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


2,151 to 2,200 of 2,302 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>

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 creeps up behind Gurk.

"Hey--it's that lady again...the one whose name is on the tip of my tongue! Are you thinking 'trap,' cuz I sure am! Let's investigate!"

Amelexis Dusk Perception Check (finding traps; Aid Another--Gurk): 1d20 + 5 ⇒ (16) + 5 = 21 SUCCESS!

Aid Another on a Disable Device should be an auto-success.


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 doesn't like leaving an artefact related to hell behind them still intact and says as much. The thought that Lexi could change it towards a good realm and the promise they will come back and destroy it if necessary assuaged her worries and she assents to the group's plan.


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

Cocking his head, Gurk checks the area, looking for any such traps.

Perception (Traps): 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Disable Device: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25


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

As soon as Lexi and Gurk enter the room it becomes clear that the statue is indeed a trap when the tip of the weapon pointed toward the room begins to spark, sputter, and smoke. Gurk rushes over and quickly recognizes this as a magical trap. He pulls out some viles of alchemical agents and works quick applying them to the statue in an effort to disable the magic at work. Luckily he is quick at his work and nothing further occurs as the sputtering and smoke comes to an end.

Trap disabled!

The hall continues north for a ways before splitting to the east and west. To the east there is a small empty room but on the eastern wall is a closed door. To the west the hall splits again to the north and south.

Which way?


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 split on whether it was good to stop what might have been fire, but it was too late now. Moving on, Gurk checks the next door.

Closed door it is!
Perception for Traps: 1d20 + 8 ⇒ (5) + 8 = 13
Disable Device (if needed): 1d20 + 13 ⇒ (9) + 13 = 22
Unlocking (if needed): 1d20 + 13 ⇒ (5) + 13 = 18


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 Gurk's decision, quarterstaff remaining at the ready.

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, jittery as always, follows after the others, waiting for some plot to unravel right in front of them.

perception: 1d20 + 9 ⇒ (4) + 9 = 13


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

Gurk heads to the door which is much more interesting than more hallways. Like pretty much every other door in this place Gurk finds no traps and it isn't locked, but it when he tries to open it the door doesn't budge. It seems to be blocked from the other side.

Up to two people can try to force the door if you want. DC22 Str


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

1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (19) + 3 = 22

Temmer proves unable to get much of a grip at first, but then feels the door start to shift before finally pulling it open.


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

Temmer pulls on the door repeatedly and eventually manages to get it open after a lot of noise and effort. He is surprised as he swings the door open and is faced by several gaunt creatures at the ready on the other side. These vaguely humanoid creatures are about as tall as a human and have clawed hands and dark grayish-black flesh. They wield a spear in their clawed hands.

These spears promptly jab out at Adistan in retaliation for breaking down the door.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d6 ⇒ 5
Attack, Cover: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Damage: 1d6 ⇒ 6
Attack, Cover: 1d20 + 1 - 2 ⇒ (8) + 1 - 2 = 7
Damage: 1d6 ⇒ 6

Luckily for him, only the one straight on manages to stab Adistan with its spear.

Know. Planes DC11:
You recognize these creatures as nupperibos a type of lowly devil. Those evil souls that are taken to Hell and processed to become lemures but fail ultimately become nupperibo: a life-form even more disgusting and sad than the lowly lemure. You know like most devils they are immune to fire and resistant to damage from weapons not made of silver or good aligned.

Know. Planes DC16:
You know all their is to know about nupperibos

Initiative:

Adistan: 1d20 + 6 ⇒ (10) + 6 = 16
Amelexis: 1d20 + 7 ⇒ (16) + 7 = 23
Bixby: 1d20 + 8 ⇒ (14) + 8 = 22
Davor: 1d20 + 1 ⇒ (11) + 1 = 12
Gurk: 1d20 + 4 ⇒ (3) + 4 = 7
Verris: 1d20 + 4 ⇒ (3) + 4 = 7

Enemy: 1d20 ⇒ 18

Lexi & Bixby are up!


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

Combat Notes: 21/21 hp, bardic performance (naturalist (nupperibos) activated, BP remaining 3/11.

"Nupperibos!" Lexi squeaks. "At least I think that's what they are! They're immune to fire and you need silver or good-aligned weapons to fully harm them!"

As she switches out the normal bolt in her crossbow for a silver one, the skinny aasimar adds, "The ones from other areas are little fatties!"

Amelexis Dusk Knowledge (planes) Check: 1d20 + 10 ⇒ (3) + 10 = 13

Bardic performance (naturalist--nipperibos) activated. 3/11 rounds of BP remaining.


