GM Kate's Ruins of Azlant (closed) (Inactive)

Game Master Kate Baker


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Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar follows Silt up to the window! Thinking he can summon an eagle if something flew out.


Shadow of the Vault Lord || Extinction Curse

He does indeed! A hunched-over wretch with long, pliable arms like tentacles capped with five wide, spiny claws waits just outside the window for a hapless victim to lean outside.

attack!: 1d20 + 4 ⇒ (11) + 4 = 15
slam!: 1d4 + 1 ⇒ (2) + 1 = 3

But his spiny grab is no match for Sil'tchaak's trusty armor!

Initiative:

Purpose Creche: 1d20 + 3 ⇒ (17) + 3 = 20
Cedar Cruise: 1d20 + 0 ⇒ (15) + 0 = 15
Toby Hawthorn: 1d20 + 3 ⇒ (9) + 3 = 12
Sil’tchaak: 1d20 + 1 ⇒ (14) + 1 = 15
Grabby: 1d20 + 4 ⇒ (13) + 4 = 17

Purpose
Grabby
Silt
Cedar
Toby

Purpose is up!

DC 12 Knowledge (dungeoneering):
It is a choker, an aberration, though a rather inebriated one. One question plus an additional one for every 5 on the check.

If you would have been right behind Silt, go ahead and move your character, as that happened before initiative started.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Ive got a buddy in town and we're running around the mission. Could someone move Cedar to Silt's left? Thanks!


Shadow of the Vault Lord || Extinction Curse

Also, mechanical note from the text. Silt did not have cover from the first attack, but will from subsequent attacks (+4 to AC). The creature also has cover from your attacks made through the window.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

What the heeeeeeeck is that thing!?

A slimy appendage slam against Silt's armor through the window, and Purpose Creche's quick steps bring him up behind the colorful locathah in support.

He places the heel of his right palm on the iron band at his waist. For a moment mind fills with blurred, abstract shapes—they crash against each other and disappear when he taps Sil'tchaak's spear with the top of his shield. Images dispelled, he steps back to make room for his companions.

+1 enhancement bonus on fishfella's weapon for 1 minute!

Move: into the room!
Standard: legacy weapon focus power on Sil'tchaak's spear!

vvv @Kate vvv - figured my "pre-move" put me only partially into the room, and then my initiative order move got my further in. If not, maybe a move action to open the other window in case we need to exit/flank?


Shadow of the Vault Lord || Extinction Curse

Any other move action? We may have cross-posted, but you can retroactively have moved into the room with Silt.


Shadow of the Vault Lord || Extinction Curse

The bizarre creature reaches out again to try to attack Silt, this time more successfully.

attack!: 1d20 + 4 ⇒ (19) + 4 = 23 vs. cover
slam!: 1d4 + 1 ⇒ (4) + 1 = 5

grab CMB: 1d20 + 6 ⇒ (10) + 6 = 16 vs. cover
squeeze: 1d4 + 1 ⇒ (3) + 1 = 4

He gets in a solid attack, but can't quite grab Silt's throat.

attack!: 1d20 + 4 ⇒ (8) + 4 = 12 vs. cover
slam!: 1d4 + 1 ⇒ (2) + 1 = 3

grab CMB: 1d20 + 6 ⇒ (20) + 6 = 26 vs. cover
squeeze: 1d4 + 1 ⇒ (3) + 1 = 4

And his second attack merely scratches the windowpane.

Everyone is up!

Purpose
Grabby
Silt
Cedar
Toby


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche's unfasten the shutters of the room's second window with nimble fingers. There's the sound of metal on leather as he sheathes his gandasa, then again when he grips the sill and pulls his small frame up and through the opening.

He lands on the other side, staying close to the outside wall in the hopes of approaching the creature unawares.

Move: sheathe weapon
Other Move: hop through the window and move (I counted the window as difficult terrain, but if it should be a standard to do an Acro or Climb check, lemme know!)


