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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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.

His companion in bad shape, the old gnome takes his time and lines up the shot. With determination, he thrusts the icicle into the closest foe.

"Leave her be!"

Pulling a crossbow from his side, he blows the dust off of it. "I think I remember how to use this...pointy end out!"

Ray of Frost into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Cold Damage: 1d3 ⇒ 3


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

Considering I still have a move action left, mind if I follow Kar's advice?


I think you may actually be down and dying - I show you took 12 with the first hit and 11 with the second - that right?


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'm waiting on confirmation of the above raised questions before I act.


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

Oh darn, you're definitely right and I've just been awful at staying on top of my hp, my apologies! I can't edit it right now, but that should put me on negative six... Yikes


No worries at all! I actually was second guessing myself and thinking that I missed something. Kar, feel free to adjust your action, given that info.


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 are the rulings for standing over an unconscious ally?


I'm fine with that, you can stand over her, occupying the same space.


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

Presuming this is allowed as a 5 foot step, Kar will move up and try get this raging B out of their face.
Tessamine is down! Jader, we need your healing magics NOW!

Flurry of Blows, using both uses of Elemental Fist and 1 round of Elemental Assault

Flurry 1: 1d20 + 4 ⇒ (1) + 4 = 5

Flurry 2: 1d20 + 4 ⇒ (15) + 4 = 19 Hope that hits....
Unarmed Damage: 1d6 + 2 ⇒ (6) + 2 = 8 and Elemental Fist (Electricity): 1d6 ⇒ 4 and Elemental Assault (Electricity): 1d6 + 1 ⇒ (1) + 1 = 2

14 total damage, 8 bludgeoning and 6 Electricity.


Kal, nothing really unusual about the grindylows in general, but Brinetooth seems uniquely skilled, like she has experience outside of the normal grindy realm

Kar misses completely with his first attack, Brinetooth easily falling back to avoid the blow. The second strike is much more on target though, and it slams into the grindylow leader, who grunts and steps back, spitting blood as electricity arcs across her skin.

Kal slips forward quickly and stabs through, impaling one of the grindylows on his blade. The creature sputters and falls back on its backside, tentacles waving up from the ground. It clutches the wound as its life spills out.

Posh lets loose with an icicle and the frosty projectile streaks by, just narrowly missing the grindylow queen's arm. She hisses in fury as she resets herself upon these new threats.

As his leader catches her breath, the lone remaining grindylow ally steps forward, weaponless but snarling, to sweep its tentacles at Kal in an attempt to trip him. It manages to take its enemy down, and Kalathiel falls, the grindylow sneering from above.

CMB: 1d20 + 4 ⇒ (15) + 4 = 19
Another AOO!

Initiative bold you're up:
Brinetooth
Kar
Kal
Posh
Tess
Grindylows
Jader


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 get the AoO, right?

As the grindylow sweeps at the elf's legs, Kalathiel jabs out at it with his rapier.

AoO: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Critical threat on an 18.

Crit confirm?: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Kalathiel remains focused as he falls back, targeting a point on the grindylow's upper torso. Instead of panicking and stopping his fall, he thrusts out and plunges his blade deep into the creature's rubbery flesh. The creature gurgles out a sound, and falls, its heart run through.

Nice! Only one left - the boss. Jader's 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

Everyone Make sure you are adding the +1 to attack and damage
Jader judges the situation whether to attack the grindylow leader or heal Tessamine
He opts for the latter. He moves closer to Tessamine knowing he may take a hit himself.
He then makes the familiar incantation for the spell
healing: 1d8 + 2 ⇒ (2) + 2 = 4


Brinetooth hisses as Jader lays his hands upon his fallen comrade. She blinks away pain at Kar's potent attack, and steps back, her spear held high. She suddenly seems to not be so confident, especially since her two lackeys were gone.

What do you want? You've exacted your punishment for our being here, I suppose...now what? Leave, and you won't hear from us again

Delay


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

Sense Motive: 1d20 + 9 ⇒ (20) + 9 = 29

Kar will share what he thinks with the others, as well as translate for those who don't speak Aquan.


