Ruins of Aztlant

Game Master Nayr Trebrot

Handout
Loot
Mystery

The lure of a free, open land, but what mysteries lie beneath the roots of a new frontier, or lurk deep below, in the darkest waters.
Froggy Map

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Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Kal aim it to maximize the splash damage to the adjacent squares that contain the swarm.
GM. Would Jader get any kind of cover from the splash damage since the bugs are all over him?


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

I'll go ahead and still throw it at the back left corner of the swarm then.


Sorry Jader, I think if anything those little bugs would help to spread it.

Vashina backpedals further, then smacks herself in the head with her palm. That suit! Would that help here?

See swarmsuit, previous page. Good to have an NPC...

Kal levels his aim at the back of the swarm and lets fly. With a crash of breaking glass and a short "woof" the liquid flares up and sends sizzling little roaches scurrying away in all directions.

Concludes round 2


Round 3

Vashina holds her action, watching for any way she could help, even as the swarm once again crawls over Jader, biting and clawing.

Swarm damage: 1d6 ⇒ 1

Initiative bold may act:
Kar
Vashina
Swarm
Tess
Posh
Kal
Jader


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar will pull a torch from his pack and asks, Can anyone light this quickly? If no one answers yes, he will pull flint and tinder out and start about lighting it next turn. If they can, he will swing it at the storm once it is lit.

Move action to draw the torch. Second move action to draw the flint and tinder. End of turn.

Just so everyone knows, using the defense action isn't going to help here. Swarms don't roll to attack, they just move into your square and do damage.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

If lighting a torch wasn't a full-round action, I would've done it, sorry!

Upon hearing Vashina's words, Tess dashes into the room and fishes the swarm suit out of his inventory.


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

I'm a moron! Snapdragon Fireworks is an AoE...it should actually work against swarms... /le sigh

"Sorry Kar, I didn't prepare that one...I suppose I could explode it with...OH!" smacking his forehead, the man quickly begins to summon the arcane magics from his training. "Sorry guys...guess my age is getting to me." he adds, cheeks turning scarlet.

Moments later, the familiar draconic visage shoots around the area and into the room, exploding within the swarm of insects.

Mechanics:

Using Arcane Point to cast as CL 3
Damage?: 1d4 ⇒ 3 +50% for Swarms
Ref DC 16 negates: If they are capable of being dazzled, they would become dazzled on a failure as well

Round 1/3


Reflex save: 1d20 + 3 ⇒ (7) + 3 = 10


Vashina rushes forward and grabs the flint and steel, helping Kar to light the held torch. Alas, she has to move to get to you.

As Tess rushes into the room, Posh's snapdragon flies out with a rush of sound and sparks. It slams into the back of the swarm and sets bugs flying, their bodies crisp and smoking.

Tess, it would be a move to get to the goods and a move to dig out the swarmsuit. Swarm is dazzled. Jader, Kal still up for this round.


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

I was hoping someone had spark and could just snap their fingers to magic the torch on fire.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader hears Kar Roden ask for a spark and despite the constant biting he attempts to cast it on the torch in Kar’s possession.

casting the Spark cantrip


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

Seeing little other choice, Kalathiel fishes the second flask of alchemist's fire from his bag and throws it at the same part of the swarm...

Alchemist's Fire: 1d20 + 3 ⇒ (2) + 3 = 5 Lol

...but it slips as it leaves his hand, going off target.

That's a 1d8 for where it ends up, yeah?


Yup

Misfire: 1d8 ⇒ 2


Round 3

Kar takes out a torch, and Vashina and Tessamine frantically seek some way to help him to light it quickly...even as Jader is further cut and scraped by the scrabbling insects.

At the same time, Posh invokes his pyrotechnics, and the flaming dragon slams into the swarm, launching crispy roaches in all directions. Kal's flaming vial comes directly after, but his aim is slightly off, and the glass vial explodes just outside of the swarm. Some of the splash from the weapon sizzles the outside edges of the swarm.

Ongoing damage: 1d6 ⇒ 4

The fire hit just to the southwest of the swarm, but splash did 1 damage

Jader sighs at his companions, and utters a few quick words. Kar's torch bursts into flame!

