GM Kate's Ruins of Azlant (closed) (Inactive)

Game Master Kate Baker


751 to 800 of 4,604 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Ghost Level Delve || Extinction Curse

Mitzi has taken two hits, so I assumed she went poof, but Doug should confirm.


Having seen the fate of the last boar, Silt attempts to hit its friend for nonlethal damage while destructive smiting.

Spear +5 -4 nonlethal: 1d20 + 1 ⇒ (16) + 1 = 17

Damage(piercing, nonlethal): 1d8 + 7 ⇒ (7) + 7 = 14

if the tree gives the boar cover Silt would use 15' of movement to move to Cedar's left, then attack; that's 1 square off the map (G-0).

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Yes, sadly she went back to her plane. She has 6 hp. She took two hits, so she did her job!

"Leave us alone!" Cedar swings again at the boar.

Rapier: 1d20 + 1 ⇒ (15) + 1 = 16 damage: 1d6 + 0 ⇒ (5) + 0 = 5


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

What exactly does he conjure? Very effective

Purpose Creche, impressed by the efficacy of Toby's glistening blasts, opts to conserve the energy pooled in his progenitor's fragment. He steps in front of the beast and delivers an overhand chop with the emerald blade, but the boar's simultaneous thrust with its wicked tusks forces him to divert the force of his blow into deflecting the piercing porcine pugilism.

EDIT: sniped! Rolls in case Heaven's most terrifying poodle goes home:
Sword: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


1 person marked this as a favorite.
Ghost Level Delve || Extinction Curse

I'm a little uncertain on the interaction between non-lethal damage and ferocity, but I'm going with "unconscious" as the result here.

The group surrounds the remaining boar and strike it repeatedly. Thanks to Silt hitting with the butt of his spear rather than the blade, this one collapses into unconsciousness, rather than death.

Out of combat!

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Continue our hike?


Friendly Magical Beast

The smell of melting hide fills the air.

Chomp Chomp


Karl! Shoo! Silt throws hunks of salted meat at Karl to distract him from the fresh kill. Karl skitters off only when he sees Silt's dangerous spear approaching. He clutches the dried meat in his mandibles and backs away.

Before moving on Silt would like to stabilize the living boar (per the spell), then harvest any hide or meat from the dead boar. Karl can have leftovers.

survival+7: 1d20 + 7 ⇒ (14) + 7 = 21

not sure if survival makes sense for skinning animals, but Silt doesn't want to let anything go to waste.

After that, continue on!


2 people marked this as a favorite.
Ghost Level Delve || Extinction Curse

The party continues on, Karl making his his multi-faceted eyes as large and adorable as possible to beg for some of the boar meat Silt now carries.

Silt:
An unusual swath of ground lies ahead. A section of ground approximately ten feet wide crossing your path looks as if it is grooved, covered with minute depressions and trampled grass. A first impression suggests a path left by hundreds of thousands of insects marching in a tight formation, but none of the plants appear to be eaten or damaged. Where the strange trail intersects with obstacles, it either splits and goes around the obstacle like water, or veers to avoid it entirely.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche looks up at Toby. "Well done. We're lucky to have you," he says before turning to check his pack, sheathe his sword, and retrieve one of the machetes recovered from the smithy.

He picks his way through the brambles and tall grass to watch Sil'tchaak process the fallen boar. "I know a little about processing such things. I can help."
Survival (aid another): 1d20 + 1 ⇒ (12) + 1 = 13, if Silt's amenable.

He pays close attention as he helps (or watches) Sil'tchaak separate hide and meat. "You took great care to subdue the other boar. Not kill. I'm curious why."

Once the boar is dealt with, he also offers to repair the effects of Karl's tender attentions on Sil'tchaak's pack. If Silt's down, Purpose Creche spends 10 minutes immobile with hand on the pack. Images of scratched and gouged wood and pitted iron flash through his mind as the pack's singed leather fills in and returns to its normal color.


Silt is amenable!

Suddenly Silt calls a halt. See the pattern in the grass? A shoal of land-shrimp live here. Be ready to scatter them!

Do we have anything to deal with swarms other than Toby's kinetic blast? Silt is still out of splash weapons; we did find some alchemist's fires though, I think?


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

I think we found some alchemists fire. Kate says we found them in the equipment shed.

Also, LOL "land-shrimp".


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Yep, two alchemist's fires from the box that contained the swarm suit!

Purpose Creche pulls stoppered two vials of ruddy red liquid from his pack, keeping one for himself and giving the other to whoever wants it; maybe Cedar? When TBD vial-grabber closes their hand around the cylinder and Purpose Creche's lithe fingers, they can feel the wooden digits' subtle roughness.

"Careful. Volatile when exposed to air." He buzzes. "Maybe Silt's garland will repel them?"

