GM_DBH's Shattered Star

Game Master DBH

Called together by the Pathfinder society our heroes will find themselves on a long and dangerous trail to unlock the secrets of the
past.

A vision of Windsong Abbey in smoking ruins sends our heroes north along the Lost Coast in search of the latest fragment of the Shattered Star.

Dire rumors and whispers of the devastation hint that an ancient evil has returned to the abbey.
Shattered Star Folder

Loot sheet

Magnimar

Varisia

The Seven Shards

Abbey requests

Windsong abbey

Abbey exterior

Abbey dungeon level 1

Abbey dungeon level 2

Abbey Dungeon level 3

Combat:

Yellow

Lt. Vhane, & Ryn <============ May act!

Silviana, Axton & Bharak <============ May act!


3,601 to 3,650 of 4,018 << first < prev | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | next > last >>

Are you sure you want to do that?

I'll keep that in mind in future thanks.


Are you sure you want to do that?

I've adjusted the initiatives and Bharak can act now!

Bharak, whatcha doin?


1 person marked this as a favorite.
Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Screwed up my icon on map. Sorry…on iPhone here in China. But full attack yellow with rage

Hit: 1d20 + 5 + 21 ⇒ (14) + 5 + 21 = 40
BoL: 1d20 + 5 + 21 ⇒ (10) + 5 + 21 = 36
Damage: 1d6 + 5 + 23 ⇒ (3) + 5 + 23 = 31
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 6
Sonic: 1d6 ⇒ 5

Iterative: 1d20 + 5 + 12 ⇒ (12) + 5 + 12 = 29
BoL: 1d20 + 5 + 12 ⇒ (6) + 5 + 12 = 23
Damage: 1d6 + 5 + 23 ⇒ (1) + 5 + 23 = 29
Acid: 1d6 ⇒ 6
Fire: 1d6 ⇒ 4
Sonic: 1d6 ⇒ 1

Iterative: 1d20 + 5 + 7 ⇒ (10) + 5 + 7 = 22
BoL: 1d20 + 5 + 7 ⇒ (19) + 5 + 7 = 31
Damage: 1d6 + 5 + 23 ⇒ (4) + 5 + 23 = 32
Acid: 1d6 ⇒ 2
Fire: 1d6 ⇒ 6
Sonic: 1d6 ⇒ 1

Confirm: 1d20 + 5 + 7 ⇒ (11) + 5 + 7 = 23
BoL: 1d20 + 5 + 7 ⇒ (5) + 5 + 7 = 17
Crit: 1d6 + 5 + 23 ⇒ (5) + 5 + 23 = 33

On the surface Bharak looked incredibly competent, with his blades singing through air and flesh alike. In truth, the show of skill and steel was a team effort, born from many a battle where working together had left the group alive and their foes dead. Moving perfectly aligned with Elena’s magic, his own strength and her divine power guided his weapons exactly where they needed to be.


1 person marked this as a favorite.
Are you sure you want to do that?

I believe you mean Orange? Otherwise you're flogging a dead Skulk.

Speeding things up. Red only has few HP left so he dies as well.

Bharak steps up and cuts down Orange & Red who were already wounded.

Silence falls over the room.

B1. SPIRITS CELLAR
The odor of beer permeates this huge room. Several crates, barrels, kegs, and racks for wine fill the room-many of which have been opened, emptied, upturned, and shattered. The floor is littered with glass shards and corks and strewn with loose coils of rope.

The main cellar of the abbey, where the local production of beer had been aging since the first, merry days of ecumenism, has sadly been ransacked and drained almost completely dry by the skulk mercenaries . Only a dozen bottles and a few casks survive intact.

Loot:

Composite longbow + 1 (6),
Inubrix arrows (60).

The arrows these skulks fire have heads crafted from a form of pale skymetal called inubrix, known also as "ghost iron." Inubrix is very soft metal, but it passes through iron and steel as if they didn't exist. As a result, these arrows deal less damage and are treated as if
constantly broken, but they completely ignore AC bonuses granted by iron or steel armor and shields. An inubrix arrow is worth 250 gp. It does 1d4 damage
.

