any secret chambers, or what's at the end of the stairs, Teldon leads whoever follows him back to the large chamber where he begins searching...

perception (take 10): 10 + 12 + 2 + 1d6 ⇒ 10 + 12 + 2 + (4) = 28

GM:
If I can get a clearer image of where I'm going once I get closer I'll follow that. If it leads me to a specific spot where nothing is obvious then I'll take 20 on perception instead of 10.


Inactive

"That's right," Briana agrees, following Teldon's lead. "We've been trying to look into the disappearances when we can. It didn't seem to make much sense that it was slavers or anyone else doing it - maybe now things in Underbridge and everywhere else will be a little less tense - especially if you and these others would be willing to corroborate everything to the authorities."

After making determining that the prisoners seem to be at least physically unharmed, she takes up her weapon and nods to the others. "Right, thank you for being willing to stay and keep Fenster company. We'll try to hurry back and we'll try not to go far, okay?"

She then hurries after Teldon and the others as they make their way back to the large chamber. "I guess that hallway over there probably leads out," she says, pointing to the north. "And there's that strange cold room that we didn't really explore. Did we miss anything else?"


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Joanna staggers into the room. She doesn't bear any wounds, thankfully, but it's obvious that something is wrong with her.

"Any o' you got sumthin' f'headaches?"


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've heard-no, let's been honest, I know for a fact, as I tried it myself more than once when I was younger-that alchemists have created something to fight alcohol-induced headaches, but I'm not sure it would work on "normal" headaches..

Arsith kisses gently Jo's aching brow
Feelin" better, Sweetie Pie? Or should I try something from my healing kit?

I got an healing kit, and Heal skill, could that help? ^^


There are no lasting mechanical effects from the derro's synaptic pulse... although, for sure, anyone affected by it would have a bit of a headache for a while!!!

Teldon:
The closer that the group move towards the southern wall of the main chamber, the stronger the voice in the back of Teldon's head becomes, "Yesssss... Yesssss... this way... reach out to the wall, your fingers will surely know the way... my kin will guide you for we must be rejoined...". And, following the voice, Teldon's fingers seem to autonomously trace a pattern along the ancient brickwork.

Almost by instinct, Teldon discovers and opens a concealed doorway in the wall of the derro's main chamber... with a rush of stale air, a curved passageway - shrouded in tattered cobwebs and a thick layer of dust - extends into the darkness. Just inside the door, a bulky cobweb-shrouded shape looms in an alcove... instantly to arms, the friends relax as they realise the shape is the long dead husk of a spider-like creature...

Knowledge (Dungeoneering) DC14:
Devised by one of Thassilon's despotic runelords in the roiling fleshvats of Xin-Bakrakhan, shriezyx are horrific aberrations that continue to lurk in Thassilonian ruins throughout western Varisia even thousands of years after that ancient empire's collapse.

Knowledge (History) DC14 - if someone identifies the dead creature:
These creatures swarmed from the Irespan in an unfortunate event in 4623 ar - a disaster that caused the lord mayor to issue a ban on quarrying the Irespan’s stone.

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)

know:dungeoneering (take 10): 10 + 10 + 2 + 1d6 ⇒ 10 + 10 + 2 + (6) = 28
know:history (take 10): 10 + 12 + 2 + 1d6 ⇒ 10 + 12 + 2 + (4) = 28

"Shriexyz," Teldon comments as the others start to relax, "created by the Runelords in Bakrakhan before it slipped under the sea. As recently as 4623 ar they swarmed the Irespan, causing the Lord Mayor to outlaw quarrying the Irespan. I'm surprised this one is dead... usually you need fire to kill them..."

I think we usually rely on Zee's light spells (since none of us has darkvision)... Without her here do we have a torch burning (or are we all relying on Teldon's head lamp)?


Good call on light... Ziomarra's dancing lights are working for you up to this point... but on and into the darkness, you folks will need to sort out illumination.


Inactive

"Wow, that was amazing - how do you find these things?" Briana asks as they stare into the darkened passageway, looking relieved that the shriexyz won't be a problem for them. "I don't think anyone else even noticed a thing!"

After a moment, she suddenly realizes that they have no lights. "Whoops, I've been so used to Zee taking care of the lights that I didn't even think about it. Good thing I've started planning things as a backup, in case...well, just in case," Briana comments as she conjures forth four small lights of her own, very similar to Zee's except that these seem to twinkle like stars.

"Okay, I think that should work. Shall we?"

Daily Spells & Powers Remaining:

3rd - Dispel Magic
2nd - Fog Cloud
1st - 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. 1/5 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, Arsith

I actually remembered to load Dancing Lights this time, hehe.


...and so, with Ziomarra standing guard with Fenster at the derro's lair, the friends continue their exploration. Briana summons a small flurry of twinkling stars that dart and turn as they explore the corners and edges of the passageway... and reveals a staircase that heads downwards. Deeper, ever deeper into the bedrock beneath the Irespan the friends delve until, some two hundred feet below the derro's chambers, the stairs spill the group out in front of a grand set of double doors. Unsurprisingly, a Sihedron is embossed across the doors.

