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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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

We be stabbin by longshank, then we stabbin back. Now, we be savin longshanks? Confused, Gurk shrugs it off and leaves the dead rat-longshank. "We still be goin up?"


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

Walking around the rest of the floor you see no obvious ways to proceed any further. Either this is the end of the complex or you are missing something.


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

Remembering all the stairs, Gurk looks up and tries to find any passages through the ceiling, specifically in the room that the longshanks were guarding.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


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

Once the wererat has been looted as well, Lexi sings a song to the gathered treasure.

"Hello loot pile! Anything magic? Seeing no auras would really be tragic!"

Casting detect magic and examining the loot.

As Gurk searches for a secret door, Lexi calls out, "My first hunch is that you're searching in the right place. Upon further review, though, none of the Tower Girls tried to make a run for the back hall here to try to escape. So either they're really loyal and dedicated to their guard duty or maybe their escape passage is located in one of the rooms to the east."

Turning to Verris, Lexi smiles and suggests, "Maybe you can get some info from the Tower Girl Bixby knocked senseless with that awesome spell of his."


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

Lexi looks over the loot but doesn't find any signs of any magically infused items. Gurk starts giving the room a serious look trying to find any hidden passage ways. He finds a piece of wood near the south west wall, which seems a bit out of place. Upon closer examination of the wall, Gurk locates a hidden hatch in the wall.


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 find tunnel. Gurk know best spots for hiding," Gurk announces, thumping his chest.


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 congratulates Gurk for his sharp eyes and takes one last look at the treasure pile. She selects the three smokesticks and one of the heavy tanglefoot bags and adds them to her stylish backpack. After trying to claim the silk ropes, grappling hooks, and climber's kits as well, the scrawny gal staggers a few steps, puts her back to a wall, and slides slowly to the floor.

"Too heavy for weak little me," she announces, sloughing the coiled lengths of rope off her shoulders and then discarding the climbing kits as well. "Too bad we didn't bring along a beast of burden to carry this stuff."

Her face goes blank for a few moments before her eyes widen. "Maybe if we found some live donkey rats we could train them to carry stuff!" she suggests. "After all, they're half donkeys, right?" Then the weird girl is off on another of her giggle fits.


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 sighs in disappointment as one of the women bleed out. She shakes her head but her practicality as a worshipper of Erastil shines through as she begins to gently but securely tie up the woman they managed to save with the standard rope from her pack.

Verris listens to Lexi's request and is about to agree when Gurk calls out saying that he's found a hidden tunnel. She smiles at Lexi, saying "Guess it ain't necessary anymore."

She agrees to help carry a good portion of the gear they took from the thugs, trying to package it in a way that would allow her to easily drop it to the ground should they get into another fight.

"We should move the captured tower girls to different rooms out of the way of the main corridor. Just in case someone comes back from the city. Ain't exactly gonna fool 'em for long but might stop 'em findin' 'em for a short while at least. Should gag 'em too, stop 'em from callin' out." As she finishes speaking she cuts a clean section of the thugs' shirt to use as a gag and begins moving them to one of the rooms out of the way. As she does so, she'll have a quick look around the rooms for anything interesting.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


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

Amelexis helps Verris transport the captives to a back room, carrying each by the bound ankles and letting Verris lug what she believes is the heavier end. As they enter the eastern rooms, Lexi looks around a bit as well.

Amelexis Dusk Perception Check (Aid Another--Verris): 1d20 ⇒ 15

Success! +2 to Verris's Perception check.


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

Looking around in the other room there isn't really anything else of interest. As best as you can gather this was some sort of advanced watch camp but everything else you have seen has been picked over and pretty empty.

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 looks at the secret tunnel, begrudgingly admitting (only to himself) that Gurk had a good eye to find it.

As a criminal would.

"Where there is one secret tunnel, there are dozens," he says.

"Let us proceed with caution."


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

Ready to move on, Gurk slips into the tunnel and begins to scout ahead, alert for both longshanks and more possible snacks.

Stealth: 1d20 + 15 ⇒ (12) + 15 = 27
Perception: 1d20 + 6 ⇒ (13) + 6 = 19 +1 for traps


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 fidgets a bit while the others get into formation to press further into the dark heart of the Crow piling. She secretly spies on Adistan to see if the fighting man arms himself with the silver weapon she lent him or his quarterstaff. Depending upon the man's choice, Lexi chooses the opposite sort of bolt for her crossbow. Then she falls into her usually place near the rear of the party.

So if Adistan's wielding the mithral short sword, she'll use a normal bolt (and she'll load a silver-tipped one if Adistan's wielding the staff). Always be at least partly ready for wererats!


