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

Perception: 1d20 + 9 ⇒ (6) + 9 = 15 His ears must be gunked up...

Davor enters the room and looks for treasure.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29 His eyes seem to work fine, at least! :)


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

The sound is slowly getting louder and louder, its like something is crawling up from inside, lots of small somethings and it will be any minute before you find out what exactly that might be.

Otherwise, those looking around the room find it rather unremarkable and definitely don't see anything of real value. You do note though that this is the hallway you hadn't taken before and heading north and then west will loop you back into the room where you found clickylegs.


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

Hearing what sounds like "lots of small somethings" crawling in the oven, Verris pulls out her two flasks of Alchemical fire, getting them ready to throw.

Might wanna move back Davor, Gurk, sounds like there's a few of the things, whatever they are."

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 nods and prepares an acid flask.


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

The group circles around the furnace preparing themselves for whatever is to come and they were right to scoot back as hundreds, if not thousands of tiny centipedes swarm out of the old furnace.

Will give you all a surprise round on 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

acid, ranged touch: 1d20 + 5 ⇒ (13) + 5 = 18
acid dmg: 1d6 ⇒ 4 x1.5


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 makes a face of disgust as the centipedes come boiling out of the oven. She cocks back her arm, pausing for a moment then lobs a flask of the alchemist's fire at the centipedes.

Ranged Touch Attack(Alchemist's Fire): 1d20 + 9 ⇒ (2) + 9 = 11

Damage(Alchemist's Fire): 1d6 ⇒ 5

Even though she was expecting something, her disgust at the writhing centipedes throws off her aim a little.

Does the point-blank shot feat work for alchemist's fire?


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 goes to throw the flask, though he hesitates as he releases upon seeing the moment of possible food appear in front of him.

Thrown Acid Flask: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 ⇒ 6


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 starts digging the vials of acid from her backpack (a task made more difficulty if Adistan's still carrying it for the poisoned weakling).

Assume her to be in the square behind Adistan.


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

You had like 3 rounds to prepare, so you can assume you have whatever you might have needed to retrieve for the surprise round.


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 suddenly realizes that her friends are expecting more from her than her merely handing out vials of acid. In a move that is both awkward and graceful at the same time, the aasimar flicks a vial toward the frightful swarm.

Amelexis Dusk acid flask (ranged touch): 1d20 + 5 ⇒ (19) + 5 = 24 for acid damage: 1d6 ⇒ 6


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 believe so, Verris. It is a ranged attack roll.

Temmer holds on to his fire for a moment, throwing only if the centipedes survive the conflagration from his companions.

Alchemist's fire (ranged touch): 1d20 + 5 ⇒ (4) + 5 = 9
Fire: 1d6 ⇒ 6


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

Nice damage rolls, folks! If we don't kill the centipedes at least we may bring down the Crow piling in the process! Wait--that's not a good thing, is it? ;)

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 draws his own acid flask at the mention of a swarm, and isn't surprised when he sees one. He throws his own acid flask and moves his illusion up toward it to distract it.

acid flask: 1d20 + 3 ⇒ (13) + 3 = 161d6 ⇒ 3


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

Initiative:

Adistan: 1d20 + 6 ⇒ (10) + 6 = 16
Amelexis: 1d20 + 7 ⇒ (10) + 7 = 17
Bixby: 1d20 + 8 ⇒ (2) + 8 = 10
Davor: 1d20 + 1 ⇒ (16) + 1 = 17
Gurk: 1d20 + 4 ⇒ (14) + 4 = 18
Verris: 1d20 + 4 ⇒ (20) + 4 = 24

Enemy: 1d20 + 4 ⇒ (14) + 4 = 18

The group peppers the swarm with fire and acid. Though in their panic at the writhing mass of insects only Davor, Lexi and Bixby manage to connect with the mass of insects as everyone else's aim is off.

While the mix of fire and acid does well to kill a number of the venomous insects it isn't enough to disperse them completely as they reorganize and prepare to move onto something edible.

Round 1
> Verris,
Enemy, Gurk/Lexi/Davor/Adistan/Bixby


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

Sorry Adistan, meant to say thanks for responding to my question in my last post! So thanks! :P

Verris shakes off her disgust and throws her second flask of Alchemist's fire at the swarm.

