Diremerc's Ruins of the Azlant (Inactive)

Game Master DireMerc

loot list

Town map (Talmandor's Bounty)

Index:

A1->Dock -> Cleared
A2->Tents
A3->Provisions building ->cleared
A4->Tool storage ->cleared
A5->Smithy ->cleared
A6->Chapel -> Haunted
A7->Large home ->cleared
A8->Pallisade gate -> Cleared
A9->Governor's house -> cleared
A10->government building ->cleared
A11-> Soldier barracks -> cleared
A12->colony square ->cleared
A13->Planted lands(crops)
A14->Main street
A15->Crop patches
A16->another garden
A17->plum trees
A18-> Levin farm


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M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"Roach swarm? Eww." He scratches his neck just thinking about it. "I'm liking this burn them with fire idea."


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

But lets not burn down the building.

Do we have other ways to harm a diminutive swarm? I doubt 3 alchemist fires will do for it.


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

If no one else did, Vinnick would take the last alchemist fire.

Vinnick jerks back in disgust at the sight. This is absolutely appalling, I'd leave to if I had to deal with this type of disgust on a daily basis. Of course we burn them. The building too just be to safe I say.

I think I still have a magic missile prepared, not sure if it counts as half damage though. other than that, I don't think I have any AoE atm sadly.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"So someone runs in, with the suit on, toss a rock to scare them or something, see if they come out. A few of us wait outside the door and burn them as soon as they pop out. The roaches of course, not the person." He looks to the group. "Volunteers for the suit?"


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastien looks at the suit and shrugs.
"I will do it!"
Dressing with the suit Bastien walks in, disturbs the swarm and tries to get it out.


Bastien walks into the storehouse and angers the swarm of insect causing them to attack.

The suit protects him from the swarm of angry insects.

He runs out of the storehouse and they come out after him.

lets give the swarm and init of 0 and proceed with round 1.

Keep in mind that trowing flask of alchemist fire in the swarm while bastien is inside will damage bastien


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

init: 1d20 + 3 ⇒ (15) + 3 = 18
Diomedes has one of the flasks in his hand, but waits until Bastien is clear to throw.
throw when he's clear: 1d20 ⇒ 19 damage: 1d6 ⇒ 2 fire


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

So after stating my belief that we cannot kill the swarm with the resources we have we go ahead and try? lol. ok... Lets at least light some torches a as I believe that can damage swarms too.

Init: 1d20 + 4 ⇒ (13) + 4 = 17

Unsure of the likelihood of success Deranthil stands with burning torch in one hand and the alchemist's fire in the other. He also delays, waiting for Bastien to clear.

Throw: 1d20 + 4 ⇒ (20) + 4 = 241d6 ⇒ 1

Confirm: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 2

Crap damage but at least a hit. Lets hope next round's damage is better. Anyone have oil?


A torch deals 1d3 fire damage to a swarm if you hit it also counts as an improvised weapon so you get -4 on attack rolls


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Init: 1d20 + 3 ⇒ (20) + 3 = 23

Jordy readies the third vial of alchemist's fire to throw once Bastien gets out of the swarm.

Throw: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 ⇒ 6


Bastien runs out of the swarm and the flask of fire explode right behind him damaging the swarm but not enough to disperse it.

Unable to harm bastien the swarm goes after someone with more exposed flesh (chosen at random) Jordy is the lucky winner.

The swarms goes after him (I assume you all spaced out enough they can only get one person)

dealing swarm damage: 1d6 ⇒ 1 and he needs make a dc 13 fort save or be nauseated.

Your go again.


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

The alchemist fire that burned the swarm last round continues to burn this round but just does not ever get going well.

Fire: 1d6 ⇒ 1

Deranthil darts in with his torch, throwing it and trying to burn some of the swarm.

Range touch?: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 151d3 ⇒ 2


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"Torches it is," Diomedes says. He grabs a torch and lights it from the conveniently placed flame glob of an alchemist's fire.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Grabbing a torch himself Bastien attacks the swarm, too.
attack: 1d20 + 5 ⇒ (7) + 5 = 121d3 + 4 ⇒ (2) + 4 = 6


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Fort save, DC 13: 1d20 + 1 ⇒ (15) + 1 = 16

Cursing up a storm, Jordy runs from the swarm, pulling a torch out of his backpack as he goes.

