Shisumo's Shattered Star 2 (Inactive)

Game Master Shisumo


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Male Human Rogue(Scout) 2nd

Shiv hops from the boat and scans the area for any ambushes or traps before proceeding to the passageway, "Don't go lightin' any torches yet. Let's git inside first."

Perception: 1d20 + 9 ⇒ (12) + 9 = 21 Add +1 for traps.


It is difficult for Shiv's merely-human eyes to pierce the gloom, but he neither nears nor sees anything beyond the immediately obvious. As he heads toward the opened passage way, he almost trips over several large pieces of stone - rubble from the collapsed wall has been pushed out into the next chamber. Traces of recent habitation — bits of trash and rubbish and the odd piece of clothing or equipment — are scattered here and there, though the room now appears to be unused. He cannot even see the far wall in the darkness, however.


Female Human Bloodrager (spelleater) Normal: AC 15/11/14, hp 11/13 AC 13/11/12, hp 15/17, rage 4/8

Ellantera helps tie off the boats using more large stones before putting her armor back on.


Kassandra looks around in the darkness. As Shiv advances, she mutters a few words and conjures a ball of weak, soft light. If no one rejects, she will start tracing the entrance and the first room by sending the light up and getting a better sight of the surroundings.
Cast Dancing Lights


Female Human Bloodrager (spelleater) Normal: AC 15/11/14, hp 11/13 AC 13/11/12, hp 15/17, rage 4/8

Ellantera shakes her head, whispering "Shiv said no torches yet. Dontcha think that means magelight, too?"


Male Human Rogue(Scout) 2nd

Shiv surprises Ellantera by shrugging in the darkness, "Was nah gonna git much further without it. The lass done right. Besides all ya ain't exact quiet like anyways..." He gives El an accusing look before advancing carefully into the hallway.


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Uraisa takes up a place at the back of the group, being as silent as she could be.


Female Human Bloodrager (spelleater) Normal: AC 15/11/14, hp 11/13 AC 13/11/12, hp 15/17, rage 4/8

Chastised, Ellantara hangs her head for a moment, but then she takes a deep breath and looks up. "I'll take the back." Ellantera motions for the mage to precede her. "Go on, 'raisa. Better if you are closer to the middle."


Female Human Ranger (Infiltrator) 2

Galyna takes a position a bit behind Shiv, crossbow at the ready as she moves forward.


The mage-lights illuminate the next room more fully, and there is indeed another doorway - two, in fact, on the north and south walls. The accumulated debris and scorch marks clearly indicate a large number of people camped here at one point not too long before.

Survival, DC 15:
You would estimate roughly two dozen people, altogether, and the camp was abandoned roughly two weeks ago.

There is no sign of any recent activity or passage by other parties that you can see.


Female Human Ranger (Infiltrator) 2

1d20 + 8 ⇒ (4) + 8 = 12


Male Dwarf

Oscar will take up position third in line, so he can reach any conflict quickly.

1d20 + 6 ⇒ (6) + 6 = 12 Survival


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Uraisa moves up and smiles at Ellantera, letting the other female behind her.


A map of the Crow as you can currently see it is to be found by clicking here. The "passage" to the west is just a dead-end tunnel - only the passages to the north and south actually lead to new rooms. The squares on the map are ten-foot spaces.


Female Human Bloodrager (spelleater) Normal: AC 15/11/14, hp 11/13 AC 13/11/12, hp 15/17, rage 4/8

Survival: 1d20 + 6 ⇒ (6) + 6 = 12 +1 if it's a tracking roll

What's with the twelves?


Male Human Rogue(Scout) 2nd

You guys would get it if two of you were aiding the other. Looks like the passage to the south can't go very far so let's check that out first.

Shiv steps carefully through the chamber and looks down the passage to the south.


Almost at once, Shiv wishes he hadn't; the foul odor and suspicious stains on the floor reveal that this chamber was used as a privy within the last few weeks. Huddled in one corner are the rotten remains of a small dog.


Male Human Rogue(Scout) 2nd

Not terribly put off by the smell, since he swam in an open sewer recently himself and wasn't terribly sensitive in the first place, he investigates the odd dog way out here in the Irespan. If nothing interesting turns up than he heads down the other passage.


I need a Fort save, Shiv.


Male Human Rogue(Scout) 2nd

Fort save: 1d20 + 1 ⇒ (15) + 1 = 16

I think he is already still ill from the aforementioned sewer swimming, so this may be redundant. Not sure.


Female Gnome Sorceror

Miet will glance down the Northern tunnel


Male Dwarf

Oscar holds his nose at Shiv, and works his way towards the tunnel Miet is observing.


Shiv:
Yeah, I always forget about diseases because they take too long to kick in. You made this save, but we still need to deal with the older one. You'll need to make your next save the next time you wake up.

The northern passage turns out to be a set of stairs heading up and curving to the right. There's an open area, a new room or possibly just a large landing, barely visible at the top of the stairs as Miet and Oscar peer around the corner.


Male Dwarf

"Well I'm not getting any younger". "This way leads up", Oscar whispers loudly, and starts up the passage.[/b]


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Uraisa follows in her usual spot, trying to keep quiet and not give away their position.


The room at the top of the stairs proves to be more of a landing; a second stairwell on the far side of the room continues upward, curving rightward and out of sight. Three stone boxes, their lids raised, stand lined up against the east wall of the landing. A fine yellow powder surrounds them on the floor.


