Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Guess we accomplished that, but we opened a new bag of worms. "

to the sword "So how does the key find the next key piece?"


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

THE WORLD IS SAVED! WWE HAVE A SHOPKEEPER!. Balthe shouts after he leaves


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

I think we lost a gm again..


The sword doesn't speak for a good minute, and then out of nowhere, responds to the question presented.

How does the key find more of itself. Well, since the mage that create the damned thing is a smartass and big into puzzles, I could only venture a few guesses. First, it will resonate or tug towards more locations. Or there could be a means to unlock its magic to find more pieces. Heck, there be another way to find more pieces.

Perception checks from all please


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Perc: 1d20 + 13 ⇒ (18) + 13 = 31


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

perception: 1d20 + 14 ⇒ (5) + 14 = 19


Teclis, feels the key piece, and flips it over in her hands. She notices, that part of the key is grooved. The groove doesn't seem to be part of the "pieces" of the key, but a groove to attach to an outside source.

The sword you picked up not wielding I know, but picked up and stored, seems to have a groove in the hilt as Nils' looks closer at it. It appears the sword's hilt could have the "odd groove" fit snugly into it.

You do so, and the key piece seems to shine briefly, for about 5-10 seconds. Still in the secret room, you see what appears to be a silhouette of Rahadoum. You could only presume another piece of the key is located there.

As you leave the smaller room, and proceed into the main warehouse, Ezo nods at you.

I have taken the liberty of sending a message to The Trine, and giving them my support in their goal. Remember to check back from time to time.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"OK, I guess we're off to Rahadoum. Let the others know where we're going if you can. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

She? lol..

"Indeed. We should be on our way.. But first let me see that sword so that I may inspect it more closely. That is if you don't mind Elgin?"

Assuming he doesn't mind Telcis casts Identify on the sword to determine its magical properties..

Spellcraft to ID: 1d20 + 22 + 20 ⇒ (14) + 22 + 20 = 56


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

You're an elf. It's ambiguous.


I fat fingered it, was on my phone at the time lol sorry

Teclis, casts detect magic on Elgin, and Elgin seems to be annoyed at the prospect of being analyzed, but doesn't stop it.

If you wish to know what I could do, you could have always asked boy

Teclis can tell that Elgin is a +1 longsword, with extreme hatred for devils and demons. It' purpose is to slay any and all demons or devil it encounters, up to an including Rovagug. It can also sense any demons or devils to a range of 60'. It seems that is very determined in it's purpose.

Good EGO score


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Right.. Well sorry."

He hands the sword to Nils..

"Shall we be going?"


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will nod, take the sword by the scabbard, and stow it. Then we are off to the docks to catch a vessel to Rahadoum.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe shrugs and follows along. Ya know I have had bad experiences with boats


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"You recall we were on the same boat right? I'm sure we will be fine this time. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis travels with extended mage armor on and extended false life..

False Life: 1d10 + 7 ⇒ (6) + 7 = 13


Make any purchases you may need in town

Your group, after gearing up for the long trek ahead, looks at a map, and realizes that you have more harsh desert to cross. Unfortunately, there is no caravan route to Rahadoum as there was to your current locale.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Hmm, guess we need to hoof it. Well I can take the heat. We'll just need enough food and water for the trip. "


You have a few options: 1) You can travel back to Sothis, the capital and either hop a boat or possibly find a wizard to teleport you for a fee. 2) You can indeed "hoof it" as suggested by Nils. Stock up on supplies, and attempt to harsh the cruel desert. 3) You could always rent a couple camels to aid you in your travel, and make it go faster.

I will have you make 10 survival checks; DC 20 to avoid getting lost. Each PC will have to make 10 DC 20 Fort saves, and a successful survival check gives each PC a +2 to the roll to avoid dehydration, and other such hazards


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils has resist fire 1, as well as the resist generally hot environment ability from being an invulnerable rager. The desert doesn't really scare me at all as long as we have supplies. The rest might be SOL though. Back to Sothis and a boat is likely to be the best option.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

I can get a scroll of endure elements, learn it, and provide the group with 24 hour protection from elements.. The water I can't do anything about. Im fine with heading back to Sothis..


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

As am I. We could also buy a wand of create water for 375 and have that as well


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

It's not on my list though and no UMD..


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"If we are under no direct time constraints I would rather head back to Sothis and catch ferry from there.."


