Ruins of Azlant (Inactive)

Game Master Nathan Goodrich

Chapter 3: The Flooded Cathedral
Part 2: Exploring Zanas-Tahn

Ruins of Azlant Maps

Starting Day: Oathday, 3rd of Arodus 4717 AR


3,701 to 3,750 of 3,942 << first < prev | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | next > last >>

N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Zay muses on that. "I can cast such a thing, but not today. So clear other rooms, and rest, and come back tomorrow?"


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Invandi chuckles "returners-laterers. Rolls right off the tongue, doesn't it?"

He scans the room, interested in the content of the books. "This could be exciting later."

Leaving and coming back when prepared to deal with the hazard seems fine to me.


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

knowledge nature, HA: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
knowledge religion, HA: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

"Aye, I can also clear the hazard as well. But I would slay more horrible beasts, if'n we can!"

He eyes the treasures that they found greedily, rubbing his hands together, "might be these would fetch a fine penny for us, silver and gold." It looks for a moment that he wants to take them for his own, but he resists. "That ring would be best for ye, Tatienne, but it is quite fetching."


Warhammer Game Notes & Maps

Moving us along to unexplored rooms above water:

Two stone cabinets stand against the south wall of this chamber. A few ancient robes lie crumpled in the room amid fine, colored dust and other debris.

Magical Identification of the Remains:
You find: I'm going off a take-10 DC of 22 for caster level 7. If that isn't right, let me know.
* a silken robe that Tatienne fails to identify. An eye-shaped symbol is embroidered on the vestment in silver thread.
* another robe, similarly adorned, that she also fails to identify
* a third robe she fails to identify
* an Unfettered Shirt with similar colorations and adornments

Given the amount of clothing in this chamber, you might surmise that the colored dust among the remains once belonged to other garments that survived time much less gracefully.

A second set of double doors leads to another room beyond this one. Stone shelves on the walls of the storage room are full of jars and vials of different sizes. A sweet but musty smell hangs heavy in the air.

Perception DC 35 & Engineering DC 20 (same character):
You can hear a faint creaking amid the constant echoes of the fallen temple. The floor of this room may be prone to collapse even though it appears undamaged.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Taty wanders into the room, drawn to the dusty shelves filled with jars and vials. "Oohhh, perhaps an ancient pantry or larder?"

Oof, those are some big rolls needed.
perception, AL: 1d20 + 20 + 3 ⇒ (9) + 20 + 3 = 32
engineering: 1d20 + 15 ⇒ (12) + 15 = 27


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Yeah, I'd be lucky to just not critically fail those rolls if this were 2e.

Aurelian, oblivious to any potentially strange sounds, heads toward the robes. "Yes, these look very nice."

He inhales deeply from the strange scent.

"It smells like training in here," he observes.


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Houghton could attempt the spellcraft if it was allowed, he's got +8, Tatienne has great skills, but that seems really hard to beat.

Houghton sniffs, "hmmm, the ruins under the waves smell different - tis not anything I recognize, but the currents tend draw out scents. Most everything just smells of fish after a while. Tis pleasant, if odd... " He steps up, "well, let's stuff the stuff into a sack, surely some odd fellow on land would want er... jars, and the like?" He gestures vaguely at the jars, and waits for approval to start nabbing things.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Yeah, I could only make the Per on a nat 20 and don't even have engineering, so. *shrug*

Zay wanders in with the others, peering at the objects on the shelves with mild curiosity, occasionally picking up this jar or bottle to inspect its contents.

"Perhaps the room hasn't gotten much fresh air in a long time?"


Warhammer Game Notes & Maps

Yeah, between the high Perception DC and trained only on Engineering this is a hard one.

As some of our heroes move into the room, the floor groans briefly before the masonry collapses! Those in the room fall into the water below. In the chamber below, many stone coffins rest on shelves built into the walls of this submerged chamber. The room appears to be half-submerged in water, although the water is too disturbed to see the bottom at this moment.

Reading the thread, I see Tatienne, Zay & I think Houghton stated they moved into the room. Aurelian didn't say so and Invandi didn't have a chance to post, so I'll allow them to decide whether they would have gone into the room. Zay may possibly be flying and unaffected.