Kar's incredible focus and years of training mind, spirit, and body immediately tip him off to something that's not quite right. Her mannerisms, though foreign, don't fit with one that should be more in a position of surrender. Her eyes seem to flick to the dark passage from whence you came more than once....that's it! She's buying 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

bardic performance continued as free action this and last round. If possible after hearing Kar’s synopsis Jader lashes out by casting a spell
Ghost sound creating a great growling roar from behind the grindylow


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 yells to Posh, his eyes widening in horror at the danger the old gnome is in as this realization hits him, Grandfather! Move out of the tunnel! Quickly, more are coming!


As soon as Kar calls out, you hear some splashing from the way you came. Around the corner comes yet another Grindylow, this one with a javelin in hand and several more strapped to his back. He is rushing through the water towards Posh.

Brinetooth, now a step back, raises her spear, ready to strike any who come within range.

Mechanically, that was a 5 ft step, free action to speak, then readied standard action.

Initiative bold you're up:
Brinetooth
Newcomer
Kar
Kal
Posh
Tess
Jader


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 advances on brinetooth just enough to be in range of his Scorpion whip and then attacks the grindylow violently. Somehow growling through his enchanting bardic performance.
Scorpion whip: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage: 1d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10
still have bardic performance as free action remember +1 to attack, damage and saves vs fear


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

The heal spell should've stabilized me but I am still very much out of this fight sadly


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

Knowing Kal and Jader are right there, and fearing for Posh, Kar double moves through the water (which I believe is difficult terrain) to get closer to the grindylow.

If it throws the javelin at Kar:
Deflect Arrows feat


Yes sir Kar, it is. Nice hit Jader! I'll resolve Kal and Posh's actions before you're 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.

Turning back towards the entrance, Posh spies the beast. Before he can stop himself and manly..."EEEEEEEEEEK!" escapes his lips, echoing off the walls.

The older man hobbles backwards to give Kar some space and launches a firey dragon at the foe.

Snap Dragon Fire Damage: 1d4 ⇒ 4
Reflex DC 16 vs Dazzled and half damage


Kal moves to the south to attack Brinetooth, and the turns like a striking viper, her spear flying out to protect herself. Thankfully, Kal is able to just stop short, and the spearhead whistles by harmlessly.

Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Kal recovers quickly and dashes forward with his blade. Now it's Brinetooth's turn to dodge, and she ducks under the swing, coming back up quickly and prepared to strike again.

As Kar moves into place in front of him, Posh sends out a sizzling creature, which flies unerringly towards the newly come grindylow.

Reflex save: 1d20 + 6 ⇒ (10) + 6 = 16

Attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Brinetooth seems completely focused on Kal and doesn't seem to notice Jader's attack at all...until it cracks over her body and bursts open her skin in a wide gash across her abdomen.

Gah!

She then turns to face Jader, her gaze turning to rage. Though she obviously wants to leap at him, her sense wins over and she decides not to leave Kal at her back. Instead, she steps back slightly, and takes another stab at Kal, then leans forward to bite.

Spear: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Bite: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

13 damage to Kal; he's down!

The newest grindylow steps forward towards Kar and hurls his spear at the man, just as he'd figured. Kar reaches up to swat aside the strike, sending the javelin flying to the side, harmlessly.

That was indeed his intent, and has no reason to doubt that he'd be able to do it, so...dang.

Initiative bold you're up:
Brinetooth
Newcomer
Kar
Kal
Posh
Tess
Jader


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 decides to attack again despite his comrade being down and needing aid. The effectiveness of his last attack has emboldened him. He hopes this is the right decision and Kal can hold on for a few moments.
scorpion whip attack: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
damage: 1d4 + 5 + 1 ⇒ (1) + 5 + 1 = 7
continuing bardic performance still


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

Seeing this creature now weaponless, Kar moves up the 10 feet (20 feet with difficult terrain) to get next to it and lashes out with an elbow.

Unarmed attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Smashing it down onto the top of his head, he quickly sets himself for another attack.

Jader: Thanks for continuing to repeat that you're performing, because I would certainly have forgotten it without that.


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.

"This isn't going well." grimaces the gnome as he watches another companion fall. Sending the blazing fires outward again, the dragon turns to flies towards the leader.

