[GM Striker's The Ruins of Azlant] Table 2

Game Master JankInTheTank

Maps and stats
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Handout 1
Colonists


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I agree with Kaldan. I would not want a colony of grindylows too close to any settlement that I am planning on living in. While they might not pose a threat as individuals, a group of them would make any water task a problem. They would cut any fishing nets, capture fishermen, raid coastal farms and settlements. They are better off removed now while we can.


When you arrive aboard the Peregrine, the tension is so palpable it can be cut with a knife. You need only mingle with their fellow passengers to overhear whispered conversations that the expedition should be ‘scrubbed’ and everyone sail back to Almas. The ship’s officers and crew look sullen and apprehensive. Ramona is trying to be supportive and diplomatic with the colonists and crew, but as tensions rise, it appears that she needs a bit of help from you all.

Ramona identifies the primary instigators, 4 colonists who seem the most apprehensive with disembarking.

Antona Sedgewick ( Discovery Check Sense Motive DC 16):
Antona Sedgewick (N female human warrior 2):
Influence Check- Diplomacy or Intimidate DC 16.
Antona is one of the colony’s soldiers who, over the course of the ocean voyage, developed a crush on Ramona. Her advances were rebuffed, and now Antona vindictively wants to see Ramona fail as the colony’s leader. If pulled aside and threatened or reasoned with for putting the whole colony in jeopardy, Antona ceases to undermine Ramona’s authority and reconsiders her behavior up to this point.

Faedwyr Trundlebrook (Discovery Check Knowledge (nature) DC 16):

Faedwyr Trundlebrook (NG male human commoner 1/expert 1):
Influence Check Strength DC 16 (or see below).
Faedwyr is a farmer who is timid about the idea of a spooky and deserted settlement. He needs his confidence in the colony’s protectors bolstered. A demonstration of Strength or an impressive round of nonlethal combat reassures him that the colony is in good hands. As a last resort, even a successful DC 16 Diplomacy check from a PC with a base attack bonus of 2 or higher suffices.

Harcourt Carrolby (Discovery Check Knowledge (local or nobility) DC 16):

Harcourt Carrolby (LN Male human aristocrat 4)
Influence Check Diplomacy DC 16.
Harcourt is one of the wealthiest colonists and thus often thinks of himself as nobility, even though Andoren society no longer ecognizes that class distinction. Harcourt loves to feel important. If the PCs ask for his help to assuage the fears of his fellow passengers, he immediately sets a brave example for others to follow; thus the PCs can manipulate him into no longer sowing the seeds of doubt and fear. They might even be able to convince him that his snooty behavior puts others off when he is most needed to
bring them together.

Perrell Beys (Discovery Check Knowledge (arcana, engineering, or history) DC 16):

Perrell Beys (LN Female human expert 3/rogue 1)
Influence Check Bluff or Diplomacy DC 16.
Like Faedwyr, Perrell is simply worried that there is some unknown danger on the island the group will not be able to overcome. The academic is a bit naive and sheltered, however, and the PCs can persuade her that everything happening is actually normal with assurances like “Expeditions like these always go a little off course!” and “There’s nothing to worry about!” Though a bit disingenuous, thehe PCs can persuade her that the danger is exaggerated.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Sense Motive: 1d20 ⇒ 4
Kn Arcana: 1d20 + 8 ⇒ (8) + 8 = 16

Thame sits down with Perrell and listens to the woman's very logical concerns about the expedition. Concerns that the wizard has himself. But he didn't help with all this and get special treatment for nothing!

"There, there, Perrell...I know what it feels like to be a scholar out of your element. But the first rule of planning is that nothing ever goes exactly as planned, correct? It seems like there are still some bumps to smooth out, but a lot of the hard work is already done. The village is cleared and in mostly usable shape, and now the ship is doing well again. And as civilization slowly tamed this island, it will keep getting easier and easier."

I'd try the other 2 knowledges, but I'm not trained.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
KnNature: 1d20 + 7 ⇒ (16) + 7 = 23

Trieste tries to feel her way around what's going on with the group. She hears a bit of gossip about Antona, but is able to figure out Faedwyr's problem on her own.