Silt carefully steps back and casts a spell on his club. Somehow, it seems more dense than it was a moment ago.

DC 16 Spellcraft:
"Sha-Llyu-Llyu" (e.g. Shillelagh). The turtle dances in its jar.

He also looks pretty hurt, but ready to jump out the window once he can.

Edit: Looks like Silt can't 5' step back. He will delay and take this action if a space opens up. If no space opens up to step to he will do something else at the end of the round, before the creature goes again (feel free to move Silt as well)..

Looks like Toby stepped back!


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"Hey! Leave Silt alone!" Cedar and Silt see Toby turn and dive out the window behind Purpose. A few seconds later they see a torrent of water slam into the creature, bludgeoning it. Purpose sees Toby dive out the window after him, water beginning to collect on the rougarou's hand. As he reaches the corner he raises his arm and a blast of water shoots out of sight toward the creature. After he fires, he glances at the wyrwood out the corner of his eye, hoping he had somehow not seen what happened.

kinetic blast, point-blank: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
damage, point-blank: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Shadow of the Vault Lord || Extinction Curse

Toby hits! And the strange creature turns a drunken eye to see who dares attack him.

Purpose
Grabby -8hp
Silt
Cedar
Toby

Grand Lodge

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CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

"Mitzi! Come to our aid!"

Cedar summons a dog, and Mitzi the celestial poodle appears!

"Yap! Yap! Yap!" She's so mad! She tries to smite the creature!

Bite: 1d20 + 2 ⇒ (6) + 2 = 8 damage: 1d4 + 1 ⇒ (4) + 1 = 5

Cedar then moves out of the way.


Shadow of the Vault Lord || Extinction Curse

The creature lashes out at the poodle in front of it!

attack!: 1d20 + 4 ⇒ (5) + 4 = 9
slam!: 1d4 + 1 ⇒ (4) + 1 = 5

grab CMB: 1d20 + 6 ⇒ (15) + 6 = 21
squeeze: 1d4 + 1 ⇒ (4) + 1 = 5

attack!: 1d20 + 4 ⇒ (4) + 4 = 8
slam!: 1d4 + 1 ⇒ (1) + 1 = 2

grab CMB: 1d20 + 6 ⇒ (4) + 6 = 10
squeeze: 1d4 + 1 ⇒ (2) + 1 = 3

But the drunken creature can't seem to connect!

Everyone is up!

Purpose
Grabby -8hp
Silt
Cedar and Mitzi
Toby


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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby stares for a moment at the beautiful, celestial poodle that just apparated before him. When the creature attacks the dog, anger surges through him and a deep growl sounds in his throat. He move to get a clear shot and once again lets loose a blast of water. This time the rage clouding his vision throws off his aim. Cedar and Silt hear the walls shake as the blast goes wide of the creature and slams into the house.

kinetic blast, PBS: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
damage, PBS: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Kate, what kind of action was it to move out the window? Can Cedar get out the window and beside Mitzi in one move?


Shadow of the Vault Lord || Extinction Curse

Yes, that's fine.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

"Yap! Yap! Yap!" Mitzi attacks again! Smiting!

Bite: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 1d4 + 1 ⇒ (3) + 1 = 4

"Mitzi, get 'em!" Cedar moves around and tries to attack with his rapier

Rapier: 1d20 + 2 ⇒ (6) + 2 = 8 damage: 1d6 + 1 ⇒ (2) + 1 = 3


Silt grunts and moves up to the window, attacking from cover. He is also destructive smiting. (He doesn't have the movement to get out).

Club: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15

Damage(bludgeoning): 2d6 + 6 ⇒ (6, 3) + 6 = 15


Shadow of the Vault Lord || Extinction Curse

Mitzi gets a solid bite in! The creature howls in pain and frustration as the poodles yips with delight. Silt tries to attack from behind the window, but doesn't quite have the range of motion to connect.

