GM Clockwork's Ruins of Azlant Gestalt (Inactive)

Game Master Tiger Claw

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HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"They are cunning. Traps and ambush... we must be careful." Urram takes the opportunity to apply his magical armor and activate his mechanical shielding gadget.

"We should move on, before they make any more surprises."


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

"This whole place is nasty" grumbles Fenna.

"You alright Kari?"

"Before we go farther, let me take a look for any more traps. Check those two for possessions while I'm doing it."

Fenna checks the area ahead for traps.

Perception: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17

CLW on Self: 1d8 + 2 ⇒ (2) + 2 = 4


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Kari healed herself again and checked the slain grindylows for items of interest.

Cure Light Wounds (Kari): 1d8 + 2 ⇒ (8) + 2 = 10 Spells remaining: 2/5

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram pokes the bodies with his spear, trying to help Kari's checks (and make sure none of the grindylows are shamming).


Area P Map | Wiki

Are you back-tracking and taking the other fork, or progressing through the room of grindylows you just beat?


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Progressing through the room of grindylows we just beat.


Area P Map | Wiki

As you progress forward swim across the deep pool where the rock trap was, you again find a floor where Fenna and Urram can stand in waist-deep water. A few feet beyond the floating grindylow corpses (small spear anyone?) pathway forks, again to the right, where the water is visibly deeper. Directly ahead the passageway appears to double back to the left.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna eyes the deeper pool warily.

"What do you think guys? Personally I'm all for solid ground under my feet for a little while."

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

"Let's check the shallower passage first," Kari agreed. "Although I'll have to hold my breath if I want to be on solid ground!"

She swam forwards towards the left passage.

Swim, taking 10: 10 + 2 = 12
Perception: 1d20 + 7 ⇒ (19) + 7 = 26


Area P Map | Wiki

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.

Sitting atop the hand, a very large grindylow, perhaps as tall as Fenna, sits atop the hand like a throne. His eyes are narrow, and his voice is deep.

"Umbuso we-Brinetooth owakwamukelayo, i-elb yamanzi," with one hand on his spear, he waves his other hand wide, like a welcome. "Uletha abanye abahambahamba kusukela ogwini. Chaza."

Aquan is not on our list, so Zulu:
"Welcome Brinetooth kingdom, tower elf," he waves. "You bring other walkers from the beach. Explain?"

Map Page 3


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"Izibingelelo eziyinhloko. Ngilapha kusukela ekamu lomuntu. Bafuna ukuthula nesizwe sakho. Ingabe uzoxoxa nami?" Urram asks, bowing his head politely.

Aquan:
"Greetings chief. I am here from the human camp. They want peace with your tribe. Will you bargain with me?"


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Kari couldn't understand the language the grindylow was speaking. By his appearance, she thought he might be the chief of this tribe. "What is he saying?", she whispered to Urram.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna waits, surprised the grindylow seems to be... negotiating or something?


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

"He asked me why I was here, with drylanders. I said I want to negotiate a peace between them and the humans." Urram responds in a distracted whisper.


Area P Map | Wiki

I just kind of threw your tokens on the board, if you want to spread yourselves out as though you were speaking

You hear a screeching from the cave behind, followed by a second and third. The sound is growing closer.

"CHA!" he the regal monsters slides his tentacles out of the palm of the throne. He levels his spear. "Abahambahamba baye baxosha emanzini ami. I-Brinetooth ayikwazi ukuyivumela."

Aquan:
"NO! The walkers have encroached on my waters. Brinetooth cannot allow."

Initiative:

Brinetooth: 1d20 + 5 ⇒ (18) + 5 = 23
Grindylow: 1d20 + 2 ⇒ (19) + 2 = 21
Kari: 1d20 + 3 ⇒ (16) + 3 = 19
Fenna: 1d20 + 3 ⇒ (8) + 3 = 11
Urram: 1d20 + 3 ⇒ (14) + 3 = 17

Oh, how nice! Give me a few to put my round together

Round 1
Brinetooth
Grindylow
Kari
Urram
Fenna


Area P Map | Wiki

Due to the talking, let Fenna start with the target studied, if you like

Brinetooth slithers forward slowly. He thrusts his spear at Kari, through Urram.