Whispering to the other troubleshooters, she says, "Antona seems to be having a jealousy issue. I think if someone were to bully her a bit, she'd back down. Faedwyr is just nervous. I'm sure if Kaldan or someone was able to flex their muscles a bit, he'd feel safer. Maybe just moving some of the supplies around would even be enough."

Hmm, she thinks. You know what? I bet I could do this. Making sure that Faedwyr is in sight, she tries to move some of the larger bundles of equipment.
Str: 1d20 + 2 ⇒ (17) + 2 = 19

Nudging aside a couple of other colonists struggling with the load, she hefts it onto her shoulder. "I'll take this one, guys. See if you can get some of those provisions stored." As she walks away, she winks and smiles at Faedwyr.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Knowledge Local: 1d20 + 5 ⇒ (16) + 5 = 21
Listening and watching how people are talking gives Kaldan to clues he needs on Harcourt Carrolby. He suggests to Lara. "Corrolby likes feeling important. Someone tells him it's time to step up and be a leader, without being snooty about it, and he'll happy to calm everybody down."

Intimidate (Antona): 1d20 + 2 ⇒ (18) + 2 = 20
When Trieste whispers in his ear Kaldan nods and wanders over to have a little word in Sedgewick's ear. "Making trouble cause you got turned down? Are you trying to become the colony joke? Cause that's what'll happen once everyone hears why you're whining."

Diplomacy - To aid another (Carrolby): 1d20 + 4 ⇒ (11) + 4 = 15
He also tries to help Lara convince Carrolby to step up and lead. Mainly by standing there and nodding seriously as she speaks.

drill: 1d20 + 5 ⇒ (20) + 5 = 25
When he has enough space he pulls out his new sword, runs through a set of strikes as if to test it's in good condition, then settles down to clean it. "We've already cleared away some pests, anymore show up they'll get the same." He remarks calmly where Faedwyr can hear him.

This leading business is hard work! Glad I'm not doing it.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Oops, didn't roll the Bluff check

Bluff: 1d20 + 8 ⇒ (18) + 8 = 26


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara nods in agreement when Kaldan comes to her with his suggestion. She pulls Carrolby aside at one point. "I remember a tale about a famous Andoran noble who put aside his concern about his station and really became truly beloved by his people when he looked after them with their best interests in mind," she confides. "I think the colony really could use a leader like that right now. There aren't enough leaders--people who can show resolve in troubled times and actually lead, especially by supporting others--here in the colony. Do you think you could help assuage the other colonists' fears?"

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28 That's 30 with Kaldan's Aid Another.


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Dang, we are a smooth party.


Smooth work eveyone
After getting tot eh bottom of the situation and addressing each of their concerns, in turn, you quickly calm the agitators and get the colonists back under control.

Ramona approaches you thanking you again for all the work you've put in already.

After confirming that the ship is once again free to sail unhindered she lists to your report of the cavern near the shore where you spotted the Grindylow.

She agrees that you should explore the partially submerged sea cave before the Peregrine sails back to Talmandor’s Bounty. She explains that if it is the lair of the grindylows, killing them off or driving them away will save the colony a lot of trouble in the long term.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara heaves a sigh. "My bow is not going to be much use under water. Not to mention breathing will be an issue."

She glances at Kragg and Trieste. "Unless one of you knows spells that would help?"


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

If it's only partially submerged we'll probably be ok. Maybe.

Thame sighs, glancing at the others before addressing Ramona. "That seems prudent, ma'am, but might we find a bit of rest before we do so? It's been a long day, and with those fish dead we can leave whenever we please. I would like to prepare a different spell selection before we go in there." The wizard indicates the cavern, hoping the expedition leader is a reasonable woman.


Ramona nods her understanding, "Thats fine, I wasn't expecting us to get back underway until morning, better to have the tide with us when we sail back to the colony."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Sorry guys hotel wifi was cutting out on me all day and just got home now from the weekend.