Purpose
Grabby -12hp
Silt
Cedar and Mitzi
Toby


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche notes Toby's hesitance, but the crackle of arcane forces and the fearsome cries of a ferocious beast torn from between worlds draws his attention to more pressing matters.

Wary of getting too close to the creature or of fouling Toby's lines of fire, he moves through the overgrown grass around the cabin, holds his shield up, and draws his splinter.

He watches closely when Toby conjures another aqueous blast, and flinches when it slams into the wall. Cedar and Toby both wield magic in unusual ways.
The weathered relic, dense with history, feels heavy in his hand.

Move: move east
Other Move: draw the splinter


Shadow of the Vault Lord || Extinction Curse

The creature is really mad about this poodle now, lashing out furiously!

attack!: 1d20 + 4 ⇒ (6) + 4 = 10
slam!: 1d4 + 1 ⇒ (3) + 1 = 4

grab CMB: 1d20 + 6 ⇒ (17) + 6 = 23
squeeze: 1d4 + 1 ⇒ (2) + 1 = 3

attack!: 1d20 + 4 ⇒ (9) + 4 = 13
slam!: 1d4 + 1 ⇒ (4) + 1 = 5

grab CMB: 1d20 + 6 ⇒ (16) + 6 = 22
squeeze: 1d4 + 1 ⇒ (4) + 1 = 5

Does a 13 hit AC? If so, I assume the 22 grapples for a total of 10 damage.


Shadow of the Vault Lord || Extinction Curse

And everyone is up!

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Oh no, poor Mitzi! Her AC is exactly 13. But she is so brave!

The tentacle grabs Mitzi in its slimy embrace and she growls and squirms against it in anger, but without effect. She gives out a sharp yelp as the constricting limb sends her back to the plane of celestial poodles!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

The rancorous canine disappears with a pained cry, and Purpose Creche spots his opening. Cedar darts back and forth, weaving in and out with his rapier in an attempt to keep the creature at bay. Purpose Creche steps to the side, gaining a better angle on the slimy thing's position.

Incinerate.

He raises the splinter, the smooth mahogany already growing painfully hot in his grasp. Light surges down the length of the wand. For a second, the combatants' shadows loom stark against the cabin wall, and then a thin crimson beam slices into the creature's shoulder.

Energy ray: 1d20 + 4 ⇒ (12) + 4 = 16 vs touch AC for 1d6 + 1 ⇒ (5) + 1 = 6 fire damage. EDIT: thanks, Dennis, for the house rule reminder!
Move: Sidestep so's not to deal with soft cover
Standard: energy ray focus power


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

What's the -4? Remember that Kate house-ruled out the firing into melee penalty.


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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"You monster!" Toby is furious when the poodle is banished! There is a deafening cacophony of light as and sound as energy seems to rush in toward Toby from everywhere. His hands begin to glow until he unleashes another brutal blast at the creature! Again, his anger throws off his aim and his blast rattles the whole house.

kinetic blast, pbs: 1d20 + 3 ⇒ (5) + 3 = 8
damage, pbs: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Move action to gather power for no mechanical reason, standard to attack.


A true warrior spirit... so fierce.

Silt will stay behind cover,

Club: 1d20 + 1 ⇒ (9) + 1 = 10

damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

”For Mitzi!”

Rapier: 1d20 + 2 ⇒ (2) + 2 = 4

Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Cedar tries to attack the creature but no luck. Alone next to the creature he suddenly feels very vulnerable, so he steps away.

Attack and then 5 foot back.


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Shadow of the Vault Lord || Extinction Curse

Purpose’s beam of fire strikes true, and the creature falls. Out of combat!

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Thank goodness!


Silt drinks his healing potion, CLW Potion: 1d8 + 1 ⇒ (6) + 1 = 7, flares his rainbow-colored fins while he stretches, then crawls out he window to inspect the revolting creature.