Ranged Touch(Alchemist's Fire): 1d20 + 8 ⇒ (12) + 8 = 20

Damage(Alchemist's Fire): 1d6 ⇒ 1

Does the +1 bonus damage from PBS also apply here because I could really use it with that damage roll :(.

Also Dak, my last ranged touch roll was wrong, it should be +8, I was using my MW bow as the template but added it's MW bonus to the Ranged touch as well by mistake. I know it still missed but just wanted to clarify why it changed this time.


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

PBS applies to bombs so I would imagine it applies to the the direct damage of a splash weapon also, just not the actual splash effect (ie would not be included in the x1.5 calculation)

Verris tosses another vial of alchemist fire, but this one only catches the edge of the swarm doing minimal damage.

1d2 ⇒ 1

It surges forward to attack Lexi and Adistan, covering their feet, crawling up their legs and biting at them.

Damage: 2d6 ⇒ (5, 1) = 6

Need two DC 13 Fort saves. One to avoid becoming nauseated for one round. The second to avoid: Dex Damage: 1d4 ⇒ 2

Round 1
Verris, Enemy, > Gurk/Lexi/Davor/Adistan/Bixby
Round 2
Verris,
Enemy, Gurk/Lexi/Davor/Adistan/Bixby


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

"Aiiiiieeeee!!!" Lexi's squealy wail echoes throughout the chamber, and she does an awkward dance that seems all knees and elbows as she hops away from the swarming centipedes and over near Gurk. Her movements become even jerkier and slow considerably as she nears the goblin, and once she reaches his side, all the girl can do is groan as a second venom starts working its way through her bloodstream.

Amelexis Dusk Fortitude Saving Throw (nausea): 1d20 + 1 ⇒ (11) + 1 = 12

Amelexis Dusk Fortitude Saving Throw (poison): 1d20 + 1 ⇒ (11) + 1 = 12

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 his wand still in hand, Bixby sends more snapdragon fireworks at the swarm, though the sparks seem to do little to it.

"Scatter! Perhaps they will stay focused on the illusion!" he exclaims.

snapdragon: 1d4 ⇒ 1


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

Fortitude (nausea): 1d20 + 5 ⇒ (1) + 5 = 6
Fortitude (poison): 1d20 + 5 ⇒ (3) + 5 = 8

Status:

HP 22/28
AC 16, touch 11, flat-footed 15, CMD 17
Fort +5, Ref +4, Will +1 (+2 vs. emotion spells, effects)
Tactician (5 rounds): 0/2
Studied Target (+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; weapon attack rolls and weapon damage rolls):
Effects: 2 Dex damage (accounted for above)

Temmer almost loses his stomach as the creatures crawl all over him. Mortified, he retreats, horrified at his own infirmity. Roll20 seems to be down now; just move me wherever, please.

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

Again!
acid, ranged touch: 1d20 + 5 ⇒ (6) + 5 = 11
acid dmg: 1d6 ⇒ 6 x1.5


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

Backing up, Gurk lobs another tingly flask at the creatures.

Acid Flask: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 ⇒ 3


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 tries to focus better, her two flasks of Alchemist's Fire having done little to deal with the swarm. She pulls one of her two flasks of acid from her belt, throwing it at the swarm of centipedes.

Ranged Touch(Acid): 1d20 + 8 ⇒ (10) + 8 = 18

Damage(Acid): 1d6 + 1 ⇒ (2) + 1 = 3

Do I get the second round of damage from the Alchemist's Fire on the swarm? Damage included just in case. I doubt PBS would apply in this case?

Damage(Alchemist's Fire): 1d6 ⇒ 3

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

Second Round 1st Flask of Acid: 1d6 ⇒ 6 x1.5

Also, 1 pt. of splash dmg from the second flask if my glorious 11 was a miss...


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

The group unleashes another volley of acid and fire at the swarm killing several more of the insects until there is almost nothing left. The few surviving centipedes, not bolstered by the safety in numbers of the swarm scurry off into small cracks nearby.

Out of combat. You all already searched here and didn't find anything of interest. You are left with three paths forward. 1) All the way back north toward where you came down to this level is a hall leading west. 2) Off the webbed spider room there was a hall leading NW. 3) From the cavernous room where you found clicky legs it opened to a hall leading to the west. Pick your poison :D


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 gathers up the few leftover corpses that did not get fully dissolved and bottles them up. Gurk be finding food all in here.