What are you doing now?


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

With the fight over almost as soon as it began, Bharak went west. He

Stealth: 1d20 + 19 ⇒ (17) + 19 = 36
Perception: 1d20 + 22 ⇒ (16) + 22 = 38

Luckily, when sneaking along he had an advantage on staying low to the ground. He was fully prepared to then head south if there was nothing of interest in the coming room.

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

"What strange arrows..." Elena says as she finds she can push one right through a bunker. She quickly gathers them up and begins following after Bharak. "Let's see what else has taken residence here."


Are you sure you want to do that?

We'll say that Elena didn't wander along behind Bharak while he was being stealthy?

B2. BREWERY
This room contains wooden tubs, stone vats, and all the equipment necessary to brew beer, including a large copper kettle and an enclosed cast-iron stove, both connected to the ceiling by wide metal pipes. The equipment has been fitted with strange alchemic implements, including a tall keg that has been split in half vertically and resembles an upright wooden coffin.

As Bharak sneaks in he immediately sees the Clockwork Golem standing in the center of the room!

perception: 1d20 ⇒ 17

What are you doing? It hasn't seen Bharak, or reacted to what happened in B1.


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Stealth: 1d20 + 19 ⇒ (14) + 19 = 33

Surprise Round Hit: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d6 + 20 ⇒ (6) + 20 = 26
Acid: 1d6 ⇒ 6

Bharak motioned for the group to ready themselves. Then, sticking to the shadows, he crept around to the flank of the construct. Just as it was about to be alerted to his approaching comrades, he struck. His blade into its leg, causing a cog to fly free.


Are you sure you want to do that?

Initiatives:

Red: 1d20 + 1 ⇒ (10) + 1 = 11
Bharak: 1d20 + 2 ⇒ (14) + 2 = 16
Koriah: 1d20 + 5 ⇒ (12) + 5 = 17
Elena: 1d20 + 8 ⇒ (18) + 8 = 26
Vhane: 1d20 + 7 ⇒ (18) + 7 = 25
Axton: 1d20 + 7 ⇒ (14) + 7 = 21

There is a loud clang as Bharak strikes something metal in the room. What is everyone doing? You all beat its initiative so everyone goes.


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Rage (+2 AC) with Elena’s Buffs
15-20 Crit range (On a critical hit from a spine flail, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded by the blow.)

Hit: 1d20 + 21 + 5 ⇒ (11) + 21 + 5 = 37
Damage: 1d6 + 23 + 5 ⇒ (6) + 23 + 5 = 34
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 3
Sonic: 1d6 ⇒ 3

Iterative: 1d20 + 12 + 5 ⇒ (9) + 12 + 5 = 26
Damage: 1d6 + 23 + 5 ⇒ (1) + 23 + 5 = 29
Acid: 1d6 ⇒ 6
Fire: 1d6 ⇒ 4
Sonic: 1d6 ⇒ 6

Iterative: 1d20 + 7 + 5 ⇒ (15) + 7 + 5 = 27
Damage: 1d6 + 23 + 5 ⇒ (3) + 23 + 5 = 31
Acid: 1d6 ⇒ 3
Fire: 1d6 ⇒ 6
Sonic: 1d6 ⇒ 6

Confirm even though probably immune: 1d20 + 7 + 5 ⇒ (3) + 7 + 5 = 15
Crit: 1d6 + 23 + 5 ⇒ (2) + 23 + 5 = 30

The golem staggered forward. While not sentient in any true sense, it was still knocked off balance. Waiting to hear Elena’s voice ringing out, Bharak moved in tune with it. Blow after blow rained down onto the back of the golem’s knees as he sought to force it to the ground.


Are you sure you want to do that?

Bharak works out his sadness on losing his fighting partner, it sounds like a sadistic smithy as he hammers the Clockwork golem to fragments on the floor.

Nothing to loot in here. Map updated.

The passage off the room heads south, what now?


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

”Whew.” Bharak ran the back of his hand across his brow. ”So much for stealth.” He smiled apologetically. ”Lets push south. See what else is waiting for us.”