Kragg is amazed at the smooth negotiations of the rest of his companions. Sits back and watches them work the crew to achieve the best possible outcomes. Truly their endeavors would do much in the long run to keep the colony safe and secure from the inside. Whatever problems the first wave may have had with different factions would not work while these 4 all helped Ramona like this.

As the talk progressed to the underwater cave ps Kragg spoke up. Abadar has not blessed me with such gifts as to breathe under water. However if it is only article submged then we should find some decent breathing room down there. I am currently available to head out but I can understand if Naberius wishes to wait as well. If there is no rush then no sense attempting this unprepared.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan nods, he thought getting rid of the Grindylow as soon as they could was the right move. "Are there any spears or javelins we can use?" He asks Ramona. "There's not going to be much room in there, and a lot of it will likely be under water."


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste agrees that a good night's sleep will do wonders. She's confident in their ability to take on a grindylow or two, but if more show up, it could get ugly.

after resting, she can take air bubble (lasts for 2 minutes), and an extra touch of the sea. Any other spells she can trade out to summon a dolphin to help us.
Kragg: you can use craft alchemy to make air crystals for additional underwater breathing!


They have enough spears to outfit anyone who wants one.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Leaving pack and armor behind. Strapping sword to back just in case.

Kaldan is ready to go, and happy to take the lead as we attack the lair.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

After waking up, Thame feels refreshed. One more task to complete, then they'd be on their way to Talmandor's Bounty where the wizard would live in relative comfort and be able to pursue his studies with minimal distractions.

Once everyone has gathered, the wizard begins to reconsider the wisdom of assailting sea creatures in their lair, but of course it was too late to back out. Putting on a brace face, the illusionist speaks to his companions, "Right then, everyone ready to go? I'd like to have supper in my new apartments come night fall."

Thame chuckl s nervously, wondering what surprises might be in store for the group.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Leaving her pack behind, Trieste picks up a longspear and whirls it around a bit to get the feel of its weight.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg smiles as Thame talks about his new apartment. Some people just had different beliefs and aspirations. Kragg did not kind being with others as that was his calling. Regardless Kragg made ready in the morning to take out the grindys before they became problematic later. He gathers a spear from the ship supplies and makes his way to the shore via the boat and is ready to enter the water as soon as the rest are ready. May Abadar help us this day. he beseeches as he jumps in.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Just one thing, we are waiting for low tide before we set out!"


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara retrieves a spear as well, making sure to leave her leather armor behind again as the group prepares to dive.


Toilday, 15th of Arodus 4717AR

F1. Cave Entrance
Reflected sunlight from outside flickers across the water and reflects on the stone ceiling in this mostly submerged cave. The waters are cold, but not to a life-threatening degree, and the motion of the surf outside sends mild, rocking waves across the chamber. A passageway extends to the north, and to the south is the cave entrance.

The cave system is partially submerged, and the depth varies due to the uneven floor rising and sloping in places. The rounded cave roof remains 5 feet above the water. The average dwarf, gnome, or halfling standing on the floor of the caves is at least 1 foot underwater at this depth, while Medium creatures can stand with their feet on the bottom and keep their heads above water. (Counts as firm footing)

There is no illumination in the caves, but the sunlight from outside provides dim light up to 25 feet into the cave. You can see two Grindilows deeper in the entrance, they seem to be on guard and ready for you.

Map updated


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Anyone one have a spell we could use? Or should Kaldan just go straight at them?


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Not really happy with his cold surroundings, and definitely not excited about the fact that some of the cavern seems completely submerged, the wizard nevertheless understands the mandate the group has been given. The grindylows were to be eliminated, and Thame would do his best to ensure they were exterminated and posed no more threat to the colony.

Move into position near the cave mouth. Gonna assume there's no surprise round, but will cast Daze if there is.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

if I go in the second rank behind Kaldan, I've got the longspear now I can use at reach. If we need spells, I have 2 swim 30' and 1 air bubble ready to go. Trieste already is a good swimmer and can hold her breath a very long time


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara dives in and follows the others, armed with a borrowed longspear.