Is here a heal check or anything we can do here to identify the thing, or get info about it?

heal: 1d20 + 2 ⇒ (11) + 2 = 13

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Can't psychic casters do some identifying based on skull shapes using a psychic skill unlock? Phrenology! Using Kn: Arcana.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche doesn't seem to care about the reek of alcohol and charred flesh. His gaze moves between Toby and Cedar, resting on each for several moments, before finally settling on Sil'tchaak.

"Are you hurt? That was a dangerous creature. Let us try and see precisely how dangeorous."

He then sits down in the weeds next to the thing, smoothing his coat out around him, and begins picking over its corpse. He inspects its strange hands, long neck, and alien features, pulling each part towards him and scrutinizing it carefully, lifting and turning the corpse if necessary.

Phrenology if it reveals anything (secret Knowledge (arcana) +8), otherwise Heal: 1d20 + 1 ⇒ (9) + 1 = 10 (or take 20 on the Heal if that'd help/others want to take the time)
Also not 100% sure, flavor-wise, how to justify knowledge Purpose Creche'd gain from phrenology. I can ponder that more should it prove effective, though!


Shadow of the Vault Lord || Extinction Curse

Purpose's close study yields a little bit of information. The creature is a choker, an aberration with very little intelligence. You suspect that it took advantage of crimes of opportunity, but you don't really think it could have masterminded anything.

Assuming everyone else searches the place, all tracks from the choker seem to be about a week old, and originate from the well on this farm.

Cedar, as you detect magic, you notice an aura from under that loose floorboard. Underneath is a longsword, wrapped in green leather and gold wire, glowing with a pale emerald light.

DC 16 Spellcraft to identify:
The sword is glowing as per the spell light.

DC 18 Spellcraft to identify

Spoiler:
This is a +1 sword.

DC 15 Appraise or Knowledge (history):
This sword is of Azlanti origin.

It is late afternoon.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar pulls the sword from under the loose floorboard.

"Yo ho! Take a look at this, A glowing sword! What do you make of it?"

Sadly, Cedar doesn't have the skills to identify the sword. But does concentrating his detect magic tell him anything?


Shadow of the Vault Lord || Extinction Curse

Faint transmutation and evocation.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby shrinks from Purpose's gaze, avoiding eye contact. When Cedar holds up the sword he gladly runs over to look at it. "Neat! What does it do?"


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche takes the sword and rests it on both palms, holding it parallel to the floor. He stands that way, immobile and silent, for some time.

In the quiet of his mind, he considers the energies that converge on the blade.

Uncertainty!:
So, I'm not sure if I can identify this yet. I was originally checking to see if I could take 10, but saw...
Spellcraft wrote:
This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify.
Determine Properties of Magic Item wrote:


Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

Retry? When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

Guess I never looked closely enough at Spellcraft—can Purpose use it to identify if he can't cast detect magic? It'll be irrelevant once I get a divination implement and the object reading class feature at 2nd level, but for now I'm not sure.

But if I can:Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12 (or 18 if I can take 10)


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Whoops, was too sleepy and didn't notice the Knowledge checks.
Knowledge (arcana): 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (history): 1d20 + 8 ⇒ (14) + 8 = 22


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche's arms move minutely when he emerges from his trance. He holds the sword, blade up, on one hand, and fishes the "prototype" wayfinder out of his coat with the other. The weapon's wan green light glows dully in his eyeband.

Another, and so soon.
"Both are of Azlanti origin. I don't have Cedar's investigative means, and don't know the exact workings of the blade's magic. But if all are amenable, I wish to wield it."

Though his voice remains its customary flat whisper, the wyrwood's odd behavior reveals his particular interest in the sword.


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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"Neat! You should totally do that, you'd look badass with that thing!" Toby says, peering at the sword then making sword-swinging motions with his hands. "Anyway, I don't know about you guys, but that plum wasn't enough lunch. What say we go check out that delicious-smelling house we passed a while back?" The building that smelled like meat, A3.


