GM Dak - Shattered Star 2

Game Master Dakcenturi

Chapter 1: Shards of Sin
Part 4: A Legacy of Wrath

Pics | Maps | Loot & Notes

Starting Day: Fireday, 2nd of Arodus 4712 AR
Curent Day: Starday, 3rd of Arodus 4712 AR


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M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Thanks for the pushing, Davor.

"A word, if you don't mind, Master Davor?" Temmer asks, pulling the half-orc aside as the others finish their preparations.

"I don't wish to be rude or cast aspersions, but I understand you ... worship a rat? I want to make sure you won't find yourself compromised should we encounter these rat-kin among the Tower Girls, as it appears we will," he says delicately once the two have some measure of privacy. "You seem a good man, and I would never wish to cast aspersions on your faith or your willingness to participate, but sometimes a man or woman may agree to an action only to discover it is too much to bear when the time comes to actually take action. I would spare you this if you fear it's a concern."

Ready to go, I think.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Regarding our strategy, I think it sounds good to impersonate Tower Girls, even supported by illusion. However, there are some limitations on what I can do. I CAN'T make someone appear to be a specific person. I CAN'T make us invisible. I think what we could do is have Verris stand at the front of the boat. I can have my illusion bodyguard be another Tower Girl look-alike. The rest of us could huddle in cloaks in the back or hide on the bottom or under a tarp.

Bixby makes sure the group knows the limitations of his illusion magic as they finalize their plan.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

"These wererats are an abomination. I don't worship a rat, but Hanspur, who had a river rat companion. Some ratfolk worship Hanspur's rat companion, and some even believe that this rat companion is in fact Hanspur himself. Therefore why normal, healthy, big river rats are sacred to us. River rats are noble animals, and nothing like the disease-ridden mangy sewer kind that live in crowded cities..."

Tarp, cloaks, half-empty sacks of potatoes, etc. I'm fine with this plan. I wasn't hoping for perfect duplicates but the disguise checks above should be enough to pass us for a bunch of Tower Girls from a distance- they have -1 to Perception for every 10 ft. of distance between us and them...


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Everyone give me a stealth check as part of your approach on the boat in the mists and we will go from there.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi tries to keep quiet as the boats cross the bay, but something about the ocean enchants her, and she can't help humming part of an old sea shanty.

Amelexis Dusk Stealth Check: 1d20 + 6 ⇒ (3) + 6 = 9

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Can we use Profession Sailor instead of Stealth to navigate the mists?

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

stealth: 1d20 + 2 ⇒ (2) + 2 = 4


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none
Davor Riverside wrote:
Can we use Profession Sailor instead of Stealth to navigate the mists?

Seconded! :)

EDIT: Whoa! Looks like Bixby decided so sing out the chorus to the song Lexi was humming!


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Sure, I'll allow the profession sailor, but anyone who doesn't have it will still need to stealth.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Gurk silently slides into the bottom of the small hut as he awaits their landing on the strange other water hut.

Stealth: 1d20 + 15 ⇒ (12) + 15 = 27

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Ok I'll roll mine; Temmer is piloting the other rowboat I believe. Whoever has the best stealth check can hide all the others with a tarp and can do so by taking 20, by the way, as they inspect the work and try to see if the hidden ones can still be seen. This came up in another game.

Navigating the mists... Profession Sailor, Taking 10 assuming there are no nearby combats or distractions in the harbor: 10 + 7 = 17


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Earlier
"Fair enough," Temmer says, satisfied with the half-orc's explanation and that he won't be a liability in this fight. "Now, if we're being frank, I've introduced myself properly to you, and I can't imagine why you've not done the same. I understand if you have no family willing to claim you, and thus no name to share, but I should hate to think I was being overly familiar for no reason." Temmer really wants to know your last name so he can address you properly.

In the middle
Did we want to hit a monument before we go in, as I suggested? Could be useful. Though I'd rather not spend a lot of time on the side trek, so we could just skip it at this point.