We're in semi-initiative. The water is 15' below the surface of the room you fell from. The room is not large and after the disturbance from falling masonry and PCs subsides, the water is still, so start the round with a Swim check vs DC 10 (or negate with swim speed, ect). The climb DC to get back up is 20.

Perception from room below DC 15:
You see a secret door in the wall to the south, poorly hidden from this direction. South would be the submerged area you haven't moved into yet.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Currently not wild-shaped, so, I will be affected.

Zay squeaks in startlement as the floor gives way and they land in.... a crypt? Apparently, to judge by the coffins. A wet crypt.

"--well that landing could have been harder."

Zay isn't necessarily upset to be in water, as it is their natural element. They glance around a moment, getting their bearings.

"Almost anything could be under the silt and debris. I'm going to be a shark. Don't attack me please."

Standard action to wildshape into a shark, which has blindsense 30', which is an ability that I can get at this level of wild shape. Then, move action to actively perceive, can't fail DC 15, but I might turn other things up with the blindsense too

Perception: 1d20 + 15 ⇒ (4) + 15 = 19

Zay sinks under the water and a few seconds later a shark's snout breaks it. Zay's vivid blue-green eyes peer from where most sharks have black ones. The guttural tones of a shark somehow speaking the Common tongue, in defiance of biology, emerge from the many-toothed mouth. "So, there's a door in that wall to the south, at least."

If my blindsense detects anything else moving in the water of the room but us, I will certainly also point that out. Blindsense text:

SRD wrote:
Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.


Warhammer Game Notes & Maps

Zay: Lots of things moving, since the masonry hasn't fully settled yet. Nothing moving in a predator sense though.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Gotcha.

The shark adds on, after a second's thought, "I don't feel anything moving in the water though other than, well, us, and the rocks...."


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Aurelian would have entered if no one had suggested he not. Which since no one could make that check...

Aurelian sucks in a lungful of air as he falls, pleased that of course he takes no harm. It is good to train for such things!

For the first time since he's worn it, his cloak adheres to his back spreading out like wings. He takes a breath of water -- it seems only natural to do so! -- and prepares to fight, or save anyone, if necessary.

Cloak of the manta ray:

This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

The cloak also allows the wearer to attack with a sting ray’s tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

The shark eyes the sudden appearance of a manta ray where Mister Fache once stood. Swam. Whatever.

"--I didn't know you could do that too."


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Houghton drops into the water, making barely a splash, and then breathes in deeply. "Ahh, tis much more comfortable. But now we can't get that precious loot!" He looks wistfully at the vials. "Ahh, well, I'll check out the area below - warn ye all if monsters or such are in there." His eyes are twinkling as if he's excited to fight something underwater.

Swim to centerish of the underground room use 30' tremorsense to keep an eye out for monsters.

perception: 1d20 + 18 ⇒ (4) + 18 = 22


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

While the others have capabilities in the water, Tatienne has merely her skill as a swimmer and ring to enhance that. And the ring currently resides in a pouch in her waterlogged pack, Taty having swapped it out for her newly acquired Scholar's Ring.

Kicking her legs and pushing herself into a front crawl, Taty moves towards the wall and starts climbing the rubble out of the cave in.

Swim is an autosuccess.

climb, AL: 1d20 + 8 + 3 ⇒ (13) + 8 + 3 = 24


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Invandi would also fall in.

Invandi drops with the party, loud and limbs flailing as if to try and swim through the air before hitting the water. He starts to struggle, wondering if the lightness of his elven chain and shield will drag him down before realizing that his motion upwards is effortless.

He recalls then the effect of his newfound footwear and floats himself to the surface. He takes a curious look around before taking the opportunity to test something he has never done before. Leaning forward into the water, he takes a giant breath inwards... and finds his chest not complaining about the water coursing through it.

Leaning back upwards with a smile, he laughs. "Hey, I didn't drown. I guess I didn't need all those potions I bought in the homeland."

Slippers of the Triton, swim speed 30, breathe water.