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

"You hardly need to carry that all yourself, Lady Verris. I would hardly be able to call myself a gentleman if I didn't share the load," Temmer gently remonstrates his companion, trying to take as much of the equipment as she'll let him.

"Well done, Gurk," Temmer congratulates the goblin, resuming his place at the front of the rest of the group.

Because of it's nature, he'll be carrying the staff (though he'll draw the sword as needed). The staff starts coming more into effect in a couple levels, when I can wield it as a double weapon when I have sneak attack and I'm flanking.


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 nods at the man, sharing some of the load with him before getting back into the rear-guard position of the formation they had agreed to, ready to proceed with the rest of the group when they are ready.


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

Once everyone is ready Gurk opens the hatch and crawls through. On the other side 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 room opens to the west where a ledge festooned with old bird nests looks out over a shaft dropping nearly two hundred feet to sea level below. 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.


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 fearlessly walks to the edge of the precipice and gazes down into the water far, far below. Uttering a low "Whoa...," she then backs away from the edge slowly, looking a lot less fearless.

"Um...," the aasimar lass begins, sounding less know-it-all-ish than usual as she tries to figure out how the rigged platform is supposed to work...and if it seems safe. As her brain continues to process what she sees (and she slowly screws up her courage), Lexi comments, "Gurk has a ring of feather falling. This might be a good place for us to utilize it."

How's Lexi with Heights? (High is Good.): 1d100 ⇒ 40

Amelexis Dusk Knowledge (engineering) Check: 1d20 + 4 ⇒ (14) + 4 = 18


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 picks up the rope, his eyes trailing across the gap. Gurk cross ropes with hands? Longshanks no have chance. Gurk must go on by self.

So its like a 5ft sqaure board with no walls hanging from the sky with a few ropes that we can use to cross one at a time? I'm getting flashbacks from climbing track I went on once. This is legitimately an awesome and stomach plummeting experience. :p

In any case, Gurk will not know how to use this at first glance, and will need instruction or will simply crawl along the ropes themselves.


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

Yes, but there doesn't appear to be ropes or anything to get to the other ledge, just to the platform dangling over the massive drop.


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 will point out to Gurk that they got some gear to aid with climbing from the thugs they defeated below: including 3 grappling hooks with 50 ft of silk rope, 3 second story harnesses (allows you to fix yourself in place and free your hands without requiring a climb check) and 3 climbers kit with pitons, crampons etc. All these items together seem almost perfect for this situation. ;-P

@GM: Is the large coil of rope long enough to reach to the far ledge?

Verris stands thinking for a moment and will then suggest that whoever is best at climbing try to cross first. The climber can use the large coil of rope secured to the wall as they cross to the platform, using one of the ropes connecting the platform to the wall near the ledge they are on. This is to prevent them from falling to the sea below if they should slip. Once the climber reaches the platform safely, they can throw one of the 3 grappling hooks back to the party, securing the rope side to one of the ropes hanging from the ceiling securing the platform. On the ledge, the party can secure the grappling hook to the piton holding the coil of rope, or another one they secure themselves, to form a simple rope bridge across to the platform.

The climber can then tie the two remaining grappling hooks (rope side) to another corner of the platform, throwing the bottom one to the far ledge with the grappling hook to allow them to cross. The second grappling hook can be tied around themselves to make another simply rope bridge when they make it fully across. If they should fall at any point they will be secured by the large coil of rope (if it's long enough to make it all the way across) or the grappling hook tied to the corner of the platform (if the large coil of rope is too short to make it all the way) and can, hopefully, climb back up and try again.

I hope that makes sense. It's difficult to explain in writing but, essentially, the best climber will cross the ropes first creating simple rope bridges to make it easier for the rest of the party to cross, while always being secure themselves. I've attached a URL above to explain what I mean by a simple rope bridge.

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 feels ill as they look at their options for continuing.

"That's a long way down. The integrity of the rope is questionable, at best. If we are to have a goblin charlatan and criminal as part of our group, this is the best way we can utilize his--err--skills."


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.

"I don't think there's reason to cross, unless we want to look out the window," he says. "This looks more like a cargo crane to me -- we get on the lift and let ourselves down to the bottom of the shaft. We have the climbing gear as another option, of course. And Gurk's ring..."

Unless I'm misunderstanding the situation? Didn't they tell us they were underground/below the Crow too?...


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 nods back at Temmer's assessment. "Didn't think of that. Seems more likely alright. Suppose we should try and look around, see if we can spot somethin' like a doorway or passageway that'll let us know fer sure. Or maybe some tracks from the Tower Girls that have passed through here."