1 person marked this as a favorite.
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 thankful yet again that she purchased her alchemical silver arrows before leaving for this trip and also thankful for her knowledgeable companion so that shes knows to use them.

She takes a moment to nock one of the special arrows and fires it at one of the nupperibos, thinking to herself that she had never encountered so many strangely named creatures before. If her fellow Aasimar wasn't such a terrible liar, she'd think she was making the names up.

Attack(Longbow): 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

Damage(Longbow): 1d8 + 3 - 1 ⇒ (4) + 3 - 1 = 6

Just posting this now so it can be used when my turn in the initiative comes around

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

"Oh, my!" Bixby exclaims. He steps forward and tries to disable the lot of them, and a colorful burst escapes his hand.

Color Spray, DC 17 Will, should hit 4 of them.


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

Added a 5-ft. step after seeing the map to give Verris a clearer shot.


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

Lexi seemingly not as familiar with the denizens as hell, but at least knowing a bit tells the others what she knows to help them in the fight. Sadly, as Bixby finds out his spell washes over them and has absolutely no effect on them.

They strike out at Adistan once again, before the man has a chance to react.

Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 ⇒ 6
Attack, Cover: 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Damage: 1d6 ⇒ 5
Attack, Cover: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11
Damage: 1d6 ⇒ 4

Still only the one manages to connect, the angle of the walls partially blocking the other two causing them to miss.

Everyone is up starting with Gurk/Adistan/Davor. Have Verris's action above. Bixby and Lexi can go as their round 2 actions


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

Not sure that hit me; if Lexi's insight bonus to AC includes to flat-footed (and I think it should), my AC would be 16.

Quick stats:

HP 17/28
AC 17, touch 12, flat-footed 15, CMD 18
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Tactician (5 rounds): 1/2
Studied Target (+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; weapon attack rolls and weapon damage rolls): green hound
Effects: naturalized (+1s)

Temmer drops his quarterstaff and pulls out the mithral shortsword, bringing it to bear against the attacker right in front of him.

"Riverside, form a wall!" he calls.

Mithral shortsword (power attack): 1d20 + 7 - 1 + 1 ⇒ (15) + 7 - 1 + 1 = 22
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

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 steps up and forms a shield wall with Adistan.

Bless still up btw.

alchemical silver light hammer, bless: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
silver bludgeoning dmg: 1d4 + 3 ⇒ (2) + 3 = 5


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

Seeing Adistan and Davor nobly bottlenecking the devils, Lexi moves into position behind the Andoran, drawing the healing wand should it be needed. To Bixby she apologetically says, "Um...these things might be mindless, kinda like lemures. Sorry."


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 stands back as he finds himself left out of the small struggle again. "Do they be tasting good, Greenshank?" Gurk 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

Ah, crap! Forgot again to say Lexi will let naturalist linger for 2 rounds before restarting it if necessary. Good luck to Davor and Adistan in chopping those things down to size! (And maybe Verris squeezing an arrow or two into the fray!)


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

Two dead, Bixby can post action as well

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 think I'll just conserve my spells, since the last one was wasted. I'm honestly not sure I have anything that could hurt them and am running lower on spells.

Bixby frantically rushes around in circles. "They are immune to magic!"


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

Davor and Adistan each cut down one of the devils in front of them. Gurk and Bixby just wait as Verris drops a third with a well placed shot. Lexi moves up and pulls out her healing wand getting ready to help Adistan.

The last two creatures in the room shift up to take their fallen comrades spots and attack, but also from around the corner to the west another group of the creatures comes lumbering down the hall with spears at the ready.

Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d6 ⇒ 6
Attack: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d6 ⇒ 4

Luckily Adistan is able to avoid the incoming attacks.

Group is up!

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

"RRRRRRRRRAAAAAAAAAAAAGH!!"

Bless still up btw.

alchemical silver light hammer, bless: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
silver bludgeoning dmg: 1d4 + 3 ⇒ (2) + 3 = 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 fires another alchemical silver arrow at the nearest enemy, trying to bring it down before the next group arrives. Her rushed shot is not nearly as good as her earlier attempt.

Attack(Longbow): 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

Damage(Longbow): 1d8 + 3 - 1 ⇒ (1) + 3 - 1 = 3


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

"Use fire! Fire be good!" Gurk offers from behind while the others fight. "Make meat taste good!"


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

Quick stats:

HP 17/28
AC 17, touch 12, flat-footed 15, CMD 18
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Tactician (5 rounds): 1/2
Studied Target (+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; weapon attack rolls and weapon damage rolls): devil
Effects: naturalized (+1s)

Temmer shakes his head at Master Gurk's suggestion -- truly, something would need to be said to him about the proper table manners -- and drives his sword into the devil's body.