The group, decides that heading back to Sothis, than catch a boat to Rahaduom is the safest course of action. You manage to make it back to Sothis, without incident from any Gnoll bandits and the harsh desert doesn't kill anyone thanks to Nil's expertise in surviving outdoors.

When you get back to Sothis, you see a familiar face. He stands tall, clad in heavy armor with a now shiny sword slung over his shoulder. His eye, bobbles about, and twirls as if bobbing in an ocean.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"How did he get here?"


Wulfgar, stepping out of a local drinking establishment just as his traveling companions are walking past, begins to laugh, his right eye spinning up into his head, his left eye clearly blood shot from several adult beverages. ”Bwa ha ha, How am I gettink here Comrrrrade? He wipes the froth off of his chin and then brushes his long greasy hair back. ”I am trrrravelink buy same mystical means as you, comrrrrades. The ved'ma, who was sendink you here, she is sendink me here also.” Smiling, so you can see his missing teeth he winks, ”Of course after rrrrestink was over, but a gentleman is not speakink of these things is he? Bwa ha ha!”


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Ah nice to see you again Wulgar. Once again I can barely understand you, but no matter.. We are just about to head to Rahaduom if you wish to tag along. Although I would recommend you hiding that holy symbol."


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Yeah, I understand they don't much care for your priestly types. Best to keep it on the down low. "


Wulfgar’s continues smiling his gap tooth smile as he stares at Teclis, his right eye stops popping and twitching, becoming very clear; looking like a grey mountain with a black sword buried within. ”We are beink fortunate comrrrrade Teclis, My eye is beink considered a birth defect by some or a blessink by others but none will be accusink me of it beink this way on purpose, da?”.

Slapping Nils on the back as he begins following along. ”Bwa ha ha, Goink to Rrrrahaduom we are! I am not likink prrrriestly types either comrrrrade Nils. But no one will be mistakink me for one of them Da? But for your sakes comrrrrades I will be beink discrrrreet until it is beink time not to be, da.”


1-5 bad: 1d100 ⇒ 5

You decide to grab a boat to travel to Rahaduom. The first couple days goes well. Day 3 of the 8 day trip though, is one you would rather soon forget. The day grows overcast, and rain starts to pour from the sky. The captain, is very experienced, and he is in no risk of losing the boat and shipwrecking you...AGAIN. He get;s out of the storm, everything intact.

What he isn't however, is a fighter. About 30 minutes after being out of the storm. From the sky, comes more rain, a torrential downpour. The captain begins to curse the heavens, and you look around and you hear something climbing up the side of the boat.


Init
Balthe: 1d20 + 2 ⇒ (14) + 2 = 16
Nils: 1d20 + 2 ⇒ (18) + 2 = 20
Teclis: 1d20 + 5 ⇒ (7) + 5 = 12
Wulf: 1d20 + 2 ⇒ (13) + 2 = 15
me: 1d20 + 3 ⇒ (6) + 3 = 9

Party: GO
Me:


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Ruh Roh. I think we have visitors. " Nils says drawing his longsword and moving towards the threat.


Wulfgar, hearing the noise of something climbing the boat just as he sees Nils begins to draw his sword, calls out, as his right eye stops spinning and becomes very clear. "A moment be givink me, comrrrrade Nils. Bigger, let us be makink you, da." Reaching out to the swordsman Wulfgar begins to cast.

casting enlarge person, next round the plan is to either cast enlarge on Balthe also or to cast Blessing of Fervor, Once we see what we are actually fighting, Balthe give me your opinion on which you would like first!


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis casts a spell then disappears.. Cast Invis..


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Balthe will move towards the noise.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Yes. Nils knows for the next two weeks still I am working 100+ hour weeks so he can bot me as needed.

Moving toward the threat, after activating barkskin


You all head to separate side of the ship that sways in the ocean. You prepare for threats to come up on the ship, and they do so. Two near your group, and one towards the back all come up on the ship. The site of them revolts, even the ugliest of creatures known to Golarion. The mere sight, sends chills up and down your spine, as well as somehow weakens your physical body.

Everyone needs to make 3 DC 14 (one per hag) or take 1d6 strength damage. Once you save or fail, you cannot be affected by the same sea hag's horrific appearance. Once all the saves have been rolled, and strength damage figured out, I will progress with their actual attacks. Balthe and Wulfgar can each take an AOO versus their respective hag as they climb over the side of the boat, but unless you can kill it with your AOO, you will still need to make the save against your AOO target


I assume that Wulfgar was able to finish casting "enlarge" on Nils, also is the save fortitude?

