Grymp's Shattered Star Campaign

Game Master Zahir ibn Mahmoud ibn Jothan

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Male Human Beastmorph Alchemist 1/Fighter 1(HP 19 AC:18 T:12 F:16 Saves F:+6 R:+4 W:-1 CMB:+5 CMD:17 Init:+2 Perc: +4)

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


Roll20 Maps Loot

Ok, I have moved the whole party back to the room where you fought the three Tower Girls. Nothing of interest here except corpses, with 2 more sets of "Tower Girl standard gear."

Current ways to go are:

North: past the steps you came in on there is a passage

East: there is a passageway out of the room you first landed in on this level.

South-East: and down the steps where the TG fled yelling

South-East and then North: to the small room there. Let's eliminate this one, that just an empty room with Thassilonian carvings and such.

"Stop" signs are positioned appropriately.


Male Human Beastmorph Alchemist 1/Fighter 1(HP 19 AC:18 T:12 F:16 Saves F:+6 R:+4 W:-1 CMB:+5 CMD:17 Init:+2 Perc: +4)

I suggest we deviate from our standard procedure and have Verilich guard our back. Then, right hand rule? So east from where we came in?


Male Dwarf Cleric 2 (HP 21/21 AC:15 T:10 F:15 Saves F:+7 R:+1 W:+7 CMB:+3 CMD:13 Init:+0 Perc: +4 Heal:+8)

Right hand rule sounds good.


Male Human Beastmorph Alchemist 1/Fighter 1(HP 19 AC:18 T:12 F:16 Saves F:+6 R:+4 W:-1 CMB:+5 CMD:17 Init:+2 Perc: +4)

Moved to the stop sign.


Roll20 Maps Loot

This direction takes you through several rooms. The first is empty, but you can see into the second where there are a couple creatures. These creatures are Donkey Rats. 5hps each, so I think we will just float past that encounter and mark them dead.. In addition to the donkey rats, the second room contains several crates, barrels, and sacks stacked in an orderly fashion in the middle of the room.

Treasure: two casks of whiskey are worth 10 gp each, while the boxes of spices are worth 35 gp

Continuing on into the third room...

DC 15 Perception:
You detect a cool breeze coming from the south side of the room.

Once someone makes that Perception check, and points this out, everyone can try...

DC 18 Will Save:
There is an illusory portion of the southern wall, which allows you to look down into the cove where you first tied up your boat.

The eastern wall depicts a fresco of a tall, redheaded woman with a ranseur standing over a short, hunch-backed man—the ranseur is impaled in the man’s belly, and his twisted demonic hands clutch at the shaft as black smoke wafts up from his face and wounds.

DC 25 Knowledge (history) or Knowledge (local):
The woman in the scene is the Runelord Alaznist


Male Ifrit Slayer 2 (AC:19 T:13 FF:16 | HP 22/22 | F+5 R+6 W+1| CMB:+4 CMD:18 | Init:+8 | Perc:+5 | Darkvision 60')

Perception Check: 1d20 + 5 ⇒ (20) + 5 = 25

Caius gestures, "A cool breeze comes from there." He points to the south.

Will Save: 1d20 + 1 ⇒ (3) + 1 = 4


Male Musetouched Aasimar of Varisian Human Lineage Bard 2 (AC: 18, T: 13, FF: 15 | HP: 14/14 | F+1, R+6, W+3 | CMB+2, CMD: 15 | Init+5 | Perc+5 | Darkvision 60')

Ghaernan walks with Khalid...

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Male Musetouched Aasimar of Varisian Human Lineage Bard 2 (AC: 18, T: 13, FF: 15 | HP: 14/14 | F+1, R+6, W+3 | CMB+2, CMD: 15 | Init+5 | Perc+5 | Darkvision 60')

...and cautiously beyond, to where he, as with Caius, perceives a cool breeze seeming to emanate from the south side of the room...

Will Save: 1d20 + 3 ⇒ (6) + 3 = 9

"Strange, as though a light wind emerges from the wall itself..."


Roll20 Maps Loot

Everyone is welcome to try the Will save.

Knowledge (history or local) anyone?


Male Human Beastmorph Alchemist 1/Fighter 1(HP 19 AC:18 T:12 F:16 Saves F:+6 R:+4 W:-1 CMB:+5 CMD:17 Init:+2 Perc: +4)

Will Save: 1d20 - 1 ⇒ (6) - 1 = 5
Studying the fresco, Khalid says, "That redhead is a bad ass."
perception: 1d20 + 4 ⇒ (20) + 4 = 24
Loot list updated


M Wyvaran Monk 2 (AC 15 [T:15 FF14) | HP 18/20 | F+4 R+4 W+4 | Init: +3 | Perc: +11 | Darkvision 60' and Low Light

will save: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22

know history: 1d20 + 8 ⇒ (14) + 8 = 22

Verilich takes his gaze away from guarding the rear of the party but only for a moment. "The reason there is a breeze coming from the wall is that the wall is an illusion. It allows us to look down to where we first came in via the boat."

