Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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Wulfgar looks down the winding staircase and says to the team

Comrrrrades shall we be picketink the horses and then decide who is first wantink to go. I can be lightink my sword or someone else's object, I am not carrrink which, Da? Are we takink the Koldun'ya with us? We can be usink her for bait instead of barrrrtener Balthe. Bwa ha ha


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Earlier that day
After the very wet night, Liam made certain he wears one of the cold weather outfits. He then tries to identify the few unidentified items in their possession.
Spellcraft(Blue Potion): 1d20 + 7 ⇒ (7) + 7 = 14
Spellcraft(Magical amulet from sorceress): 1d20 + 7 ⇒ (11) + 7 = 18

At the secret door.
"If there's anything here we can use as a make-shift torch we could also light that, then we have more than one light source. And although it will be a burden, it's best to take her inside with us. Don't want her to run off now do we."


Liam recognizes the red potion as a cure moderate potion. The amulet is a brooch of shielding with 75 points left

The group decides to lug the bound sorceress with them down the stairs. The winding stairs go go about 30 feet, stops at a small 10' landing then winds back down upon itself another 30 feet. After another landing and downwards turn, the group now stands at the bottom and there is a 20' x 20' area at the base of the stairs and a sturdy wooden door on the western wall.

map update coming later today


Map updated, door is red line, the actual door kind of blended with the rest of the map. This map is only a portion, will make more as you progress through this part


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

Bathe moves to the door and looks it over for traps 1d20 + 12 ⇒ (14) + 12 = 26

If it does not seem trapped he opens it


Balthe, cautiously looks over the sturdy wooden door, and it appear to be a sturdy wooden door. With a little muscle, he opens it. The room beyond is pitch black, except for the light provided by his companions light sources.

Balthe sees a natural stone tunnel, going beyond his line of sight. What he can see, is dust. It appears that this area has not been disturbed. A rough guess would be at least a decade, perhaps longer.


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

Bathe gestures for the others to keep up and he moves ahead, moving quietly as he can

1d20 + 12 ⇒ (12) + 12 = 24 stealth


Wulfgar, keeping the light as hidden as possible sneaks along behind Bathe

stealth: 1d20 - 3 ⇒ (6) - 3 = 3

Da comrrrrade, Shhhh


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 cringes at the echoing shooshing


Balthe walks along, with the light from Wulfgar barely illuminating the way. Too bad Wulfgar is noisier than a hornets nest. Luck for Balthe, there are not hostile threats down the first tunnel. At the end, he sees into a barren 20 x 20 room. Down the tunnel that goes north a bit, then takes another turn east.


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

Bathe continues forward, this time taking 10 on stealth and percep


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

Nils will follow along and take rear guard.


Wulfgar continues following Balthe as quietly as possible

stealth: 1d20 - 3 ⇒ (15) - 3 = 12


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Liam followed along as well.
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18


At the edge of his vision, Balthe can see a pool of a shiny substance. It appears to be moving, ever so subtly.

Init:

Balthe: 1d20 + 2 ⇒ (1) + 2 = 3
Liam: 1d20 + 5 ⇒ (8) + 5 = 13
Nils: 1d20 + 2 ⇒ (7) + 2 = 9
Wulfgar: 1d20 + 2 ⇒ (1) + 2 = 3
me: 1d20 - 4 ⇒ (7) - 4 = 3

Init tracker: round 1

Liam: go
Nils: go
Me:
Balthe:
Wulfgar:

Know Dungeon DC 20:

This is a mercury ooze. Created by some bizarre and broken arcane experiment in ages past. The inflict their food with mercury poisoning, and if not treated the unfortunate soul goes insane. Standard ooze traits, and have the special ability "grab"


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

knowledge dungeoneering: 1d20 + 6 ⇒ (6) + 6 = 12 "Don't know it is, but it sure looks odd. "


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Knowledge(Dungeoneering): 1d20 + 11 ⇒ (6) + 11 = 17
"Don't know either, but I think you don't want to touch it."
Liam moved forward, preparing to lash out at the creature if it moved closer.

