Shattered Star: Broken Dreams (Inactive)

Game Master DancingShadow

Thassilon once represented the dreams of one man, but it was broken by the ambitions of his apprentices. Will adventurers be able to reforge his greatest creation to hold back the threat of his long-dead dream?


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(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Crossing her arms, Nadja patiently waits for Calendir to finish his search of the Tower Girls belongings. Listening carefully to the wererats directions, Nadja gives a single nod while willing her wall of fire to slowly turn into liquid flame and run down the walls and disappear into the cracks. Very well, you have upheld your side of the bargain. Out of respect for another of the people, you may go. Remember this day and remember that we could have chosen to not show mercy. I will be seeing you again. Turning to the others, Nadja nods. Let us escort them down to their craft so that they might be away. I believe we have any appointment to keep with Ayala, and now that we have directions I would prefer not to tarry.


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Jotune nods, and leads the way back out, trusting the others to keep the girls and the wolf in line. "This way, ladies..."

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

"Definitely, Nadja-san," Omoro agrees. "Let us cut the head off of this snake quickly. The rest of the Girls might surrender at the death of their leader."


Shade Psion 18

The gear on each of the Tower Girls and the Wererat:
studded leather, hand crossbow (wererat has a light crossbow instead) with 10 bolts, short sword, smokestick, tanglefoot bags (2), climber’s kit, grappling hook with 50-foot silk rope, hooded lantern, 1 pint of oil, second-story harness, thieves’ tools

Total Gold Recovered: 58 gp

The women walk ahead of the group down to the moored boats. They take one of the boats and work their way out of the inlet at the base of the piling, heading back out over the dark waters and back to Magnimar. Quickly, the group is left alone, back at the entrance to the piling once again


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Watching the Tower Girls take the skiff and go, Nadja frowned slightly. Well, it seems as if our path is clear. Let us find the hidden door that was mentioned. Once we strike off the leaders head the rest should flee as Omoro mentioned. Judging from the women we have met so far, there doesn’t seem to be much loyalty present. Gesturing to the others Nadja makes her way back to the previously mentioned room and begins a search for any hidden panels or doors.


Shade Psion 18

Long post incoming:

23 Rova 4712
The Crow
Room 6

A thorough search of the rooms in that the Tower Girls' initial sentries had taken up reveal little. It looks like the rooms were cleared in anticipation of possible confrontation.

23 Rova 4712
The Crow
Room 7

This is the room that the fleeing tower girl had run to before she was stopped by Nadja's wall of fire.

The crackling remains of a small cook fire sit in the middle of the room, a pair of still hot rat carcasses sitting over it impaled on spits. The broken scraps of a crate now serving as fuel are stacked nearby, and blankets have been pushed together into a large bedroll.

A search of this room turns up nothing useful, but a short passageway in the corner that the woman was undoubtedly heading towards contains a hidden door. A check for traps reveals no trap or lock, just a mechanism that is used to open of the door. It seems that its hidden nature was the only protection against ingress.

23 Rova 4712
The Crow
Room 8

The murals in this room are scratched and faded. Several portions of the wall and floor show signs of past chipping. An empty plinth where a statue once stood rests by a small alcove.

The door that you came through is flush with one wall this time, indicating that it is likely this side that it was meant to hide from. When closed, it's nearly impossible for any of you to find, but a nearby piece of kindling shows that the Tower Girls likely kept it propped open. It seems wise to do the same. I'm assuming that you all are going to keep the door propped open with a piece of kindling.

23 Rova 4712
The Crow
Room 9

A ledge festooned with old bird nests looks out over a shaft dropping nearly two hundred feet to sea level below. A fall from this height will inflict 2d3 nonlethal + 14d6 damage. Don't fall. A large coil of rope sits on the ground near the shaft, one end anchored to a large piton driven into a crack near the wall. Opposite the shaft is another ledge with a window looking out over Magnimar’s harbor. The ceiling is a mere ten feet above, and crisscrossed by a complex tangle of stone arches that support the roof. Between the two ledges, a five-foot-square wooden platform hangs from four thick ropes that hang from the stone arches. The platform is further anchored by two thick ropes to spikes hammered into the walls near the edge of the western ledge, while another pair of ropes hang from the ceiling above, anchored to a hook driven into the wall near the same ledge.

