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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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 follows along as well. When she notices Posh lag behind, she slows her pace a bit to make sure the old gnome can catch up.


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 silently recasts the Message spell with Kar and Posh as the targets. He then states were the last choker is hiding and points with his finger
It is over 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

Kar readies himself for action.

Posh, you went full Yoda there for a second.


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 approaches well out of reach but easily within hearing of the creature and attempts to speak again

undercommon:
Don’t be afraid we want to talk with you. Will you come and talk with us

diplomacy (perform oratory): 1d20 + 7 ⇒ (1) + 7 = 8

Jader tried to relate to the creature but the language and his lack knowledge hinder his progress


Posh is able to determine that these stones are indeed precious. More interesting to him, though is the fact that many of them would be useful in creating ioun stones. What you see here on the cavern floor is easily a thousand gold worth, and more no doubt can be found by mining.

Jader approaches, thinking he has the creature pinned. However, as he gets further into the northern cavern, warm air and light greets him....this cavern opens out from the side of a small hill. The fleeing young choker is currently lurching towards a small wooded area to the east.


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

Give chase? Set a trap? Collapse the tunnel and leave well enough alone?


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.

Posh's eyes light up. "Ooooo make Aeon stones we could...." :-P

The old gnome, engrossed in the gems begins trying to collect them. "These things here are craftable. I could make things for our protection" he announces to no one in particular.


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'm tempted to go with the latter option, but at this point I'm not so sure the chokers won't sneak back into town some other time."


Posh seems to be undisturbed as he begins to gather the stones; of course, it will yield much more than he can carry.

It wasn't all that clear on the last map, but there was an exit out of the larger chamber to the southwest as well as northwest - you just took the northwest to follow the choker.


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

Lets finish exploring down here then decide what to do


Want to go back to the main room and head southeast, or keep exploring this room with the gems?


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

lets finish here first then work our way back


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

Agreed!


This large chamber ends at the southern tip at a stone wall; nothing besides the gemstones can be found here.


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

When you say nothing else can be found here, I don't know if you mean that as a nice GM or a sneaky GM....

Kar looks around.
Perception Check: 1d20 + 7 ⇒ (8) + 7 = 15


Lol, can't imagine why you'd suspect me;)

Kar takes a look around the room, but sees nothing out of the ordinary save for the piles of gems and miscellaneous smaller piles of stone scattered about the room. It looks as if whomever was mining was looking for particular stones in different areas


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.

Dropping a gem, he quickly picks it up...dropping another. Quickly picking it up, he drops another.... Pockets and pack bulging, he glances over his shoulder.

"Uh...could yall help me pick these things up? Everything good, yeah? I could do soooo much with these guys to help us in the long run...."


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 picks up a few, and reassures Posh. "The well isn't going anywhere, grandfather, we can easily come back here to mine some more. What did you say these were?"


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 has one final look around noting what he sees. A small chuckle escapes his mouth upon seeing Posh try to overfill his pockets with the semi-precious gems. Enjoy those gemstones gnome, mayhaps you could make me one of those magical stones you mentioned one day with one of them.

Back to business Jader does one final search of the cavern, but this time he uses magic to discover anything magically hidden
casting detect magic and searching around

perception: 1d20 + 5 ⇒ (13) + 5 = 18


Jader makes his scan of the large cavern, confident that anything out of the ordinary would have been found already. However, as his divining cone passes over the far western wall, he senses two magical auras there.

Suddenly, as if sensing they'd been found, two small figures pop out of the stone, where a magical image had kept each of them hidden. The two creatures look like large scorpions, but are made entirely of faceted gemstones. They skitter forward a few paces, then think better of it and stay still, nervously clacking their claws as Jader views 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

Moving between Posh and the new creatures, Kar takes a defensive stance before asking. "What manner of creature are these?"

Move action= move. Standard action= total defense.


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 Check vs creatures: 1d20 ⇒ 11
+11 for Arcana/History. +6 for any other knowledge

Appraise Creatures :-P: 1d20 + 4 ⇒ (16) + 4 = 20

"Quite peculiar beasts." mumbles to old gnome, squinting over Kar's stout shoulder. "Lemme think...hmm..."


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 follows Kar's example and blocks off any access to the others.

Like Kar, move and total defense.


Posh recognizes these creatures as Crysmals - outsiders of the earth elemental family. They treasure gemstones, but only because they use them to reproduce. These creatures are most susceptible to bludgeoning damage, but are immune to cold and fire, and somewhat resistant to others, like electricity.