Vote for 2.


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 poison (Why does it have to be snakes? Or spiders? Or centipedes? There can't be scorpions in here, can there?), Lexi needs to make another saving throw (or five) against the swarm's venom. Lexi will cast resistance on herself each round to help with the saving throw.

"Though poison's often mighty rough
Come on, Lexi! Prove you're tough!"

"I said...Though poison's often mighty rough
Come on, Lexi! Prove you're tough!"

An increasingly agitated Lexi repeats her little spellsong twice more before she's managed to stop the centipedes' poison from coursing through her veins. By then, she's moving very stiffly.

"Why do you enjoy punishing me so much, Lady Fortuna?" the skinny aasimar whines quietly to herself before sinking to the floor and curling up into a ball.

"I suppose me never praying to you might have something to do with it. Or maybe your power doesn't reach into this world. Fair enough, I s'pose."

When's she finishes muttering to herself, Lexi gets up off the floor and tries to recall the Golarion deity most attached to the concept of luck.

"Not even Gaben the Cheese Lord of Luck could like a loser like me!"

I see it, though I'm not sure I 'holey' believe it. (Swiss cheese pun! You're welcome!)

Amelexis Dusk Fortitude Saving Throw (resistance): 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Amelexis Dusk Fortitude Saving Throw (resistance): 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7

I am sensing a pattern when it should only be a coincidence....

Amelexis Dusk Fortitude Saving Throw (resistance): 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Amelexis Dusk Fortitude Saving Throw (resistance): 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14

Total Dexterity Damage (incl. 2 points from previous failed save): 3d4 + 2 ⇒ (4, 3, 1) + 2 = 10

Amelexis Dusk Knowledge (religion) Check: 1d20 + 10 ⇒ (9) + 10 = 19

Lexi will dejectedly follow whatever path the others choose.


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

2 is fine with me too for lack of any indication one is better than another.

Temmer, recovered, looks embarrassed.

"My apologies, gentlemen, ladies, goblin," he says, looking each in the eye. "I was overcome mostly. I shall try not to let it happen again."


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

Oof poor Lexi :(!

Verris will try to help those who are poisoned with her rudimentary medical skills.

Can't help Lexi with those initial rolls, unfortunately, but Verris would try to help anyway. Maybe Adistan might benefit!?

Heal: 1d20 + 4 ⇒ (20) + 4 = 24

Heal: 1d20 + 4 ⇒ (12) + 4 = 16

Heal: 1d20 + 4 ⇒ (16) + 4 = 20

Heal: 1d20 + 4 ⇒ (6) + 4 = 10

Verris seems to have learned from treating the previous poison and manages to help ease its influence on her companion's bodies.

You get +4 towards the save for the poison ;). It doesn't help Lexi's roll but might help Adistan's!

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

I'm good with Option 2.

Bixby looks at Lexi with concern. "You don't look so hot. Are you going to be okay? Perhaps we should get you back to civilization before you di--before any more monsters bite you."

She's not much longer for this world--taken in the prime of her life!

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

Option 2


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 happy with option 2 as well!


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 stares at the weakened figure of Dusk a bit, before pulling out a jar of some pickled food and handing it out to her. "Gurk be willin' to share some food. Make Dusk feel good."

Though Gurk is being nice here, this is goblin pickles and quite disgusting to most other species.


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's eyes widen as she realizes what Bixby was about to say. It's a testament to her growing fear that she actually considers taking up Gurk on his offer before politely turning down the pickled food.

When she realizes the others are intent upon further plumbing the depths of the Crow (rather than take a two-week break back at Heidmarch Manor), the young aasimar takes a measure to protect herself against further poisoning.

"Trusted magic do your thing: Protect your mistress Lexi.
'Cause she's not feeling awful strong nor feeling very reflex-y."

She'll be casting resistance on herself every minute to help ward off whatever's gonna poison her next.

Self-Imposed Wisdom Check (+2 cuz she's seen what Gurk will eat): 1d20 + 2 ⇒ (13) + 2 = 15


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

I'm going to die down here, Lexi realizes as she soldiers onward, staggering under the weight of her own armor and buckler.

But at least I didn't get turned into a wererat....