The shield begins to glow like a torch, and he briefly pauses to examine the now-wet versions of the current drawings on the back of shield before plunging it into the water... so as to better see what lies below its surface.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Warhammer Game Notes & Maps

Examining the chamber more closely, Invandi & Houghton take note of the extensive religious iconography on the stone coffins in the room, similar to that seen elsewhere in the chamber. They aren't seeing signs of enemies, although the settling masonry could be obscuring something.

Tatienne climbs halfway back up to the upper level.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Aurelian continues to explore, to see if there's anything else of interest down here -- particularly something that will lead them to the faceless stalkers who attacked the colony.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Hand, foot, hand, foot, Tatienne continues climbing, envious of the freedom of movement - and the opportunities for exploration! - that her friends possessed.

Double move, dice willing.

climb, AL: 1d20 + 8 + 3 ⇒ (16) + 8 + 3 = 27


Warhammer Game Notes & Maps

Tatienne reaches the room above as the rest of the team explores the watery chamber below. As they do, a disturbance roils the waters as some of the coffins open!

Maps updated. The spacing of each room is about the same. Above room is dry, below room has 15' of water. The dotted line is where the cave-in occurred. I placed minis on the map. While the enemies will (predictably) prove to be undead, don't read much into what the minis look like.

While the coffins are opening (and pre-initiative), the party can take a standard action to prepare. Since the coffins aren't open yet though, attacks aren't viable.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Aurelian swims close to one of the coffins so he can stab whatever might emerge before it can react.


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

The little octopus hops off of Houghton's shoulder and embiggens himself, turning into a somewhat menacing octopus a little smaller than the hulking pirate himself.

Standard to embiggen!

Houghton gestures, and shouts, "tis treasure to be sure, within the coffins. Let's kill the guardians and take it!" hoping that those outside hear him.

Cast Beacon of Luck for all. Don't forget to reroll a save if it comes up. He looks ready to strike at any approaching foes.

AOO:

+1 paueliel longspear AOO: 1d20 + 13 ⇒ (5) + 13 = 18
longspear damage: 1d8 + 9 ⇒ (3) + 9 = 12
+1 paueliel longspear AOO 2: 1d20 + 13 ⇒ (15) + 13 = 28
longspear damage: 1d8 + 9 ⇒ (1) + 9 = 10
+1 paueliel longspear AOO 3: 1d20 + 13 ⇒ (8) + 13 = 21
longspear damage: 1d8 + 9 ⇒ (3) + 9 = 12


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

"Company..." says the shark, and mutters a few more words, causing its shark hide to sprout hundreds of sharp, spiny thorns.

(Casting Thorn Body)


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Invandi treads in place, focusing on the the grip of his shield.

Martial Flexibility for Weapon Focus


Warhammer Game Notes & Maps

GM Stuff:

Barnacle-encrusted undead burst out of their tombs to attack you. It isn't much of a surprise at this point.

Party Team Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Monster Team Initiative: 1d20 + 0 ⇒ (2) + 0 = 2

Before your first turn starts, make a Will Save.

Will Save (DC 16 - mind-affecting) Results:
If you fail, you are paralyzed! (I'll figure out how many rounds if/when it happens)

Knowledge (Religion) DC 20:
The barnacles obscure much of the corpses, but you recognize these creatures as mummies. They possess an aura of despair that can paralyze their opponents. Their most terrifying ability is a disease they spread known as mummy rot. Both a curse and a disease, it sets in swiftly and the disease cannot be cured until the curse is removed.

Knowledge (Religion) DC 25 (same check):
Mummies resist weapons of all kinds.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Uh-oh! My worst save... Will save+charmed life: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13 Yup. Not even with charmed life...

Quick stats:

HP 16/73; Hero Points 2/2
AC 29, touch 18, flat-footed 22, CMD 26 (28 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 1/4 charmed life; 0/1 defiant luck)
Panache: 2/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, cat's grace (+2 to everything basically), good hope (+2 to checks), barkskin (+3 AC), electricity resistance 20,

Aurelian freezes as the undead emerge!