Readied action:

Attacking when/if it comes within 15 feet. Fighting Defensively, combat expertise and arcane strike on the whip, so magical slashing damage if it is relevant. Current AC is 24
Whip Attack: 1d20 + 13 - 4 - 1 ⇒ (7) + 13 - 4 - 1 = 15
Damage if hit: 1d3 + 6 + 2 ⇒ (3) + 6 + 2 = 11


Init tracker: round 1

Liam: readied attack action
Nils: go
Me:
Balthe:
Wulfgar:


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

Nils will move up and slash at it. (He doesn't know any better).

rage, power attack
to hit: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 11 ⇒ (7) + 11 = 18


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Don't think you can get there from where you are at on the map. Not certain if your location was up to date when Balthe saw the puddle. I moved myself from where I was on the map when combat started. Think I even moved near the max I could.


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

Sorry, didn't check the map.

Nils will just move up some.


Init tracker: round 1-2

Liam: go (round 2)
Nils: go (round 2)
Me: double moved
Balthe: go
Wulfgar: go

The silvery ooze moves forward, ever so slowly. As it approaches Liam, he lashes out at it. He easily connects with the less than nimble foe.

Damage:

ooze: 11


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Attack of opportunity: 1d20 + 13 - 4 - 1 ⇒ (15) + 13 - 4 - 1 = 23
damage: 1d3 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Round 2
If still necessary after the rest

Liam stepped back and lashed at the creature twice more, keeping up his defensive posture.
Attack 1: 1d20 + 13 - 4 - 1 ⇒ (20) + 13 - 4 - 1 = 28
damage: 1d3 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Attack 1: 1d20 + 6 - 4 - 1 ⇒ (12) + 6 - 4 - 1 = 13
damage: 1d3 + 6 + 2 ⇒ (3) + 6 + 2 = 11


Wulfgar, not exactly sure what the best method of dealing with this new threat is, considers throwing a javelin momentarily. But seeing it move forward and attack Liam he decides the best solution is more direct. He grasps his large sword and moves forward, his eyes strangely focused.

Bwa ha ha, Is lookink like puddink, comrrrrades. I say we let Koldun'ya be tastink firrrst just in case, Da? ha ha ha

Greatsword attack: 1d20 + 12 ⇒ (19) + 12 = 31 for damage: 2d6 + 14 ⇒ (2, 3) + 14 = 19

confirm critical attack: 1d20 + 12 ⇒ (1) + 12 = 13 for damage: 2d6 + 14 ⇒ (2, 4) + 14 = 20


Init tracker: round 1-2

Liam: posted round 2
Nils: go (round 2)
Me: double moved
Balthe: go
Wulfgar: attack and hit (ooze cannot be crit, sorry)

As the ooze, moves forward, Liam has enough time to lash out again, and he easily hits and takes another chunk of goo off the metallic creature.

Wulfgar moves forward, and takes a mighty swing with his sword, and this time a large hunk goes splattering against the wall next to him.

Damage:

ooze: 40


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

Bathe moves up and punches the goop

Unarmed Strike: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17 for 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11


Liam steps back after Balthe punches the goo. The first whiplash almost kills the creature, who hangs on by a few gooey strands.The second whiplash ends the threat, and it dissolves into a silvery puddle.

Combat Over

The group goes into the room beyond, and it appears to be a small alchemical laboratory and library. The bookshelf appears to be lined with book, albeit dusty, dirty, and slightly mildewy. Topics include alchemy, planar travel, magical created creatures using various methods, and oddly enough philosophy.

In the worktable, there is one scroll of neutralize poison, one scroll of wall of ice, 2 vials of acid, and 1 tanglefoot bag.


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

Search the room carefully (take 20).

33 perception.


Wulfgar looks around the room with Nils, moving less cautiously

perception: 1d20 + 3 ⇒ (18) + 3 = 21

but still pretty efficient, stopping at one of the pile of books he observes

most unforrrrtunate are books, comrrrrades, mold and mildew cause unwanted rrrrash, I am thinkink we must continue usink leaves

Disappointed that none of the paper was worth salvaging Wulfgar will go back out into the hallway to wait for the rest of the team.


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 flops open a philosophy book, curious as to what itnis about


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Liam looked at the books about magical created creatures using various methods, curious if the thing they fought was in there.


Nils checks the entire room, from top to bottom and looks for any hidden niches that may exist, Sadly, there are none, the magical scrolls and alchemical goodies are all that there are.

