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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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

"By the End Bringers' arses! let's not do this again! next time let's pick a standing room only dungeon!" says the half-orc, dusting himself and slowly realizing they're in a crypt. "Wait... by the... really? did it have to be a bloody crypt right from the get go?"

His eyes adjusting to the gloom, he surveys the murals...

What sinister faith are we dealing with now?

Knowledge Religion, Guidance: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

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 strokes his mustache as they enter the strange ruins.

"This is of ancient date, certainly," he says as he helps to look around.

perception: 1d20 + 8 ⇒ (11) + 8 = 19


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 navigates the cramped tunnel without complaint. Not only would it be inappropriate, the space isn't that much different than when he had to clean the bilges as a lad -- if anything, it's more pleasant here.

At least, that is, until they reach the crypt. Pulling out his quarterstaff in case anything leaps to attack, he looks around, ignoring the murals and instead looking for danger.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11


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 follows the rest of the group, descending the ladder and brushes herself off after the crawl when she gets down. She hands the ring of feather falling back to Gurk and looks around at the old crypt.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

She smiles as she sees Lexi staring wide-eyed at the murals and rolls her eyes, not paying her usual attention to her surroundings.


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

The group moves down the hall. Davor looks over the murals and the tombs but doesn't find any specific religious connotation. It just seems like a burial crypt that is common among many different religions. Everyone keeps an eye out for danger while Gurk scouts ahead looking at the various bones for any food. Sadly, these bones are ancient and there isn't anything left on them to eat, they probably wouldn't even make a good base for a soup since they are so dried out and brittle.

Eventually the hall looks to open up into a larger, yet empty room up ahead.

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

Gurk scouting SOP please? :)


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

Agreed.

Kicking a few of the bones upon finding nothing of worth, Gurk moves ahead once more, hoping for better luck ahead.

Stealth: 1d20 + 15 ⇒ (19) + 15 = 34
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Whelp. Gurk probably doesn't even see his own feet with those rolls. :p


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

Gurk moves into the next room as he starts to see a light from a further northern passage into another room. However, this new development distracts him as he trips over a wire and a bell rings out. If people didn't know you were here already and they were close by they would definitely know now. Squeezing up against the wall Gurk does his best to stay hidden after the ringing bell. Waiting though, no one seems to come and check on the noise.

Gurk can see in the next room 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. Past the room, the hall continues further north.


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 moves forward, mindful of the tripwire alarm Gurk triggered. She presses herself again a wall, leaving the corner spot near the north passage for Verris or anyone else who might want to snipe if there are any guards ahead.

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 scowls at the noise ahead.

"I do not know if he is inept, purposely alerting the enemy to our presence, or making noise just because he thinks it's funny. Regardless, we need to reconsider our scouting," Bixby says sourly, trying to overlook the times Gurk had been semi-useful.

The gnome scowls at the thought.

So--I seem to have become lost on the map. I think I'd posted without being able to move my icons, and now that I had a chance to log onto the map, I can't see anyone or where we went! Could you move me up with the rest of the group please?!


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

Hehe my bad, you have been moved


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

His eyes latching onto the bags of longshank food, Gurk starts forward to the next room, then remembers himself and slinks along the wall, careful of more trapsies.

Stealth: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 6 ⇒ (16) + 6 = 22


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 shakes his head.

"Calm, Copperpot," he whispers. "You may be right, but Master Gurk has been helpful more often than not, and the risk he's taking by going first should be respected."

He continues ahead of most of the others, alert for any attacks, after taking a few moments to check out the rill and demon mouth.

Stealth: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 5 ⇒ (1) + 5 = 6


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 freezes as she hears the bell ringing, listening intently for any shouts of warning or sounds of battle. As no sound is forecoming she returns her gaze to the rear of the group, taking back up her role as rear-guard and moving with the rest of the party.

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 searches the hall and the side rooms along the way, as well as the fountain and the room full of rubble, and keeps moving forward. stopping at the stairs with the red arrow

Perception, Guidance: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29


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

The group continues to advance up the hallway. Gurk luckily doesn't spring anymore traps. There isn't a whole lot of interest along the way. If there had been riches here they have already been removed. Eventually he comes to a small room the splits off to the west. The eastern wall of this room is buried under an ancient pile of rubble. Sitting near the entrance is a wooden crate and a dull gray amphora.

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 follows along and peers at the wooden crate from a distance.

"Gurk, be useful and open that up, would you?" he asks.


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 follows along, her crossbow ever ready to fire a bolt at anything hostile. When she reaches the eastern passage, she moves a bit past it, throwing a quick glimpse up the northern tunnel for foes or objects of interest.

Amelexis Dusk Perception Check: 1d20 ⇒ 8


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

Easing up to the box, Gurk carefully checks it for nasty traps before opening it up to look inside.

Check Traps: 1d20 + 7 ⇒ (17) + 7 = 24
Disable Device: 1d20 + 12 ⇒ (3) + 12 = 15


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, ready to lend a hand should Gurk need it.


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

Not finding any traps Gurk opens the crate after setting the amphora on the ground nearby. Buried in the straw of the crate is a bronze statuette depicting a rune giant in full battle regalia worth 300 gp. The amphora is worth 35 gp, but also holds 486 gp worth of ancient Thassilonian coins (98 coins in all).


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

"Maybe shiny?" Gurk states, holding up some of the coins for the others to see. They looked similar to his other shinies, but not as shiny.