Grand Lodge

F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

Elena smiles at Bharak as she enters the room, nods and steps over the fresh body without breaking stride. It was routine at this point, the battle already over before she arrived.


Dwarf Gunslinger(Bolt Ace) 12th
Stats:
Int: +7; AC 24/18 touch/16 FF; Hp's 145/145; Perc: +18; Fort: +14, Ref: +15, Will: +9

Vhane looks stoically at the construct that's now scattered in pieces. His crossbow resting on his shoulder, he heads south after the others.


Are you sure you want to do that?

The passageway goes south for 10' before it splits to an eastern passage as well.

Map updated.

Which way now?


CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86

Having not seen the golem before Bharak destroyed it, Axton marvels at the destruction.


1 person marked this as a favorite.
Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

East all the way then check north?

Stealth: 1d20 + 19 ⇒ (19) + 19 = 38
Perception add 1 for traps 2 for stone: 1d20 + 22 ⇒ (19) + 22 = 41

For a moment he thought about apologizing for the quick victory, but stopped himself at the foolishness. They were alive and that was what mattered. When it became clear that no foes were coming he lead the group on…


1 person marked this as a favorite.
CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86
Bharak Slagsun wrote:
East all the way then check north?

Sure. It doesn't matter to me. Since I'm in the back, I'm happy to let the people in front decide. If I think direction is important, I'll speak up.


Are you sure you want to do that?

Since it has no encounters.

B3. Cistern
This room features a twenty-foot-diameter circular cistern filled with water. A five-foot-wide walkway rings the cistern, while above, a single narrow hole leads up to the surface.

You have passages heading south, and up ahead of you a door.

Map updated.

What are you doing?


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

He led the group further to the east, until they came to the doors to the north. These were carefully opened…


Are you sure you want to do that?

The door to this room is frozen over?

Opening the door requires a strength check to break the ice.

What now?


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Str: 1d20 + 4 ⇒ (8) + 4 = 12
Str: 1d20 + 4 ⇒ (8) + 4 = 12
Str: 1d20 + 4 ⇒ (7) + 4 = 11
Str: 1d20 + 4 ⇒ (19) + 4 = 23

It took a moment, but Bharak was able to slowly break through the ice…


Are you sure you want to do that?

Map updated

Bharak manages to break the ice crusting the door, it scrapes open into a chilly room as he shakes his frozen fingers back to life.

86. Ice Room
The air in this room is quite cold, and frost cakes the floor, ceiling, and walls.
At the four corners of the room stand ice encrusted statues of four very long-haired humans, two men and two women, whose arms are outstretched along the walls.
Several crates and barrels lie stacked against the room's walls.

What are you doing now?


CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86

Axton uses detect magic to detect the obvious magic, but hoping to find out more about what's causing the ice.


Are you sure you want to do that?

The four statues in this room radiate moderate conjuration magic-each one constantly siphons frozen air into this room, reducing the temperature to a frigid level.

What now?


CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86

"I think... let's leave this room alone for now. Until we determine what its purpose is."

Axton pulls an iron spike and hammer from his supplies.

"Close the door, and hammer this spike into the floor right in front of the door, so that it can't open without us hearing someone break it down. Just in case something is summoned after we turn away."


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Bharak quietly went about doing so, trusting his comrade’s expertise. Once finished, he led the party south.

Taking 10 on perception and stealth as we go


1 person marked this as a favorite.
CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86

"Did he just steal my hammer?"


Are you sure you want to do that?

Map updated.

B7B. PIT TRAP
This is the lower area of the pit traps in areas A6 & A16 above. Fresh brick walls have been erected to seal off the pits from the rest of the dungeon-the walls can be smashed with relative ease if yo wish to?

B8. LUMBER ROOM
A faint smell of seasoned birch and a stronger musty smell of dust permeate this room, where large stacks of lumber, together with heaps of billets, boards, and charcoal are stored. A layer of dust covers everything here.

The dust show how little this room is used. It could be a safe resting area.