On the platform rests a wooden boat hook, tied to one of the ropes that support the platform. It looks to be possible to swing to the platform with one of the ropes hanging from the ceiling. A DC 5 Acrobatics check. The platform sits about 20 feet out from the edge of the ledge, so jumping to it would prove to be quite difficult, as would attempting to cross one of the ropes suspending the platform. A running jump is a DC 20 Acrobatics check, as is attempting to walk across one of the ropes. Crossing the ropes hand-over-hand is a DC 15 Climb check.

DC 15 Perception:
You notice that a lone piton is stuck in the ceiling at a strange point near the platform. A closer look reveals a faint outline of what is probably a hidden trap door.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

"There it is," Omoro says, pointing out the trap door. "They might have used the piton to lever open the door. I'll check it out when I get there." He tests one of the ropes before swingig across to the platform.

Mechanics:

Taking 10 to make sure the rope I'm using is tied off well, probably with Perception, but if not, use whatever roll you'd like for that. I autosucceed at the Acrobatics to swing across, and once there I'll check out the trapdoor. Taking 10 gives me a 19.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Nodding at the tengu's suggestion Nadja looks at the gap and then upto the Tengu. Do you want to tie yourself off to an anchor in case there is a sudden gust of wind? The witch asks, running a carefully manicured hand through her hair at the same time. While one might think a question such as this would contain compassion or concern with Nadja there is only the cool undertone of calculating logic.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

Omoro grins sheepishly, or at least what passes for a grin on a beaked creature. "Ah, yes, a good idea, Nadja. My eagerness almost outweighed my sense of self-preservation." He ties himself off to a length of rope, and hands the other end to one of the warriors before swinging away.


Male Half-elf HP: -4/9

Calendir offers to hold the other end - "I thought you could fly..." - he comments with a good natured laugh.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

Omoro gives a tittering laugh. "If the gods had wanted me to fly, they wouldn't have taken away my people's wings." He then swings across to the platform to investigate.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1
Omoro wrote:
Omoro gives a tittering laugh. "If the gods had wanted me to fly, they wouldn't have taken away my people's wings."

"If they had wanted us to stay landborn, they would not have provided us with a means of flight. Now if only any of us knew the spell."


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

"Cal, do you need a hand with that rope? Last thing we need is the both of you getting thrown through the air," the elf notes, wanting to keep the entirety of the group in tip top shape.


Male Half-elf HP: -4/9

Calendir nods to Jotune - "Sure. Lets make sure none of us end down there"


Shade Psion 18

Hmmm... Meant to provide the DCs in order to allow for more description and self-determination of actions to be done. I'll note to provide more info in the future.

Omoro lands on the platform, which, despite its makeshift appearance, seems to be rather stable. From here, the trap door is still out of reach, but only just barely. Looking about, the distance seems easily reachable with the nearby boat hook.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Cooling watching from the back, Nadja keeps her arms crossed and her face passive. We are finally getting somewhere. The witch thinks, watching Omoro carefully scale the rope.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

Live and learn, Shady, live and learn.

Omoro is satisfied with his examination, but still has doubts. He affixes his grappling hook and line to the spike, and tosses the end back over to the group on the other side. "I'm relatively certain it is safe, but no sense risking life and limb on that when this is a far better plan." Swinging back across, he pulls the rope from the relative safety of the far perch.


Shade Psion 18

This is true. Easy to adjust during a real-time session, but not as much so via pbp. Learn each lesson and move on. :)

The trap door swings open with a sharp tug. A ladder slides out from the now open door in the ceiling, coming to a stop within easy reach of the suspended platform. The space above is pitch black.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

The tengu swings back over to the platform, and begins looking over the ladder and revealed entrance to find additional security. If he finds none, he bites down on the sunrod while he climbs, trusting it to illuminate the passage beyond.