Teldon:
As Teldon descends, the insidious voice grows louder and more distinct... urging the shard bearer ever onwards...

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 smiles widely at Briana's praise. "I have many useful skills," he answers with his grin turning mischievous.

*******

At the sihedron bearing door, Teldon stops and thoroughly examines it for any signs of traps and any indication of how to open it.
perception (take 20): 20 + 12 + 2 + 1d6 ⇒ 20 + 12 + 2 + (3) = 37
that's actually a 39 to find traps


Inactive

"I'm sure you do," Briana laughs, before something seems to occur to her. "Գուցե դուք կարող եք ցույց տալ ինձ, երբեմն?" she asks shyly, her cheeks coloring slightly.

Celestial:

"Maybe you could show me, sometime?"

Because being distracted is exactly what Teldon needs, right?

************************

Once they reach the bottom of the staircase, Briana whistles softly as they take in the sight of the double doors. "We must be leagues under the earth by now - or at least it feels like it," she whispers, taking care to stay out of Teldon's way as he inspects the area.


Inactive

As Rowenna quietly pads along with Briana and the others, Teldon's comment causes her to look between him and her master with interest.

"Werklik? Jo witte, as er kin jeie sa goed as er praat dan mar better bliuwe him hinne. Nimmen wol in loai tom hingjen oer!" she chirps, more than happy to offer her two coppers on the subject.

Familiar Speech:

"Really? You know, if he can hunt as good as he talks then you'd better keep him around. No one wants a lazy tom hanging about!"


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)

***Top of the Stairs***

For all his new found social skills, Teldon is completely unprepared for Briana's response. He fumbles his spear and blushes brightly as he quickly picks it up again. "As you wish," he stammers. He is very noticeably distracted as they set off down the stairs, though he manages to regain his composure by the time they reach the door.


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

I figured about the mechanics. It's just more fun to play Jo as having a rough day of it, even if she hasn't got a scratch. :)

"Li'l bit," Joanna murmurs as she leans on Arsith for a moment. She looks a little less like she'd had the mother of all hangovers when she moves on her own again. despite the fatigue, Joanna can't hep but smile at Teldon's and Briana's budding romance.

===

Joanna looks to have mostly recovered by the time the band arrives at the bottom of the stairs. She notes Teldon's caution and moves to ready her shield and keep her hand near her sword.

"Dark and secret places for dark and vile things," she says, almost like she's reciting a proverb.


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

When Jo leans on Arsith, the white haired woman seems a little bit pleasantly surprised, but very soon gives her a hug

if you need more kisses to fight off the headache don't be afraid to ask, sweetie pie.

Then, downstairs
Let's bring some light, some hope, and justice into this darkness.

Arsith cast Light on Joanna's shield


The door to this secret place, so well hidden, is not trapped… and, as Teldon examines it, is not even locked. A gentle push is all it takes to move the doors inward on near frictionless hinges… revealing a chamber that has been lost to history for so long. The room shines with a golden light emanating from crystals embedded in the domed ceiling - the entire dome is painted in reds and golds depicting the glory days of ancient Thassilon and remain as pristine as if the pigments were just laid. An altar shaped like a seven-pointed star sits in the centre of the room — a smaller seven-pointed shape has been carved into this larger block of stone. Sitting in one of the star’s arms is a shard of black metal.

Teldon:
The voice in Teldon’s head grows and grows as he examines the doors… and then, as he pushes them open, grows silent… the feeling of being watched – and of anticipation – washes over him. Instinctively he knows, without the need to examine it, that the Shard of Greed lies within the star’s arm.

…and, rearing up before the friends – seeming to animate as the doors open, two human-sized arachnids stand before the altar. In a chittering voice, they speak in unison, Έτσι ... οι πράκτορες της Karzoug έχουν έρθει για να διεκδικήσουν θραύσμα τους . Έχουμε φυλαγμένο αυτό το θησαυρό , ως μέρος του στρατού Alaznist , μέσα από την ηλικία των Thassilon - και , μέχρι να πέσει η αυτοκρατορία , θα εξυπηρετήσει την ερωμένη μας ενάντια στον αδέξιο Κυρίου Karzoug

Thassilonian:
”So… the agents of Karzoug have come to reclaim their shard. We have guarded this treasure, as part of Alaznist’s army, through the age of Thassilon – and, until that empire falls, will serve our mistress against the feckless Lord Karzoug.”

...the creatures appear to be the same species as the dead husk that Teldon identified at the top of the stairs.

Initiative for Party and Enemy

Arsith, Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Briana, Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Teldon, Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Joanna, Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Shriezyx, Initiative: 1d20 + 9 ⇒ (1) + 9 = 10

Initiative Order
Arsith, Briana, Teldon then
Shriezyx then
Joanna

Arsith, Briana and Teldon may act now

Map in Campaign Header plus Here


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 calls for Shaelin's blessings

By everything beautiful, give me strenght fo fight my enemies!