I'm assuming Lara will be in the back as well.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

As they approach the caves Kragg gets a good look at the surroundings and grumbles at what he sees. The others would be able to stay above the waterline to breathe. He was going to have bob up and down in order to survive down here. Gritting his teeth in annoyance at what had to be done Kragg followed Kaldan and the others into the caves. Just before Kaldan enters though Kragg casts shield if faith on him. Be quick about this as the blessing won't last too long.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

In which case Kaldan will lead. He will wait for Thame to cast Daze on one of the Grindylows then attack the other. Kaldan has Darkvision so isn't worried about lighting. That might be a problem for others though?

Taking a deep breath Kaldan began the attack on the lair by going straight for the guard.

Going for Red.

Longspear: 1d20 + 5 ⇒ (5) + 5 = 10


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara will cast light on the tip of her longspear before the group dives into the water.


With Kaidan's lead (an Abadar's Blessing) and the borrowed spears, you easily dispatch the pair of grindylows at the entrance.

Leaving you with a choice, follow the current path deeper or take the fork to the right...

Krag you can cling to the walls to keep your head above water when your stationary without needing a check.


Kaldan:
Trapfinding: 1d20 + 7 ⇒ (18) + 7 = 25
Several heavy rocks are loose in the ceiling of this tunnel. A durable piece of translucent seaweed is strung across the passage under the water at approximately waist height for a Medium creature. When yanked by the passage of a creature getting tangled in the tripwire, the kelp pulls at an already loosened section of stone, which causes several other rocks to fall on any creatures in the area. A creature can bypass the trap by swimming under or over the trip line with a successful DC 15 Swim check.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan points out the trap to the others. He suggests taking the right fork as our first option.

If people have trouble getting passed the trap can others assist them over it? Can I try a disable of it?


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Right fork it is. Trieste is fine following the suggestion.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame nods his agreement to the right fork option, his teeth flattering together as he shivers. Tropical paradise, indeed! He'd give the person who made those pamphlets a stern talking to at some point.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara shrugs. One way's as good as another down here, she thinks, holding her spear aloft so that the light it casts can be as effective as possible. Once the group decides, she keeps a wary eye on their rear as they advance deeper into the cave complex.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Thanks Striker!

As the first grindylows are dispatched Kragg says a brief thans to Abadar. He has guided us well so far. Let us continue to be thankful for his aid inthe coming struggle.

Alerted to the trap by Kaldan Kragg folows the others to the right. Every few steps though he pauses to hold on to the walls for support and catch his breath. He had asked Abadar for a blessing to aid him while underwater (air bubble) but was not going to use the blessing until he needed it. While Kragg had Abadar's blessings it would not do to waste them needlessly, nor was he strong enough in the faith to have the blessings last for a long period of time.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Once everyone had agreed Kaldan moved to the right passage, keeping a cautious eye out now that he'd seen one trap.


F3. Grindylow Barracks

The grindylows fight fiercely to protect their home and their scavenged loot. The grindylows make use of the columns of rock here to gain concealment and avoid direct line of sight with you as they use
hit-and-run tactics in this wide area.

Rolls:

1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (1) + 1 = 2
1d20 + 3 ⇒ (1) + 3 = 41d6 + 1 ⇒ (1) + 1 = 2
1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (1) + 1 = 2

As they dart in and out of the darkness spears flashing in the illimination a few manage to land glancing blows on Kaldan and Trieste before they are taken out.

Kaldan and Trieste take 2 damage each.

DC 15 Perception:

A quick search of the water near the where grindylows appear to sleep reveals a few leathery pouches made out of a large fish’s swim bladder. Inside the pouches, are 13 pieces of polished red coral worth 10 gp each. In addition, a waterlogged backpack contains a bottle of air, an everburning torch, a rotted coil of rope, an empty flask bearing the initials “E. M.,” a hammer, six pitons, and a dented flute.