Mechanics:

Taking 10 on Perception to check out the ladder and immediate passage.


Shade Psion 18

The shaft is illuminated in the glow of the sunrod. It runs about 50 feet at best guess and is big enough for a dwarf to stand in, but would require a human to stoop. The entire thing is clear of dust and debris. Someone has cleared it out relatively recently.

Note: Climbing the ladder is a DC 0 Climb check, so no one should have an issue with it.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Tapping her foot, Najda uncrosses one arm and puts it on her hip. From their limited time together Nadja knew the tengu was competent and it pleased her that he did not challenge her authority the way others in the group had. Still, she despised waiting. Besides there was too much sun and light here. Better to be among the comforting shadows that enfolded and protected then next to a ledge that hung out over the ocean. Frowning, Nadja ran one cool hand over the stonework of the crow pylon. Nadja knew that the Thassilonians had created the Irespan but a passage such as this seemed odd. Perhaps it was for their winged allies? Shrugging she took a single calming breath and waited. She knew Omoro would return soon enough.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

After examining the passage's interior, Omoro slides back down to the platform. He removed the rope from the grappling hook, and looked for a place to tie it off and assist the others in traversing. Once done, he gave an all-clear signal to the rest of the strike team.


Male Half-elf HP: -4/9

Turning back to the tap-tapping behind him, Calendir cannot help a smile as he speaks to Nadja with a short bow - "After you milady. Omoro has guaranteed the safety of the access and I will keep guard while you all get there"


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

After Nadja climbs, Jotune will follow after her. "You sure this thing is safe, Omoro?"

Take 10.


Alchemist 2 Init:+5, Perception +10, AC: 18/14/15, HP 17/17, Saves: 5/6/1, Darkvision

Take 10


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

Raven quietly awaits her own turn to cross, holding her breath as she swings.

Take 10


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Blinking softly, Nadja gives a small bow and a muted smile. I didn't realize that Calendar possessed the capacity for facetiousness. Turning her back to the half-elf warrior, Nadja puts a wry smile on her face before swinging across and following Omoro up.

Take 10

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

"The Tower Girl informed us that this was the path they took in here," the tengu replied to Jotune. "They probably just kept it hidden, trusting that the obvious way would draw the eye. A classic bit of misdirection. This will also make a good indicator of how much we can trust those instructions." Once everyone is across, the tengu climbs the ladder as well, pulling his silver dagger again and preparing for the next time they make contact with the Tower Girls.


Male Half-elf HP: -4/9

Calendir follows the others as everyone climbs up.

Take 10


Shade Psion 18

The short passageway ends with an obvious trap door. A quick search of it reveals that it is not trapped and doesn't have a locking mechanism, but rather a simple latch that allows it to stay closed when not in use. It opens into a short hallway.

23 Rova 4712
The Crow
Crypt Hallway (Room 10)

The walls of this hallway bear murals showing strangely dressed Thassilonian priests placing bodies into crypts. Niches in the walls may once have served as crypts themselves, but now, they lie empty. Bones lie strewn about in a chaotic mess on the floor.

DC 10 Heal:
These bones have been broken and smashed by bladed weapons. The damage looks to be relatively recent, although the bones themselves are ancient.

23 Rova 4712
The Crow
Empty Room (Room 11)

This room appears to be empty, but Omoro quickly spots a tripline, just where the wererat said that there would be one. An examination of the line reveals that it's attached to a bell, but the mechanism is extremely simple (pull on it, the bell rings). It's a simple matter to hold the bell and then cut the line, rendering the warning mechanism inert.

Light is visible in the room beyond, you all back off for a moment, ensuring that your own light isn't seen. Again, the wererat's advice has served well. It seems that this is the guard room she spoke of.
___________________________________________

Dice:

Omoro's Perception: 1d20 + 9 ⇒ (14) + 9 = 23


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Quietly stepping away from the door and the light beyond, Nadja crooks a finger at the others in the universal motion for come here. Gathering the team in close, Nadja points towards the door. We need a plan. The witch whispers, glancing at her team. We should be able to surprise them, they don’t know we are here, but our plan will fail unless we prevent their escape. When we enter we need to block their escape or others will be warned.