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar is happy to take a vial. He's pretty useless against swarms otherwise.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby peers at the path ahead. "Is there any way around? Can we avoid these buggers?"


1 person marked this as a favorite.
Ghost Level Delve || Extinction Curse

Perception:

Purpose Creche: 1d20 + 5 ⇒ (19) + 5 = 24
Cedar Cruise: 1d20 + 2 ⇒ (16) + 2 = 18
Toby Hawthorn: 1d20 + 5 ⇒ (2) + 5 = 7
Sil’tchaak: 1d20 + 6 ⇒ (18) + 6 = 24

The trail is not perfectly uniform in width, but it is consistently about 10 feet wide with some minor variances, usually where the terrain is uneven.

Close examination reveals tiny pointed impressions, like the trail was formed by hundreds of stabs from small spikes.

Purpose and Silt:
The trail was created by hundreds of creatures or objects, rolled or rolling across the ground. Each is heavy enough to leave a slight impression but not enough to flatten the ground.

Whatever made the trail seems to have passed by quite some time ago. The trail veers off orthogonally to your intended path and continues as far as the eye can see, with no sign of the source.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche kneels by the wide trail, cocking his head and pointing out at various parts. "They seem to be rolling land-shrimp. Hundreds. See these small, pointed indentations? The way the undergrowth is flattened?" He stands and tucks the alchemist's fire into a coat pocket. "They passed some time ago. But travel in our general direction. Best be cautious."

I imagine a max K: nature of 10 wouldn't let me know anything about this particular breed of land-shrimp?

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar gives Toby a nod in agreement. "I'd prefer a way around them too. Yuck. No offense to any bugs amongst us, of course."


Ghost Level Delve || Extinction Curse

The trail doesn't match any natural creature that you've heard of.


1 person marked this as a favorite.
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

R-R-R-R-REWIND

He stands and tucks the alchemist's fire into a coat pocket. "They passed some time ago, But travel in our general direction. Best be cautious. and further away. I've never heard of such a creature. But if something like this lives here, we'd best be cautious."

Purpose Creche grips his machete and renews clearing a trail, noting a burst of nebulously green feeling each time the blade cuts into the brush. Hmm. Smell.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Sunlight dapples the forest floor, shadows and muted patches of brightness playing across the five figures making their way north. Karl occasionally skitters over to fallen fruits. His presence disturbs clouds of insects that quickly settle back once the ankheg realizes that meat doesn't grow on trees.
At the fore, Purpose Creche hacks at encroaching evergreen shrubs. His coat and hands bear tiny scratchmarks, but he doesn't complain, or even seem to tire as he carves an irregular, jagged path from the woods.


Ghost Level Delve || Extinction Curse

Purpose clears a path, and the party continues along. Eventually, the group reaches a stream running southwest to the sea.

GM screen:

Purpose Creche: 1d20 + 5 ⇒ (19) + 5 = 24
Cedar Cruise: 1d20 + 2 ⇒ (6) + 2 = 8
Toby Hawthorn: 1d20 + 5 ⇒ (18) + 5 = 23
Sil’tchaak: 1d20 + 6 ⇒ (11) + 6 = 17
horrible thing: 1d20 + 4 ⇒ (1) + 4 = 5

The water is so clear that you easily spot a terrible creature standing motionless at the bottom of the stream. Upon seeing you, she starts toward you. The creature looks to once have been human, though a shell perches oddly on her head like a hat.

DC 7 Knowledge (religion):
This is a zombie, an undead creature with undead traits. Questions per usual.

DC 12 Knowledge (dungeoneering):
The shell creature is an incutilis, a tiny aquatic aberration.

Initiative:

Purpose Creche: 1d20 + 3 ⇒ (2) + 3 = 5
Cedar Cruise: 1d20 + 1 ⇒ (19) + 1 = 20
Toby Hawthorn: 1d20 + 3 ⇒ (18) + 3 = 21
Sil’tchaak: 1d20 + 1 ⇒ (13) + 1 = 14
evil shell: 1d20 + 6 ⇒ (17) + 6 = 23
gross dead person: 1d20 + 0 ⇒ (19) + 0 = 19

No Surprise Round, just Regular Initiative

Toby
Cedar

gross dead person and evil shell
Silt
Purpose

Logistics notes: the creatures are currently underwater. The trees function the same as the last battle.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

know(religion): 1d20 - 1 ⇒ (2) - 1 = 1

"Whoa! What the heck is that thing?!" Toby shouts, pointing at the creature underwater. [b]"Stay back!" He steps closer to the water, curious, then thinks better of it and braces himself behind a tree, raising his fists to fire should the creature emerge from the water.

Readied attack:

kinetic blasts, pbs: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
bludgeoning damage, pbs: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar will delay, hoping the creature comes out of the water.

I’m assuming the river is fresh water?


Ghost Level Delve || Extinction Curse

Yes, fresh water.