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I heard potatoes go with meat.

Seconded!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche hums his agreement. One hand goes to the Pharasman spiral around his neck, and he stares down at the Azlanti blade he holds before him.

Is there a picture or more detailed description of the sword? It's a Big Deal to Pork Hull Credits!


Shadow of the Vault Lord || Extinction Curse

I'm sorry; that's all there is!

You head to the building smelling strongly of meat and herbs.

Purpose:
You know as a quartermaster that this is the Provisions building. It should be dug out to a depth a feet to keep things cool. The barrels should also be treated with a mixture of bay leaves, garlic, and catnip to keep pests away.

Silt opens the door. Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. The building lacks interior walls except for a few short partitions, and four stout posts support the roof. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.

GM screen:

Purpose Creche: 1d20 + 5 ⇒ (16) + 5 = 21
Cedar Cruise: 1d20 + 2 ⇒ (1) + 2 = 3
Toby Hawthorn: 1d20 + 5 ⇒ (15) + 5 = 20
Sil’tchaak: 1d20 + 6 ⇒ (13) + 6 = 19
hide and go seek: 1d20 + 14 ⇒ (14) + 14 = 28


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby sniffs around, looking for any hunks of salted meat that seem unspoiled. If he finds one, he'll pull it down and cut off a chunk to eat.


Shadow of the Vault Lord || Extinction Curse

Can you move yourself on the map?


Shadow of the Vault Lord || Extinction Curse

Anyone else going inside?


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche walks in alongside Toby and surveys the interior.

"Ah, a storehouse. The low floor keeps things cool, and the barrels will be treated with botanicals to keep vermin out." He looks at the refuse scattered everywhere. "Or should have been."

He sticks with Toby, finding strength in numbers to be a pragmatic approach in light of recent events.


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Silt goes in, hoping there's an extra potato or ten.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar follows Silt into the storehouse, rapier drawn just in case.

”It does look messy in here. I agree, Purpose. I wonder if some creatures got in?”

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Shadow of the Vault Lord || Extinction Curse

Switching out spontaneous summons for spontaneous healing is fine.


Another option would be kinetecist heals, perhaps. Not sure what Dennis was planning but that might be more efficient & useful than trap disabling. Otherwise, I will gladly pick up on heals. Just as long as we have someone who can help in combat, especially when we get to higher levels.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Kinetic heals have the downside of lowering your effective max HP, but they might be an option


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Wouldn't swarms technically be immune to kinetic blast? I'm more curious than complaining, given that Toby's the only one who can consistently hurt 'em right now!


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Looking at kinetic healer, I'm a bit underwhelmed. Burn is unhealable until you sleep, and doing damage to heal seems....not great. Also, I don't get a utility wild talent until 4th level, so couldn't take it until then.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

They are an exception to the single target rule. From the description of Kinetic Blast: "Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms)."


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Nice! Been a while since I played a kineticist, forgot that bit.

@Kate: Were the drag marks up to the Levin farm from the barrels of ale the choker was drinking?


Aight, Silt will spontaneous heal.


Shadow of the Vault Lord || Extinction Curse

Yup! Though they originated at A7, not here.

Grand Lodge

We should check out that well at some point...


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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I started trying to draw a cartoon of Silt and Purpose holding implements of destruction while Toby works real hard on the lock, but it is extremely awful looking


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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

I don't know, I've enjoyed the other cartoons you've posted to FB.


3 people marked this as a favorite.
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Also, in my head Toby's tongue was definitely sticking out the side of his mouth (a la a child concentrating) while he was working on that lock.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Good stuff, Cedar/Doug!

Grand Lodge

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Purpose Creche wrote:
Good stuff, Cedar/Doug!

Oh, thanks! I’m happy you think so!