You continue exploring the circuit of passageways and reach an larger, open area.

B4. LITANY ROOM
This room is decorated with the frescoed life-size images of singing clerics of different faiths gathered in vaulted chambers.
The chanting flowing out of each singer's mouth in the frescoes is represented by floating notation marks that rise toward the ceiling over the head and fall back around the feet.

Private matters:

stealth: 1d20 + 22 ⇒ (11) + 22 = 33
stealth: 1d20 + 22 ⇒ (5) + 22 = 27
stealth: 1d20 + 22 ⇒ (15) + 22 = 37
stealth: 1d20 + 22 ⇒ (4) + 22 = 26
stealth: 1d20 + 22 ⇒ (11) + 22 = 33
stealth: 1d20 + 22 ⇒ (8) + 22 = 30

Perception DC33:

Parts of the Fresco's on the walls are actually Skulks using their ability to blend into their surroundings to pose as part of the fresco. There are 6 Skulks hiding in here waiting for you to enter.

Perception Koriah: 1d20 + 24 ⇒ (4) + 24 = 28 Scheise!

Percption rolls please folks.


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Perceprion: 1d20 + 19 ⇒ (4) + 19 = 23

Bharak stepped carefully, on the lookout for any mechanical or magical traps. He was oblivious to the danger he was walking into…


CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86

Perception: 1d20 + 12 ⇒ (10) + 12 = 22


Dwarf Gunslinger(Bolt Ace) 12th
Stats:
Int: +7; AC 24/18 touch/16 FF; Hp's 145/145; Perc: +18; Fort: +14, Ref: +15, Will: +9
Axton Vendian wrote:
"Did he just steal my hammer?"

LOL!!!

Perception: 1d20 + 18 ⇒ (16) + 18 = 34 Lol! Oh man, that's awesome. I'm like: "No way I hit that DC." :D

Narrowing his eyes as he looks in, Vhane relaxes and calmly turns to the others and says in a matter-of-fact tone, "We got six skulks in there. I think they're tryin' ta blend in. Ta their credit, I just barely saw 'em." He double-checks his crossbow, making sure it's loaded.


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Bharak froze, and gave a slight nod to the crossbowman for his keen eyesight. If he had walked into an ambush it would have been as humiliating as it would have been dangerous.

”Start blasting them then. I’ll hold the line should they be stupid enough to charge.”


Are you sure you want to do that?

The Skulks are waiting for you to walk into the room, relying on their blend ability to hide. So you can take a full round action on them to get things started.

Grand Lodge

1 person marked this as a favorite.
F Cleric 10 (HC)/Bard 1. HP 92/92, AC 24 T 15 FF 20. Saves: F+13, R +13, W +19, +2 vs charm/illus. +1 branced spear +11, 1d8+10 P (18-20/x2). CMB +11, CMD 23 init +8, Perc. +24. Wand: CLW 25/25, Bless 16/25, HA 43/50. Daily resources: BoL 10/10. IH 10/10. Channel 5d6 5/5, Inspire courage 24/24, Luck domain Reroll 1/1, horseshoe +3 save 1/1. Conditions: none.

perception, level 12 values with HA: 1d20 + 28 ⇒ (14) + 28 = 42

"Not that hard to see. The six Skulks are posing as figures from Neo-Abadarran art style while the fresco's themselves are more retro-Desnan. The perspective and disruptions of dead spacing completely clash with their intended hiding. They are a living atrocity against art."

She rolls up her sleeves. "And so they each deserve to die."

Her eyes shine through from behind the Abbes' veil - but what speaks then is a far more sinister voice than her own. "The Mother of Monsters does not look kindly upon your tresspass. She thanks you for your sacrifice."

Then, four many-eyed and moutheded aberrations spawn into the room which immediately begin eating the skulks alive.