Cleave@Urram: 1d20 + 9 ⇒ (14) + 9 = 23
spear dmg: 1d8 + 8 ⇒ (1) + 8 = 9
Cleave@Kari: 1d20 + 9 ⇒ (19) + 9 = 28
spear dmg: 1d8 + 8 ⇒ (5) + 8 = 13
Trip@Urram: 1d20 + 9 ⇒ (18) + 9 = 27

His spear strikes Urram and Kari, but the creature has overextended itself.

You spot the grindylow round the corner at the far end of the tunnel.

Round 1
Urram (9 damage, prone) <- UP NEXT
Kari (13 damage) <- UP NEXT
Fenna <- UP NEXT
Round 2
Grindylow
Brinetooth


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Redoing, since Kari didn't take damage.

Kari took a shot at the massive grindylow and then moved around the pillar to threaten it from the other side.

Kinetic Blast, into melee: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
Damage (bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9

Kari's Ac is currently 21 (not in aquatic terrain). She can threaten with her brass knuckles!

Edit: Kari's archetype doesn't allow her to take burn, so she can't move and use Kinetic Blade.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

That went sour fast!

Fenna moves in on the grindylow from the side, drawing her gladius and machete.

Attack #1: 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 24

Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Attack #2: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20

Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Includes Studied Target

Attack #1 Crit?: 1d20 + 5 + 1 - 2 ⇒ (9) + 5 + 1 - 2 = 13

Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram abandons his spear, scrabbling backwards in undignified fashion on the floor before making a throwing gesture at the grindylow accompanied by shouted arcane words.

MM: 1d4 + 1 ⇒ (4) + 1 = 5


Area P Map | Wiki

vsCrawling: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
spear dmg: 1d8 + 8 ⇒ (8) + 8 = 16

Brinetooth swings at the elf as he scambles across the ground, knocking him out before he can unleash his spell.

Fenna and Kari move to the sea-creatures flanks, Kari swings wide, but Fenna comes up behind to send her swords into Brinetooth's back, he wails loudly.

The grindylow from the hallway move closer, as their leader retaliates against Fenna.

The grindylow from the hallway move closer, as their leader retaliates against Fenna.
vsFenna: 1d20 + 9 ⇒ (10) + 9 = 19
spear dmg: 1d8 + 8 ⇒ (2) + 8 = 10
Trip@Fenna: 1d20 + 9 ⇒ (4) + 9 = 13

The spear strikes true against the half-elf.

Round 2
Urram (25 damage, prone) <- UP NEXT
Kari (9 damage) <- UP NEXT
Fenna (10 damage)<- UP NEXT

Round 3
Grindylow
Brinetooth


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna ignores the new arrivals, there's simply nothing else to do about it. She presses her attack against the chief.

Attack #1: 1d20 + 5 + 1 - 2 + 2 ⇒ (10) + 5 + 1 - 2 + 2 = 16

Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Attack #2: 1d20 + 5 + 1 - 2 + 2 ⇒ (2) + 5 + 1 - 2 + 2 = 8

Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I can't see the other grindylow on the map.
Fenna could take a 5ft step to move into flank with Kari. There's a pillar opposite Fenna, so Kari can't move into flank.
Note: Kari's at full HP.

Kari desperately summoned an ice blade and attacked the grindylow leader.

Move Action: Gather Power, Standard Action: Attack
Kinetic Blade: 1d20 + 5 ⇒ (12) + 5 = 17 +2 if Fenna can move into flank.
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Sure, Fenna will move to flank if she can. Don't know where the two other ones are, but unless the square's occupied she'll do it even if it places her as flanked. She's only good for one more hit anyway before going down, and we need at least one successful attack this round.


Area P Map | Wiki

The grindylow, I think, would hold off while you fight the big one. Beyond that feels a little dishonest to the game.

Brinetooth arrogantly takes a swipe behind at Kari before taking a step toward the water.
vsKari: 1d20 + 9 ⇒ (8) + 9 = 17
spear dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Trip@Kari: 1d20 + 9 ⇒ (20) + 9 = 29

the spear misses Kari, but the Brinetooth's tentacles send her to the ground in a heap.

Round 3
Urram (25 damage, dead?) <- UP NEXT
Kari (13 damage) <- UP NEXT
Fenna (9 damage) <- UP NEXT
Round 4
Grindylow
Brinetooth


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna continues her attacks.