Cast Bull strenght


Inactive

Round 1

Teldon wrote:
...usually you need fire to kill them...

Teldon's words from earlier echo in Briana's mind - but then she remembers that she doesn't have anymore fire magic to offer.

Wonderful...

"Um...I hope one of us has some bottled fire or something!" she cries as she does the only thing she can think of and that's to call forth the wind and rain, sending it whirling around one of the spider-like creatures.

Daily Spells & Powers Remaining:

3rd - Dispel Magic
2nd - Fog Cloud
1st - 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. 1/5 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, Arsith

Using Spirit Ability Storm Burst on Shriezyx #1.


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 instinctively examines and stabs at the closest shriezyx before it even finishes speaking...
longspear: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14, for: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10 if it's flatfooted maybe?

this is not going well... better try something else before it's too late...

knowledge(history): 1d20 + 12 + 2 + 1d6 ⇒ (7) + 12 + 2 + (1) = 22
assuming that's enough to recognize Karzoug, especially given the family connection...

"Wait," he calls out holding his hands out, "Έχει πέσει . Το οικόπεδο βρίσκεται κάτω από τη θάλασσα . ερωμένη μας έχει κοιμόταν για αιώνες . Δεν είμαστε υπηρέτες του εχθρού , χρειαζόμαστε θραύσμα του για να ξαναχτίσουν το αστέρι , ώστε να μπορούμε να την ξυπνήσει και να αποκαταστήσει την κυριαρχία της." Lifting his necklace from beneath his armor he adds, "Κοίτα , έχουμε ήδη το πρώτο θραύσμα."

Thassilonian:
"Thassilon has fallen. Bakrakhan lies below the sea. Our mistress has slumbered for thousands of years. We are not servants of Karzoug- we need his shard to rebuild the star so that we can awaken Alaznist and restore her reign."

"Look, we already have Xanderghul's shard!"

using inspired trait
bluff: 1d20 + 10 + 2 + 1d6 ⇒ (6) + 10 + 2 + (1) = 19
bluff: 1d20 + 10 + 2 + 1d6 ⇒ (6) + 10 + 2 + (2) = 20

edit: ouch... four d20s in a row at 7 or less. smh. I guess on the upside spider creatures probably have bad sense motive checks (hopefully)... plus like 3/4 of what I said was true, so maybe that will help? And, I guess a 20 isn't bad it just could have been so much higher. I'm tempted to burn a hero point to try again... I'm going to do it... I just love the idea too much not to.
bluff (reroll): 1d20 + 10 + 2 + 1d6 ⇒ (14) + 10 + 2 + (4) = 30 there it is.


Inactive

Should Teldon's ruse work or at least get them to hesitate, Briana will hold off her action for the moment.


Scuttling backwards, the abominations are suddenly hesitant to attack... taken aback, they shriek in their alien voices at Teldon, "Αδιανόητος!!! Η αυτοκρατορία χτίστηκε για να διαρκέσει για πάντα - και τώρα λέτε ότι Bakrakhan βρίσκεται κάτω από τα κύματα , ενώ Alaznist κοιμάται?"

Thassilonian:
Inconceivable!!! The empire was built to last forever - and now you say that Bakrakhan lies beneath the waves whilst Alaznist slumbers?"

...and then, as they clamber to positions where they can easily observe the friends movements, they make a proposal of sorts, "Αφήστε λείψανο Xanderghul εδώ , όπου το αστέρι μπορεί να μεταρρυθμιστεί ακόμα μια φορά ... θα παραιτηθεί θραύσμα Alaznist να δεν είναι άλλη από την ερωμένη μας !!!"

Thassilonian:
"Leave Xanderghul's relic here, where the star may be reformed once more... we shall relinquish Alaznist's shard to none other than our mistress!!!"

Everyone may act now - as per request, Briana's Storm Burst didn't trigger in round 1


Female Human Fighter 3/Paladin of Shelyn 5 | HP: 67/67 | AC: 24/14/21 | CMD: 26, CMB: +12 | F: +13, R: +9, W: +11 (+1 vs. mind-effects) | LoH (2d6, 3d6 channel): 5/5, Smite: 2/2, Aura: Courage (10ft.) | Per: +13 (low-light vision), Init: +3 | Arrows: -, Wands:
Halli:
HP: 67/67 | AC: 19/11/17 | CMD: 25 (29 vs. Trip), CMB: +13 | F: +9 R: +7, W: +3 (+4 vs. Enchantment, Evasion) | Per: +9 (low-light vision, scent) Init: +2

Joanna looks from the giant bugs to Teldon and back as she listens to the conversation. With a sigh, she mutters a brief prayer for guidance and opens her now silver glowing eyes.

Detect evil on the Bugs, get ready to block an attack if it comes at Teldon or the others.


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

Nope, Briana... There is no bottle big enough to hold the fires of love. You should know that.

Arsith winks at Briana


Joanna - the Shriezyx are both giving off faint auras of evil...

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