Male Half-elf HP: -4/9

Can we tell if there are other exits from the room? Could someone link me the most up to date map - It is not the one in the Campaign info is it?


Shade Psion 18

The map is up in the Campaign Info tab. Here's the link as well: The Crow, Level Four


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

"I could attempt to take on the appearance of one of their own. Enter the room to call an alert to attack. When they rush past into our ambush I could attempt to dazzle them with colors."


Male Half-elf HP: -4/9

"I like that idea Raven" - Calendir whispers - "Have them come to fight on out own terms this time seems like a good option. Problem is if they decide not to follow you..."


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

"Could you take on the visage of one of the girl's that we have already defeated? That might allow you to mass muster for just a bit."'


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

"That would be the plan, adopt the face of one, Embyr I think. Make it appear that I have been wounded to incite sufficient panic to spur them on to quick action."


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Nodding thoughtfully, Nadja taps one fingernail to her chin in thought before smiling at the deceit . Yes, that's an excellent idea Raven. Bring them to us. Oh, but make sure to say something about " you going to warn the others." That should hopefully keep them from sending someone back to warn the rest of the tower girls.

Lantern Lodge

HP 13/16, AC 16/13/13, F +1, R +6, W +2, Init +3, Per +9 (low-light), Ki Pool: 3

"Definitely a good plan," Omoro agreed, readying his shortbow and arrow. "Lead them back here, and we ambush the ambushers." He melds into the shadows, readying himself for the strike.

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

The others in position, Raven takes a moment to cast her spell, disguising herself as the Tower Girl previously encountered. Adjusting the illusion to include a bloody wound in the side, she enters the room ahead. "Quickly, we are under attack. I'll warn the others."

Disguise: 1d20 + 14 ⇒ (17) + 14 = 31
Bluff: 1d20 + 7 ⇒ (11) + 7 = 18


Shade Psion 18

23 Rova 4712
The Crow
Guard Room (Room 12)

A hooded lantern sits on the lip of a fountain in the west wall. A tinkling rill of water runs from a demon-shaped mouth on the wall into the fountain. A bedroll and several bags of rations sit on the floor just to the north of the fountain.

One of the bedrolls is occupied by a sleeping woman, who wakes as the disguised Raven comes running in shouting. "Wha'? Who?" She scrambles for her dagger. The other, who spun about to face "Embyr" with a drawn dagger, relaxes when she seems to notice who had just come running in. She places a hand on her chest, "Calistria's holy t%%+, Embyr. You scared the livin' s+!! outta me. What the hell's goin' on? Where they at?" The other woman finally gets her dagger out and points it toward "Embyr". "Embyr? What's goin' on?" The dagger droops a bit. The standing woman looks down to the formerly sleeping one, "Shut up, 'Len." She looks back to "Embyr" with an expectant look.

So far, they don't seem to suspect anything, but want more information about the invaders.

23 Rova 4712
The Crow
Empty Room (Room 11)

You all can hear the exchange from within the nearby room.

Let me know where you're hiding and what (if any) preparations you're making for the ambush. If I hear nothing, I'll assume that everyone is crowded in the hallway to Room 9 and that you're not doing anything special to prepare.
____________________________________________________

Dice:

Tower Girl #1 Perception to see through Disguise: 1d20 + 5 ⇒ (18) + 5 = 23 vs DC 31 Fail
Tower Girl #1 Sense Motive to see through Bluff: 1d20 + 1 ⇒ (16) + 1 = 17 vs DC 18 Fail
Tower Girl #2 Perception to wake up: 1d20 + 5 ⇒ (3) + 5 = 8 vs DC 5 Success
Tower Girl #2 Perception to see through Disguise: 1d20 + 5 ⇒ (3) + 5 = 8 vs DC 31 Fail
Tower Girl #2 Sense Motive to see through Bluff: 1d20 + 1 ⇒ (15) + 1 = 16 vs DC 18 Fail


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

Jotune pulls his scimitar and takes a position on one side of the hallway, hoping to create a bit of a bottleneck with another to take out the first girl who pursues Raven into their room.


