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

Game Master Kate Baker


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Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Joli calls for help from his ancestors. A spectral grippli appears to whip the most distant (yellow) beast.

Spell Resistance: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

Spiritual weapon: 1d20 + 6 + 5 + 2 ⇒ (10) + 6 + 5 + 2 = 23
Force damage: 1d8 + 4 ⇒ (7) + 4 = 11


HP 75/75 | AC 29 T 14 FF 27 | CMB +14, CMD 25 | F: +9, R: +4, W: +10 | Init: +1 | Perc: +20, SM: +4 | Rage 9/9 | Speed 35', Swim 50' | Space: 10', reach:10' | Rage 8/9 | Active conditions: Greater Longstrider, Cloak of Shade, Ironskin, Stoneskin (dr10/adm), Bulls Str, Strong Jaw, Haste, displacvement

Silt incants before touching his chunk of red coral to his arm. Bull's strength

Still desiring to use his reach to his advantage, he keeps a lookout foe any enemies moving through threatened squares.

AOO:
power attack: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
damage: 3d6 + 19 ⇒ (1, 6, 3) + 19 = 29

Silt will also Stone Shield any attack from a Chaos Beast as an immediate action, bumping his effective AC to 29 until the beginning of his next turn.


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)

"Ahh, gross!" Toby quickly gathers ambient water to himself, the droplets freezing and crystalizing around him as he fires under Joli as the Grippli climbs to safety, trying to destroy the disgusting creature before it can get too close. Gathering power and accepting two more burn to fire an empowered ice composite blast at red.

ice composite blast (physical), pbs, elem overflow: 1d20 + 9 + 1 + 2 ⇒ (17) + 9 + 1 + 2 = 29
1/2 cold, 1/2 piercing damage, pbs, elem overflow: 8d6 + 14 + 1 + 4 ⇒ (2, 3, 3, 1, 4, 6, 4, 5) + 14 + 1 + 4 = 47 Empowered to 70 damage.


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 considers both the advancing beasts and the locathah-turned-giant towering over him to his right. He takes a step backwards into the shelter of Silt's broad form and lays a hand on his friend.

Chaotic outsider (or appropriate That Guy) bane on Silt's greatsword! That'd add +2 to his AOO attack roll, as well as 2d6+2 damage.


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CG Brawler Contructed Pugilist 9 | HP 82/82 | AC 22 T 14 FF 18 | CMB +14, CMD 27 | F: +8, R: +9, W: +4 | Init: +3 | Perc: +8, SM: +5 | Speed 30ft | Ranged: Crossbow +11 1d8, Melee: Unarmed Strike +15 1d10+9, +1 Keen Harpoon Leg +15 1d10+9 Active conditions: None.

Riku steps in front of Purpose Creche and fires his grappling leg at the red chaos beast!

Harpoon!: 1d20 + 9 ⇒ (15) + 9 = 24 VS Ranged touch

Grappling leg:
The constructed pugilist can fire a grappling hook built into her prosthesis. The grappling hook is attached to a 40-foot-long fine chain affixed to the limb. The constructed pugilist can attack with the grappling hook as a standard action, making a ranged touch attack against the target. The grappling hook can’t be used as part of a full attack. On a successful hit, the grappling hook deals no damage, but it functions as though it had the grapple weapon special feature, except it requires only a hit (not a critical hit) and the grapple ends if the constructed pugilist moves more than 40 feet away from the grappled creature. The constructed limb can’t be used to make melee attacks until the grappling hook has been reloaded (a standard action).


Ruins of Azlant || Acts of Association

Despite the creature's spell resistance, Joli's spectral whip succeeds!

Toby deals a massive blow to the red one!

Riku shoots his leg to grapple the red one!

The red one tries to escape the grappling hook!

CMB: 1d20 + 12 ⇒ (10) + 12 = 22

Not sure what the DC is, or if escape is even possible!

The yellow one moves in to attack Silt, setting off the AoO, which hits!

It strikes at Silt with a clawed tentacle!
claw!: 1d20 + 13 ⇒ (3) + 13 = 16

Initiative!
Purpose
Harpoon
Joli
Toby
Silt

Red Chaos Beast -72 hp, grappled
Yellow Chaos Beast -43 hp

Everyone is up!


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

The spectral grippli continues its assault on the beast.

Spiritual Weapon: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Force damage: 1d8 + 4 ⇒ (5) + 4 = 9

Spiritual Weapon Iterative: 1d20 + 11 + 2 - 5 ⇒ (4) + 11 + 2 - 5 = 12
Force damage: 1d8 + 4 ⇒ (7) + 4 = 11

Joli calls on his ancestors to guide Silt as he battles the beasts.

Ancestral Blessing:

The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target.

The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1.