Later
Profession (sailor): 1d20 + 5 ⇒ (14) + 5 = 19

Temmer keeps up a steady stroke as he guides his rowboat toward the Crow.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

EARLIER

"We don't really use our last names where I'm from, unless they flow better. There's no hard and fast rule come to think of it, as some of us go by our received nicknames for our entire lives. You can call me 'Davor' and not be worried of being overly familiar! ha ha ha! But if you must go about the grim business of bringing my ashes back to Kallas Lake one day, look for a barge with the nameplate 'RIVERSIDE FAMILY'. That's where me Ma and Pa live, along with my two younger brothers and my older sister. All half-orcs, so don't be worried 'bout offending some human woman or some orc father or nothin' of the sort. They all talk and look like me, and they'll offer you a place to stay on the barge as they're the friendliest folks I know. Hmm.. I miss them. Hopefully this whole Pathfinder business won't make me lose sight of what's truly important in this life..."


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris is unfamiliar with trying to hide in a rowboat, its awkward shape, fixtures and rocking motion making her more obvious than she would like.

Stealth: 1d20 + 3 ⇒ (9) + 3 = 12

Does Verris want to be hiding if she's disguised as Tiesha? Might seem strange if she's trying to be stealthy about going back to her own gang?


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

The group puts their plan into motion, waiting for the morning mists and setting sail in their two rowboats. Davor and Adistan are more than capable captains and easily navigate the waters to get out to the piling.

As you get closer the immense size of the crow becomes evident. Seeing it from the shore is one thing but up close it is just huge. A tall lancet arch at water level leads into a chamber at sea level within the side of the Crow. Inside is what was once a small, stepped terrace, now filled with sea water to the level of its top step. Three rowboats are tied off to heavy stones placed on this step. Above, the ceiling rises almost all the way up to the top of the monument—an opening leads off this shaft to the west near the ceiling. At the west end of this room lies a small alcove whose floor shows the stains of countless campfire —the back wall of this alcove has been broken through, revealing a passageway beyond.

Between Lexi's humming and Bixby's brief chastising of Lexi and Verris fumbling around in the boat, not used to the acting like someone else, it is very apparent that if anyone is watching they are going to know you are coming. That quickly becomes apparent as you near the entrance to the piling. A woman calls out from western passage overhead. "Tiesha, weren't you supposed to be finding Natalya, not getting new recruits? Ayala's is going to be pissed if you didn't come back with Natalya!"


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Temmer waits, muscles tensed in case he needs to spring into action as he tries to surreptitiously spot the woman calling out to them so he can study her.


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris squints up at the passageway overhead where the voice came from. "Ye know... before ye said that, I was sure Ayala was gonna give me a hug an' a kiss comin' back here without Natalya," she shouts up, voice heavy with sarcasm. The uncomfortable look on her face due to her lying might even be misconstrued as Tiesha being uncomfortable coming back without Natalya in hand.

She sighs, bracing herself for another lie, knowing that it might save herself or one of her companions from death. "Need to talk to Ayala. These "recruits" got important information about Natalya she needs to hear. Not that it's much of yer business. It's my job to find Natalya. Yours is to keep a lookout." she shouts up again, trying to tinge her voice with annoyance over being questioned.

Bluff: 1d20 + 3 ⇒ (18) + 3 = 21

That roll went much better than I thought it would. Verris is not very good at lying! :D


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi winces a bit at Verris's shaky Magnimar accent, but then gives her friend a surreptitious thumb's-up for her subsequent recovery. Then a Hey-wait-one-minute look spreads across her face, soon to be replaced with a scowl. Apparently fog and distance hadn't helped her attempt at pretending to be Natalya! Lexi considers yanking the red bandana off her head in annoyance but leaves it on for the time being.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Keeping his hood up, and seeing that the ruse seemed to have worked, Davor pulls the boat in, back towards the dock of course to hide his face. He's just the muscle now, obeying Tiesha...

Liberty's Edge

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Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby, crouched low in the boat, shakes his head in worry.

This is never going to work--aside from the obvious problems, even if we fool the one guard, there will be many more! And that's if we don't sink before we reach the shore!