Attack #1: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20

Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Attack #2: 1d20 + 5 + 1 - 2 ⇒ (15) + 5 + 1 - 2 = 19

Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10


Area P Map | Wiki

As the large, toothy creature bends down to threaten Kari, Fenna desperately leaps onto his back, and drives her blades straight through the boss's chest. Its blood gushes out onto the sand. Fearfully, the other grindylow flee down the tunnel.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Kari stood up and stepped around the fallen enemy; she said an urgent prayer to heal her fallen friend.

Move Action: Stand up, 5 ft step, Standard Action: Cast Cure Light Wounds. I think Urram should be in the same space as Brinetooth (the elf didn't move away successfully).

Cure Light Wounds (Urram): 1d8 + 2 ⇒ (8) + 2 = 10 Spells remaining: 1/5

Kari has to at least try to save Urram.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

So, am I still alive? Technically I died in round 3 since I fail my stabilise in round 2...

Fort: 1d20 - 10 ⇒ (19) - 10 = 9

I can go away and gen something else if people want to leave Urram to be eaten by the fishes...


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Assuming, as per the discussion thread, that Urram isn't dead:

Kari examined Urram closely, and gave a sigh of relief when she saw signs of breathing. "He's alive!" She cast her last spell to try to get him back on his feet.

Cure Light Wounds (Urram): 1d8 + 2 ⇒ (3) + 2 = 5

"That's the last of my magic for today," she announced. She got up and searched the body of the chief, and the rest of the chamber, scanning for magic auras.

Casting Detect Magic.

Perception, taking 10: 10 + 7 = 17


Area P Map | Wiki

As Kari brings Urram back to consciousness, the hoots and hollers of the grindylow can be heard as they flee. The grindylow chief bears a number of items with a magic aura: his decorated spear, one of the charms on his neck, as well as a ring he is wearing.

Set behind the throne, in a large pile of 'gifts' (consisting primarily of smooth stones and carved bones) there is a faint glow. At the bottom of the pile, Kari discovers a medium-sized chest. The lock appears to be rusted shut, but inside there appears to be a few auras of magic.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

How many spellcraft checks should I be making?

Spellcraft, Spear: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft, Charm: 1d20 + 11 ⇒ (11) + 11 = 22
Spellcraft, Ring: 1d20 + 11 ⇒ (7) + 11 = 18
Spellcraft, Gift: 1d20 + 11 ⇒ (20) + 11 = 31

Spellcraft, Chest 1: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft, Chest 2: 1d20 + 11 ⇒ (1) + 11 = 12
Spellcraft, Chest 3: 1d20 + 11 ⇒ (15) + 11 = 26
Spellcraft, Chest 4: 1d20 + 11 ⇒ (6) + 11 = 17

Use whichever are necessary :)


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Kari looked at the chest and checked for traps.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Assuming it's not trapped, she will bash the lock open with Kinetic Blade (2d6+7 bludgeoning damage), taking care not to damage the items inside.


Area P Map | Wiki

Urram determines Brinetooth's magical belongings are:

+1 Agile Spear
+1 Amulet of Natural Armor
Ring of Ferocious Action

Unable to examine the aura's in the chest, Kari attempts to slam the lock, but is unsuccessful.


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram waves Kari back and attempts a little more, refined, approach.

DD: 1d20 + 14 ⇒ (1) + 14 = 15

A second attempt could scarcely be less effective...

DD: 1d20 + 14 ⇒ (14) + 14 = 28


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Kari is much quicker getting to Urram. Fenna has to get her swords out of, and herself up off of, the grindylow chieftain.

She takes a moment to close up her own wounds, then offers to use her last spell to help out if anyone else needs it.

When they find the locked chest while searching about, Fenna declares the lock non-functional and leaves it for Urram to toy with. Instead she takes alook at the giant hand statue, a very odd decoration for a watery cave.

CLW (Self): 1d8 + 4 ⇒ (6) + 4 = 10

CLW: 1d8 + 4 ⇒ (5) + 4 = 9

Disable Device: 1d20 + 10 ⇒ (8) + 10 = 18

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

If anyone needs a bit more healing go ahead and claim the second CLW above. If nobody claims it, Fenna will just keep the spell uncast.

Yeah, It was a very slim chance Fenna would be able to top Urram's roll on Disable Device.


Area P Map | Wiki

After assessing the lock, Urram and Fenna are sure that picking it would be impossible. Another good smack like Kari gave the lock before might be enough to break it off.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Assuming that Urram and Fenna relay their assessment.

