GL's Shattered Star.

Game Master Grandlounge

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Von-Dai Cress wrote:

Von-Dai continues studying the magical auras, trying to determine the function of the magical item.

Going to use the three rounds of focus necessary to study a magical item and identify its properties.

[dice=Spellcraft]1d20+14

Von, it defiantly has properties of magic item and you think you could use the same process to figure out what it does but this magic is outside of you field of study, highly advance, and formed in a very outdated way making it had to figure out.

Marcus, you can collect up some pebbles or soft rock that you can use like chalk.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Marcus will mark the walls with numbers as we proceed into the labyrinth in ascending order.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

”These walls function like some kind of magic item with strong Conjuration auras. This labyrinth may summon something or act as some kind of teleportation device. We should be VERY careful as we explore.”


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As you venture through the maze the deeper you get the louder the howling becomes and you remember the lemure mentioning a dog of sorts.

Perception Sevrus: 1d20 + 8 ⇒ (16) + 8 = 24

Severus indicates the creature is just around the corner.

Map updated.


Female Human Rogue

Sevrus, lets the rest of the party know that the howling is closer.


SSMap | Info | 0 GS Map | 0 GS Loot

What's the plan?


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Von-Dai whispered to the others, "Should we leap out and surprise the hound, if it's nearby?"


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

"I'm not very sneaky with all my clanking. Let's just go see what it is. "


Perception +12 (+9 for Raziel) <> HP: 42/42

"Yes, now is not the time for stealth - let's go"


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Zeltyieli nods, "Right."


Female Human Rogue

Sevrus will move forward until she can see the source of the growling.


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As you approach the firey dog turns the corner, sniff the air and meets your gaze.

Initiative :

Marcus: 1d20 + 2 ⇒ (8) + 2 = 10
Von-Dai: 1d20 + 2 ⇒ (17) + 2 = 19
Sevrus: 1d20 + 10 ⇒ (6) + 10 = 16
Zeltiyeli: 1d20 + 3 ⇒ (6) + 3 = 9
Hedrak: 1d20 + 2 ⇒ (19) + 2 = 21
Hell Hound: 1d20 + 5 ⇒ (10) + 5 = 15

The bold may act:
Hedrak:
Von-Dai:
Sevrus:

Hell Hound:
Marcus:
Zeltiyeli:


Perception +12 (+9 for Raziel) <> HP: 42/42

Think I will wait for Von-Dai´s knowledge check ;) What can we roll?


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Fiery Dog says Arcana or Planes to me. Based on the Conjuration magic on the walls, I'd say Planes.

Knowledge (Planes): 1d20 + 13 ⇒ (20) + 13 = 33

I would like, in order: resistances, immunities, weaknesses, special defenses.


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Immune to fire, weakness is a vulnerability to cold. There are no resistances or special defense so let go with special attacks: breath weapon (10-ft. cone), and weak save will.


Male High Azlanti DM

Sevrus will try to use Acrobatics to get the other side of the hound to allow the fighters to get in

Acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28


Perception +12 (+9 for Raziel) <> HP: 42/42

The icon for the 'bad dog' is in a kinda weird position GM_Grandlounge :P

Hedrak moves forward and attacks - "Down boy!"

Silver morningstar: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 < I am assuming -4 from attacking around the corner? Also I am not sure if I am flanking with Sevrus.
Damage if it hits: 1d8 + 6 ⇒ (8) + 6 = 14


SSMap | Info | 0 GS Map | 0 GS Loot

Von any other actions before we move forward?


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Guess I should've included "What is it" in the questions. It's a Hell hound, correct?

Von-Dai moved to get line of sight on the hound, then cast a spell to fire bolts of force at it.

Magic Missile: 2d4 + 2 ⇒ (2, 2) + 2 = 6


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I included it in the initiative. Yes it's a hell hound. I will have a post tomorrow morning I have a migraine so I'm heading in early.


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Von informs the group about their foe. Severus leaps into flanking position as Hedrak's morning star smashes the creature. Sevrus along with two blots of force strike simultaneously and fell the creature.

Sevrus's attack:
dagger: 1d20 + 9 ⇒ (7) + 9 = 16

damage: 1d4 + 4 ⇒ (4) + 4 = 8

sneak attack: 2d6 ⇒ (4, 3) = 7

Quick work! thanks for working with the round map on the square page.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Von-Dai looks at the hell hound, then at Hedrak, considers things for a moment, then says to him, "Hedrak, these walls are designed to work as a magic item that utilizes conjuration magic. Given the presence of the Hell Hound, I suspect they either summon creatures from the lower planes or act as a gateway to one of the lower planes. Would you like to destroy them?"