Verilich will then go back to guarding the rear.


Roll20 Maps Loot

Once Verilich points out the illusion, everyone else can push through it, and see down to the boats.

On to the stop sign to the north now?


Male Ifrit Slayer 2 (AC:19 T:13 FF:16 | HP 22/22 | F+5 R+6 W+1| CMB:+4 CMD:18 | Init:+8 | Perc:+5 | Darkvision 60')

Onward!


Roll20 Maps Loot

The two rooms at the western end of this corridor are mostly empty, but for dust and darkness, darkness broken by Khalid's Wayfinder, that is! The westernmost room has another of the various spots where you can look out into the bay, but you suspect when looking from the other side that there is some sort of glamer that hides the very existence of opening. Feel free to drag your icons down there to "see" those rooms.

Now, the eastern room, and the closed door just north of it, are a different story. Khalid gets far enough up the hall to where he can see no less than three very attractive Tower Girls tossing bread to a couple donkey rats.

They have several torches and lantern, so his light didn't alert them.


Male Human Beastmorph Alchemist 1/Fighter 1(HP 19 AC:18 T:12 F:16 Saves F:+6 R:+4 W:-1 CMB:+5 CMD:17 Init:+2 Perc: +4)

Khalid will motion to the others to close ranks, and charge on three.

Did we learning anything about donkey rats in our last fight beyond they tend to go down in one hit from a warrior?


Roll20 Maps Loot

DC 11 Knowledge(nature):
Donkey Rats can carry diseases.


Male Musetouched Aasimar of Varisian Human Lineage Bard 2 (AC: 18, T: 13, FF: 15 | HP: 14/14 | F+1, R+6, W+3 | CMB+2, CMD: 15 | Init+5 | Perc+5 | Darkvision 60')

Ghaernan nods in appreciation once Verilich notes the illusory nature of a section of the southern wall in the end-chamber. He considers the dramatic fresco on the eastern wall for a passing moment...

Knowledge(History): 1d20 + 3 ⇒ (1) + 3 = 4

Knowledge(Local): 1d20 + 3 ⇒ (12) + 3 = 15

...but soon acknowledges the limits of his studies, thus far, in what are almost certainly ancient Thassilonian matters.

The Bard follows a short distance behind Khalid and Caius, and Messages back to Verelich once the impending threat of multiple Tower Girls and donkey rats are first discerned...

"Verelich, Tower Girls and rats to the north. Best switch out with Gundar and join us, Khalid readies a charge!"

Knowledge(Nature): 1d20 + 3 ⇒ (9) + 3 = 12

"Beware disease from donkey rat contact!" Ghaernan whispers to his closest companions...


Male Musetouched Aasimar of Varisian Human Lineage Bard 2 (AC: 18, T: 13, FF: 15 | HP: 14/14 | F+1, R+6, W+3 | CMB+2, CMD: 15 | Init+5 | Perc+5 | Darkvision 60')

Coming to a halt, Ghaernan will prepare to cast immediately before the charge, in a plan rather similar to that which he'd previously advocated against another gathering of Tower Girls...


M Wyvaran Monk 2 (AC 15 [T:15 FF14) | HP 18/20 | F+4 R+4 W+4 | Init: +3 | Perc: +11 | Darkvision 60' and Low Light

"Acknowledged. No sign of pursuers. Coming to the front lines."

init when ready: 1d20 + 3 ⇒ (15) + 3 = 18


Male Dwarf Cleric 2 (HP 21/21 AC:15 T:10 F:15 Saves F:+7 R:+1 W:+7 CMB:+3 CMD:13 Init:+0 Perc: +4 Heal:+8)

Before going into combat, Gundar will touch all the companions he can with a resistance spell.

+1 on saves for 1 minute.

Init: 1d20 ⇒ 4


Male Human Beastmorph Alchemist 1/Fighter 1(HP 19 AC:18 T:12 F:16 Saves F:+6 R:+4 W:-1 CMB:+5 CMD:17 Init:+2 Perc: +4)

Knowledge Nature: 1d20 + 6 ⇒ (4) + 6 = 10

Khalid signals to his companions "3, 2, 1.."

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