Warhammer Game Notes & Maps

You had Beacon of Luck running via Houghton. The sacred bonus doesn't get you there, but the roll twice could have been considered.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

The water froths, Tatienne can make out more shapes moving below the water. They were under attack! Slipping her ring of swimming onto a finger and her scholar's ring off, she prepares to jump into the water

2 actions: draw ring of swimming, stowe scholar's ring. Assuming Taty can't see into the water well enough to make a religion check, but am happy to be wrong.

will: 1d20 + 7 ⇒ (9) + 7 = 16 +2 vs enchantments


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Will: 1d20 + 11 ⇒ (7) + 11 = 18

The shark is unaffected by the attack on mind and soul, but doesn't know things about the undead.

However, Zay-the-Shark can see Aurelian's difficulty, and one thorny fin lightly bumps into him.

Freedom of movement on Aurelian


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

will save, BoL: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
will save, the Kraken: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
religion buffed: 1d20 + 12 ⇒ (10) + 12 = 22

Houghton, for a pirate, has surprising mental resilience, and seems utterly unaffected by the fear aura.

Houghton shouts, "tis the hungry dead, mummies! Don't let them grab ye!" and swims over a few spaces towards Ivandi.

If possible, Houghton will use Fluid Mastery (Su): The shaman gains a swim speed equal to her base land speed, as well as the ability to breathe underwater. In addition, she can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use. This is modified due to the archetype as follows:

Aquatic Spirit Abilities (Su) When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.

So he will blast two of mummies (a 30' cone) for 10d6 damage, DC 18 reflex save for half (8th level + his crashing waves hex, for +2 level, or 8d6+2d6=10d6). In addition, if it's possible to knock prone swimming mummies, if they take damage they would have to make a fort save, though they're undead, right... so they're probably immune to that too.

fluid mastery damage, DC 18 for half, two left-most mummies: 10d6 ⇒ (5, 2, 4, 5, 1, 6, 6, 4, 4, 3) = 40
recharge time: 1d4 ⇒ 3

If he can't hit two mummies, then let me know :). The Kraken is medium sized, and will move to ready an action to aid Aurelian's AC.

aid another, gh: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Whoops. Of course I immediately forget the save reroll. That said, I assume I can act with freedom of movement so... (Also, I went back to check, but I don't think we have any other buffs up that I can tell?

Mechanics:

HP 73/73; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 1/4 charmed life; 0/1 defiant luck)
Panache: 4/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, beacon of luck (+2 to saves, can reroll 1), freedom of movement

Aurelian slips closer to the nearest undead and slashes with his blade -- and his cloak's stinger!

+2 rapier: 1d20 + 14 ⇒ (5) + 14 = 19
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (1) + 7 + 8 = 16
+2 rapier (iterative): 1d20 + 9 ⇒ (3) + 9 = 12
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19

Spine: 1d20 + 9 ⇒ (13) + 9 = 22 the description's a little unclear if the spine is Finesse or light, so I'm treating it as not
Damage (includes 8 precision damage): 1d6 + 1 ⇒ (4) + 1 = 5

Parry (DC=attacker's roll): 1d20 + 14 ⇒ (19) + 14 = 33
Riposte (if parry succeeds): 1d20 + 14 ⇒ (16) + 14 = 30
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19
Crit?: 1d20 + 14 ⇒ (2) + 14 = 16
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (1) + 7 + 8 = 16

3 panache if parry goes off; 4 if riposte crits


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Poor will save, will reroll.
Will save vs DC 16, Beacon of Luck: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Will save vs DC 16, Beacon of Luck: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Well, this is not exactly unexpected... dang.


1 person marked this as a favorite.
Warhammer Game Notes & Maps

GM Stuff:
Red Mummy Reflex vs Fluid Mastery: 1d20 + 2 ⇒ (11) + 2 = 13
Green Mummy Reflex vs Fluid Mastery: 1d20 + 2 ⇒ (11) + 2 = 13

Red Mummy (power attack, underwater) vs Houghton: 1d20 + 14 - 2 - 2 ⇒ (9) + 14 - 2 - 2 = 19
Blue Mummy (power attack, underwater) vs Aurelian: 1d20 + 14 - 2 - 2 ⇒ (13) + 14 - 2 - 2 = 23

# of rounds Invandi is paralyzed: 1d4 ⇒ 3

Red Mummy: 35 damage Taken
Green Mummy: 35 damage Taken
Blue Mummy: 14 damage taken
-------------

Aurelian freezes in place before Zay's spell helps to free the swashbuckler from the despair that had seized him.