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

If it helps, Doug, I updated the last page of the little guide I made to show how to make the image round.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Has anyone else noticed Paizo's site logging them out after a certain period of inactivity?


Yup… it's pretty annoying!

Grand Lodge

Thanks Dennis!

I noticed the same thing Andrew. It’s frustrating for sure.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I'm super pumped for this spooky ghost, by the way. Feeds into the broader mystery, good potential for character moments.
I'm liking this AP a lot! We've got an interesting mystery, plus I think the clues are interesting on their own merits, regardless of where they might lead.

Grand Lodge

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I agree, and we haven’t even checked out the holes in the ground to the north yet!

Also, Doug and I were saying we need to do a campfire scene later for some good RP and character bonding. Maybe open that clockwork spy then too!


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Good idea. We even have our very own ghost story to tell now (assuming we survive, that is)!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Maybe... maybe it's just another drunk choker in a bedsheet?


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Shadow of the Vault Lord || Extinction Curse

There is a thread in the website feedback section about the random logout issue. It's annoying, but they're working on it.

I'm glad you're all enjoying the adventure so far! Reading ahead, there is a lot of really cool stuff to come.

The Concordance

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LN nonbinary human skald 6 | HP: 50/51 | AC: 20 (13 Tch, 18 Fl) | CMB: +8, CMD: 21 |F: +8, R: +6, W: +7; +4 vs. bard/sonic/language | Init: +6 | Speed 20ft | P: +9 SM +11 | Perform 16/21; Spells: 1st 3/5, 2nd 3/4 | +1 earth breaker +9 (2d6+7 /x3), cld irn dagger/slvr hvy mace +8, mwk com longbow +7 | Active Conditions: h.awareness, raging song |

Don't worry, Sil'tchaak, you're in good company—I've only hit once in 2.5 scenarios, and that was when Dennis was botting me!

Grand Lodge

Oiur wrote:
Don't worry, Sil'tchaak, you're in good company—I've only hit once in 2.5 scenarios, and that was when Dennis was botting me!

Ugh, that's so painful.

I swear the RNG on this thing is out of whack.

The Concordance

LN nonbinary human skald 6 | HP: 50/51 | AC: 20 (13 Tch, 18 Fl) | CMB: +8, CMD: 21 |F: +8, R: +6, W: +7; +4 vs. bard/sonic/language | Init: +6 | Speed 20ft | P: +9 SM +11 | Perform 16/21; Spells: 1st 3/5, 2nd 3/4 | +1 earth breaker +9 (2d6+7 /x3), cld irn dagger/slvr hvy mace +8, mwk com longbow +7 | Active Conditions: h.awareness, raging song |

I do like that PbP offers more time and space to process failures in narratively interesting ways. When you're playing face to face, and it's your 4 hours or whatever that you've carved out of the week, there's less opportunity to sit and think, and (at least for me) the inclination's to get stuck on gat dangit, I'm here to do cool stuff and I can't!

For instance, at the start of Oiur's Solstice Scar, I flubbed a ton of rolls that I usually succeeded on. But I was able to sit and think for a while about what in-character circumstances would've lead to that failure, and it ended up feeling like a pretty important scene as far as Oiur's character growth. (Definitely helps that in PbP you can hit Preview to see the roll results before you finish writing!)

That's not to say it isn't frustrating, or that I'm always in the mood to turn failure into something cool. But it's definitely easier for me to do than it is face to face.

Also! At the start of the scenario, the Pathfinders are basically attending a con. Based on their conversation with Eugressia, Oiur decided to hit up some panels on planar research and relations (o'-')b

Grand Lodge

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Cool, sounds fun. Doug and I were saying we need to get the ol' party back together!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

So, what do we know about this ghost situation?

  • Farmer was knifed to death
  • Farmer's upset with Rayland Arkley
  • Ceremonial chalice and rod were called out specifically, so seem like they might be important
  • Fancy longbow
  • Mysterious birdman statue

Maybe we need to perform some sort of funerary rite using the chalice/rod?
I think the only possible memento of Arkley we have is the protofinder, but I assume that'd just piss of the poltergeist.