Liam, skims a book regarding magical beasts and how they are created. He happened to turn to a page that explains a mercury ooze, and how to combine some magic, and alchemical reagents and with any luck you will create an ooze, that serves as a very good deterrent to any incoming hostility.

Balthe opens the philosophy book, and skims it as well. He finds a passage that reads, "However, there is a limit to the amount that we can change the world. Our habitual thinking runs deep, and even if we free ourselves enough to imagine new possibilities and new futures, our external circumstances may stand in the way of realizing these possibilities. The futures that we imagine will always collide with the reality of the circumstances in which we find ourselves.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Liam put the book back and put the scrolls in his backpack.
"With a bit of work, these books might be salvageable. But let's first see what else we find here."


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

"Yeah, might as well keep looking around. Nothing important in here but the obvious. "


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 wraps his book in whatever cloth he has. Shall we move on? assuming so out the next door and take 10 on stealth and percep


Wulfgar watches Balthe carefully, as he wraps the book and heads out into the hall Wulfgar, his right eye spinning and with a slight grin says to the bouncer

da, savink paper for later, remember comrrrrade if gettink rash on back-side, I warrrrned you!

Wulfgar continues grinning, as he steps into line behind Balthe, illuminating his sword again and following as quietly and attentively as possible.

perception: 1d20 + 3 ⇒ (3) + 3 = 6
stealth: 1d20 - 3 ⇒ (14) - 3 = 11


The group continues on. The pass a small pool of water, but nothing jumps out at them. Around the corner is a pile of trash, soiled goods and there appears to be nothing salvageable from the pile.

Balthe come to a crossroads of sorts. To the right, he sees a long hallway, that goes beyond the light shed by Wulfgar's glowing sword. To the left, goes another long hallway, which appears to have small alcoves, with stone busts of a strange creature. It is part reptile, bat and overgrown worm.


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

"Not sure I want to see what they modeled those statues on. "


Wulfgar looks at the stone carvings that Nils points out, he smiles and says

Da, comrrrr not lookinik like good eatink to me either

then turning to the rest of the group he

so which way will we be goink comrrrrades?


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

"Let's start with the creepy statue area. Might as well get it over with. "


Wulfgar nods his head and follows behind Nils keeping the glowing sword lifted high, for good lighting and a preparing for a fight.

Da, comrrrr creepink little crrrreatures it is


The group heads down the western tunnel. They pass the alcoves with the weird statues. K religion to identify

Upon reaching the end, past the final statue, Nils can see a pile of bones in the northern corner of the room beyond.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Knowledge(Religion): 1d20 + 8 ⇒ (9) + 8 = 17
"First that ooze, now these weird statues. What is this place?"
Liam moved along with the rest, whip firmly in hand.


Liam is unsure what the statues are...other than creepy as hell.


what weird creatures, I wonder if the Koldun'ya knows what they are

Wulfgar looks around as he follows Nils into the dead end, curious about the bones in the room, Wulfgar, not knowing what else to do cast "detect magic"


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

Nils will take some time poking around in the room with the bones.

perception: 1d20 + 13 ⇒ (20) + 13 = 33


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

1d2 ⇒ 1 Balthe stealths around the corner, seeing what there is to see

1d20 + 12 ⇒ (3) + 12 = 15 stealth


As the group explores the pile of bones, from behind they hear incessant babbling and incoherent gibberish.

will saves for all. K religion to identify

Init
Balthe: 1d20 + 2 ⇒ (9) + 2 = 11
Liam: 1d20 + 5 ⇒ (10) + 5 = 15
Nils: 1d20 + 2 ⇒ (16) + 2 = 18
Wulfgar: 1d20 + 2 ⇒ (15) + 2 = 17
me: 1d20 + 5 ⇒ (5) + 5 = 10
gwen: 1d20 + 6 ⇒ (18) + 6 = 24

gwen save: 1d20 + 5 ⇒ (12) + 5 = 17

Init tracker:

round 1

gwen: done
Balthe: go
Liam: go
Nils: go
Wulfgar: go
me:


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

will save: 1d20 + 4 ⇒ (4) + 4 = 8 doh


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 + 8 ⇒ (16) + 8 = 24 will

do we see the threat?

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