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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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

Gnome!... Posh! Posh! what do you know of such creatures? Are they intelligent and can they be reasoned with? My only experience is from rumors and tales told. If it is a dragon then it is very intelligent and perhaps could outwit us all. But if it the lesser cousin of the drake family it likely is very evil and is little more than an animal with a cruel disposition.


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...they tend to be evil and they are immune to paralysis and sleep. This is a river drake and not a true dragon for the record." he whispers back.

"I don't think we have much choice, honestly...but we could try. Tessa, you think it'd be willing to change it's ways?"


The serpent leans down from its perch to bite at a particularly long talon, where part of it has split off. It chews on it, then spits out the offending piece of its death-dealing natural weapon. A great yawn then raises its head to the sky.


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

Perhaps it would respond to a little intimidation. If it backs off then it may be willing to negotiate. If it attacks then perhaps not. I could move closer to be an intimidating threat. Be at my back so if things go poorly we will be ready
Jader will move within 30 ft then attempt to intimidate (demoralize) the drake. Demoralize causes the shaken condition: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. It lasts for 1 round +1 round per every 5 the intimidate beats the DC. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier.

intimidate: 1d20 + 14 ⇒ (17) + 14 = 31 Jader moves closer and brandishes his scorpion whip and shield. Hoping to keep the creature at bay with the reach if the whip


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

"Ah, hold up!" Tess joins Jader to back him up. She doesn't have much faith in convincing the drake, but isn't gonna let Jader jump into a risk like this alone.


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 looks quickly between Tessa and Jader, and then back to Posh. This will go poorly. He then readies himself to rush out of cover should the drake attack. Think of a sprinter just before a race starts.


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 sure it'll be fine." whispers Posh as he slowly starts to back away.

'Jut gotta outrun someone...' he considers, his eyes scanning his companions. 'Well...sheet...'


Jader rushes forward from hiding, brandishing weapons and trying to run the beast off. Honestly, it's frightening to behold, even to a river drake. The draconic figure is not much larger than Jader, and it had just been happily going about its day.

The beast is shaken, certainly, but it moves to react!
Shaken for 3 rounds!

Initiative drake: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative Jader: 1d20 ⇒ 10
Initiative Tess: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Kar: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative Posh: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Kal: 1d20 + 3 ⇒ (7) + 3 = 10

Tess, you're up! Map posted


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

Quick question, could my starting position be next to Jader? I intend for her to follow after him. (it'd also put me in move-and-stab range)
Also, the drake definitely has violent intent, right?

In the interest of keeping things moving: if both of those answers is yes, I'll do the following:

Tess' Action:
As soon as she notices both the drake's shaken state and its intent to attack, she shouts. "It's coming, here's our chance!"
She dashes forward, trident in hand, and lunges at the beast, her weapon glowing a soft blue light. "Evil beast, face the sea's judgment!"

Smite Evil on the evil drake. Boom. Attack roll assumes the drake is, indeed, evil.

Attack: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Damage: 1d8 + 3 + 2 + 4 ⇒ (7) + 3 + 2 + 4 = 16 +4 for being an evil-aligned dragon


Sure, that's fine! And, it seems to be defending itself from you right now.

Tess charges in with a swing, but misses the serpent, as the uneven ground on the stream bank is soft and affects her footing. The river drake responds by leaping into the air and away from Tess, flapping its wings to take to the air.

Tess gets an AOO

Once in the air, the drake launches a ball of spittle at Tessamine. The little ball of mucus bursts upon the ground near Tessamine, splattering at her.

DC14 reflex save please - success means half damage and you are not entangled. Failure means full damage and entangled! The drake is now 20 feet in the air.