That's a good summary; another OOC suspicion is that re-consecrating the altar to Erastil might appease the spirit. It seems like a pretty major defilement and against what that god stands for; perhaps the spirit is not only angry at being murdered, but at being an unwilling part of that desecration?

Grand Lodge

Don't forget there were priests on the ship over. They may be able to handle it if we can't.

Grand Lodge

He/Him
Doug Henderson wrote:
Cool, sounds fun. Doug and I were saying we need to get the ol' party back together!

I'd be good to run another scenario for that crew once the PbP special is done. That's a fun group, and I bet we can find either a scenario or a low-level module that no one has played yet.

The Concordance

LN nonbinary human skald 6 | HP: 50/51 | AC: 20 (13 Tch, 18 Fl) | CMB: +8, CMD: 21 |F: +8, R: +6, W: +7; +4 vs. bard/sonic/language | Init: +6 | Speed 20ft | P: +9 SM +11 | Perform 16/21; Spells: 1st 3/5, 2nd 3/4 | +1 earth breaker +9 (2d6+7 /x3), cld irn dagger/slvr hvy mace +8, mwk com longbow +7 | Active Conditions: h.awareness, raging song |

Count me in! I'll even be 2nd level at that point!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Also yaaaaay camping scene, I love character-focused RP!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

(Writing a big 'ol post at present)

Grand Lodge

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The feels!

https://goo.gl/images/3KSnh6

I’m loving this party!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I like that we have two generally enthusiastic and relatable characters and two more stoic/"alien" ones! Good balance of perspectives and energy levels.

Also Doug'tchaak, you're knocking it out of the park portraying Silt's personality, background, and tastes!


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Yeah this group is taking it up a notch all around! Glad you're enjoying Silt; everyone's characters are so well thought out and conceived. Excited to see where we take them! I almost wish we could wait a bit for the goblin combat and hang out at the fireside talking.

Also wish the Paizo site was better at letting us do so.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Yeah... thanks to site issues, I didn't get to see the latest batch of posts 'til just now!

Grand Lodge

Yeah, it's been really unstable lately. I feel bad for Paizo. I wonder if something happened recently or what could have triggered the instability.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Could be the Humble Bundle stuff, that's what's ground everything to a halt in the past. I know they hired on new folks and have been actively working on website stability, but it seems like it wasn't built with the foundation to handle all the different things they have to deal with—orders, forums, news posts, yadda yadda.
Rootin' for 'em, though!


Shadow of the Vault Lord || Extinction Curse

Sorry if I cut off the RP; I’ll leave more time next time! I won’t be able to put a map up until later, so feel free to continue the conversation however you like.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Oh, if it's low light outside, I think it makes sense for Purpose to have dancing lights following him. But if that's a little too convenient, I can cast it next turn!
Otherwise we're all dealing with 20% concealment, right?


Shadow of the Vault Lord || Extinction Curse

You weren’t stealthing walking over, so it’s fine if you had dancing lights going.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Sweet! Pretend I wrote some flowery shadow-and-reflection focused snippet as part of rushing to the door, then :p


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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Missed my opportunity, but:

Post-burial introspection scene
Cedar's oath


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If Silt dies on his first day.

(Seriously not worried, though!)


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

You're locathah / that is a fact

Do we have more healing stuff? Portable Craft could use the wand of goodberry and force-feed Silt, but I think someone had some potions?


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

So across both current characters, my most recent melee attack d20 rolls have been:

3
2
6
2
7
1

Oiur's previous roll would have been a hit, but an attack of opportunity tripped them before they could get in range of their intended target!
I'm doing pretty good for Knowledge on both characters, though, so that's good (o'-')b

Grand Lodge

I'm having a lot of fun in this AP though, despite our combat woes.

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