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 stashes the bronze statue in his backpack and hands over the amphora to Temmer. Loot sheet updated

"Hmm.. heavy shinies... let's continue!"


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

Gurk continues scouting ahead with the group following him until he reaches the stairs, as he turns to corner and start to head down. Unlike most of the rest of this place, there is a lit torch in the wall sconce hallway down the stairs.

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 finds himself grateful he can see Gurk opening the box.

There's no telling what he would pocket without strict oversight--

Bixby finds himself drawn to the Thassilonian relics and handles the coins before the group moves on.


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

"A torch here means someone else likely needs it to see," Temmer warns the others. "Which means there's likely someone else nearby, if the alarm didn't send them scurrying. Keep a weather eye out."


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

"Aye-aye, Cap...er, Adistan," Lexi replies quietly, creeping warily up the north passage in Gurk's wake.

Amelexis Perception Check: 1d20 ⇒ 10


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 Adistan's words, keeping an eye, and ear, out for any incoming enemies.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

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

"Gurk: can you sneak up the stairs and look for traps? come back to let us know if you see anyone!"


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

Heading up the stairs, Gurk quietly searches ahead once more.

Stealth: 1d20 + 14 ⇒ (10) + 14 = 24
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

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's illusion taps its foot impatiently as they wait for Gurk to return.

I think I'd mentioned this to the GM via PM, but I'd like to remind I'm using the relic's Major Image 1/day to cast my Effortless Trickery illusion, meaning it can now make sound, etc.


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

Gurk slinks off [u]down[/u] the stairs.

1d20 + 8 ⇒ (7) + 8 = 15

Gurk:
The stairs loop back and around heading down. Eventually, you reach a final set before it opens up into a large room. Ahead you see another wererat, waiting just at the edge of the darkness from the nearby torch. She hasn't seemed to have spotted you yet.

Updated the map for Gurk


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

Another ratshank, Gurk thinks, a bit disappointed that it was not an actual rat. Easing back up the stairway, Gurk informs his longshanks, "Ratshank waiting for longshanks. Looks like another stabby shank."

Stealth: 1d20 + 14 ⇒ (16) + 14 = 30


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 grinds his teeth in frustration.

"If we go down with lights, she'll know we're here. I hate to suggest it, and shouldn't want to seem cowardly, but it might make more sense to send those who can see in the dark ahead," he suggests.


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 listens to Adistan's idea and nods but then frowns. "Can were-rats see in the dark?" She turns to Lexi, sure the woman would have some input with her encyclopaedic knowledge.


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

Lexi can confirm that wererats can see in the dark.

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

"I can see in the dark, but if they can already see--it may not be wise to separate us. They may end up ambushing just a few of us. Or, this could be an endless labyrinth of shifting tunnels, in which case we will all starve to death--" he trails off.


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'll be right behind you," Temmer says, all too keenly aware that he seems to be the only one who can not see in the dark, a moral failing that cuts him to the bone.


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 quietly answers Verris's question about wererats and then stands silently as the others discuss attack plans. "Maybe I should be near the front when we attack," she suggests in a whisper. "I'll take a shot at her with my crossbow while I have a clear shot, and then hang back and help out where I can."


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 Lexi's suggestion. "Could have the ranged folk shoot first then have the rest join in. Weakens the enemy and gives us a better shot at the same time. Seems like a win-win situation if we can pull it off before it attacks us. Think ye should keep the light on though Adistan. If ye stay behind and come in once we fire our first shot it won't make a difference if yer easier to spot. Tryin' to fight when ye can't see ain't easy."


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

Temmers nods.

Yeah, I'm just hanging back so you guys can do the ambush. Once it's underway, I'll rejoin you.


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

With a plan devised the group sets to action. Heading down the stairs you all get ready to attack.

Gurk and anyone else you are welcome to make a stealth check if you want to try and advance un-noticed. Just keep in mind the wererat is watching the stairs and the stairs are lit so you are going to have a really difficult time. Otherwise go ahead and take a surprise round (one move or one standard action)


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

Stealth: 1d20 + 14 ⇒ (2) + 14 = 16

XD the one time he needs an overly high roll.
If it works, though, he'll move to having 5ft between him and the wererat.


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

Nope he spots you but you can still get in a surprise action


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 nocks one of her silver arrows, trying to move stealthily around the corner and firing at the creature.

Stealth: 1d20 + 3 ⇒ (17) + 3 = 20

Attack(Longbow): 1d20 + 7 ⇒ (15) + 7 = 22
Damage(Longbow): 1d8 + 1 - 1 ⇒ (2) + 1 - 1 = 2

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 pops around the corner and casts daze on the wererat.

"Surrender, you pathetic thugs!"

DC 14 Will


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 be sneaky like Gurk...and finds herself lacking in the stealth department. When the wererat notices them, the young aasimar realizes the jig is up. She also realizes that she sees four more Tower Girls deeper inside the room, so she warns her friends that it's an ambush.

Amelexis Dusk Stealth Check: 1d20 + 6 ⇒ (6) + 6 = 12

Move action and free action for the surprise round.

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 goes up the stairs double move


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

[ooc]Down stairs, Riverside![/b]

Once he hears Copperpot's voice, Temmer realizes the battle is joined and moves down the stairs as quickly as he can.

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

So confused... who are the foes upstairs? move me back to where I should be please. :P I'm not really getting the Roll20 approach... I've grown too used to Google Slides and seeing the big picture... :P

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