Acid Damage: 2d8 ⇒ (1, 2) = 3


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 it possible for Jader to make a jumping attack and lash out with his whip? If so that is what I’ll do. If not then I will do ghost sound to attempt to scare it from behind
Jader gets a running start and leaps into the air then swirls and attacks with his scorpion whip at the drake
acrobatics: 1d20 - 2 ⇒ (17) - 2 = 15
attack: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d3 + 5 ⇒ (2) + 5 = 7

If that doesn’t work then Jader will attempt to scare the drake from behind by creating the noise of a larger dragon coming towards the drake with his ghost sound spell


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

Reflex: 1d20 + 3 ⇒ (9) + 3 = 12


Alas, you'd have jump out over, and into the water for that. Ghost sound works though!

Will save: 1d20 + 4 ⇒ (1) + 4 = 5

Lol, didn't expect that

The drake quickly turns to look behind it, sure it's heard the sound of something that would prey on it, as it has been preying on the local fauna. It seems convinced of imminent danger, and looks prepared to run!In flight, of course.


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.

Hobbling towards the drake, Posh prepares to fight. "Come on guys. We've got this!"

'Hopefully it runs away...we can handle it later.' he considers 'Gotta find a way to keep it from flying...'

Double Move


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

aah dang, I forgot my AOO! Can this still count, GM?

Attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: 1d8 + 3 + 2 + 4 ⇒ (5) + 3 + 2 + 4 = 14


Of course, and that hits!

Retcon:
Tessamine swipes out as the drake flies away, and scores a wicked hit on the creature, spooking it initially and adding a bit more weight to the spookiness of Jader's action.


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 leaves his crouched stance at a run, rushing to the other end of the field (double move) and thinks to himself, Maybe it wouldn't have been hostile if we hadn't threatened it first.


Kalathiel rushes forward as well, following the others into danger. Double move

With the party fast approaching and the drake now dripping blood from a wicked gash from Tessamine as well as fearing a new predator behind it, the creature looks ready to fly away.

Tess, you're up before he is!


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

Seeing the creature flee, Tess assumes a defensive stance and stares it down. Either it attacks again, or it leaves.
Total Defense.


The drake doesn't look back as it streaks away into the skies, soaring about the wide stream. It's no longer looking for prey, but fleeing as the same.


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 lowers her weapon and sighs. "Well, now I feel bad. Seems like every time we make a judgment call, we make exactly the wrong one." She awkwardly tries to laugh it 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 watches the drake fly off. Well that went fairly well I think.. He looks at Tessamine Don’t be too hard on yourself. We defeated the creature and it didn’t have to die. In all honesty I’m a little scared that we may face it again. Perhaps a pack of them to overwhelm us, if that one has any friends. However that was a pretty nasty blow so perhaps we won’t see it again or in the least it will be a long while before we do. He turns away then replies back to Tessamine again Who knows you may have saved that drakes life by scaring it away. And we have protected the colony from raids the the drake likely would have made on the settlement Jader gives Tessamine a rare smile before collecting his things to continue their journey


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 to Tessamine and puts his hand on her shoulder. His eyes are full of meaning, but understanding of her moral dilemma is obvious. Though he is next to her, his words are for all. I am afraid it might attack again, because of fear. We've show ourselves to be unfriendly towards it, and aggressive. Not a good combination. And it may seek retaliation for our actions. We should be cautious, and warn the others when we return that we have made a new enemy.


Well...I owe you guys some RP experience for sure. That, plus the XP for chasing off the Drake and - level 3! Please level up at your leisure, though any new abilities and such that require rest will have to wait for now. You'll get the new HP awarded for your level, but don't get any healing.

For HP, feel free to roll, or take half+1


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.

Frowning, he turns to Kar. "You really think it'll be back? Lets hope not."

"All the chronicles I've read list those things as troublesome...I suppose we shall see."


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 smiles at the rest of the group. "Thanks. We've made our choice, and we'll stand behind it when the need arises." She pulls herself together and gets ready to push forward.


You move on along the stream, headed north, and then eventually break from it, continuing on along Alba's map. After an hour or so more, you come to where you think you should be. A small hill rises in the center of a copse of trees, their numbers thinning along the incline. A number of trees adorn the hill like the tines of a crown, and in the shadows grow odd-looking ferns, mushrooms, and bushes resplendent with berries of an unusual color.

