Ruins of Aztlant

Game Master Nayr Trebrot

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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.
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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 hears all if this and thinks to himself This is the man who has assumed leadership in our sub-group. We must strive for unity.

Out loud: Jader, do you remember when we encountered the goblins? When you railed at me for how difficult your life has been because of being judge for your half orc appearances? Are you not doing the same thing now? As to the safety of the other settlers, do not imply that we do not care just because we will not commit murder. If it is bloodshed you desire, I'm sure you'll get your fill when we move against the goblins and the grindylow. Both groups have proven themselves a hostile threat and shall be dealt with accordingly.


Ramona watched the exchange with interest, but doesn't intervene, perhaps curious to see how these party politics could play out. Posh, meanwhile, not only finds some wood to make something; he also finds a willing carpenter in Carver Hastings, a serious man in his middle years who seems a very capable soldier. Certainly, grandfather, happy to help.


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 replies to Kar
I’m not intent on killing things. I am intent on progress. Moving forward with this colony, seeing to it that people are happy and safe. After all that is what we were hired to do was to help get this colony thriving. I apologize for my brashness but my strength lies in my sword arm and my intimidating demeanor. Just remember that I am motivated by progress. I want to succeed and I will do what is necessary to do so
Jader turns to Ramona
It appears that the party doesn’t like my methods perhaps you should appoint someone else and I’ll follow their lead. Whatever your decision I shall abide by it


Ramona narrows her eyes, and gives a slight shake of her head. Jader, you're under the employment of the Bountiful Venture Company, and as such you are acting under my orders. I need you to lead to the best of your ability in the interest of the Company, and this Outpost.

She looks to the others gathered, and inclines her head. Disagreements such as this are to be expected on the frontier, as we are here. In a situation like this, the colonists are acting of their own accord; we must move back the Company's assets and allow them to protect their own. She nods to Posh and Carver Hastings, who are collaborating on this "lid" for the well.

Carver looks up at Posh as he sets to work. Grandfather, you are incredibly well-read; where did you study?


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:

Kalathiel rubs his chin thoughtfully as the others speak. After a period of uncharacteristic silence on his part, the elf finally chimes in. "I do question the wisdom of taking such a conciliatory stance toward these creatures. Building a cover takes time, resources, manpower. A guard has to be established, and regular checks and maintenance on the cover itself will be needed. Resources are not endless."

He closes his eyes and his brow furrows as he wracks his brain for information.

Knowledge (nature): 1d20 + 7 + 1d6 ⇒ (15) + 7 + (4) = 26 To see if he has any insight into the nature of these creatures, particularly with regards to intelligence, any sort of "society" they might have, and the likelihood of being able to actually negotiate anything with them.


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

It shouldn't take much time to determine if anyone here speaks their language. And a sturdy cover should solve the immediate issue. I don't imagine this will take more than a few hours. While I'm guarding the well, will someone please ask around to see if any of the other settlers speak Undercommon? The priests, perhaps, would be a good place to start.


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.

Craft: 1d20 + 6 ⇒ (12) + 6 = 18

Glancing up from his work, he smiles. "Well, I studied my Avaria in Varisia. Most of my knowledge though came from hours spent in the archives reading briefs."


It would be knowledge dungeoneering, but looks like that's the same modifier for you.

Kal knows some of the society of these beasts, and can affirm that they really have no redeeming qualities. They are evil, and with intelligence barely above an animal. They enjoy baubles, and lying in wait to strangle their victims.

There have been no studies on their young, and if their evil is born into them, or gained through their environment. But, the fact that there are no records of a "good" one are a bit damning.


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 nods towards Kar. "I'll go look for someone. I think everyone will agree that the faster we can come to a conclusion regarding this, the better." She then sets out to find a colonist that speaks Undercommon.


I should have checked prior, but Ramona is actually a bard with tongues as a 2nd level spell. She would want Jader to be her representative in such a case though. None of the other colonists have Undercommon

Ramona grunts. I can cast a spell that will allow Jader to communicate with the creatures. Will you accompany him back down there?


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

Of course. That should solve this issue right away. Why didn't you suggest this earlier?