That's 2 move actions. He'll run back in and attack with the torch next round.


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10
Diomedes Wayfair wrote:
"Torches it is," Diomedes says. He grabs a torch and lights it from the conveniently placed flame glob of an alchemist's fire.

Your alchemist's fire, if it hit, should burn for another 1d6 this round Diomedes.


The way I work alchemist fire for swarms is they deal normal damage +50% but they don't burn them again the next round. All the critters that are going to be fried are gotten the first round. The torches also only deal 1d3 damage strength is not applied. By my count you've done 19 damage so far and the swarm has 26 hp so your doing ok. @vinnick magic missile cannot target a swam unfortunately.


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Hmm. Half + 50% is what all splash weapons do. That makes Acid, at half the cost, do the exact same amount of damage as alchemist fire. The whole point of Alchemist's fire is that it does damage over two rounds setting things on fire. Of course I rolled poorly anyway.


there is quite a bit of debate what the damage should be I just went with what seemed the most logical


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

oh! I forgot, but I did purchase two vials of acid, I had probably intended to use them as spell components, grease in particular. however, it seems more pertinent to use them now.

Vinnick looks on in disgust, however recall's something he purchased before leaving for this dreaded place.
I had hoped to test these reagents with my spellcasting, but I suppose this would work just fine. He pulls out one of his two vials of neon green liquid before throwing it at the swarm.

acid damage: 1d6 ⇒ 4 so, 6 acid damage?


Grease? isn't the spell comp just some butter.

Needs an attack roll which I have been somewhat ignoring so far and being somewhat generous with lol

The swarm attacks Derantil
swarm damage: 1d6 ⇒ 2 dc 13 fort save for distraction

your go again. The swarm is weakening it's almost dispersed.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

You can add a vial of acid as a component and then you do extra acid damage.


Interesting this is the first I hear of this.


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

I completely thought I put in an attack roll apologies. And yeah, all lot of alchemical items and stuff can be used as additional spell components for added effects.

attsck: 1d20 + 2 ⇒ (12) + 2 = 14


actually I found this handy list while looking it up

Also bastien and vinnick you can both act again as well.


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Fort: 1d20 + 1 ⇒ (5) + 1 = 6

Ahhh! They're everywhere. Gods they are in my nose! In my ears! Ahhh! The rogue, who no longer has a torch since he threw his, goes running directly away from the swarm.


The only one who posted his action for this Round so far was Derantil everyone else hasn't acted.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

Diomedes thrusts his torch at the swarm, trying to burn them without damaging Derantil
torch: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8 damage: 1d3 ⇒ 3
But he can't quite get close enough to do any damage.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastien takes a torch and attacks himself.
Attack: 1d20 + 5 ⇒ (9) + 5 = 141d3 + 4 ⇒ (2) + 4 = 6


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Jordy turns once he escapes the swarm and pulls out a torch to light, then he charges back toward the bugs.

Pulling out a torch and moving back into melee range- 2 move actions.


Vinnick can try trowing in another vial of acid but the splash damaged will deal 1 to those in meele range.


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

sorry, little access time.

Vinnick will wait for the others to move away before throwing the acid.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Well then it´s the swarms turn.
"Let me kill it with the torch, they can´t hurt me!"
Bastien adds.


The swarm attack Bastien(no damage) Jordy and Diomedes
damage: 1d6 ⇒ 6

your go again.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"All yours, Bastien." Diomedes retreats out of the swarm's area (30' move) and casts a healing spell on himself.
clw: 1d8 + 1 ⇒ (4) + 1 = 5


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Making sure he is will away from the storm Deranthil stops and begins to light a torch.


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

6? Ouch. Down to 2 hp.