Houghton unleashes a powerful torrent of water motion. It slams the mummies back into their crypts before swirling out to churn the rest of the water. Fluid mastery does bludgeoning and the mummies resist some of the damage.

Aurelian fails to penetrate into the thick hide of the mummy he attacks with his rapier. The tail-stabbing seems to go home, but the mummy doesn't look hurt by it. miss/miss/DR

The mummies emerge from their tombs and begin to attack. One attacks Houghton while another second attacks Aurelian. The final mummy struggles to push through the water. The mummies don't have any swim speed. Sucks for them. The attack vs Aurelian hit 23 AC & I assume triggered the parry/riposte, which did not crit but did hit for reduced damage.

Invandi Only:
Invandi is paralyzed for three rounds. This last round was the first of them.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Quick stats:

HP 73/73; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 1/4 charmed life; 0/1 defiant luck)
Panache: 3/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, beacon of luck can reroll save), freedom of movement

Aurelian stabs again and again at the closest mummy, then slides over to the side. He learned well enough in class to not get caught between two foes.

+2 rapier: 1d20 + 14 ⇒ (3) + 14 = 17
+2 rapier (iterative): 1d20 + 9 ⇒ (11) + 9 = 20
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19

Spine: 1d20 + 9 ⇒ (8) + 9 = 17

Parry (DC=attacker's roll): 1d20 + 14 ⇒ (3) + 14 = 17
Riposte (if parry succeeds): 1d20 + 14 ⇒ (7) + 14 = 21
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (3) + 7 + 8 = 18
Oof. I'm rolling awfully; 7 of 11 rolls in this fight have been single digits. 2 panache if riposte goes off.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

"...Invandi is paralyzed, but I can't do anything about that," Zay-the-shark says in guttural shark tones, the big shark-head peering downward to follow Invandi's sinking motion. "Hopefully he'll be okay til I can get to him."

The shark reorients in the water and does a complex shimmy like some unusual mating dance. Bright light erupts from the tips of the shark's fins and streaks towards two of the mummies, bathing them in radiance.

Targeting Blue and Green with a Burst of Radiance. Reflex save DC 16.

On fail, blinded for 1d4 ⇒ 1 rounds. On save, dazzled for same duration. If they are evil, then regardless of save pass/fail, they take 5d4 ⇒ (3, 4, 4, 1, 4) = 16 damage.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Light blasts from under the water, and Taty realizes she needs to get down there soon. Uttering an arcane syllable, a gutteral croak accompanied by the wave of her hand - Taty's form shifts. Her back hunches, her eyes grow bulbous and move to the side of her head, her limbs elongate, and her skin grows green and slimy. A suitable form for a swim, the boggard-Taty thinks, and dives into the water.

Casting Alter Self to gain the form of a boggard, gaining swim 30' and darkvision. Move action: jump into water.


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

"Not again..." Invandi thinks as his body betrays his commands.

A few short seconds of drifting in the water and he becomes slightly more assured. "Slightly better. I just can't move."


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Houghton swims forward a step to protect Ivandi, who is paralyzed, and engages a mummy.