Fire Damage: 1d4 ⇒ 2
DC 16 vs Dazzled and half damage


Kar lands an elbow on the grindylow, and the creature snarls in objection. He pulls another Javelin from his back and takes a step back, aiming another shot at the Monk.

Jader's attack slashes through Brinetooth's defenses once again, and she stumbles, nearly falling to a knee from the damage. She steadies herself with a hand, and tries to stand back up, but Posh's dragon flies in, sending flames bursting about the grindylow leader. The flames singe her rubbery hide, and she hisses in pain.

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13

Brinetooth blinks rapidly, unable to focus. With a roar, she charges at Jader, spear leading.

That whip has me cursing my lack of knowledge...just let me know if you get an AOO as she moves in.

Spear at Jader: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

The other grindylow looses his javelin at Kar.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Yikes! 13 damage to Jader and 8 to Kar! So you know - Brinetooth appears in really bad shape. You're all up!


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 just shoves the javelin to the side (deflect arrows can be used on one attack per round) and steps up to kick the creature.

Move action to go the 5 feet because of difficult terrain.
Standard action to attack:

Unarmed Strike: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

And a miss.


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

Whip: A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Your guess is as good as mine on the AOO. My guess is no but that last line is confusing

depending on your ruling AOO attack: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
damage: 1d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Upon the grindylow reaching Jader he pulls out his magical green sword move action or free action to change weapons
Being infuriated at the pain, he attacks with all his might
sword: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14
probably last round for bardic performance 4/8, but we’ll see how the battle goes


We'll go with no AOO, since it would miss anyway. Mind rolling to see if that's a confirmed fumble, then we can go to the chart?


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

Whoops critical fumble roll
fumble roll: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10


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.

Glancing towards the monk going mono a mono vs the grindelo and his orcish companion, the old gnome frowns.

"Kar, You seem to be fairing better. Keep it up and we'll be there in a bit."

Another dragon hurtles forward from Posh's outstretched hand and rockets around the outcropping of stone. Unerringly, it sails towards the leader!

He then wades a few feet towards Kar.

Fire Damage: 1d4 ⇒ 3
Ref DC 16 for half and to negate dazzled


Sorry Jader, but....Yay! We finally got one!

Crit fumble:
Hand it over
Your target gains possession of your weapon (Ref Negates).

Please roll a reflex save VS DC 17 - your opponent's AC, or lose your weapon to her!

Brinetooth reflex vs dragon: 1d20 + 2 ⇒ (7) + 2 = 9

Brinetooth is slammed by the fiery missile, and blinks rapidly at its effects, trying to banish the spots from her eyes.


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:

Ouch. Gonna roll a couple stabilize checks.

Stabilize: 1d20 + 1 - 2 ⇒ (2) + 1 - 2 = 1
Stabilize: 1d20 + 1 - 3 ⇒ (17) + 1 - 3 = 15

Looks like I stabilize after a round at -3 HP. Woohoo!


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

reflex: 1d20 + 3 ⇒ (12) + 3 = 15

well looks I’m giving her my weapon because I can’t think of anything better to do. Any chance I can roll a Strength check or CMB vs CMD to retain my weapon, If not how about a grapple? Being frustrated with the loss of weapon and seeing allies falling all over. It seems somewhat fitting for what a loyal half orc might do


Sorry Kal, DMPC failed you! Sure Jader, that sounds like fun - you can try and initiate a grapple as an immediate action, though it may be a bit of a mess if you don't have improved as you'd provoke. Of course then, that assumes she has a free hand to take the AOO...lol, complicated, but fun. Please roll the CMB and let's see where it goes.


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 infuriated by this strange turn of events and seeing his companions falling his better judgment escapes him and he charges the grindylow now in possession of his sword. Growling as he charges the beast
CMB: 1d20 + 5 ⇒ (9) + 5 = 14


Jader rushes in, but Brinetooth snarls and slips to the side of the desperate maneuver. She looks down at the sword in confusion, wondering how she ended up with the weapon. Then, she drops it, and stabs out with her spear.

Attack Jader: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

The other grindylow takes a slight step, drawing another javelin as it does. Instead of throwing this time, it stabs out at Kar.

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Good round for you guys, and...you're all up! Jader, your sword is at her feet, in the sand.