Nearly at the end of his rope from bug bites, Jordy turns and runs from the swarm.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastien again bashes the torch into the swarm.
Attack: 20 + 5 = 251d3 + 4 ⇒ (2) + 4 = 6


Having lost most of it's numbers the swarm disperses, it's remaining numbers scattering into the winds.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"Well that was thoroughly disgusting. Bastien, is there anything left worth saving in the storage unit there?" After that rigamarole, Diomedes is happy letting the guy with the suit take a peek all by himself.
if Bastien gives the all clear, I'll poke my head in long enough to cast detect magic


All the food found here seems to be beyond saving. A small wooden box labeled "In case of emergency" contains a wand. (wand of goodberries 50 charges)


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

After the house has been liberated Bastien undresses and picks up his arms again. "Onward to the next!" And he moves purposfully towards the next building.


You've cleared all the buildings inside the palisade all that remains is the tents and some outlying farms houses and the fields.

The next closest thing to checks is the tents

You go have a look.

Seven canvas pavilion tents were set up here, all of which are large enough to shelter two to three people each. All but two tents have collapsed due to wind, rain, and lack of maintenance. The two that remain standing lean haphazardly and do not appear to have been entered for a long time. Grass has begun to grow around them.

Searching the tents you find a stash of healing potions (4 clw potions)
and a magical shirt.

magical shirt spellcraft dc 16 to identify:

Shirt, Quick Runner’s
Aura faint transmutation; CL 5th; Slot chest; Price 1,000 gp; Weight —
DESCRIPTION
This shirt is made of light, white gossamer fabric.

Once per day as a swift action, the wearer can take an additional move action (only to move)

A character must wear this shirt continuously for 24 hours before he can activate this ability.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

Diomedes hands one of the potions to Jordy. "If you need one of these, go right ahead. Does anyone know how to use that wand we found?"
Spellcraft isn't really his bag. He leaves the identification of the shirt to Vinnick or whoever.


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17

Vinnick looks over the shirt with detect magic.

I believe, the shirt can boost the speed of the user once in a day. It's a minor enchantment, but possibly useful. Also, I can prepare a spell to give two people's weapons the ability to harm ghosts and other incorpreal beings if we wanted to clear out that building with the Haunt tomorrow. I wonder how long the residents here have been gone?


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastien will gladly take one of the potions.
"This is a valueable item! But does this work with haunts? I thought haunts are not ghosts? But that was only fireside talk I have heard!"


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

pretty sure it was a poltergeist rather than a haunt. even if we can hurt it, it can turn invisible at will so it's not easy to hit. like a haunt, it will come back even if destroyed. we need to fix whatever has bound it to the church in order to actually get rid of it


Diomedes is correct even if you kill it it will return after 24 hours unless you find the correct action to pacify it

The expedition commander Ramona returns to the group. "Whatever happened here happened almost a month ago, I didn't find anything else to really explain what happened but I noticed something strange. Among the things left behind for the colonist was a small ship (1 masted sailing boats big enough for 6-8 people) and I read in the notes that they built a canoe but they are not here now are they?" she says pointing to the dock were only your ship is docked.

"I also found that the northern fields had been overrun by ankhegs and had to be abandoned so stay away from there for now."


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Spellcraft to ID wand: 1d20 + 1 ⇒ (4) + 1 = 5 Um, wow. OK.
UMD to activate wand blind: 1d20 + 6 ⇒ (19) + 6 = 25 Woohoo!
Berries?: 2d4 ⇒ (2, 3) = 5

Jordy looks over the wand. "Give me a little time, I might be able to get this to work." He waves it around a little, mutters a few things, and a handful of berries appear in his other hand. "Huh," he says. Figuring magic berries probably weren't poisonous, he pops one in his mouth.

"Oh! These are goodberries! Each one is a meal in itself and can heal small injuries! They're good, too!" Jordy offers the other 4 to the rest of the group. "Here, take one!"


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Deranthil eats a berry and some of his wounds close. Hey these things heal! Save the potions and eat these. Can you make more?

UMD +7 yere so I might can use the want even if you roll a 1 and fail jordy. Or does a 1 lock it for everyone for the day?

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