2 people marked this as a favorite.
CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

1d20 + 1 ⇒ (15) + 1 = 16

There is a pause for a moment after Verris speaks. It is probably only a few seconds but it feels like an eternity. Eventually the same voice calls back out "Whatever, Tiesha... no need to be a b+!$+ about it... We'll let Ayala know your back. Go ahead and tie off and come talk to her."

You still don't see anyone above but for now, at least, it seems your ruse has worked.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi hops nimbly out of the rowboat and immediately puts her back against the mighty piling (to make certain that no wererat can rush out of the shadows, bull rush her into the water, and wave its paw at her as she sinks to the bottom). When that doesn't happen, the weird girl looks upward at the mighty expanse of stone and lets out an awed and unintended "Whoa! at the majesty of the piling. Then she gets down to business, looking around the docking area for any unattended pieces of the piling that may have broken off, so she can one day craft an amulet (or unholy symbol, if she ever turns evil) from the special rock.

Amelexis Dusk Perception Check: 1d20 ⇒ 14


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Way to plan ahead, Lady Dusk.

Temmer emerges from the boat, quickly tying up the craft with practiced efficiency.

"Best we go in then, right?" he says. "If anyone has any preparations they want to make, best do it now, as I don't think this ruse will likely last long."

He has no preparations but waits for the others before taking the lead. Unless someone else wants to? I don't know how far we want to try to press our luck with the deception, but if we want to keep going, Verris should probably be in front.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Keeping his hood up, and seeing that the ruse seemed to have worked, Davor finishes tying the other boat. He's just the muscle now, obeying Tiesha/Verris, and following her closely...


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Speaking of planning ahead....

After her search for Irespan stone, Lexi remembers the mission. She moves over to Adistan and asks where he would like her to cast a light spell so he'll be able to see inside the Crow.

"I should cast it on something you can cover, just in case you need to hide and don't want the light giving your position away," she says quietly. "Ooh--now that I think on it, I believe the Tower Girls were mostly human, so they'll likely need some light sources of their own. Except maybe for Ayala and her wererat minions. They may be able to see in the dark just fine."


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris, as Tiesha, just makes a face back towards the speaker before getting off her boat as it's tied off. She starts directing people, pretending to be in charge, before saying loudly "Come on you lot. Ayala ain't gonna wait all day! She'll want to hear what ye've got to say."

In a much quieter voice, she asks the others "Do we wanna continue this ruse? Not sure it'll last much scrutiny and damned if I don't feel uncomfortable leavin' all these potential enemies at my back." As she says this she scowls as if she's quietly reprimanding them.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

"How about we keep the ruse until we're right up to them, and then drop them like a sack of potatoes? he he he..."


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Temmer nods at that plan.

"Riverside has the right of it," he replies.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Lexi looks around as the others take care of the boats. She finds a fist sized piece of pilling from the wall that appears to have been smashed in. Once everyone is ready the group moves ahead.

Rubble from the collapsed wall has been pushed out into the 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. There are curving stairs that lead up to the north and a hallway that leads into a small room to the south, where a horrible smell is emanating from.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi lovingly places the piling piece (that she has no idea what she's gonna use it for) at the bottom of her awesome backpack. Then she prepares for battle, readying her crossbow, selecting one each of her normal and silver-tipped bolts. The aasimar keeps switching her ammunition from one bolt to the other before reluctantly deciding on keeping the regular one loaded...for now. The silver one remains clutched in the hand of her buckler arm, however.

If Lexi gets a vote, she'd want to go south, but after her 'leadership incident' after recovering the shard of pride, she's not going to voice her preferences unless asked.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Do we have any idea which way might lead to the voice we heard?


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Voice came from above. Lexi's worried about possibly leaving wererat rogues at our backs.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

I think there are likely more baddies below than above, but that's just a guess. I like trying to take out the folks above before we descend.


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Horrrible smell to me, makes me think it could be a nest? That's from the small room to the south. Voice was from above but went to inform Ayala about our arrival so has likely moved further away now. Did we ask Natalya where Ayala's quarters were?

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby mentally reviews all the things that could smell this badly, but quickly becomes lost in the sheer number of possibilities.