Summon monster V, gibbering mouths: 1d3 + 1 ⇒ (3) + 1 = 4

These technically celestial and totally good/not evil aberrations can attack straight away since sacred summons applies to them. Unfortunately for the Skulks, they also have 6 attacks each and both grapple, blood drain and swallow whole them at the beginning of their next turn should any grapple succeed. I do not see anything in the summoning rules that forbids them used in such a way to a good charater and could just play it as such. But flavorwise it is much cooler to just have an evil god voice their displeasure over having one of their temples destroyed, am i right?

WARNING. LOTS of math!:

Attacks gibbering mouth 1 vs Orange, augment monster, perform, flagbearer, smite evil, attack 1: 1d20 + 14 ⇒ (17) + 14 = 31

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (12) + 18 = 30

damage: 1d4 + 1d6 + 11 ⇒ (3) + (2) + 11 = 16

Attacks gibbering mouth 1, augment monster, perform, flagbearer, smite evil, attack 2: 1d20 + 14 ⇒ (6) + 14 = 20

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (14) + 18 = 32

damage: 1d4 + 1d6 + 11 ⇒ (4) + (6) + 11 = 21

Attacks gibbering mouth 1, augment monster, perform, flagbearer, smite evil, attack 3: 1d20 + 14 ⇒ (12) + 14 = 26

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (5) + 18 = 23

damage: 1d4 + 1d6 + 11 ⇒ (4) + (2) + 11 = 17

Attacks gibbering mouth 1, augment monster, perform, flagbearer, smite evil, attack 4: 1d20 + 14 ⇒ (18) + 14 = 32

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (8) + 18 = 26

damage: 1d4 + 1d6 + 11 ⇒ (3) + (2) + 11 = 16

Attacks gibbering mouth 1, augment monster, perform, flagbearer, smite evil, attack 5: 1d20 + 14 ⇒ (15) + 14 = 29

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (17) + 18 = 35

damage: 1d4 + 1d6 + 11 ⇒ (1) + (6) + 11 = 18

Attacks gibbering mouth 1, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (11) + 14 = 25

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (15) + 18 = 33

damage: 1d4 + 1d6 + 11 ⇒ (3) + (4) + 11 = 18

Attacks gibbering mouth 1, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (8) + 14 = 22

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (7) + 18 = 25

damage: 1d4 + 1d6 + 11 ⇒ (1) + (5) + 11 = 17

Gibbering mouth 2, vs Red > Green if red dies.

Attacks gibbering mouth 2, augment monster, perform, flagbearer, smite evil, attack 2: 1d20 + 14 ⇒ (18) + 14 = 32

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (17) + 18 = 35

damage: 1d4 + 1d6 + 11 ⇒ (1) + (5) + 11 = 17

Attacks gibbering mouth 2, augment monster, perform, flagbearer, smite evil, attack 3: 1d20 + 14 ⇒ (6) + 14 = 20

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (14) + 18 = 32

damage: 1d4 + 1d6 + 11 ⇒ (3) + (6) + 11 = 20

Attacks gibbering mouth 2, augment monster, perform, flagbearer, smite evil, attack 4: 1d20 + 14 ⇒ (18) + 14 = 32

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (18) + 18 = 36

damage: 1d4 + 1d6 + 11 ⇒ (2) + (6) + 11 = 19

Attacks gibbering mouth 2, augment monster, perform, flagbearer, smite evil, attack 5: 1d20 + 14 ⇒ (7) + 14 = 21

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (17) + 18 = 35

damage: 1d4 + 1d6 + 11 ⇒ (3) + (5) + 11 = 19

Attacks gibbering mouth 2, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (16) + 14 = 30

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (16) + 18 = 34

damage: 1d4 + 1d6 + 11 ⇒ (3) + (4) + 11 = 18

Attacks gibbering mouth 2, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (5) + 14 = 19

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (10) + 18 = 28

damage: 1d4 + 1d6 + 11 ⇒ (3) + (5) + 11 = 19

Gibbering mouther 3, vs Blue > Yellow if blue dies

Attacks, augment monster, perform, flagbearer, smite evil, attack 2: 1d20 + 14 ⇒ (17) + 14 = 31

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (15) + 18 = 33

damage: 1d4 + 1d6 + 11 ⇒ (3) + (6) + 11 = 20

Attacks, augment monster, perform, flagbearer, smite evil, attack 3: 1d20 + 14 ⇒ (8) + 14 = 22