After doing the math, Lexi's AC is now 11, touch 8. Also, she's got an additional -3 Armor Check penalty for carrying a medium load. Going back to Heidmarch Manor to recover is looking better and better to her; going deeper into the piling is likely suicide. So...return to the city?


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

Sorry, clearly Lady Dusk ninja'd me, and I totally forgot I need to still save myself.

Fortitude: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Temmer grits his teeth as Lady Gerdin tends to him, though he hates to be a bother. Still, he immediately starts to feel better as he accepts her help, managing to shake off any further stiffening of his limbs.

He frowns as the others think to press on and puts his metaphorical foot down.

"Lady Dusk is in no condition to continue exploring here," he says. "We must return to the manor to let her recover -- and perhaps buy some supplies to protect us from any further poison -- and then can return here. Time avails us nothing if we don't survive to finish."

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

Either we go back or soldier on with Lexi staying firmly out of harm's way. @GM: do we have much left to do in this dungeon?


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

This level of the dungeon, no. The dungeon as a whole... yes... If you are just going back to rest I can fast forward, or you can always buy some lesser restorations to heal things up faster, or as you noted just keep on pushing on but make sure Lexi stays way back...

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 considers their options.

She's almost certain to die anyway--but at least we could bury her back in Magnamar.

"We should go back and allow Lexi a place to rest in her final da--final recuperation. We could also re-equip ourselves."

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

Lesser restoration is expensive at our level; are there inherent problems with resting multiple days with long-term care instead to double up the daily stat healing?


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

OOC No there are not. IC you wouldn't know, but other than the tower girls its unlikely anyone else is looking into this place. Especially these lower levels that you only recently unlocked after who knows how long.

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

She gets a point back per day, no? How many points do you think you need to get back in decent shape, Lexi? Maybe we just rest several days and then keep going?


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 could be fully healed with as little as 3 days of bedrest, IF someone (Verris?) can hit two long-term care Heal checks. (It's normally 2 points healed per ability score for a day of bedrest, but the successful Heal/long-term care check doubles it to 4.)

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

Let's just rest a few days until she's back to normal.


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 spends the next few days creating a hidden cache of all of his treasure, jarring his finds with goblin pickling to create the best of feasts for later.

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

Agreed: fast forward with the bed rest please.


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

Agreed. And thank you. :)


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

With Lexi in poor shape the group decides it is best to head back and get her healed up before venturing deeper. It takes a few days but eventually her muscles ease up and she is able to move about like normal.

Let me know if anyone is making any purchases to resupply while in town.

Finally ready, the group heads back into the Crow and picks up where they left off. The corpses they have left behind are covered in bugs and smell rather horrid as they walk past them, but eventually they make it back down to where they had been. Deciding to go back through the webbed room and take the western passage it quickly turns to the north and opens into a larger room.

This circular room is empty save for a ten-foot-wide circular pool filled with clear water. The water appears to be only six inches deep and is crystal clear, leaving the tiled decoration of a swirling vortex plainly visible on the pool’s basin. Examining the pool Bixby quickly finds it is magical. After spending some time to deduce its effects he realizes the waters have magical healing qualities.

Act as a CLW and lesser restoration one per day.

Continuing west from the room it eventually opens up into a larger chamber. Stairs descend into the room from the north, a heavy stone door blocks passage to the west, and the eastern corridor exits between cells blocked by doors of rusty iron bars. Scattered about the room are a number of instruments of torture from bygone days, now mostly gone to rot and ruin. In the northern cell you hear something and looking inside you see a horrid creature. This hairless humanoid lurches on back-bent, dog-like legs, its hideous mouth flanked by tiny arms with three-fingered hands.

Know. Dungeon DC12:
You recognize this creature as a sinspawn.

When it notices your presence it charges at the cell door, but with it rusted shut it can not get to you.


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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

With his pouch less full now, Gurk points out the strange creature. "Does it be tasty?"


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

Knowledge (dungeoneering): 1d20 + 4 ⇒ (19) + 4 = 23

Temmer shakes his head as he realizes he knows what the creature is. He's not as well-read as Lady Dusk, but he took some time during his recuperation, and actually recognizes this ... thing.

"A sinspawn!" he exclaims. "We may want to put the poor beast out of its misery."

He looks to see if there's anything else in the cell with it.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Figures I get great rolls here. Next combat I'm sure I'll be back to single digits.

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