Initiative all may act:
Kar
Vashina
Swarm
Tess
Posh
Kal
Jader


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar will swing away at the swarm. Torch counts as an improvised weapon, does it not?

Torch Attack: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Damage: 1d6 + 3 ⇒ (5) + 3 = 8 plus 1 Fire damage.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

is there any fire to move into with the swarm on me? Also I think my life total is at 6 is that correct?


Yes correct - improvised weapon. Jader, if you move to west, you could move into the fire, yes. I had you at 7, but may have missed something.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Having Jader put on the suit while being attacked by the swarm probably won't help at all, he's too preoccupied and bugs might get inside the suit with him...

Tess sighs and puts on the swarm suit herself, hoping that it'll be of some use.


It's a full round action to don the suit, but you now have DR5 against the swarm. Considering it does 1d6 damage, that should sure help!


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Another dragon flies out of the older man's hand and soars into the room. It again explodes within the swarm.
(Red X Location)

Fire Damage: 1d4 ⇒ 2 +50% vs swarm
Ref DC 16 negates: If they are capable of being dazzled, they would become dazzled on a failure as well


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

With no more options available to him, Kalathiel retreats from the building back outside.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Despite the pain of additional fire that will add to the bugs biting him. Jader just can’t stand the biting of bugs and makes his way to the area of ground still burning. He drops to the ground and rolls around in the flames. Wincing with every roll

can anyone create water or perhaps get some water. It may be useful against this swarm of bugs


Reflex save: 1d20 + 3 ⇒ (12) + 3 = 15

The swarm tries to divide around the fiery dragon, but the area of effect is too big. Sizzling bugs fly about, then seem to wander about aimlessly, attempting to once again focus on their previous target.


Vashina jumps forward into the room, calling out to Jader as he goes. I can put out the fire Jader, call out when you're ready!

Kar swings his torch with abandon, but can't seem to make contact with the skittering creatures. Tessamine suits up, preparing for war with this unstoppable force even as Kal rushes away from the scene.

The swarm bites at Jader once again, undaunted by the fiery sizzling deaths of so many of their number.

Swarm damage: 1d6 ⇒ 5

Jader, having enough of it all, rolls about in the flames in a nearly suicidal attempt to crush and burn the bugs.

Vashina has hydraulic push, which will create water and extinguish flames. Safe to say that your efforts add another round of ongoing fire damage beyond the one point from Kal's last throw.

fire damage swarm and Jader: 1d6 ⇒ 5

Everyone's up!


And...that puts Jader at -3, but nearly kills the swarm


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar swings his torch again, hoping to stop the swarm and save Jader.
Torch Attack: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Damage: 1d6 + 3 ⇒ (1) + 3 = 4 and 1 fire.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Tess dashes into the swarm, hoping to attract their attention. "Just keep the barrage of attacks coming, I can take it!"


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

stabilize: 1d20 + 3 ⇒ (3) + 3 = 6
Upon loosing consciousness Jader begins to slip away from the cares of this world. He no longer feels the pains in this state of dreamlike unconsciousness


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

Quick rules question: what would the action economy to go to Jader and drag him away look like?


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

Quick rules question: what would the action economy look like to run to Jader and drag him away?


I'm good with a double move and strength check; you'll of course be next on the menu after Tess.


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

As the spell expires, a third and final dragon flies about the room and slams into the swarm...again! The old gnome manages to place the blast far enough away from his companion to avoid further injury.

"Can one of ya youngsters drag 'em outta there?"

Fire Damage: 1d4 ⇒ 3 +50% vs swarms

Ref DC 16 negates dazzle affect & halves damage


Even as Kal rushes in to try and drag Jader away to safety, Posh's dragon once again flies in to burst upon the ground, sending cockroaches flying about. This time, though the roaches sizzle and spread the fire to their fellows, and soon the entire swarm is crispy. Within seconds, the once potent swarm is no more than a few remaining insects that scrabble to pull their charred bodies to the safety of their dark, dank homes.

Dead! Nicely done! That was a tough fight for your level; 150 XP awarded to the main tab. Edit...error - Paizo won't let me edit the main thread; will update when fixed.