Kar is mistrustful of Jader's intentions, but can't think of a way to suggest someone else be give the spell without causing more dissension. And since Jader hasn't out right attacked anything that didn't attack first, Kar is holding his tongue.


Because the GM didn't remember Ramona had tongues;)

Ramona raises an eyebrow, but turns to Jader. It's pretty apparent she has no hopes for the salvation of these creatures, and would have them eliminated if she didn't want to sow dissent.

This will last nearly an hour Jader; you'll be able to understand their speech.

You head back down into the caves and back to where you were before, stealthily creeping up to hide behind the boulder.

Jader:
You hear the creatures's speech, much like Ramona said. It's an odd dialect of clicks and grunts, but you can someone sense what they mean. They seem to be insulting each other in this throwing game they're playing, and each claiming to be the better.


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.

"Well, if it's just an issue of understanding, I can do that. I just can't give them a way to understand me." remarks Posh, glancing up from his work.

"I've got me a spell to understand all spoken words...but doesn't mean I have a way to communicate back."


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 whispers to his companions prior to reaching the creatures in the cave
Very well what would you have me tell these creatures? I have the feeling that I am going to painfully regret anything I say to them likely with a tentacle around my neck, but I give you my word I will say what is agreed to by the group. I will also cast my message spell on Two of you and try to relate back what is said. Whom should I cast it on?

Jader looks at the party for approval before approaching the creatures


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 whispers back. "Might I suggest Kalathiel, and then either Kar or me? Having varied outlooks working on this might be a good idea, and I think Kar and I are pretty much of the same opinion."

She readies her trident, with a soft sigh. "I've made my stance clear, but I'll follow through with whatever conclusion we come upon."


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 suggest Tessamine. I will approach with you so you need not fear doing the right thing so much.

Kar will approach with Jader and be by his side the whole time (in case the creatures do attack).


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 replies to his companions before inching closer to the young creatures Thanks for the assistance but no one has said anything about what to say to the creatures. Do you want me to wing it or is there something specific you would have me say.... Kar I have no fears of doing the right thing, I just fear that the right thing is entirely different from what the creatures perceive and what you think should happen. My guess is these creatures view us as food so long as we are helpless enough to be overpowered by them. And my guess is that you believe that these creatures have an equal right to live and flourish despite how most likely they are to treat us as food. Additionally I fear that if these creatures are young then they may not even have the capacity to reason with us and we will end up killing them out of self defense when they lash out because they are scared
He looks at the companions one last time for any words they may want him to say to the creatures.

He then casts the Message spell and points to Tess and Kal to receive the benefit of the spell.

Without any further comments he tries his best to get close without making a sound. Shield at the ready with weapons close at hand but not drawn. Hoping his armor and shield won’t hinder him
stealth: 1d20 - 4 ⇒ (14) - 4 = 10


Jader moves into position behind the boulder, watching the creatures in their game. They're still saying what is in the spoiler above; did you want to move in more and address them?


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

Yes I might as well with a stealth check like I rolled there is no way I won’t be heard. I’m ready for other players input on what to say
perform oratory in place of diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

undercommon:
Hello there how are you doing. Is it okay if I sit here and talk with you?


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 would respond before they move up.

Jader, you severely miss the point. If they view us as food, and treat us as such, then we will put them down. I simply won't assume they view us as food. Even if they are of an evil society back on the main land, these creatures are isolated here on the island. They many not be inherently hostile or evil. That is what I mean by doing the right thing, not judging them by their appearances. Wouldn't you say, half-orc?


Jader clanks and clunks into the cavern, trying to be as non-threatening as possible. As soon as he appears, the creatures tense, their game forgotten. One in the lead hisses, and spits out a word in undercommon.

Undercommon:
Food!

Three of the creatures begin to charge at Jader, while the fourth turns to rush away.