Ahead this part of the cave system is similar to the previous tunnels and chambers, except the floor here slopes down 5 feet, making the water here 10 feet deep.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Something in the water catches Lara's eye after the grindylows are dispatched, and after diving underwater for a moment, she resurfaces with a waterlogged backpack. "I wonder who this used to belong to," she muses as she opens the pack and looks over its contents. "Looks like we may find a few of these things useful. This bottle looks like it never runs out of air--and this torch never goes out. Anyone know how to play the flute?" the Taldan asks as she displays the contents of the backpack for the others.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg eyes go wide as the contents of the pack are revealed. Praise Abadar indeed. Just when we are going into deeper waters he provides a way for us to still continue on. Clearly this is a sign of his approval of our accomplishements this far and of our future goals.

If no one else is claiming the bottle Kragg would love to have that.

Before we move on though please gather round to receive Abadar's blessing once again. Kragg then channels to heal the party of the damage from the grindylows.

Channel 1d6 ⇒ 4

With everyone healed Kragg is ready to move on with the rest of the cavern.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

"E.M.? Any idea on who's these were?"

I keep forgetting all the damn colonists' names. Do we have a list of them all? I thought I saw one but I can't find it again. Man, it's a miracle I remember my own name somedays


No one you should know. No one with those initials appears in this book.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame's eyes light up with greed at the party's findings, but he reminds himself that this is a team effort and things will have to be shared. And there's the pesky part of having to survive, as well. His companions were effective in dealing with the grindylows, but resources were steadily being depleted. Once Kragg calls upon his god to heal those that have sustained injuries Thame is eager to move forward just to get this bit of unpleasantness over with.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan will take a few deep breaths to flood himself with oxygen and carefully lead the way into the deeper waters. As he travels he keeps an eye out for breathing spots and pauses at each one to let the party regain some air.


In the deeper water two octopuses lurk in the shadows, they lash out trying to drag whoever they can down into the depths and drown them. While the beats are strong with teamwork and cunning you spear them and leaving them dead on the floor of the cavern with the remains of whatever unfortunates weren't so lucky in the past.

Shield of faith has worn off by now.

After a sharp switchback in the tunnel, a gradual upward slope leads out of the water and into this roughly round chamber with a dome-like ceiling. The floor is covered in a mixture of sand and coarse stones. Rising from the ground near the center of the room is a massive statue of a hand, carved from a smooth, pearlescent, sea-green marble. The hand is bent back at the wrist and posed as if to catch something or to cradle something in its palm. If anything more exists of the statue, it is buried beneath the earth. This chamber is not submerged, and sounds echo off its rounded walls.

Brinetooth, the leader of the Shellcracker Gang, makes this room her personal lair, and the statue of the hand serves as her throne. She does not welcome unexpected visitors and slides down off her throne to challenge you.

She stands considerably larger than the others you've come across.

Rolls:

Kaldan: 1d20 + 2 ⇒ (13) + 2 = 15
Kragg: 1d20 + 0 ⇒ (6) + 0 = 6
Lara: 1d20 + 3 ⇒ (19) + 3 = 22
Thame: 1d20 + 2 ⇒ (18) + 2 = 20
Trieste: 1d20 + 0 ⇒ (20) + 0 = 20

Brinetooth: 1d20 + 5 ⇒ (16) + 5 = 21

Order
Lara
Brinetooth
Thame
Trieste
Kaldan
Kragg


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara will delay.


Charge: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 Dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Brinetooth - lets out an angry wail and rushes forward at Kaldan running him through with her spear!
Lara
Thame
Trieste
Kaldan
Kragg


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Armed with her longspear, Lara advances behind Kaldan and stabs past him at the oversized grindylow.

On phone, so can't move icon.

Lucky stab: 1d20 + 3 ⇒ (3) + 3 = 6
1d6 + 3 ⇒ (1) + 3 = 4

Archaeologist's luck 3/9, lingering 0/2


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame lets out a gasp as the leader of the grindylows impales Kaldan with a terrible blow. As Lara tries to return fire and jabs at the creature, the wizard slips past Trieste, muttering an incantation and waving his hands furiously. When he gets into position he extends his hands, a multi-colored light ray pouring forth to engulf Brinetooth and the area behind her (use the right edge of Thame's square as the right-most edge of the burst, please).

Move, then cast Color Spray, Will DC 14

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