They can slam with their spiked appendages, but can also propel their shards quite a distance to skewer an enemy, and have some basic spell abilities. You can see from these ones that they've been gathering these gemstones for reproduction. The amount of gemstones currently "in" them for reproduction would sell for between 500 - 1,000 gold each

The creatures seem to be holding steady, not attacking.


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.

"Right! They are called Crysmals." snaps Posh.

"So they collect gemstones for reproduction. Not as much fun as how we do it, but functional none the less. They've got some magics of their own and are incapable of being harmed by cold and fire. Best way to hurt them is with something bit and blunt."

"Seems they aren't upset by us at the moment. I'd reckon they are just a bit concerned about our proximity to them. After all, they did just watch us kill a group cohabitation in the cave."

"Why don't we let them be for now? They aren't hurting anyone. Just everyone, slowly back out. We'll have to find a way to communicate and see if an arrangement can be made regarding our gem desires and theirs."

"With them being interested in rocks, I'd suspect they may understand the word of stones...anyone speak Terran? I've not quite got it figured out myself...but I'm close, I think."


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 nods his head in agreement with Posh, but waits for the others to start withdrawing first before moving.


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 relaxes her stance. "Live and let live."


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

can Jader speak to them with the spell on him or is it specific to just undercommon? Reading the tongues spell it sounds like the answer should be yes

Terran:
We don’t mean you harm so long as you don’t mean any harm to us. Will you speak to us regarding those long tentacled creatures that were in these caves?


Sure can

Jader's question seems to stop the little creatures in their tracks, and they clack at each other with their claws in some sort of strange gestures that even a spell won't help to understand. The turn to Jader and communicate in a strange language of grinding and squealing.

Gemstones for young. Walkers eat flesh, leave our young be. Walkers wait in dark for flesh


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 turns to his companions and asks Well anything else I should try to ask them. I told them we wouldn’t hurt them and asked about the chokers


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

What did they say about the chokers?


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
GM Nayr wrote:

Gemstones for young. Walkers eat flesh, leave our young be. Walkers wait in dark for flesh

Jader quotes what the creatures said about what he believes to be the chokers


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 see no reason to harm these creatures. They seem to pose no threat to us or our resources.


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 agree. Meanwhile, we still have some chokers on the loose, I believe. Should we resume the chase?"


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.

"Ah, good! Something going right finally." beams Posh. "Back to town or after the choker, I'm good either way."

Dropping another gem, he stoops and picks it up. "May be a tad slower though...these rocks are heavy."


You continue back into the main chamber and proceed to the south, out the other exit out of the main room. You enter into a southern antechamber that ends in small alcoves to the south. There doesn't seem to be anything of interest in that direction, but the route continues to the west and then winds to the south. The corridor beyond is pitch black and silent.

Just confirming - you're leaving the Crysmals there, and you're taking some stones with you?


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 doesn’t want to provoke the crystal-like creatures despite the allure of the gems so he leaves the stones where they lie and continues on


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

No one besides Jader knows that they eat the gems. So Kar wouldn't say anything to Posh about leaving them behind. And Posh really, really wants them. Kar would eventually offer to carry some of them in his pack, if they look like they're slowing Posh down.


You advance to the south, and come to an opening into a large chamber to the south. There's only a small entryway into the chamber, but you could squeeze through one at a time into it. The walls here are slick with moisture and the stench of rotten meet hangs in the air.

You can see into the cavern with darkvision, Jader, or with the light that someone is carrying - think it was Kar? Combat map updated.


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
Kar Roden wrote:
No one besides Jader knows that they eat the gems. So Kar wouldn't say anything to Posh about leaving them behind. And Posh really, really wants them. Kar would eventually offer to carry some of them in his pack, if they look like they're slowing Posh down.

Not true see Jaders earlier post about conveying everything that was told to him


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 slowly proceeds through the narrow opening being careful not to touch the moist walls fearful of what toxins or nasty things might be in it. He whispers this to his companions Be careful not to touch anything including the walls of this cavern. It may just be water but it could be something worse so let’s not find out


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.

Posh keeps the gems he's got right now. The number of gems he found makes him feel confident they have plenty for now. With them "backing down" he sees no reason to leave the gems.

"See anything? Is there a creature coming up ahead?"