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (7) + 18 = 25

damage: 1d4 + 1d6 + 11 ⇒ (3) + (5) + 11 = 19

Attacks, augment monster, perform, flagbearer, smite evil, attack 4: 1d20 + 14 ⇒ (5) + 14 = 19

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (6) + 18 = 24

damage: 1d4 + 1d6 + 11 ⇒ (4) + (1) + 11 = 16

Attacks augment monster, perform, flagbearer, smite evil, attack 5: 1d20 + 14 ⇒ (10) + 14 = 24

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (10) + 18 = 28

damage: 1d4 + 1d6 + 11 ⇒ (4) + (2) + 11 = 17

Attacks, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (19) + 14 = 33

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (4) + 18 = 22

damage: 1d4 + 1d6 + 11 ⇒ (4) + (6) + 11 = 21

Attacks, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (12) + 14 = 26

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (9) + 18 = 27

damage: 1d4 + 1d6 + 11 ⇒ (1) + (5) + 11 = 17

=Gibbering mouther 4 vs Purple

Attacks, augment monster, perform, flagbearer, smite evil, attack 2: 1d20 + 14 ⇒ (5) + 14 = 19

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (14) + 18 = 32

damage: 1d4 + 1d6 + 11 ⇒ (2) + (3) + 11 = 16

Attacks, augment monster, perform, flagbearer, smite evil, attack 3: 1d20 + 14 ⇒ (8) + 14 = 22

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (2) + 18 = 20

damage: 1d4 + 1d6 + 11 ⇒ (2) + (1) + 11 = 14

Attacks, augment monster, perform, flagbearer, smite evil, attack 4: 1d20 + 14 ⇒ (8) + 14 = 22

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (6) + 18 = 24

damage: 1d4 + 1d6 + 11 ⇒ (2) + (4) + 11 = 17

Attacks augment monster, perform, flagbearer, smite evil, attack 5: 1d20 + 14 ⇒ (12) + 14 = 26

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (5) + 18 = 23

damage: 1d4 + 1d6 + 11 ⇒ (2) + (6) + 11 = 19

Attacks, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (13) + 14 = 27

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (17) + 18 = 35

damage: 1d4 + 1d6 + 11 ⇒ (3) + (6) + 11 = 20

Attacks, augment monster, perform, flagbearer, smite evil, attack 6: 1d20 + 14 ⇒ (19) + 14 = 33

grab vs CDM if hits augment summons, attack buffs, +4 grab: 1d20 + 18 ⇒ (12) + 18 = 30

damage: 1d4 + 1d6 + 11 ⇒ (3) + (3) + 11 = 17

If any skulks survive this barrage of attacks:

The four gibbering mouths then use their free action once/turn ranged spittle attack to strike at any remaining one. DC 20 fort save (augment summons increases DC of 18 to 20 since con-based/+4 con) or they are blinded for 1d4 rounds.


CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86
Elena Neidhardt wrote:

She rolls up her sleeves. "And so they each deserve to die."

Her eyes shine through from behind the Abbes' veil - but what speaks then is a far more sinister voice than her own. "The Mother of Monsters does not look kindly upon your tresspass. She thanks you for your sacrifice."

Axton stares wide-eyed at Elena.

"I was going to summon little angelic balls of light, but I like your idea much better."

Axton digs out his wand of lightning bolt in the unlikely event that he'll need it.


Dwarf Gunslinger(Bolt Ace) 12th
Stats:
Int: +7; AC 24/18 touch/16 FF; Hp's 145/145; Perc: +18; Fort: +14, Ref: +15, Will: +9
Bharak Slagsun wrote:

Bharak froze, and gave a slight nod to the crossbowman for his keen eyesight. If he had walked into an ambush it would have been as humiliating as it would have been dangerous.

”Start blasting them then. I’ll hold the line should they be stupid enough to charge.”

Nodding, Vhane takes aim and fires several bolts off.