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

Just a little more! Hang in there, guys!


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 is going to continue his assault, activating Elemental Assault as he does so.
Flurry of Blows 1: 1d20 + 1 + 4 ⇒ (3) + 1 + 4 = 8

Flurry of Blows 2: 1d20 + 1 + 4 ⇒ (15) + 1 + 4 = 20
Unarmed Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 and Lightning Damage: 1d6 + 1 ⇒ (4) + 1 = 5

13 damage to the grindylow as Kar's fist connects with its rib cage!


Kar slams into the grindylow, knocking him back with the power of his blow and forcing an arc of electricity across his body. The grindylow falls to his knees in the water and then falls forward, floating limply in the shallows.

Only the boss left!


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.

Sending a final firework arching around the cavern, Posh grins. "Well done Kar! Stay on my team and we'll do fine."

last dragon
Fire: 1d4 ⇒ 4
Ref DC 16 for half and to avoid dazzled


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 recovers and utilizes his scorpion whip instead of trying to pick up his sword. This anger causes him to lose concentration on his bardic performance ending the effect
attack: 1d20 + 5 ⇒ (8) + 5 = 13
scorpion whip damage: 1d3 + 5 ⇒ (3) + 5 = 8


Brinetooth reflex: 1d20 + 2 ⇒ (7) + 2 = 9

Brinetooth is unable to avoid the dragon as it whizzes about the room. The impact of it forces her back and blisters her skin. Blinking her eyes once again, she is still able to dodge aside as Jader's whip comes out. She then curses under her breath, and runs!

She takes a withdrawl action back to the odd statue where she then stands, bleeding, barely able to hold herself up.

Stop! I yield...just let me leave this place and I will not bother you again.


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.

Leaning hard against his walking stick, the older man takes a few deep, heavy breaths. His eyes going around the cavern as he takes in the mayhem. 'Potential friends....slain. Actual friends...slain? Perhaps it was a mistake to leave the archives... Perhaps my dreams of adventure were misplaced....'

Looking towards the younger, fit Kar, he nods slowly. 'Perhaps I should have left all this for the younger lads...there were reasons my request was denied at first...'

With a *CRACK*, he straightens back up, frowning. "Yes, you may go. There's been more bloodshed already than was necessary. My one request....is there anything you can do to save my companions? I am sad to say your companions seem beyond help now."

"I am truly sorry it had to come to this...I wish you'd have been more willing to consider companionship."


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 intimidate the grindylow leader
intimidate: 1d20 + 14 ⇒ (2) + 14 = 16
Wait! Jader barks attempting to sound threatening as he brandishes his whip skillfully
Why were you here? What else is in this cave? What else do you know about this place including that hand statue? Answer these questions and you may go in peace


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 moves up beside Posh and behind the stone wall thingy.

GM Nayr:
Here is what Kar is thinking. These creatures started the fight. They attacked them when they first got to the island, when they entered the cave, and have downed one of their friends. Mechanically, Kar has the "mistrustful" trait. He intends to say nothing, but when this thing tries to leave, he is going to try and kill her rather than let her go free.


Brinetooth moves to leave, and then flinches back at Jader's anger. Though his state takes a bit off of his usual intimidating nature, Jader is still imposing and he has Brinetooth on her heels.

I....I have nothing to help your friends; their deaths and the deaths of my companions will be the payment for your incursion into our home. And this is our home...we were here before your ship crossed to this shore.

She quickly looks back to the hand. I know nothing beyond what you see - perhaps a remnant of a civilization long past. When we first came here, we tried to unearth it, but after days of digging found that this is far beyond what we can do. We didn't make it past the.... She puts a hand to what would be her wrist, apparently not knowing the terminology.

Looking up to Jader, she grits her razor sharp teeth and her eyes flash in anger. Now, I will go.

Not waiting for a reply, she moves quickly towards the northern path out of the chamber, heading right to the side of Kal's still form, and eventually past Kar.

Kar:
She is rushing away quickly, but the water isn't deep enough here for her to use her jet ability, so she's on her tentacles. Feel free to take an attack as you will. She's on guard, but has to move past you at some point. Your attack would essentially be the surprise round of a new initiative

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