+1 paueliel longspear (green), PA: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
damage, PA: 1d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16
+1 paueliel longspear (green), PA: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
damage, PA: 1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22

The Kraken aids Ivandi's defenses.

aid another: 1d20 + 13 ⇒ (11) + 13 = 24


Warhammer Game Notes & Maps

GM Stuff:
Green Reflex vs Burst of Radiance (DC 16): 1d20 + 2 ⇒ (8) + 2 = 10
Blue Reflex vs Burst of Radiance (DC 16): 1d20 + 2 ⇒ (7) + 2 = 9

Red slam vs Houghton (power attack, underwater): 1d20 + 14 - 2 - 2 ⇒ (1) + 14 - 2 - 2 = 11
Red damage vs Houghton: 1d8 + 10 + 6 ⇒ (5) + 10 + 6 = 21

Green slam vs Zay (power attack, underwater): 1d20 + 14 - 2 - 2 ⇒ (5) + 14 - 2 - 2 = 15
Blind miss chance (1-50 misses): 1d100 ⇒ 29
Green damage vs Zay: 1d8 + 10 + 6 ⇒ (2) + 10 + 6 = 18

Blue slam vs Aurelian (power attack, underwater): 1d20 + 14 - 2 - 2 ⇒ (17) + 14 - 2 - 2 = 27
Blind miss chance (1-50 misses): 1d100 ⇒ 62
Blue damage vs Aurelian: 1d8 + 10 + 6 ⇒ (2) + 10 + 6 = 18

Red Mummy: 46 damage Taken
Green Mummy: 51 damage Taken
Blue Mummy: 44 damage taken

Aurelian stabs at the mummy engaged with him, striking once, before swimming toward the side of the chamber. Some dr applied.

Zay's spell flashes brightly in the small chamber, blinding both of the mummies exposed. The light seems to erode their deathless vitality. Both failed their save & were damaged.

Tatienne jumps into the water with a large splash and is able to see the melee ongoing.

Houghton engages the undead next to Invandi, striking it solidly with one of his blows. The tough flesh resists his stab somewhat. Second attack missed, DR applies.

The mummies press forward, determined to punish the violation of their tomb! One each attack Houghton, Zay & Aurelian. In spite of being blind, the mummy attacking Aurelian swings at the fishy-shaped swordsman with great strength. Houghton is missed vs AC & Zay's mummy misses due to blindness. Attack result vs Aurelian is 27, with blindness miss chance passed. If that hits, damage is 18 & we need a Fortitude save vs mummy rot. I think Aurelian hasn't used his double-roll from Beacon of Luck yet. I'll resolve this if he isn't able to by the next time I post.

All mummies are bloodied. The party can act! (except Invandi)

Invandi Only:
This is your last round of paralyzation.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Zay swims a little bit back to be out of reach of the undead hands, and bumps Houghton with the flat of a sharky tail. "This might help?"

Casting Barksin +3 on Houghton, since he has some mummies ganging up on him


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Taty finds herself - with some consternation - within close contact to a mummy once she hits the water, but Oh well, no time to rue imulsive decisions. That can come later, provided they all survive the next few moments. Shifting her attention to the red at spear's length, Tatienne plunges her longspear at it, and then once more for good effect.

longspear, AL, alter self, power attack: 1d20 + 11 + 3 + 1 - 2 ⇒ (11) + 11 + 3 + 1 - 2 = 24
damage, AL, alterself: 1d8 + 7 + 3 + 1 + 6 ⇒ (7) + 7 + 3 + 1 + 6 = 24

longspear, AL, alter self, power attack, iterative: 1d20 + 11 + 3 + 1 - 2 - 5 ⇒ (2) + 11 + 3 + 1 - 2 - 5 = 10
damage, AL, alterself: 1d8 + 7 + 3 + 1 + 6 ⇒ (3) + 7 + 3 + 1 + 6 = 20


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Fort save (charmed life): 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26

Quick stats:

HP 55/73; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 2/4 charmed life; 0/1 defiant luck)
Panache: 2/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, beacon of luck (can reroll save), freedom of movement

Aurelian grunts at the blow but doesn't seem to suffer any further worse effects, and stabs again at the nearest mummy. The blow seems to have sharpened his focus, and he drive the sword into its head, slashes it with his spine, and regains his fighting form.