He slinks behind the others, his illusion looking like the original 'Natasha' to blend in with the other Tower Girls.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none
Verris "Eagle Eye" Gerdin wrote:
Did we ask Natalya where Ayala's quarters were?

Nope.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

While everyone looks around trying to decide the which way to go Lexi can't control her curiosity as she starts to wander toward the southern path. Luckily with her darkvision she can see in the small room. 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 what appears to be a small dog.


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Upstairs it is then :D


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi takes a few moments to further scan the room in case she missed something on her first pass, trying not to get distracted by her friends nearby or the pervasive thoughts about what to do with the chunk of the Irespan she recovered.

Oh poop! Lady Sheila will probably want my Irespan sample for further research! I've got to find another...or keep this one secret! Did anyone see me pick it up on the landing? I don't thing the others pay much attention to me....

Lexi returns to the group, whispers her findings, and then surreptitiously scans the landing again for a second sample of Irespan rock.

Amelexis Dusk Perception Check (privy): 1d20 ⇒ 7

Amelexis Dusk Perception Check (landing--Irespan stone): 1d20 ⇒ 14


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Instantly drawn by the smell, Gurk silently moves into the small chamber and inspects the dog for possible edible remains.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22 to inspect the chamber and corpse.

Back from camping and ready to go.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Heal: 1d20 + 2 ⇒ (2) + 2 = 4
Davor checks the dog's wounds from a distance, but the carcass appears to have rotten past point of providing answers as to what killed it...

Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Turning over the remains with a javelin, he inspects assists Gurk's inspection of the carcass.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Gurk checks the animal out for anything worth eating and quickly finds it is in fact not a small dog but a large rat, known as a donkey rat. It has been dead for awhile now and by any normal person's standards is in no way edible.

Gurk give me a fort save

Lexi looks around for another loose piece of the pilling but can't find any good ones to keep.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Gurk is a bit disappointed when he finds that it is not a dead-dog, but decides not being a evil dog at all is best. Reaching in, Gurk cuts off a portion and wraps it up for later.

Fort: 1d20 + 2 ⇒ (20) + 2 = 22
Reroll if for Sickness: 1d20 + 2 ⇒ (14) + 2 = 16

As if Gurk could be sickened by a possible food source. >D


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris looks on in disgust as Gurk slices up a piece of the clearly rotting rat for later consumption. She stares for a moment before collecting herself and beckons to the others in the group. "Come on, time to meet Ayala."

It's as if the dice fully support Gurk in all his gobliny glory! xD


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

After Gurk gets a snack for later, seemingly unaffected by the putrid smell, Verris beckons everyone to move up the stairs. Between two curving stairwells lies a small landing. Three stone boxes, their lids raised, stand lined up against the east wall. A fine yellow powder surrounds them on the floor.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi remains where she stands, peering between Verris and Davor at the yellow dust on the floor, trying to identify it.

Amelexis Dusk Perception Check: 1d20 ⇒ 19 (Probably at -2 for distance.)


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Seeing the setup, Gurk tries to figure out if such a thing might measure up to a goblin trap.

Checking for Traps: 1d20 + 7 ⇒ (12) + 7 = 19


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

The yellow dust almost appears to be some kind of mold.

Know. Nature - Yellowish Mold DC21:
You know Yellow Mold is pretty dangerous stuff. If disturbed it bursts forth with a cloud of poisonous spores that sap the strength of anyone nearby.

Craft Alchemy DC15:
While the dust looks like mold it is in fact spoiled ungol dust and posses no threat.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

"Is that dust mold or something?" Lexi whispers to those in front of her. "Maybe something off was in the sarcophagi...."

Amelexis Dusk Knowledge (nature) Check: 1d20 + 9 ⇒ (7) + 9 = 16


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Temmer blanches slightly at Gurk's actions.

"Please, that is hardly acceptable. That ... thing ... has clearly rotted. I shouldn't like to tell one how to live, but if you wish to be a Pathfinder, you need to learn to act as if you were civilized," he remonstrates the goblin, though he suspects it will be to no avail.

In the landing, he looks over the surroundings cautiously. If the others indicate the powder Iocaine powder. I'd bet my life on it. is safe, he'll carefully go look in the boxes.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

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