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Survival: 1d20 + 5 ⇒ (2) + 5 = 7

Perception to see if she can spot anything, either on the far ledge or something below the ledge they are on. Survival to see if there are any tracks that show were the Tower girls normally travel. I can roll for something else if more appropriate.


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

The coiled rope is long enough to reach over to the platform.

As they discuss their options Verris looks out to the far ledge and doesn't spot anything or note. She also doesn't see any sorts of signs of recent passage here on the stone floor.

Adistan considers the apparatus or boards and ropes and realizes, after he mentions it looks like a crane, that there is no means to lower or raise the platform. It is solidly fastened to the ceiling of the chamber.


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

Dang. Guess I misjudged.

"We're not making any headway just standing here," Temmer says. "If I might borrow your ring, Gurk, I'll see if I can make it onto the platform and if that helps us at all."

He picks up the ropes and otherwise plans to follow Verris' plan.

When we're ready:
Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23 Phew! That's a 24 if you'd prefer a Climb check.


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

"Longshank no make sense, jumpin off cliff," Gurk comments, handing over the ring.

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 remains nauseous at the thought of traversing this place, and for once has little to say about the dangers.

Keeping them to himself, he watches as the much-braver Adistan explores ahead.


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

After borrowing Gurk's ring Adistan grabs a hold of the ropes, steeling his nerves, and then begins to climb across. He makes it looks easy though as he reaches the platform with ease.

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

Back from a restful vacation! :)

Earlier, as Verris and Lexi bandaged the wererats

"You know Verris, I don't know about your teachings that well, but your time and effort could be better spent on sick and injured children from the slums... we came here to fight. I do find your actions noble to a point, I'll admit, but to a certain level wasted. I thought your god was about killing monsters in the wilderness to protect small communities? this here is similar to werewolves preying on logging camps or small villages. If you let one bite the good folks... they'll turn to monsters. We have to be unwavering here, despite their cute human appearances at the moment... for the good of the poor folks of Magnimar especially. I don't think the law will want to stick out their necks and touch this with a ten foot pole either. It's too risky to send patrols here in this... rat's nest. We'd be doing everyone a favor by mercy killing them on the spot. To incarcerate were creatures in close quarters to other convicts is a disaster waiting to happen..."

Now, as the adventurers contemplate swinging 200 feet above the sea...

"This can't be the way forward, ladies and gentlemen! regardless of how nimble these wererats are, there's no way they would risk their lives like this every single time they want to cross that ledge over there. It just makes no sense. Either there's nothing in that room over there, or we missed something in the previous rooms or this is the end of the line. This... reminds me of an elven wizard I've seen before using a levitation spell to move across a temple's ceiling to do some restorative paint work... if this ledge is meant to be accessed it isn't by regular means... could be that other platforms are also present but invisible... How about we double back and search those rooms to the east inside out? In the meantime, let's see if magic is at work here..."

Davor casts detect magic and inspects the platform, the ropes, the gap and the far ledge...


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

Davor finds no magical auras.

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

"No invisible bridge folks... this ledge is as crazy as a squirrel who lost his nuts. Let's recheck the other rooms!"


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

Earlier
Verris listens as Davor makes his argument against healing the Tower Girls and nods.

"Ye got a point with what yer sayin' Davor, but yer missin' some of it. Ol' Deadeye does task some of his faithful with killing monsters and other dangerous creatures to protect their communities. It's only a last resort though. His teachings talk of tryin' to live with nature. To take only what needs to be taken, hunt only what ye need to eat. Same is true here. Not all these folk are wererats and not all deserve killin'. I'd wager many of these folk are only here cause they got no other choice, forced into it to survive in the city. So if we bring 'em back to the guard, they'll know their crimes and the guilty will face justice for 'em."

She pauses for a moment, then looks back at Davor. "Don't get me wrong though. I ain't no pacifist. I'll fight if needs be, you've seen that. Just won't kill if I don't have to."

Currently

Verris will shout over to Adistan on the platform. "Can ye see anything from there?"

Turnin' to Davor she says, "Ye might be right, but Natalya did say there was a difficult section where we'd have to climb. Seems like this fits with that. Could be we're missin' somethin' though."


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 no thinks longshanks get across easy neither," Gurk points. "Seems almost like old goblin trap. Hang fake board across water and wait for food to step on it and fall. Lots of food that way."


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

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Temmer looks around to see if he can make any more sense of this puzzle from this different vantage point.

