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.


Ghost Level Delve || 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!


Ghost Level Delve || 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?


Ghost Level Delve || Extinction Curse

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


Ghost Level Delve || 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


Ghost Level Delve || 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.


Ghost Level Delve || 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?


Ghost Level Delve || 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


Ghost Level Delve || 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


Ghost Level Delve || 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.


Ghost Level Delve || 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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Ghost Level Delve || 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!


Ghost Level Delve || 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?


Ghost Level Delve || 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!


Ghost Level Delve || 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.


Ghost Level Delve || Extinction Curse

Can you move yourself on the map?


Ghost Level Delve || 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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