Initiative:
Chokers: 1d20 + 6 ⇒ (4) + 6 = 10
Jader: 1d20 ⇒ 14
Kar: 1d20 + 4 ⇒ (11) + 4 = 15
Tess: 1d20 + 1 ⇒ (1) + 1 = 2
Posh: 1d20 + 2 ⇒ (6) + 2 = 8
Kal: 1d20 + 3 ⇒ (6) + 3 = 9

Kar and Jader are up! Note that you'll be squeezing to get around the boulder


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 not a bit surprised by the chokers reaction to seeing him tells his comrades what they said via the Message spell. Wow I hate being right all the time. Just so you know they called me food and are poised to attack I’ll try to calm them down, but if this doesn’t work I want your apologies and the right to say...I told you so until you are annoyed by it
Jader tries one last attempt to calm the creatures by speaking to them in undercommon. Not wanting to appear weak and food like he attempts to intimidate them before attempting to calm them down
intimidate: 1d20 + 14 ⇒ (13) + 14 = 27 Growling gnashing his teeth and pounding his sword on his shield he yells and tries to look in all ways intimidating. Then if they give pause he calms and speaks the following in undercommon
perform check in place of diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

undercommon:
Please wait I just want to talk!

If they don’t pause then he readies defensively


Did you want to try and demoralize as a standard action? That roll would most definitely do it, but that's an action.


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

yes that would be fine. I guess I will take a defensive stance but not as a standard action so no bonus on AC


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

Surprised by Jader not outright attacking as they show aggresion, Kar will prepare an action to attack if they come within range.

Not being included in the whisper, and thus not hearing Jader's words, Kar says:
I'm glad you're taking this with so much maturity, Jader. It really shows your mettle as a leader that you're not gloating because you were correct.


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 gives a partial glance over briefly at Kar and replies
Believe me in these situations I’d rather be wrong. However my life experiences are what have taught me that people and creatures aren’t likely to be any different than their nature dictates. While I’d like to give creatures the benefit of the doubt, my life has taught me the opposite.


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 stows that info away for the next time Jader complains about being treating him badly in his life for being a half-orc.


Jader's motions and movements strike fear into the creatures, and they pause their odd gait in mid-stride. They seem to be shaken literally, but continue on towards the group.

They all move into position to surround Jader, their strange long limbs raised to strike.

Double move for all of them - they only have 20' speed.

Initiative bold you're up:
Kar (keeping readied action?)
Jader
Chokers
Kal
Posh
Tess


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, seeing the chokers approach the half-orc with minimal restraint, decides they've been offered enough chance, and she squeezes through the rocks, eyeing the closest choker.
"Jader, my thanks for your patience, but I can't allow any more risk to befall you. If this creature is truly evil, the waves will guide my blow!"

Tess will be using Smite Evil on her target.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


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

That should trigger my prepared action for the one outlined in green. One punch...

Unarmed Strike: 1d20 + 4 ⇒ (3) + 4 = 7

And a pretty bad miss....


Kar misses with his prepared strike, but Tessamine makes up for it, stepping forward to swipe across and through one of the young creatures. She cuts it nearly in half, but it miraculously still stands, holding onto life.

Posh and Kal are up!


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.

"How truly unfortunate." remarks Posh as he hobble forward. "I once read about a pathfinder befriending a dire boar...these beasties here are more intelligent and yet..." drifting off, he just shakes his head.

Swelling with arcane energy, the now familiar firey dragon appears in front of the old gnome. With a twirl about his head, it shoots off into the cavern in a dramatic display before exploding on the back side of the group.

Snapdragon Firework explosion: 1d4 ⇒ 4
Reflex DC 16 to half damage. On a failure creature is also dazzled for 1 round

Use an arcane pool point to boost caster level by 2
Cast Snapdragon Fireworks (Link)

Dragon Rounds: 3/4 Remaining


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

I guess at this point it's mostly a formality to ask, but did the Smite affect it?


Sorry Tessamine, missed that. It sure did, they are evil, but not outsiders/dragon/undead as indicated in the smite description. What's the accurate damage then? They have 10 HP


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

Smite was already accounted for in my damage roll, it's the +2! Just figured I'd make sure those 2 extra damage were properly earned. Noticed now that I forgot to add my CHA to my attack roll but this specific roll didn't exactly need it heh


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:

Kalathiel shakes his head as he squeezes through the narrow path behind Tessamine. "Only marginally more intelligent than boars, and considerably more depraved," the elf comments aloud in response to Posh. His hand goes to his side and retrieves a small vial from his belt. Using his thumb he pops out the small cork sealing the glass container before quickly downing its contents. He then tosses the empty vial to one side, shattering it against the rocky cavern.

Casting Shield.