You're pretty sure that the hill is where you need to be - the berries that adorn the vegetation there looks to match Alba's description. The trees here are partial cover if you stand on/below them. It's difficult terrain on the hill due to the slope and in any bushes. Please give me survival or nature checks to hunt for berries, and move to where you'd like to look.


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 untrained in both of those skills can I do an intelligence check or wisdom check instead?


Sure, that'll work


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

intelligence check: 1d20 ⇒ 9
Jader tries to identify the plants mentioned but never really had much skill in plant related knowledge


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

Same here

Int: 1d20 + 1 ⇒ (10) + 1 = 11


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.

Listening intently to the plant description, Posh rubs his right leg a moment. Scanning the horizon, he smiles and moves purposefully forward.

"I think I've found some." he calls out to the others, slowly bending over to inspect the shrubbery closer.

Knowledge (Nature): 1d20 + 6 ⇒ (15) + 6 = 21


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 back. Still bloody tired, but I'm back in action.

After having grown up in a city his whole life, Kar is unskilled at foraging. As such, he'd like to climb a tree (preferably the tallest one he can find), and keep a look out for anything incoming.
Take 10 on Climb for a 16 if allowed. Moved to what looks like an appropriate tree.

Percpetion Check: 1d20 + 7 ⇒ (7) + 7 = 14


Kar perception: 1d20 + 7 ⇒ (6) + 7 = 13

Edit; sorry - not needed per above.

Kar ventures up to the top of the hill and keeps a look out as his companions move about seeking reagents. Posh seems to be having the most luck by far, as he points out various plants to the others and swiftly seems to take control of the foraging.

After about a minute of holding sentry in the tree, a vine seems so slither up slowly, creeping, then faster, to try and wrap up Kar!

Please make a wisdom-based reflex save DC13 or you're entangled!
This is a surprise round - Kar was the only one close enough to notice, and he did not, so only the vine acts in this surprise round.
Then, everyone act as normal in round 1, though you just see Kar fighting against the tree in which he sits.

Initiative Kar: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Posh: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Tessamine: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative Jader: 1d20 ⇒ 18
Initiative Kal: 1d20 + 3 ⇒ (17) + 3 = 20
Vine?: 1d20 ⇒ 10


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

Wisdom Reflex Save: 1d20 + 5 ⇒ (2) + 5 = 7

Oh jeez. Good thing I'm up in a tree and easy to reach, right? .....Right guys? You've all totally got this, right?


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.

Seeing Kar struggling against the tree, Posh smiles. "Hey, you ok up there? We'll get you down shortly. Just gotta pick a few more of these plants."


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
Posh Nanjet wrote:
Seeing Kar struggling against the tree, Posh smiles. "Hey, you ok up there? We'll get you down shortly. Just gotta pick a few more of these plants."

I hate you so, so much.


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

Hey Posh Kar seems to be struggling in that tree do you have any knowledge of what he is wrestling with? After all you seem to know a lot about nature and that looks like a vine he is trapped in. Can you take a closer look?
Jader will attempt to climb the tree and attack the vines hoping that will release Kar
climb: 1d20 + 4 ⇒ (4) + 4 = 8


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

"Kar? Kar, are you okay?" Tess sees the monk struggle and starts hustling over to him.


Well, the issue is that Kar is way up on the hill; remember it's difficult terrain on the dirt parts and passing through any bushes. Tessamine, I'm guessing double move for you; Kal will do the same. Jader, did you want to take a double move to get up the hill? Kar, you can take your round 1 action; the surprise round was the root entangling you. Of course, you're entangled;)


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

Moved Tess a bit back to account for the difficult terrain


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

Stuck in a tree, probably 20 feet up, he's in a touch spot even if he does get out. So Kar will try to hit this thing

(that is totally not an):
ASSASSIN VINE!!!!
, going all out with elemental fist and elemental fury. And we'll do fist as fire, assault as acid.