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

"Hmm, that seemed like a like of build up to nothing. How exactly are we going to destroy the walls and not drop the ceiling on us?"


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Zeltyieli chuckles at Marcus' comment, "Sometimes, it's the anticipation that's the best part. As for the walls, I'm no engineer - but I wonder if there's a way to depower thing's magic rather than tearing it apart."


SSMap | Info | 0 GS Map | 0 GS Loot

Not knowing precisely how this works you will do not know how long it will take or if it will require major structural damage, however, Von knows that if the group starts damaging that walls he will know, using detect magic, when the magic fails and that a background in engineering could stop the project before it got structurally dangerous.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Knowledge (engineering) is actually one of the few knowledge skills I don't have.

Von-Dai frowns and says, "You are correct, Marcus. Simply destroying walls might drop the ceiling on us. Perhaps there is another way to disrupt the magic."

Knowledge (arcana): 1d20 + 14 ⇒ (17) + 14 = 31


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

one of the few knowledge skills I have access to yet, I have no ranks


Perception +12 (+9 for Raziel) <> HP: 42/42

”I would not mind tearing it all down...” - Hedran nods at Von-Dai.

Take 20 in Engineering if possible ;): 20 + 6 = 26

Have we explored all the way to the center?


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Knowledge Engineering: 1d20 + 6 ⇒ (12) + 6 = 18

I'm going to no on the take 20 as that assumes there will be a failure and this is not time you want to fail.

Hedrak finds several seemingly magical portions of the wall that are facade that can be destroyed without compromising the structure. Von has rolled high enough to minimize the work that needs to be done down to about 20 min of hard labor per person.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

"Ok, if it's safe, let's do it. " and he starts breaking down his assigned section.


Male High Azlanti DM

Sevrus will also try prying out the panels


Perception +12 (+9 for Raziel) <> HP: 42/42

When Von-Dai confirms he has found no alternative, more subtle method of disabling the horrific magic, then Hedrak will also set his hands to the task at work - "Well done one and all my friends, there will be no remorse for tearing down this monstrosity"

Von-Dai, I bet you really didn't have this in mind, did you? :D


SSMap | Info | 0 GS Map | 0 GS Loot

After 20min of work the team has stripped enough of the facade away that the magic in the maze fades to nothingness. All traces of this ancient source of magic blink out of existence.

Were to next?


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

C21?


Female Human Rogue

Sevrus will stealth ahead

Taking 10 in stealth for 22

Taking 10 in perception for 20


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Sevrus you see no dangers. As you usher the group up to join you, you see a bronze plaque, green with corrosion and inscribed with spiky runes, hangs a door to the southeast. The plaque is inscribed in Thassilonian and Von reads, “Do not leave cages open.” The door itself is locked—the key’s
long gone.


Female Human Rogue

"We've got a locked door guys and some message about not leaving cages open"


Male High Azlanti DM

@DM - does the lock look as if it can be picked?


SSMap | Info | 0 GS Map | 0 GS Loot

It does give me a roll please.


Female Human Rogue

disable device: 1d20 + 11 ⇒ (19) + 11 = 30


SSMap | Info | 0 GS Map | 0 GS Loot

Through the door you see a room containing stone tables line the sides of this room. Atop them are battered iron cages of various sizes, many of which hold the skeletal remains of various occupants. A number of these have been forcibly wrenched open and lie in ruins. Three cages remain locked holding back creatures Von knows are surely Fleshdregs.

C23

The next room contains a stout iron portcullis blocks the eastern entrance; its winch stands to the side. A skeleton, still in the scorched half-plate armor it wore in life, is slumped over the winch. The skeleton is wearing masterwork half-plate it is in rough shape but still useable.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Search the body.
percetion: 1d20 + 6 ⇒ (5) + 6 = 11


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Are the fleshdregs living?


Female Human Rogue

If they're locked in, can't we just leave them there?


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

I assume so, but if they're dead, Von-Dai may want to grab one for research purposes.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Zeltyieli offers, "I'd hate to be slowed down, but that armour looks well made and I suspect I could use a mending or two to have it good as new."

He then pauses and adds, "Given that fleshdregs are evil, maybe we should finish them off in their cage so they can't hurt anyone -- or break out and get us when we're otherwise occupied. I imagine we can get weapons through the bars."


Female Human Rogue

"Can't we just bold them in to stop them getting out?"


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Zeltyieli shrugs, "Maybe. Not sure if there's really any way to stop them from getting out eventually though."


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

"Probably should just kill the nasty little critters. As for the armor, I already have better. Might be worth carting out to sell when we leave though. "


SSMap | Info | 0 GS Map | 0 GS Loot

They are alive, but could be killed with minimal risk with some creativity.

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