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

Davor heads back to the rooms they haven't explored to the east. "Gurk: wanna come? I need backup if one o' them rat blasphemers decides to come out of the shadows."

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 is incredibly relieved as the talk turns from crossing the deathtrap chasm to finding another way across. The gnome tries looking at the horizon, rather than down, to calm his churning stomach.

"There has to be some other way--let us exhaust all possibilities before we attempt something as clinically insane as crossing that--"


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 follows the fellow greenshank back into the other rooms to help search. "Gurk be finding all the nasty secrets here," he states, beginning to scan the empty eastern rooms.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


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

As the others walk off Adistan looks around for any sorts of clues. Finally he looks up and notices a piton hanging from a crevice in the ceiling. He pulls at it and a secret door opens that looks like it had a fold out ladder to climb up into the ceiling.


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

Amelexis's wide eyes widen a bit further as Adistan discovers the secret door in the ceiling. "I'll go fetch Davor and Gurk," she tells the others, and an instant later she takes off like a spooked deer, using long, graceful strides to propel herself back into the heart of the Crow to find Davor and Gurk. When she does, she informs them of Adistan's discovery and jogs back to the hanging platform.

I'm assuming we'll probably pass the ring of feather falling back and forth to each jumper (maybe attached to a string and tossed across the precipice) for safety. Here's Lexi's Acrobatics check for when it's her turn.

Amelexis Dusk Acrobatics Check: 1d20 + 2 ⇒ (12) + 2 = 14


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

If you are going to pass the ring we can avoid the rolls since even if you fall you can just walk back up and try again until it works. I need to know who is going over to the platform at the same time and what else you are doing.

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

We should go one at a time and pass the ring, as suggested. I'm thinking this platform doesn't look too solid.


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

Agreed.

Temmer passes over the ring and then prepares to climb up the ladder before the next person crosses to the platform.

"Perhaps you could join me, Riverside, or you, Lady Verris. Whoever it is should be prepared for close combat with whatever's up 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 hesitates before speaking up, not wanting to appear to be an insufferable know-it-all...but heck--that's her bread-and-butter.

"Um...maybe folks who can see in the dark should climb up the ladder first; that way, Adistan's light won't be an immediate giveaway in case there's another guard post nearby."

Agreed about the one-at-a-time part of the 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

"Yes. Gurk! we have a job for you!!"


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 accompanies Lexi to tell the others about the secret door, just in case there are still hidden enemies lurking about.

She nods as the others suggest passing the ring around to make it easier for everybody. She nods again when Lexi suggests someone with darkvision going first. "Sensible precaution," she says over to Lexi.

She'll offer to stay as rear-guard until everyone else has safely gone across, keeping an eye on the way they've come so that no returning gang members easily surprise them as they try to cross.


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 see well in dark, yes," Gurk replies, going next and heading up the ladder. Once up, he will look around in the darkness to see if there is anything of interest. Preferably shiny or tasty or trapy.

Check for traps: 1d20 + 7 ⇒ (15) + 7 = 22

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

With another way forward, Bixby breathes a sigh of relief. "This had to be the way they used, certainly!" he says.

Though he agrees with the plan, he can't help but feel unease with Gurk scouting ahead.


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

Gurk makes his way over to the platform and heads up in front of Adistan, checking for traps along the way. It is a narrow 5 foot wide by 3ft tall tunnel in the ceiling necessitating most to crawl. It leads south, east and south again until coming to another hatch with a ladder leading down into a hallway.

Once Gurk gives the all clear the rest of the group follow behind. At the end of the hall it opens into a larger room with the hallway continuing onward. The walls along this room bear murals showing strangely dressed Thassilonian priests placing bodies into crypts. Where the hallway continues to the west several niches in the walls may have once been burial crypts themselves, but today, the hall is strewn with bones and the niches lay empty.


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

Bones mean meat. Meat means food, Gurk surmises, going to sift through the bones as the longshanks gather in the hall.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


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

Once she's finished crawling through the low tunnel, Lexi stands again and begins brushing dirt and dust from the knees of her dark leather breeches. When she sees the Thassilonian murals on the walls, though, she's drawn to them like a moth to a flame. She stands before them wide-eyed, lifting one leg and then the other to blindly complete brushing the dirt from her knees as her eyes take in the majesty and mystery of the ancient burial customs.

She's somewhat put off that the area has apparently been desecrated and wonders if there are angry spirits about. When Gurk starts pawing through the bones, Lexi figures the group will find out soon enough....

I'll add a Perception check just in case there's something Lexi can learn here.

Amelexis Dusk Perception Check: 1d20 ⇒ 13

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