Now that the threat is gone, you can see that Jader's wounds are quite grievous.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Tess takes off the suit and runs over to Jader.
"This is bad. Depths alive, uh... I'm not much for first aid, but..."
Untrained Heal: 1d20 ⇒ 4
Tess tries to do anything to stop Jader's condition from worsening, but draws a blank.
"Anyone! Quick, we're losing him..!


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar puts down the torch and then pulls out some bandages from his pack, wrapping them around the worst of Jader's wounds.
Untrained Heal: 1d20 + 2 ⇒ (10) + 2 = 12

Who has the healing potions? Are there any left?


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

stabilize: 1d20 + 3 ⇒ (14) + 3 = 17
With the aid of Kar’s bandages and his own halforc ferocity Jader stabilizes. His body is motionless except for feint breathing as he lies unconscious in the charred carnage of insects and his own flesh.


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

As Jader's condition appears to stabilize, Kalathiel begins sifting through his pack. "We may have used all the potions. Perhaps Jader has one?"

I can't actually remember if we have any left or who might have one if we do.


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar will double check Jader's body for a potion. If he has one, he will administer it.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

I’m not entirely sure but I don’t think Jader has any potions


Vashina had one!

Vashina rushes over and pours her last potion down Jader's throat.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Now that the swarm has been cleared out and the door opened wide to allow the light to penetrate within, you can actually search the shelves around the interior. You find that much of the provisions within are salted meats, fish, and hardy root vegetables.

DC12 perception:
You notice that some of the barrels and containers remain sealed.

DC15 perception:
You find a teakwood box that is no doubt worth a fair amount. The lid is loosely placed on it, and when removed reveals a wand

Spellcraft DC17 and detect magic or identify:
This is a wand of Goodberry with 49 charges remaining


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader regains consciousnesses and picks himself up. He thanks Vashina for the potion. Then ventures into the room where the swarm came from. He looks around and casts his Detect magic spell to aid in the search

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Perception 1: 1d20 + 2 ⇒ (8) + 2 = 10
Perception 2: 1d20 + 2 ⇒ (2) + 2 = 4

I see nothing! lol.

Half-heartedly Posh glances around the room. The man jumps at every little sound, expecting more bugs to rush out.

"Anytin besides food in here?"


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Once the peace returns, Tess slowly takes off the swarm suit with a sigh and returns it to Kalathiel.
"I can't believe we fight effortlessly against beasts under the waves and aggressive goblins, but we get humbled by vermin like ankhegs and cockroaches."
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Tess looks over the room and spots the teakwood box. "Oh, Grandfather! There's a wand in here, any idea what it might do?"


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Maybe? RNG Be kind!

Spellcraft w/detect Magic: 1d20 + 8 ⇒ (8) + 8 = 16

Taking the stick, he plays with it a bit and waves it about. "You know...I've seen these before...or did I read about them? I believe you can...it's like...well... Hmmm." Waving his hand and the wand about, he continues to stammer. "It's one of them that...it creates...blasts...sorry dear. It's right there, but I can't quite get it out."

Handing the wand back, he frowns. "Anyone else got a clue?"


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar will once again move slightly apart (outside the door) to stand watch.


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

The elf shakes his head. "Afraid I couldn't tell you a great deal about it. You might just have to give it another once-over at some point."

He moves about the small room, briefly looking over its contents. "We're quite fortunate not to have burned this building down," Kalathiel remarks. "Getting the colony up and running will be a much simpler task with these food stores. It also makes clearing the fields ever so slightly less urgent."


Dangit! Keep forgetting I'm Vashina

Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16

Vashina examines the wand closely, but furrows her brows and hands it back. No, sorry...I feel like I've seen its like before, but cannot place it.

On to the next building?


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

On to the next building everyone, but if you don’t mind my wounds are a little tender so would someone else lead?


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"We can always choose to rest if our wounds are proving too much." Tess says. "But, if we're all fine with continuing on, I'll gladly lead. I've been lucky enough avoid any damage, and seeing you guys all worn out and damaged is making me feel... a little guilty."
She finishes that sentence with an awkward smile.

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