Attacking the one directly in front of me
Mithral shortsword (power attack): 1d20 + 7 - 1 + 1 ⇒ (19) + 7 - 1 + 1 = 26
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Crit?: 1d20 + 7 - 1 + 1 ⇒ (2) + 7 - 1 + 1 = 9
Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 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 continues to jump up and down nervously as the creatures are immune to his spells.

"Get 'em!" he calls.

Hold actions--don't want to waste more spells on them.


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 catches Adistan's headshake at Gurk's culinary comments and feels a flash of appreciative admiration for the man. She'd considered again chiding the obnoxiously omnivorous goblin but was running out of patience regarding his food choices.

I mean, come on! These things were innately Evil: It follows therefore that they'd taste bad!

Pretty useless in the fight, Lexi let the almost magical knowledge she'd imparted on her friends inspire them to victory--she hoped.

Hmph! I'm little more than a glorified cheerleader!

That thought brought to mind her lost mother. A true bard, Blackbird had been able to inspire her allies in the traditional bardic style with a simple uplifting song or military war chant. Indeed, the memory inspired the young archivist to honor her mother by composing her own song on the spot.

"Come on folks! They're mere nupperibos!
Not as tough as...um...a super gazebo!"

Even as she grimaced at her composition, the young archivist heard her mom's voice gently chide her inside her head: "Amelexis Dusk! Stick with what you know!"

Letting naturalist linger for now.


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

Darvor takes one down and Verris hits the other but the shot isn't strong enough to end it. Luckily Adistan follows through and finishes it off, while the others provide morale support. On the other side of the group the new pack of foes advances on their flank.

Three of them surround Bixby's illusion to attack it.

Will: 1d20 + 2 ⇒ (17) + 2 = 19
Will: 1d20 + 2 ⇒ (9) + 2 = 11
Will: 1d20 + 2 ⇒ (15) + 2 = 17

It seems like some wisen up to the fact that the illusion is not real, spurring the others to move past and attack.

Attack-V: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d6 ⇒ 4

One steps in the place of the illusion to attack Verris but misses. The other two continue on toward Bixby and Lexi.

Group is up!


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

"Aiiiiieeeeee!!" Lexi shrieks when--as usual--her troubling lack of focus allows a second contingent of nubberibos to march right up on the group's flank. The jumpy bard moves past/through Adistan and Davor, taking momentary cover in the next room while she tries to regain some semblance of focus.

Withdraw action. This is the last round for Lexi's lingering naturalist effect (though she'll probably restart it next round).


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 dodges the attack, at the same time stepping back and firing another silver arrow at the enemy closest to Bixby and Gurk (blue).

Attack(Longbow): 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25

Damage(Longbow): 1d8 + 3 - 1 ⇒ (3) + 3 - 1 = 5


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

Quick stats:

HP 17/28
AC 17, touch 12, flat-footed 15, CMD 18
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Tactician (5 rounds): 1/2
Studied Target (+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; weapon attack rolls and weapon damage rolls): devil
Effects: naturalized (+1s)

Temmer, cursing as Lady Dusk rushes past him and he realizes they've been caught in a pincers, steps to the nearest devil studying the best place to cut it. Again, he drives his sword right through the creature.

5-ft. step, then study and attack the one directly in front of me
Mithral shortsword (power attack): 1d20 + 7 - 1 + 1 ⇒ (19) + 7 - 1 + 1 = 26
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Crit?: 1d20 + 7 - 1 + 1 ⇒ (17) + 7 - 1 + 1 = 24
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Whoa. Good rolls from the dice bot? Something's very wrong...

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

"TO BATTLE!!"

Move around foe; 1 AoO tiggered

alchemical silver light hammer, bless, flank; vs. BLUE: 1d20 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10
silver bludgeoning dmg: 1d4 + 3 ⇒ (3) + 3 = 6

AC 22 with Lexi


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

Shaking his head as the longshanks fail to hold the line, Gurk leaps into the fight, swinging his shiny knives at the creatures. "To stab!"

Free: 5ft step
Full: Full Attack

Silver Dagger: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d4 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Silver Dagger: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d4 + 4 - 1 ⇒ (2) + 4 - 1 = 5

Confirm Crit: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d4 + 4 - 1 ⇒ (4) + 4 - 1 = 7


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

Lexi runs away when she realizes there are more enemies coming up on their flank. Verris steps back and takes a shot at the nearest one doing some damage but not enough to end it.