The creature emerges from the water and heads toward Toby. Toby blasts it with water, but the pummeling of the blast doesn't seem to affect the creature as much as he would expect. It continues its slow march toward the rougarou.

I messed up on the knowledge (religion) check! Please use this one instead. The text inside the earlier spoiler is wrong, not just the DC.

DC 10 Knowledge (religion):
This is a zombie, but it does not seem to have normal undead traits. Questions as usual.

Toby
gross dead person -5hp and evil shell -1hp
Cedar
Silt
Purpose


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Just getting ready to spout info on my turn!
Knowledge (religion): 1d20 + 9 ⇒ (1) + 9 = 10, defenses.
Knowledge (dungeoneering): 1d20 + 8 ⇒ (4) + 8 = 12, reasons it might be a zombie's fascinator!


Ghost Level Delve || Extinction Curse

The zombie has DR 5/slashing. It is not a normal zombie, and is immune to spells and affects that only target undead, such as channeled positive energy to harm undead.

The incutilis has a puppetmaster ability. It can drive its tendrils into a helpless creature's head, killing it instantly and allowing the incutilis to control the creature.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

We’re about to eat our Thanksgiving dinner, but I wanted to post this. If Silt steps to F6, Cedar will summon Mitzi into D8, so they have a flank. Mitzi can’t delay, as Cedar has no way to communicate with her, so she’ll attack immediately.

Creeped out by the weird zombie, Cedar calls to Mitzi for help!

“Yap! Yap!” Mitzi attacks the wet zombie, smiting!

Bite: 1d20 + 4 ⇒ (7) + 4 = 11 damage: 1d4 + 2 ⇒ (3) + 2 = 5


I added Mitzli for you

Silt 5' steps towards the zombie, and attempts to stab the shell-like thing because creatures that drive their tendrils into your brain seem like they should be at the very top of one's kill priorities. (Also destructive smite #3/5 for the day)

Spear + 5 + 2 flank: 1d20 + 7 ⇒ (10) + 7 = 17

Piercing: 1d8 + 7 ⇒ (7) + 7 = 14


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche is acutely aware of the cool spiral pendant against his chest, as well as the scent of ash and visions borrowed from practitioners past. "Not undead. The shell is an incutilis. Killed this person and is controlling their body."

He skirts circles the tree to his right. Threading the needle of Mitzi's flailing fluff and the spreading cloud of Toby-born mist, he raises the splinter. It grows warm in his hand, and a jet of brilliant energy streaks towards the aberration.

The scorching beam bores into the creature's shell...: 1d20 + 5 ⇒ (20) + 5 = 25
...and melts its way through to the other side: 1d20 + 5 ⇒ (18) + 5 = 23 to confirm!
Partially liquidated shards and smoldering ichor explode, sizzling and popping, into the stream: 2d6 + 4 ⇒ (1, 5) + 4 = 10 fire damage!


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"Ew, it's in their brain?!"

Toby steps back, firing at the creepy brain-stabbing crab-thing.

kinetic blast, pbs: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
damage, pbs: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6


Ghost Level Delve || Extinction Curse

Silt tries to attack the incutilis, but has difficulty targeting the creature while it clings to its host. That is actually mechanical. There is a penalty to attack rolls against the incutilis while it's using its puppetmaster ability. Mitzi pops into existence and similarly struggles against the zombie. Purpose gets a steady shot and nails the incutilis directly with a strong beam of fire. Toby is too grossed out by the brain tendrils to aim.

The incutilis moves its tendrils around, directing the dead woman to avoid the flank and strike at Sil'tchaak.

slam!: 1d20 + 4 ⇒ (15) + 4 = 19
ouch!: 1d6 + 4 ⇒ (4) + 4 = 8

Toby
gross dead person -5hp and evil shell -11hp
Cedar
Silt
Purpose


Seeing that he cannot accurately hit the scary enemy, Silt opts for the zombie, 5 foot stepping over and hoping Mitzli naturally does the same before he strikes.

spear +5 +2 flank: 1d20 + 7 ⇒ (6) + 7 = 13

Piercing, Destructive smiting: 1d8 + 7 ⇒ (6) + 7 = 13

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar grimaces at the thought of tendrils burrowing into his brain.

”Mitzi, we’ve got to clear this island of threats!”

”Yap! Yap! Yap!” Mitzi doesn’t want tendrils in her brain either!

Mitzi and Cedar move in to attack the zombie.

Cedar: Rapier: 1d20 + 1 ⇒ (7) + 1 = 8 damage: 1d6 + 0 ⇒ (3) + 0 = 3

Mitzi: Bite: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 damage: 1d4 + 2 ⇒ (2) + 2 = 4 Smiting


Ghost Level Delve || Extinction Curse

As Mitzi steps into position, Silt jabs his spear into the undead creature. Although a spear is not the optimal weapon, the force of the blow is sufficient to pull the zombie apart, and she crumples to the ground. With no puppet to command, the incutilis is in a more vulnerable position, and Mitzi bites the shell firmly. Cedar's attack is thrown off by the collapsing zombie.