Since the lock didn't seem to be yielding to finesse, Kari tried brute force again, smashing it with a blade of ice.

Kinetic Blade bludgeoning damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

After giving the hand sculpture a look over, Fenna starts casting about for a big rock in the event Kari's blade doesn't work on the chest.

Anything of note about the giant hand?


Area P Map | Wiki

A second hit from Kari's blade busts the lock off the chest. It takes a bit of force to pry the rusted container open: the grindylow seem to have been pleased to add the chest to the pile without worrying about its contents.

As you pry off the lid, the rusty hinges in the back break off. Inside you find even more treasures:
Cloak of Resistance +1
+1 mithral chain shirt
ring of swimming
aquatic cummerbund
wand of flaming sphere with 9 charges

In addition, there is a pile of 470 gp, which Fenna recognizes as being minted in Cheliax before the ascension of House Thrune.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Kari looked over the treasure with approval, and tried on the cummerbund. "Very nice! What do we want to do about the coin — take it back to the canoe, or leave it here and come back for it after we clear out the cave system? It's a lot of weight to swim with in combat."

The coins would weigh 9.2 lbs. If Fenna takes the mithril chain shirt, and leaves her masterwork one behind, it's possible we could carry the coins without being encumbered.


Area P Map | Wiki

With the treasure gathered, are you leaving the way you came in or continuing to explore the caves


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Continuing to explore the caves. Leaving the gold behind unless someone else can carry it.

Kari gave Urram some more healing, and cast a defensive spell on herself, Fenna and Urram.

Casting Barkskin on everyone (+2 natural armor enhancement, doesn't stack with the amulet of natural armor).

Cure Light Wounds(Urram): 1d8 + 4 ⇒ (4) + 4 = 8

She swam back to the chamber with the deeper water and explored south.

Swim, taking 10: 10 + 7 = 17
Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Current AC: 24 (in the water). I'm assuming that Shield of Faith has run out.
Spells remaining: 1 1st lvl, 1 2nd lvl.


Area P Map | Wiki

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. On the other side of the deep chamber, you can see another shelf.

Map, 4th slide


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Kari swan forward cautiously, on the lookout for another net trap.

Swim, taking 10: 10 + 7 = 17
Perception: 1d20 + 11 ⇒ (10) + 11 = 21


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna complains weakly for a moment about further exploration since the gindylow chieftain is now dead. But really she knows it's a good idea, if only to prevent having to return to the caves.

She doesn't want to leave the gold, or the chain shirt she was previously wearing since it should go to the colony's armory. Fenna takes one of her bags and loads the stuff into it, then ties it up securely with one end of her rope. She ties the other end to her belt.

She can move freely for about 45', then she must stop and drag the bag to her. It's a clunky solution, but to her mind better than having to make a return trip.

She swims along after Kari, much more easily now due to the new ring she's wearing. When they come to the deep water room though, she unties the rope from her belt and finds a place on the wall to hand or wedge the free end until she comes back.

Swim: 1d20 + 7 + 5 ⇒ (9) + 7 + 5 = 21


HP: 8/24 | AC: 19 | F: +4, R: +7, W: +8 | Itm +4, Slth +5, Arc/Ath/Cft/Lore/Occ/Soc +7, Med/Perc +8, Eng +9 | Spiked Chain +8, d8+3[+d6] | Hero: 2/2 | Active:

Urram - feeling much better thanks to KAri's ministrations - follows along, mentally noting how effective the magic in Fenna's new ring seems to be. His mind wonders as he considers how he might be able to pass along magic infused into his gadgets in a similar fashion...


Area P Map | Wiki

Before venturing into the deep, Kari has a quick look under the water and has a look around. The water is pretty murky with lots of tricky waves of light and darkness, but you spot a particularly odd patch of darkness. Straining her eyes, she is sure she spots a pair of tentacled creatures...

Knowledge (nature): 1d20 + 8 ⇒ (19) + 8 = 27

that she's sure are octopi.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

"Two octopi," Kari said in a low voice, pointing towards the dark shapes in the water. She swam forward slowly, hoping not to provoke the creatures.

Handle Animal: 1d20 + 5 ⇒ (3) + 5 = 8 Not sure that this applies in this situation, but she's not a druid, so she doesn't have Wild Empathy.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

"Um, I doubt octopi are a problem for the colony. Best left alone" Fenna warns.

"Unless you're thinking ahead to dinner."

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