Attack purple

Deadly Aim/Static +2
+2 Repeating heavy crossbow: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d10 + 17 + 1d6 ⇒ (8) + 17 + (6) = 31

(Rapid Shot)+2 Repeating heavy crossbow: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d10 + 17 + 1d6 ⇒ (3) + 17 + (5) = 25

+2 Repeating heavy crossbow: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d10 + 17 + 1d6 ⇒ (3) + 17 + (4) = 24

+2 Repeating heavy crossbow: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 17 + 1d6 ⇒ (1) + 17 + (2) = 20

AC 24; Hp's 145/145


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Elena’s buffs up? If not -5 hit/dmg and no sonic. Readied action: 1d20 + 19 + 5 ⇒ (3) + 19 + 5 = 27
Damage: 1d6 + 20 + 5 ⇒ (1) + 20 + 5 = 26
Acid: 1d6 ⇒ 1
Sonic: 1d6 ⇒ 4

True to his word Bharak held the line should there be any charge. He was abit too relaxed, though, as he suspected that they’d catch the creatures by surprise. Therefore there was no need to rush.


1 person marked this as a favorite.
Are you sure you want to do that?

Vhane pots Purple.

Elena's art critics devour Red, Orange, yellow & Blue.

In an anticlimax Bharak steps in and ends Green's misery.

All dead before they realized it. What are you doing now?

Loot:

Composite longbow +1 (6),
Inubrix arrows (60). 250gp per arrow.


Are you sure you want to do that?

So where to now?


1 person marked this as a favorite.
Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Sorry. eSIM data ran out, can’t see any maps for one more day due to China’s firewall. But as I recall we can head south from here, and as such Bharak will take the group that way unless someone else says otherwise


Are you sure you want to do that?

Map updated.

You head for the south door.

B5. OBSERVATION ROOM
A faint, flickering light illuminates this room from an alcove in the western wall. Within the alcove, a luminous globe floats in midair above a stone pedestal. A flight of stairs leads down to the east.

The globe in the niche is an ancient creation of the Groetan cult-when anyone approaches the alcove, the globe shimmers and takes on the appearance of a moon with a skull-like face leering from its surface.

Knowledge Religion DC15:

With a
successful DC 15 Knowledge (religion) check, a PC can identify this as a depiction of the god Groetus .

If a divine spellcaster approaches within 5 feet of the glowing globe,
its glow increases in radiance from dim light to normal light.

Knowledge Religion DC25:

A successful DC 25 Knowledge (religion) check enables a PC to recall stories of similar icons in Groetan temples . These strange objects served primarily as tokens of respect for visiting clerics and other divine spellcasters. This check also reveals that these icons were said to serve as windows through which powerful priests of Groetus could look out upon the world.

B7A
Another pit trap above. If you fall you end up here.

B12. CLOAKROOM
This room is furnished with two rows of benches and hangers.
Two cloaks, one colored a bright red and the other a dirty russet brown, hang from pegs set in the north wall. A huge mound of furs lies in the south section of the room.

Random:

random: 1d100 ⇒ 88

A large Giant lies snoring on the pile of furs.

This muscular giant has dark gray skin and fiery red hair. Its lower jaw bears sharp fangs, and it wields a huge, primitive spear.

Knowledge Local DC25:

Sleeping Giant. What now?


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

Crit: 8d4 + 80 ⇒ (1, 1, 1, 4, 3, 2, 3, 4) + 80 = 99
If it survives the coup de grace, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded by the blow
If anyone stops him he will withhold from killing said giant

Room after room they went through, with Bharak leaving it to the learned to piece together what they were seeing. It was only when they came to the sleeping giant that his forte was needed. His blades were enchanted to transform, and he extended them significantly. Without malice, nor remorse, he efficiently sought to ensure that the sleeping giant never woke.


Are you sure you want to do that?

Bharak slips over and tries to end the Giant.

Massive damage save: 1d20 + 15 ⇒ (20) + 15 = 35 What a waste.
Blinded save: 1d20 + 15 ⇒ (17) + 15 = 32

The Giant awakes with a yell of pain.