HP 75/75 | AC 29 T 14 FF 27 | CMB +14, CMD 25 | F: +9, R: +4, W: +10 | Init: +1 | Perc: +20, SM: +4 | Rage 9/9 | Speed 35', Swim 50' | Space: 10', reach:10' | Rage 8/9 | Active conditions: Greater Longstrider, Cloak of Shade, Ironskin, Stoneskin (dr10/adm), Bulls Str, Strong Jaw, Haste, displacvement

The wall of stone crumbles around Silt as he steps back and swings, using destructive smite.

Power attack, furious focus, destructive smite: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22

slashing, magical: 3d6 + 22 + 1 ⇒ (5, 3, 2) + 22 + 1 = 33

He then tries to bite the horrible beast!

bite: 1d20 + 10 - 5 - 2 + 1 ⇒ (14) + 10 - 5 - 2 + 1 = 18

P, B, S: 1d8 + 15 + 1 ⇒ (7) + 15 + 1 = 23

Silt will use another Stone Shield if/when this thing full attacks him; effective AC 29; the shield has 8 hardness and 15 HP.


Ruins of Azlant || Acts of Association

The spectral whip lashes out, but can't quite hit!

Silt strikes with a powerful blow, but misses with the bite!

Initiative!
Purpose
Harpoon

Joli
Toby
Silt
Red Chaos Beast -72 hp, grappled
Yellow Chaos Beast -76 hp


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Oops, cut and pasted the wrong effect:

Spirit Ability: Ancestor’s Council (Su)
As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.


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)

Rivulets of water stream past the creature and toward Toby's hands as he gathers together another mighty blast, this time of pressurized water, rather than ice. Gathering power to empower.

kinetic blast, pbs, elem overflow vs. Red: 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26
damage, pbs, elem overflow: 4d6 + 10 + 1 + 4 ⇒ (3, 3, 3, 3) + 10 + 1 + 4 = 27 Empowered to 40.


Ruins of Azlant || Acts of Association

Toby destroys the poor red one.

Purpose and the Harpoon are up!


CG Brawler Contructed Pugilist 9 | HP 82/82 | AC 22 T 14 FF 18 | CMB +14, CMD 27 | F: +8, R: +9, W: +4 | Init: +3 | Perc: +8, SM: +5 | Speed 30ft | Ranged: Crossbow +11 1d8, Melee: Unarmed Strike +15 1d10+9, +1 Keen Harpoon Leg +15 1d10+9 Active conditions: None.

Yeah, so sad about that red one ;p

Riku reels in his harpoon leg standard action then steps beside Silt and gives him a nod like, let’s do
this!


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.)

Droplets of conjured water slide off Purpose Creche's coat to splash on the cavern floor as he ducks and scuttles in front of Toby and towards Joli. He then stops, spins, and looses an arrow at the final undulating creature.

Longbow: 1d20 + 11 ⇒ (4) + 11 = 15
Damage, magic: 1d6 + 2 ⇒ (1) + 2 = 3


Ruins of Azlant || Acts of Association

Purpose can't quite connect with his arrow.

The monstrosity steps up to attack Silt and Harpoon!

Claw 1, vs Silt: 1d20 + 13 ⇒ (20) + 13 = 33

ouch!: 1d6 + 3 ⇒ (6) + 3 = 9

Claw 2, vs Silt: 1d20 + 13 ⇒ (1) + 13 = 14

ouch!: 1d6 + 3 ⇒ (1) + 3 = 4

Claw 3, vs Harpoon: 1d20 + 13 ⇒ (2) + 13 = 15

ouch!: 1d6 + 3 ⇒ (6) + 3 = 9

Claw 4, vs Harpoon: 1d20 + 13 ⇒ (10) + 13 = 23

ouch!: 1d6 + 3 ⇒ (2) + 3 = 5

Claw 1 confirm?, vs Silt: 1d20 + 13 ⇒ (8) + 13 = 21 Nope

Looks like you each got hit once!

DC 17 Fort save or else:
You take 1 Wisdom drain and your body turns amorphous.

If Silt fails, I believe he is actually immune to the effect, as he is currently Polymorphed.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).

Initiative!
Purpose
Harpoon
Joli
Toby
Silt

Yellow Chaos Beast -76 hp


HP 75/75 | AC 29 T 14 FF 27 | CMB +14, CMD 25 | F: +9, R: +4, W: +10 | Init: +1 | Perc: +20, SM: +4 | Rage 9/9 | Speed 35', Swim 50' | Space: 10', reach:10' | Rage 8/9 | Active conditions: Greater Longstrider, Cloak of Shade, Ironskin, Stoneskin (dr10/adm), Bulls Str, Strong Jaw, Haste, displacvement

fort: 1d20 + 8 ⇒ (18) + 8 = 26

Silt howls in frustration as the claw slips by his wall of stone.