Bixby steps back still somewhat panicked that his magic won't work, while the others collapse in on the new threats. Davor misses, but Gurk makes up for it slicing into one and dropping it while finishing off the one that Verris injured. Adistan similarly cuts down the one near him, cutting the number of enemies in half.

The remaining three move up and each attack a different target.

Attack-Adistan: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 ⇒ 1
Attack-Davor: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d6 ⇒ 2
Attack-Gurk: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d6 ⇒ 5

Luckily this cannon fodder of hell are not particularly skilled and they all miss. With the group armed with silver weapons and barely harmed they quickly dispatch the last remaining foes.

Out of combat!


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

Knowing that screaming and running moments ago wasn't exactly her best look, Lexi hangs back quietly in the aftermath of the battle. Eventually she pipes up, saying that her bardic performance and spell resources are getting a bit low. She suggests a rest before resuming the exploration of the piling.

Hmm...my stat line says she's got 3/4 1st-level spells left, but I'm pretty sure she used at least 2. She could cast a couple CLWs if we choose to rest, preserving charges for the wand for when we really need them.


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 carefully cleans and stows his blade, picking his quarterstaff up.

"I worry that there may be further dangers down here that we should deal with as quickly as possible, but if you must rest, Lady Dusk, I wouldn't want to push you on beyond your means," he says. "Perhaps we can find a location in here, since it seems there are areas we could set up a camp. It might be easier than returning to shore again."

I still have plenty of swings and studies available for the day, but can rest of our spellcasters need to. I think Bixby also said he was running low.


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

While the longshanks talk about resting, Gurk cuts off a bit of meat and, after finding that flames don't affect it, tastes it raw. Many bodies, means much food.

Good on a rest here as well.


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 retrieves her silver arrows from the bodies, cleaning them and putting them back in her quiver. She mentions that she's fine but is okay with the group resting if necessary. She offers to help heal anyone who needs it.

Verris still has her lay-on-hands if people need healing.


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

To conserve the charges of the healing wand, Lexi uses the last of her bard spells to patch up her wounded comrades.

cure light wounds (Adistan): 1d8 + 3 ⇒ (6) + 3 = 9

cure light wounds (Gurk): 1d8 + 3 ⇒ (8) + 3 = 11


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

If you are going to be resting, let me know where you plan to rest and any prep you might be doing before you rest as well as who is on watch.

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 will volunteer for the early watch (4am to 8am). He will be preparing breakfast from 7am to 8am; then pray until 9am while the others do the dishes. He heals up everyone to full with any remaining spell he has.

CLW: 1d8 + 3 ⇒ (2) + 3 = 5
CLW: 1d8 + 3 ⇒ (3) + 3 = 6

Level 4 yet?

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 breathes a sigh of relief. "I knew we would beat them, like I said all along."

I'm fine resting--I can take first watch.


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

We should probably move upstairs to a more defendable room, since those nupperibos had to come from somewhere unexplored to ambush us. Lexi needs her 8 hours sleep and an hour to prep spells, so she'll be skipping out on the dishes as well. ;)


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 is happy to take middle watch, though he'll need some source of light. He does have torches if need be. I think maybe up where the Tower Girls stayed? That should be safe, though there is an imp (IIRC?) on the loose.

"Thank you, Lady Dusk," he says, all but a few scratches disappearing. I'm technically down 2 hp still. Temmer wouldn't ask for more healing, and it will presumable be recovered while resting.


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

GM:
1d100 ⇒ 76

Just one other point of clarification but I'm assuming you back track your way to get out, rather than exploring further first?

The group heads back upstairs a couple of levels to Ayala's suit, just on the other side of the massive metal doors. Setting watches the group settles in to get some rest. The night passes without incident giving the group a chance to recover.

Not level 4 just yet, but you are close. Same question above, backtracking to get back to where you currently are on the map or trying some other exploration first?


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'm assuming backtracking to get out. Since we're hoping to rest, I think that makes the most sense. If there's something we missed en route back down to that spot, I think we could go check that out.

Temmer, refreshed in the morning, takes up his usual spot behind Riverside as they advance again.


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

Well it would be reasonable to assume that being so far to east, there is likely a quicker way to get to where you were then going west, south, east, north and then east again :). Agree, though it would make sense for you to back track the way you came, but wasn't sure on coming back.


2 people marked this as a favorite.
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--backtrack to a safer spot, camp/rest, then return to the scene of the nupperibo battle (unless there's an unexplored area nearer to where we rested--I suck with Roll20 maps and have no sense of what's where).

2,151 to 2,200 of 2,302 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Dak - Shattered Star 2 All Messageboards

Want to post a reply? Sign in.