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

"We got jumped by a couple elves and a birdman. We dropped the bird, but the elves kept coming. Don't think they were far behind, you gotta hurry." She grimaces holding her side, emphasizing the supposed injury.

Going by the plan, Omoro is hiding, Nadja and Teeth should be around a corner and out of sight from where Jotune and Calendir will be standing.


Alchemist 2 Init:+5, Perception +10, AC: 18/14/15, HP 17/17, Saves: 5/6/1, Darkvision

What Raven said. Teeth prepares to throw a bomb in the bottle neck to hit as many as possible.


(Female Human Witch 2 AC 12(16)/12(16)/10(14)/ HP 14 / F +1 R +2 W +3 (+2 vs Illusions) / Init. +2 / Perc. +5)

Keeping herself behind to corner, Nadja stays to the shadows preparing to strike at the right moment


HP 17/17, AC 16/13/13 F+4, R+4, W+3; Init +4, Per. +2

While waiting, Jotune looks closely at his scimitar, quietly saying a few words. Soon, he nods, and prepares for the ambush again.

Using a point from his mAgus arcana pool to give weapon a plus one to hit and damage. Three points in pool left today.


Male Half-elf HP: -4/9

Calendir sneaks around the corner, just next to where Nadja is.

Stealth: 1d20 + 1 ⇒ (11) + 1 = 12


Shade Psion 18

23 Rova 4712
The Crow
Guard Room (Room 12)

The standing woman nods to "Embyr". "Alright, let's stick to the plan then." She looks over to 'Len, who's still partially on her knees. "I can't hear them, but the three of us should head back to the rally point. Ayala's -" The 'Len holds up a hand, shushing the other Tower Girl. "Wait... You hear tha'? Somethin's in th' other room." She speaks the last bit without the surprise you think should be evident. The woman still seems to be failing to catch on.

"S%!#!" exclaims the other. "Run!" She pivots on one foot and turns to bolt.

Rolling initiative for the start of combat. I assume that you'll leap into action to prevent an alert.
______________________________

Dice:

Tower Girl #1's Perception Check: 1d20 + 5 ⇒ (6) + 5 = 11
Tower Girl #2's Perception Check: 1d20 + 5 ⇒ (15) + 5 = 20

Initiative:

Calendir: 1d20 + 2 ⇒ (15) + 2 = 17
Jotune: 1d20 + 4 ⇒ (4) + 4 = 8
Nadja: 1d20 + 2 ⇒ (1) + 2 = 3
Omoro: 1d20 + 3 ⇒ (13) + 3 = 16
Raven: 1d20 + 2 ⇒ (10) + 2 = 12
Teeth: 1d20 + 5 ⇒ (7) + 5 = 12

Tower Girls: 1d20 + 3 ⇒ (2) + 3 = 5

Order:

17 Calendir
16 Omoro
12 Teeth
12 Raven
8 Jotune
5 Tower Girls
3 Nadja


{HP 12/12 | AC 12 T12 FF10 CMD14 | F/R/W 1/2/3 | Inish+2 Per+0 SM+8} Female Peri Blooded Aasimar Illusionist 1

Round 1

Stats:

HP 12/12
AC 12 FF 10 T 12 CMD 13
F/R/W 1/2/3
Blinding Ray 6/7
Arcane Bond 0/1
Pyrotechnics SLA 1/1
Spells
0th - Detect Magic, Dancing Lights, Prestidigitation, Ghost Sound, Daze
1st - Color Spray (cast), Burning Hands, Silent Image, Vanish
Effects
Disguise Self

"Damnit, let's go!" With her exclamation, she turns to face her 'companions' in the tower girls, uttering her incantation to unleash a spray of colors over them.

Cast Color Spray, DC 15.

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