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
Jader Silvertongue wrote:
GM Nayr wrote:

Gemstones for young. Walkers eat flesh, leave our young be. Walkers wait in dark for flesh

Jader quotes what the creatures said about what he believes to be the chokers

I believe this is what you're referring to. Only mentioned the chokers to us.

Kar follows Jader into the cavern. He is, indeed, carrying a torch as he is one of the few that doesn't need to have his hands free to do things.


I think it's safe to say that Jader shared everything the Crysmals said

Jader moves into the room, squeezing through the passageway, and immediately is beset upon by two chokers - these ones much larger then the youths they had encountered before. The creatures lash out with their long, whiplike tentacles.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

The first misses, but the second lands a hit, and tries to grab Jader around the throat with its tentacle.

Grab: 1d20 + 8 ⇒ (13) + 8 = 21
Additional constrict damage: 1d4 + 3 ⇒ (3) + 3 = 6

Jader is now grappled and being constricted!


12 damage to Jader. Jader, Posh, and Kal are up!

Initiative:
Chokers: 1d20 + 6 ⇒ (5) + 6 = 11
Posh: 1d20 + 2 ⇒ (12) + 2 = 14
Kar: 1d20 + 4 ⇒ (1) + 4 = 5
Jader: 1d20 ⇒ 14
Tess: 1d20 + 1 ⇒ (5) + 1 = 6
Kal: 1d20 + 3 ⇒ (10) + 3 = 13


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 attempts to cut the chokers tentacle around his neck before it’s lights out permanently

green sword: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d8 + 6 ⇒ (4) + 6 = 10

The struggle is to great and he is to distracted. Jader misses the attack with his magic sword

I wasn’t sure if we were healed fully. I had down 15/22. So if we were fully healed for the day then I’m at 10/22 otherwise hp is as shown 3/22


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.

Hmm...can't see the enemies yet

"Jader! You ok? Can you get whatever foe there is stand in front of the opening for us?"

With a quick whisper of arcanic phrases, an icicle appears in his hand.

Readied Action: Ray of Frost vs first enemy I see: 1d20 + 3 ⇒ (13) + 3 = 16
Cold Damage: 1d3 ⇒ 3
-4 on attack if it's in melee at the time. Any cover is left up to GM


Kal, seeing nothing in the room beyond, hears the commotion, but delays any action until an enemy presents itself.

The choker on the left sees another victim in Kar, and lashes out. Kar easily swats aside the attack with a practiced ridge-hand block.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Grab: 1d20 + 8 ⇒ (4) + 8 = 12
Additional constrict damage: 1d4 + 3 ⇒ (4) + 3 = 7

The other choker tightens its grip on Jader, further cutting off his air.
Grapple: 1d20 + 8 ⇒ (16) + 8 = 24
Constrict: 1d4 + 3 ⇒ (2) + 3 = 5
Pretty sure that damage is automatic; if anyone knows differently, please let me know. 5 damage to Jader. Everyone, essentially, is up, including those that delayed or readied. Since the chokers didn't move into view, I don't think any readied actions would go off.


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 now fighting for his life attempts again to cut the chokers tentacle from around his neck

magic green sword: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 6 ⇒ (4) + 6 = 10

Failing again to connect and severe the tentacle. Jader makes unintelligible gurgling sounds gasping for any air possible to enter his lungs


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

You do have to maintain the grapple first (with the usual +5 bonus), and then you get to do the damage for free. Hate to be the "teacher, you didn't assign homework" guy, but the +5 may come into play.

Seeing Jader's troubles, Kar quickly steps up to the one choking him and calls out "Jader is in trouble. Weapons out." As he moves up, his fists and feet light up with lightning crackling along them and begin to drip acid in his wake. He moves in quick, torch still in hand, and delivers a sound blow to the creatures neck, missing the follow up kick to the legs as it staggers back a few inches from the energy of the hit.
5 foot step as a free action. Flurry of blows as a full round, activating both Elemental Assault (1 round per level) for acid damage and Elemental Fist (1 attack per level) for electricity damage.

Unarmed Strike 1: 1d20 + 4 ⇒ (20) + 4 = 24
Unarmed Damage: 1d6 + 2 ⇒ (3) + 2 = 5 &
Acid Damage: 1d6 ⇒ 3 &
Lightning Damage: 1d6 ⇒ 4

12 total damage across the three types. Hopefully that drops it.

Unarmed Strike 2: 1d20 + 4 ⇒ (3) + 4 = 7

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