Flurry of Blows 1: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 and Fire: 1d6 ⇒ 5 and Acid: 1d6 ⇒ 3

Flurry of Blows 1: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 and Acid: 1d6 ⇒ 2

Flurry of Blows 1 confirmation: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

And he will call out to his companions. The local plant life seems to resent our intrusion! Be wary! This one is trying to strangle me!

Barring resistances, 13 bludgeoning damage, 5 fire, and 5 acid.


How dare you...;)

Kar assaults the tree with incredible force, pummeling it with his fists. The vine itself disintegrates under his blows and falls away, so he attacks the others about him that are threatening to encircle him. Unfortunately, he cracks the branch on which he crouches with his blows as he does.

long rules talk:
I don't care at all that this isn't RAW; rule of fun wins. So - you're actually not attacking the creature itself, but the vines which its using to entangle you, via its special ability. Escaping the entangle would typically be a different check, but since I said specifically that these are vines wrapping you up, I don't see why Kar wouldn't obliterate them with his blows. That said, looking at hardness, AC, and hit points of wood, I think its fair to say you crack the tree you're on with those mighty blows. So, to make this especially fun, please give me a reflex save to stay in the tree! And, if anyone doesn't like this, please let me know...I'm fine with digging through mechanics and just saying "you need to roll to break the entangle", but that's boring.


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
GM Nayr wrote:

How dare you...;)

Kar assaults the tree with incredible force, pummeling it with his fists. The vine itself disintegrates under his blows and falls away, so he attacks the others about him that are threatening to encircle him. Unfortunately, he cracks the branch on which he crouches with his blows as he does.

Response to rules talk:
I am fine with this. The only time I don't like rules changes are when they take away the chance to do something from a player. Normal rules to avoid falling damage would be an acrobatics check, but this is substituted for a Reflex save. So this is what I'd call an example of a good change. Also, it appears I was wrong about what was attacking Kar.

Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23

He can't swim worth a darn, but he can MONK!


Rules, rules:
Sounds good and agreed!

Kar quickly hugs the trunk of the tree as the branch and offending vines fall away.

Going to assume Jader takes a double move to get up on the hill

As Kar nearly falls, he looks down to see the branch get immediately snatched up by another vine. This one leads up to a gnarled wooden vine, thick and long, which slithers to directly underneath Kar, seemingly waiting for him to fall!

[ooc]You were right - Assassin vine:) That was their entangle ability. You lucked out though, as I don't think it can quite reach you. Everyone's up, and Kar's stuck in a tree![ooc]


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 drop to the ground, trying to land softly, but hitting an unexpected branch on the way down and landing hard. (And I presume provoking from the vine...) He will then stand up and assume snake stance.

Acrobatics check Check: 1d20 + 7 ⇒ (2) + 7 = 9

20 feet of falling damage: 2d6 ⇒ (4, 3) = 7

Kar is really hurt guys. If anyone has anything to help, that'd be great.


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

As Kar falls to the ground, Tess clambers up the hill and puts a healing hand on his shoulder.

Lay on Hands: 1d6 + 2 ⇒ (6) + 2 = 8


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

After hustling up the hill Jader scans for other enemies
perception: 1d20 + 6 ⇒ (4) + 6 = 10
If within range of a move action he will attack
attack +1sword: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 6 ⇒ (6) + 6 = 12
If no enemies are near Jader will attempt to heal Kar
cure light: 1d8 + 3 ⇒ (7) + 3 = 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.

Finally realizing Kar seems to be in trouble, Posh hobbles a bit closer and reaches deep within himself to tug out the last bit of magical reserves he still holds.
Arcane Point to boost Spell Level

Summoning an all too familiar dragon, he sends it sailing forward towards the tree.

Snapdragon firework @level 4
Fire: 1d4 ⇒ 2
Ref DC 16 vs dazzled for 1 round on the vine (if not immune) - also halves damage

Snapdragon 1 of 4


Reflex save: 1d20 + 1 ⇒ (6) + 1 = 7

Immune to stunning and mind-affecting, but it doesn't say dazzling specifically.

Posh's dragon flies out and impacts the deadly plant, but the fire itself does not seem to damage it at all. It does, however, seem confused by the attack.

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