Anyone else doing anything before we go to initiative?


CN Human Arcanist 12 ~ AC 20 (t 18, ff 18) | F+10, R+10, W+14 | Init +10/12, Per +12 | Arcane Reservoir: 12/15 | HP 86/86
GM_DBH wrote:
The globe in the niche is an ancient creation of the Groetan cult-when anyone approaches the alcove, the globe shimmers and takes on the appearance of a moon with a skull-like face leering from its surface.

Auto-pass the first Religion check

GM_DBH wrote:
If a divine spellcaster approaches within 5 feet of the glowing globe, its glow increases in radiance from dim light to normal light.

Knowledge (religion): 1d20 + 22 ⇒ (20) + 22 = 42 <-- Also a waste!

As the glowing skull light brightens as Elena draws near, Axton explains that they are looking at a depiction of Groetus. After considering for a moment, Axton says, "They say that in some Groetan temples, his priests use lights like that for surveillance."

Axton casts detect magic on the globe to see if he can tell why school of magic powers it.

Also auto-passed the the Knowledge (local) check. Immunity to illusion and enchantment is the only tactical knowledge I can glean, but it seems like to matter here.

GM_DBH wrote:

Bharak slips over and tries to end the Giant.

[dice=Massive damage save] 1d20 + 15; What a waste.
[dice=Blinded save] 1d20 + 15;

The Giant awakes with a yell of pain.

Anyone else doing anything before we go to initiative?

"Ooh, not quite, Bharak. Try that again!"


Are you sure you want to do that?

@Axton. No information given on the magc powering the globe I'm afraid.


Dwarf Gunslinger(Bolt Ace) 12th
Stats:
Int: +7; AC 24/18 touch/16 FF; Hp's 145/145; Perc: +18; Fort: +14, Ref: +15, Will: +9

Vhane aims his crossbow and fires at the giant!

Deadly Aim/Static +2
+2 Repeating heavy crossbow: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d10 + 17 + 1d6 ⇒ (5) + 17 + (3) = 25


Are you sure you want to do that?

Vhane hits with his bolt.

Ok, it has 24 hp left and would need to stand up to attack. I'm ruling it's dead.

Treasure:
The red cloak, embroidered with rainbow hued spirals and fitted with two golden clasps, is a piece of very fine clothing worth 180 gp,
The russet brown cloak is a Cloak of resistance +3,
In addition, the Giant carries a bag containing 5500gp in miscellaneous jewelry, gems, and coins.

What are you doing now?


Are you sure you want to do that?

No peeking:

stealth Red: 1d20 + 22 ⇒ (4) + 22 = 26
stealth Orange: 1d20 + 22 ⇒ (20) + 22 = 42
stealth Yellow: 1d20 + 22 ⇒ (14) + 22 = 36
stealth Green: 1d20 + 22 ⇒ (3) + 22 = 25

perception: 1d20 + 22 + 4 ⇒ (13) + 22 + 4 = 39
perception: 1d20 + 17 ⇒ (5) + 17 = 22
perception: 1d20 + 24 + 4 ⇒ (2) + 24 + 4 = 30

You clear the room and move towards the next one. B10. However Bharak detects another three Skulks hiding in the room. Koriah can only see two. Lt. Vhane can't see any of them.

Map updated.

Surprise round again. What are you doing?


Level (12) Wounds (7) HP (157) AC 30 (28/16/25, +2 Rage, + 2 Outsiders/Aberrations) CMD (30, +4 rage) Saves 18 /11/10, +4 Hardy, +2 Rage, +2 vs Transmutation) Initiative (+2) Rage (12/30) Favored Terrain: Mountain/Hills (+6) Underground (+4) Desert/Wastelands (+2) Acid Resistance (5) Fire Resistance (10) Buffs (Magic Vestment)

”Right! A good job lads. Light the fookers up again.” The dwarf prepared to move in if any survived the coming onslaught.

3,601 to 3,650 of 4,018 << first < prev | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM_DBH's Shattered Star All Messageboards

Want to post a reply? Sign in.