Toby
gross dead person dead, well, more dead and evil shell -16hp
Cedar
Silt
Purpose


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche advances, stepping around Mitzi (and provoking an attack of opportunity from the incutilis), and takes up position opposite Cedar. He harries the creature, waiting for an opening provided by his friend's rapier, then slices in with the machete.

Machete: 1d20 + 5 ⇒ (9) + 5 = 14 for a possible 1d6 + 1 ⇒ (3) + 1 = 4 damage.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Seeing the gross thing plop to the ground, Toby seizes his opportunity for a clean shot, but his aim is thrown off by its writhing.

fire-hose, from close: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
ouch!, also from close: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Ghost Level Delve || Extinction Curse

No attack of opportunity as it does not have reach.

The shell creature knows when a fight is going badly. It attempts to slip away into the water. It withdraws, but Purpose and Silt both get attacks of opportunity based on its path. To keep things easy, it is not underwater when you get your AoOs. If it doesn't go down, it swims to I1.

Toby
gross dead person dead, well, more dead and evil shell -16hp
Cedar
Silt
Purpose


AOO: 1d20 + 5 ⇒ (9) + 5 = 14

pretty sure that's a miss.

piercing damage: 1d8 + 6 ⇒ (4) + 6 = 10


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

‘bout to go to bed, but:
AoO: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 1 ⇒ (6) + 1 = 7


If we're up, Silt will start swimming! 40' should be enough to get around to the other side of the thing and avoid an AOO from it.

He will spear it from under the waves.

spear+5: 1d20 + 5 ⇒ (8) + 5 = 13

… and miss again.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"Kill it! If it gets away, who knows what it will do!" Toby runs to the river bank and dives in, firing at the creature as soon as his head gets underwater.

whoosh!, pbs: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
woah!, pbs: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche runs down the bank, dropping his machete in the grass and drawing a dagger as he does so.

Penalties for attacking into water from out are too high for me to do much, and I'm too far away yet!

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar and Mitzi also run down to the shore. Cedar drops his rapier and pulls out his underwater crossbow.

”Silt, can you kill it? Don’t let it get on your head!”

”Yap! Yap! Yap!”

How deep is the water?


Ghost Level Delve || Extinction Curse

Let's go with 5 feet.

With it's path to freedom blocked, it moves into Silt's space, and lashes out at the locathah with two tentacles!

Silt gets an AoO for that.

tentacle 1: 1d20 + 2 ⇒ (12) + 2 = 14
tentacle 2: 1d20 + 2 ⇒ (20) + 2 = 22

tentacle 2, to confirm: 1d20 + 2 ⇒ (17) + 2 = 19

slap!: 2d4 + 4 ⇒ (3, 1) + 4 = 8

grab: 1d20 + 7 ⇒ (19) + 7 = 26

If Silt doesn't take it down with the AoO, it strikes him firmly with a tentacle and begins to wrap itself around his head!

Toby
gross dead person dead, well, more dead and evil shell -16hp
Cedar
Silt
Purpose


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Assuming Silt didn't kill it with the AoO:

"Ahh! Silt, look out! Get off him, you nasty thing!"

kill it!, pbs: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
squish, pbs: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Ghost Level Delve || Extinction Curse

Toby's blast takes it down! I still need the AoO from Silt, since he doesn't take the damage if he kills it before it gets into his square.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche will make sure Silt's alright, encouraging him to eat some rancid, odious raspberries if he's only injured by the zombie, or dig a potion of cure light wounds from his pack if the incutilis got him.

He then goes to investigate the human corpse, crouching in the damp grass next to it "Cedar, do you recognize this person?" Purpose Creche leans over the body, gently sloped face parallel to its chest. His delicate fingers dip into pockets and examine wounds.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Heal: 1d20 + 1 ⇒ (17) + 1 = 18
Hoping to determine cause of death, plus find anything of interest on 'em.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

That was some drama!

When the creature goes for SIlt’s head, Mitzi yaps even louder!

And Cedar yells, ”Kill it! Cover your head!”

But once the creature’s head-grab is foiled, and Silt is able to recover, Cedar and Mitzi are filled with relief. Cedar retrieves his weapon and Mitzi returns to her plane. Cedar then goes to help Purpose Creche with the body.

”This must have been someone from the village...” Cedar says.


At a con. aoo: 1d20 + 5 ⇒ (8) + 5 = 13

damage: 1d8 + 6 ⇒ (6) + 6 = 12

751 to 800 of 4,604 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Kate's Ruins of Azlant All Messageboards

Want to post a reply? Sign in.