Male Human Rogue(Scout) 2nd

Shisumo: Could just use that unneeded fort save as tomorrow mornings to make things easier.

Shiv catches back up with Salt with a smirk, "Ya jus' after some Tower Gal action." He holds up a hand to Oscar to indicate the warrior should slow up and examines the yellow powder and stone boxes carefully before continuing.

Active Perception roll: 1d20 + 9 ⇒ (5) + 9 = 14 +1 more if it's a trap


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Uraisa detects magic on the strange area, hoping to keep Shiv from blundering into a mystical trap.


Uraisa detects no magic. Shiv sees no traps on the boxes at the moment, but he's pretty sure they were trapped and someone has already disarmed them.

If you examine the yellow dust and make a DC 15 Craft (alchemy) check:
The dust appears to be spoiled ungol dust, a poison known for causing brain damage and sores that leave permanent and disfiguring scars. In its current state, though, it's harmless.

If you attempt the check and fail it:
It certainly looks like yellow mold, an incredibly deadly inhaled toxin.


Male Human Rogue(Scout) 2nd

I'm assuming the boxes are empty then?

"Looks like tha lasses already looted this and took care of whatever was protectin' it." He continues through the area out the other exit.


That's correct.

DM stuff:
1d20 + 12 ⇒ (15) + 12 = 27; 1d20 + 12 ⇒ (6) + 12 = 18

The stairs on the other side of the room go through an entire U-turn, until you wind up facing back the direction you were coming from. They open out into a long hall lined with pillars down the center. At the far end is a low rostrum, the dusty stumps of ancient votive candles lining its outer edge. Two of these have been knocked over. Colorful murals of Thassilon pilgrims and giants marching over an intact Irespan cover the walls.

I need Perception checks, please. The map will be updated shortly.


Male Human Rogue(Scout) 2nd

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


New map.


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Perception 1d20 + 1 ⇒ (18) + 1 = 19

Uraisa doesn't have craft alchemy, so she can't make the check.


Male Dwarf

Oscar looks around the room, with absolutely no appreciation for the artistic impression...he's more of a form follows function...if it really has to guy.

1d20 + 1 ⇒ (18) + 1 = 19 Perception


Female Gnome Sorceror

Perception

1d20 + 5 ⇒ (13) + 5 = 18


Perception: 1d20 ⇒ 10


Female Human Ranger (Infiltrator) 2

Perception 1d20 + 8 ⇒ (20) + 8 = 28


Female Human Bloodrager (spelleater) Normal: AC 15/11/14, hp 11/13 AC 13/11/12, hp 15/17, rage 4/8

Sorry for my absence, hope you aren't waiting for me.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Whispering from the back, "What was it she said about the tower? Natalya?"


Rolling for Erwin: 1d20 + 8 ⇒ (19) + 8 = 27

Uraisa, Oscar, Miet:
There is a dire rat hiding behind one of the columns in the middle of the room, about twenty feet away from you. Please roll initiative.

Galyna, Erwin:
There is a dire rat hiding behind one of the columns in the middle of the room, about twenty feet away from you, and another one crouching in the room's opposite corner, about sixty feet away. Please roll initiative.


Female Gnome Sorceror

Initative

1d20 + 1 ⇒ (1) + 1 = 2


Human female Universalist wizard 1 | 14 AC | HP 16/16 | F+4, R+4, W+6 | Initiative +0| Perception +4 | 25’ speed |

Initiative 1d20 + 2 ⇒ (4) + 2 = 6

"There is a large rat hiding behind one of the middle columns."


Dire rat initiative: 1d20 + 2 ⇒ (16) + 2 = 18

If you made your Perception check and beat the rats' initiative, go ahead and declare your action. This is a surprise round, with the usual limitations on available actions.


Male Dwarf Cleric 2

Initiative: 1d20 - 1 ⇒ (9) - 1 = 8


Male Dwarf

"I see it"!

1d20 + 3 ⇒ (17) + 3 = 20 Initiative

With a roar, Oscar closes the distance to the skulking rat, shield held high and hammer held for maximum impact.

Working on the assumption that I can move and attack (The maps are to tiny for me to view... If not he'll just do a double move to close

1d20 + 6 ⇒ (15) + 6 = 21 Warhammer blow
1d8 + 3 ⇒ (7) + 3 = 10 Warhammer Damage


Female Human Ranger (Infiltrator) 2

Init 1d20 + 7 ⇒ (14) + 7 = 21

Lining up her shot, Galyna targets the rat at the far end of the room, unsure of whether any of the others had seen it yet.
1d20 + 5 ⇒ (7) + 5 = 12
1d10 ⇒ 9


Galyna's bolt flashes down the length of the room, and it creases the fur of a dire rat crouching the shadows at the far end of the chamber without truly hitting it. Oscar moves toward a closer beast, but finds that the columns prevent him from having a clear shot to swing his hammer.

Surprise round means move or attack only, and the columns mean there's no line for a partial charge.

The two rats give shocked, startled squeaks and flee for the stairs on the far side of the room. The nearer one, next to Oscar, manages to reach the staircase, while the one further away is only able to make it to the foot of the stairs.

Erwin, Miet, Uraisa; Ellantera, Shiv, and Kassandra, you can also roll initiative now.


Male Human Rogue(Scout) 2nd

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13


Male Dwarf

OK I'm having trouble understanding how this is a surprise round, since several of us spotted the enemy. I can go along with the flat-footed until we act, but surprise....


That's why you got to take an action, Oscar. Because you spotted them. But since not everyone did, there's a surprise round.

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