As Wulfgar finishes casting on Nils he sees the very ugly creatures coming over the rail, Slashing at the creature out of true instinct he belches out "I am thinkink you are trrrruly ugly da."

aao:+1 Holy Greatsword: 1d20 + 15 ⇒ (6) + 15 = 21 for damage: 2d6 + 23 ⇒ (2, 4) + 23 = 29

fort: 1d20 + 10 ⇒ (10) + 10 = 20
fort: 1d20 + 10 ⇒ (16) + 10 = 26
fort: 1d20 + 10 ⇒ (2) + 10 = 12
crud, almost did it, do you want to roll the str damage DM Stylz or do you want me to?


Oops, it is a FORT save. You were unable to finish casting EP, as it is full round cast, so it will finish on round 2

As the hag near Wulfgar, climbs over the side of the railing, its takes a use swing and almost loses a limb due to Wulfgar's aggression. Despite, the heavy blow, it still fights on. The appearance of hag farthest back, sends an uneasy feeling i nWulfgar that saps his strength.

str damage Wulf: 1d6 ⇒ 6


Damage:
Green Hag: 29


does Wulfgar need a concentration check to finish casting EP?


No Concentration check needed yet, as I have not acted. As far as I know, you can still take AOO, even while casting unless someone can point me to something definitive.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

fort save: 1d20 + 8 ⇒ (12) + 8 = 20
fort save: 1d20 + 8 ⇒ (4) + 8 = 12
fort save: 1d20 + 8 ⇒ (7) + 8 = 15


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Fort: 3d20 ⇒ (17, 5, 15) = 37 fail one..
Str Dam: 1d6 ⇒ 3 6 str currently..

Teclis burns a mythic point to swift cast Haste on the group. He then casts Extended Slow(DC24 Will) on the 3 hags.. This makes him visible so he will move behind the mast for cover..


Nils strength damage: 1d6 ⇒ 6

My turn is still up, but I will keep your actions in mind when your turns comes up Teclis. I am sick so post probably/hopefully tomorrow when I feel better


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d20 + 9 ⇒ (7) + 9 = 16 fort
1d20 + 9 ⇒ (9) + 9 = 18 fort
1d20 + 9 ⇒ (6) + 9 = 15 fort


If nobody has rolled yet, Knowledge-local DC 19 to identify

The the hag, crawls over the rail near Balthe, he takes a punch towards the new enemy. and clubs it over the head. It leaves a massive dent in its head, but it continues to reach the top.

Unarmed Strike: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20 for 1d8 + 6 + 5 ⇒ (6) + 6 + 5 = 17

Once over the rails, the three hags each focus their gaze on one of the powerful enemies before them. The ones nearest Balthe, and Nils stare at them. While from behind, Wulfgar can feel the hairs on his neck stand on end as the final hag stares at him with an unnerving gaze.

Party Up

Wulfgar, if you make your save, you finish EP, otherwise it is lost

Three times per day, a hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim

Damage:
Green Hag: 29
Blue Hag:
Red Hag: 17


will: 1d20 + 11 ⇒ (15) + 11 = 26
OK, makes will save so he finishes EP on Nils, takes str. damage of 6, ouch. strength now 14

Feeling the hairs on his neck stand on end as his strength wanes, Wulfgar finishes saying his prayer for Nils, turning to the hag he hacks and slashes at her again with his greatsword. "Ba, you are beink so ugly that you are weakenink me. Be holdink still and I will be releavink you of ugly face, da."

full attack, if he finishes this hag, he will take a five foot step toward the nearest hag remaining standing after this round.

attack #1: + 1 Holy greatsword: 1d20 + 12 ⇒ (20) + 12 = 32 for damage: 2d6 + 17 ⇒ (4, 3) + 17 = 24
confirm crit.: 1d20 + 12 ⇒ (18) + 12 = 30 for damage: 2d6 + 17 ⇒ (1, 6) + 17 = 24
attack #2:+ 1 Holy greatsword: 1d20 + 5 ⇒ (19) + 5 = 24 for damage: 2d6 + 17 ⇒ (6, 4) + 17 = 27
confirm crit: 1d20 + 5 ⇒ (18) + 5 = 23 for damage: 2d6 + 17 ⇒ (5, 1) + 17 = 23

if the first attack kills the hag, can he step and use the second attack on another?
Edit: I just looked at the map, I believe the answer to my question is: No Wulfgar cannot reach another hag this round ;( so he will 5 ft step west to head toward the teal one.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

I do my above action..

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