Reflex save: 1d20 + 3 ⇒ (6) + 3 = 9

Posh's dragon streaks through the dark cavern, illuminating the surroundings, before crashing into the back line. The young choker there suffers burns and seems confused.


Kalathiel jumps to, making his short preparations and diving into the fray

Initiative bold you're up!:
Jader
Kar
Chokers
Kal
Posh
Tess


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

just wondering if the creatures are shaken from the intimidation last round. Including minuses on attack rolls and such

Jader joins the combat realizing the creatures won’t talk
+1 sword: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 + 6 ⇒ (2) + 6 = 8


Sure are, Jader, for 2 more rounds. They get a -2; and that is definitely a hit. You could target the one Tessamine hit and kill it, or hurt another - they have 10 HP


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, feeling a flash of distaste for having to fight something so young, never-the-less, does not hold back from this fight. Seeing them distracted by Jader, he goes straight for the throat. Flurry of Blows on the one outlined in green.

Unarmed Strike 1: 1d20 + 4 ⇒ (17) + 4 = 21
Unarmed Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Unarmed Strike 2: 1d20 + 4 ⇒ (20) + 4 = 24
Unarmed Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Crit Confirmation Roll: 1d20 + 4 ⇒ (18) + 4 = 22
Unarmed Damage: 1d6 + 2 ⇒ (3) + 2 = 5

And that's one down. Five foot step into it's space, if it's allowed. If not, stay where I am.

Feels good after the terrible roll last time.


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’ll target the pinkish/purple outlined one that is at my diagonal and Posh hit already. Trying to prevent another one from getting away


Jader slashes across, cutting deeply into the creature injured by Posh. His glowing green sword separates the thing's misshapen head from the rest of it, and it slumps to the floor, dying.

Kar moves in, weaponless at first glance, swinging fists hardened by years of plunging them into sand and gravel. One fist clobbers the beast's chest, crushing whatever organs are within. The choker tries to push the monk away with its long limbs, but Kar moves in and spins with the move, using momentum to send a flashing backfist across that crushes the creature's skull into a mushy mass.

The last choker, shaken, lurches as it retreats away.

Withdrawl as full round action; this is the one injured by Tessamine.

Initiative bold you're up:
Jader
Kar
Choker (shaken)
Kal
Posh
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.

Another dragon launches outward from Posh's outstretched hand. Zigzagging about as it illuminates the cavern, it explodes next to the fleeing foe.

"Well...at least we tried I suppose. At least we tried..."

Fire Damage: 1d4 ⇒ 4
DC16 Ref Save to halve damage and negate dazzled for 1 round

2/4 rnds Fireworks remain


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

Assuming that dragon will have ended the combat

"I agree, grandfather. We did all we could, I think."
She lets out a sigh, also disappointed by the outcome.


Posh's dragon flies out and flies its circuitous route to impact upon the retreating choker. The impact bursts upon the creature's head, which seems to sizzle, melt, and pop. It falls to the ground, dying.

Indeed, out of combat! I'll tally XP and award if/when you finish here.


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

One of those creatures got away. We should follow the tunnel and see where it went. Likely another way out or to where mamma and papa chokers May be. Regardless we should investigate to tie up lose ends

Jader motions to the corridor the one choker escaped into and begins to head that way
perception: 1d20 + 5 ⇒ (20) + 5 = 25


Jader warily moves in and comes to a junction of two tunnels. To the northwest, the cave gradually begins to slope upward, with a faint glimpse of light coming from the north.

To the southwest, a section of the northern wall in this spacious cavern has been hollowed out and veins of various crystals exposed. These refract any light cast upon their surface. Small piles of rock are heaped on the ground nearby, where the earth has been carefully chiseled away to expose the potentially precious stones. Jader's keen eyes note the passage of the shambling choker into the cavern to the north.


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 goes with Jader, keeping his eyes open for any threats.


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.

Knowledge Crystals?: 1d20 ⇒ 20
+11 if arcana or history. +6 for rest

Stopping at the strange glowing rocks, Posh begins to inspect them. "So pretty...valuable mayhaps? Helpful for settlement maybe? Hmmm..."

As the others move on to the north, the older gnome fails to notice...his focus on the strange stones.

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Current Characters


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