Power attack, furious focus, destructive smite: 1d20 + 13 ⇒ (13) + 13 = 26

slashing, magical: 3d6 + 22 ⇒ (1, 6, 3) + 22 = 32

He then attempts to bite the Chaos Beast again!

bite: 1d20 + 10 - 5 - 2 ⇒ (6) + 10 - 5 - 2 = 9

damage: 1d8 + 15 ⇒ (1) + 15 = 16

smite #3/5 used


Ruins of Azlant || Acts of Association

Silt's strike takes down the chaos beast!

Harpoon still needs to resolve his Fort save.


CG Brawler Contructed Pugilist 9 | HP 82/82 | AC 22 T 14 FF 18 | CMB +14, CMD 27 | F: +8, R: +9, W: +4 | Init: +3 | Perc: +8, SM: +5 | Speed 30ft | Ranged: Crossbow +11 1d8, Melee: Unarmed Strike +15 1d10+9, +1 Keen Harpoon Leg +15 1d10+9 Active conditions: None.

Fort save: 1d20 + 7 ⇒ (20) + 7 = 27 Woot!

Riku smiles smugly as he resists the chaos of the beast!

He then full attacks with Silt in a flurry.

Punch 1: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Kick: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Punch 2: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d8 + 8 ⇒ (6) + 8 = 14


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Joli's ancestor continues to smite the remaining beast. He asks another to guide Toby's aim (turning the +1 hit/damage hex back on).

Spell penetration: 1d20 + 9 ⇒ (16) + 9 = 25

Spiritual weapon: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Force damage: 1d8 + 4 ⇒ (7) + 4 = 11

Spiritual weapon: 1d20 + 11 + 2 - 5 ⇒ (11) + 11 + 2 - 5 = 19
Force damage: 1d8 + 4 ⇒ (2) + 4 = 6


HP 75/75 | AC 29 T 14 FF 27 | CMB +14, CMD 25 | F: +9, R: +4, W: +10 | Init: +1 | Perc: +20, SM: +4 | Rage 9/9 | Speed 35', Swim 50' | Space: 10', reach:10' | Rage 8/9 | Active conditions: Greater Longstrider, Cloak of Shade, Ironskin, Stoneskin (dr10/adm), Bulls Str, Strong Jaw, Haste, displacvement

Silt uses a boot to carefully slide the tangled mass against the cave wall.

Like octopus, but with teeth in extra mouths. Too many eyes. Dangerous. 2 charges off our wand.

He searches the cave, going along the West wall, and then into the water.

take 10 on perception for 27


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)

"Gross. Where the heck did something like that even come from?!"


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

"Perhaps subjects of experiments, or ingredients to create the Ugothol. It is hard to say." Joli shudders as he examines the corpses. Soon, he turns his attention to searching the cave.

Perception: 1d20 + 23 ⇒ (6) + 23 = 29


Ruins of Azlant || Acts of Association

Amid the filth, grime, and junk that the faceless stalkers left behind, there is a ring of the troglodyte and a 1-foot-tall jade statue of a humanoid-serpent hybrid creature (worth 1,000 gp).

DC 25 Knowledge (religion):
You recognize the statue as a depiction of Ydersius, the patron deity of the serpentfolk, who were one of Azlant’s chief enemies.

DC 25 Appraise or Survival:
The statue must have been in the cavern for over 10,000 years.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Religion: 1d20 + 8 ⇒ (20) + 8 = 28
Survival: 1d20 + 10 ⇒ (20) + 10 = 30

"The serpentfolk. There were legends about them ruling the sodden lands before Earthfall. This... must have been here for millenia."


Ruins of Azlant || Acts of Association

With his Perception check, Joli also estimates that about a dozen faceless stalkers were living here.

You can also take a look out front.

DC 22 Survival check:
You spot tracks leading from the cave's entrance to a nearby river.


survival: 1d20 + 8 ⇒ (1) + 8 = 9

Nothing else here.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Survival: 1d20 + 10 ⇒ (18) + 10 = 28

"Hm. Tracks leading toward that river. Interesting."


Ruins of Azlant || Acts of Association

The tracks end at the water. It seems that they traveled in the river for a while so that their path would be difficult to follow.

Where to next? Your current leads are "Wheels of Heaven" from the map and the will-o-wisp community.


CG Brawler Contructed Pugilist 9 | HP 82/82 | AC 22 T 14 FF 18 | CMB +14, CMD 27 | F: +8, R: +9, W: +4 | Init: +3 | Perc: +8, SM: +5 | Speed 30ft | Ranged: Crossbow +11 1d8, Melee: Unarmed Strike +15 1d10+9, +1 Keen Harpoon Leg +15 1d10+9 Active conditions: None.

”How long ago did they leave, I wonder. The will-o-wisps may know more about this island. Perhaps it’s time we speak with them?”

I vote will-o-wisps next to see what else we can learn.


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 guess so. The sooner we get done with this, the better."


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Joli ponders what he may have heard about such creatures.

Dungeoneering: 1d20 + 8 ⇒ (15) + 8 = 23


Ruins of Azlant || Acts of Association

Joli knows that will-o-wisps are small aberrations that look like balls of glowing light. They can turn invisible at will and are immune to magical attacks, except magic missile.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Joli shares his insights with his companions. "If they prove hostile, what options do we have?"


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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)

"Fight them, I guess. What choice do we have?"

Immune to magic? Is what I do magic?


CG Brawler Contructed Pugilist 9 | HP 82/82 | AC 22 T 14 FF 18 | CMB +14, CMD 27 | F: +8, R: +9, W: +4 | Init: +3 | Perc: +8, SM: +5 | Speed 30ft | Ranged: Crossbow +11 1d8, Melee: Unarmed Strike +15 1d10+9, +1 Keen Harpoon Leg +15 1d10+9 Active conditions: None.

”Why would they become hostile? Perhaps we should bring a gift, to show our good will?”

Kn:Dungeoneering: 1d20 + 3 ⇒ (1) + 3 = 4 To see if Riku knows anything about social etiquette amongst will-o-wisps.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

"I mean, do we have any magic to thwart their invisibility?" Joli patiently looks to Purpose and Silt.


Silt shrugs. I hope the Lanterns are nice.

Not sure theres anything on the druid lost to take care of invisibility; faerie fjre has SR.


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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)

It would seem pretty ironic to defeat will-o-wisps (basically little balls of faerie fire) using faerie fire.


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Ruins of Azlant || Acts of Association

So just to point out, from where you are heading to the will-o-wisps will literally take you through the spot marked Wheels of HEaven. Want to check it out? The map is on Slide 10.


Let's do it!


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.)

Seconded!


Ruins of Azlant || Acts of Association

You wake up and head toward the location marked on the map as Wheels of Heaven.

A 20-foot-tall building has been built into the slope near the summit of the island’s tallest hill. The interior of the building is a machine consisting of thousands upon thousands of gears. A giant tube similar to a spyglass rises from the center of the contraption.

I put the map up when you're ready to go in! Also, I moved the island map to Slide 4 so it's easier to find.


Silt buffs himself with greater Longstrider and Greater Magic Fang. He also casts Cloak of Shade to protect his eyes from bright light (something he should have been doing for a while now), and Deadeye's Lore to help track. Before going inside the structure, he casts Barkskin. He's in scrag form.


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)

"Do you think the Wheel of Heaven will have more of that neat clockwork stuff?" Toby seems to be in better spirits this morning, glad to be departing from this gloomy area.


I hope it does not have more fiery tea farmers…


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch

Joli scans the structure for magic and any obvious mechanical traps. He takes the liberty of climbing the tower's outside before the party enters, peering through any apertures to look for inhabitants.


Ruins of Azlant || Acts of Association

Joli spots no traps.

Despite its age and the events that struck this region, the observatory’s clockwork mechanism has sustained only minor damage. If you spend an
hour to make temporary repairs and succeed at a Craft (clockwork), Disable Device, Knowledge (arcana or engineering), or Use Magic Device check, you may be able to activate the mechanism. You can also attempt Strength checks as aid another actions to remove junk and debris from between the gears.


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)

"Ooh, I knew it! Look how neat this is!"

Toby eagerly dives in and begins tinkering with the clockwork, oblivious to any dangers that might be lurking within.

Disable Device check:
Disable Device: 1d20 + 14 ⇒ (17) + 14 = 31


HP 75/75 | AC 29 T 14 FF 27 | CMB +14, CMD 25 | F: +9, R: +4, W: +10 | Init: +1 | Perc: +20, SM: +4 | Rage 9/9 | Speed 35', Swim 50' | Space: 10', reach:10' | Rage 8/9 | Active conditions: Greater Longstrider, Cloak of Shade, Ironskin, Stoneskin (dr10/adm), Bulls Str, Strong Jaw, Haste, displacvement

Azlan Tea tricks are no match.

Bull's strength

Strength: 1d20 + 8 ⇒ (11) + 8 = 19


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.)

Previous day's knowledge check re: wisps:

Knowledge (dungeoneering), heightened awareness, sudden insight: 1d20 + 7 + 2 + 3 ⇒ (1) + 7 + 2 + 3 = 13
Whatever Joli didn't figure out!

Purpose Creche casts heightened awareness and see invisibility before entering the tower.

"More than neat. Important relics. Keys to the past." He kneels by Toby to help repair the mechanism. He does his best to leave the rougarou be, but occasionally can't help but offer advice or adjust his work.
Knowledge (arcana): 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18

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