+2 rapier: 1d20 + 14 ⇒ (9) + 14 = 23
+2 rapier (iterative): 1d20 + 9 ⇒ (16) + 9 = 25
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (2) + 7 + 8 = 17
Crit?: 1d20 + 9 ⇒ (20) + 9 = 29
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (3) + 7 + 8 = 18

Spine: 1d20 + 9 ⇒ (17) + 9 = 26
Damage?: 1d6 + 1 ⇒ (6) + 1 = 7

Parry (DC=attacker's roll): 1d20 + 14 ⇒ (17) + 14 = 31
Riposte (if parry succeeds): 1d20 + 14 ⇒ (12) + 14 = 26
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (3) + 7 + 8 = 18

+1 panache if that crit succeeds; -1 panache if riposte goes off; +1 panache if I reduce it to 0 hp


Warhammer Game Notes & Maps

Tatienne's first strike dispatches the mummy furthest from her & Aurelian's second blow strikes home with great force, pushing through the creature's eye socket. Both mummies go silent.

Aurelian's second attack was the crit & the mummy lasted long enough for that to go off, so Aurelian gets a panache recovery. We still have one mummy left & need actions from Houghton. Invandi is paralyzed still. I'll probably push soon if we haven't heard from Houghton.


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Houghon slips to the east a little to stab at one of the mummies.

5' step east then full attack.

+1 paueliel longspear (red),PA: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
damage, PA: 1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23
+1 paueliel longspear (red),PA: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
damage, PA: 1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22

Horrible rolls!

The Kraken aids Ivandi's defenses.

aid another: 1d20 + 13 ⇒ (10) + 13 = 23


Warhammer Game Notes & Maps

GM Stuff:
Green slam vs Houghton (power attack, underwater): 1d20 + 14 - 2 - 2 ⇒ (14) + 14 - 2 - 2 = 24

Red Mummy: dead again
Green Mummy: 51 damage Taken
Blue Mummy: dead again

Houghton's stabs go wide of the mummy. The mummy strikes back at him, pushing through the water in its attack. Attack result 24 isn't going to hit. The heroes quickly dispatch the creature.

We could go through the formality of making you destroy this thing, but it only has one good hit left in it. If anyone wants to demonstrate their prowess by making attack rolls, they can do so.

Exploring the room further after the sediment settles down, the party discovers a Ring of Protection +2 and a magical candle that Tatienne fails to identify.

The party can exit via the door of the chamber, which you quickly find is jammed tight & requires three successful Disable Device or Strength checks to clear. We can roll if we want, but it mostly just takes time and would be noticeable on the other side. Alternately, you could climb back up to the room you were in before the floor collapsed and explore there.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Going to check my attacks; I figure if I hit, I'll take the kill, which matters for panache.
+2 rapier: 1d20 + 14 ⇒ (17) + 14 = 31
+2 rapier (iterative): 1d20 + 9 ⇒ (18) + 9 = 27
Going to say that gets me back to 4 panache. Be nice if I get those rolls at the start of combat.

Quick stats:

HP 55/73; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 vs. disarm)
Fort +4, Ref +11, Will +2 (0/1 set mind; 2/4 charmed life; 0/1 defiant luck)
Panache: 4/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, beacon of luck (can reroll save), freedom of movement

"We should go back up, and explore more above," Aurelian decides. Though I don't actually care all that much as a player if others want to go through the stuck door.


Warhammer Game Notes & Maps

That would crit, so the panache is OK.


Warhammer Game Notes & Maps

Climbing back up to the chamber above, you are able to search the shelves properly now that you know which parts of the remaining floor can bear weight.

You locate a number of bottles that have survived the millenia. Your findings include: Bottle of Air, Incense of Meditation, 2 Oils of Align Weapon, 4 Oils of Magic Weapon, 3 Oils of Protection from Chaos, 3 Oils of Resist Energy (electricity), 5 Oils of Shield of Faith (CL 6), 3 Oils of Touch of the Sea, 3 Oils of Water Breathing. You also discover a finely made pitcher shaped like a giant bee.

Appraise would be needed for the pitcher, which isn't magical. If you decide to roll on it, let me know whether you are trained.

There aren't any more unexplored chambers in the upper levels of the temple, so your choices are to revisit some of the places you have already been or to go down into one of the submerged regions.


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Invandi shakes off his underwater paralysis and swims to the top of the water. He takes his time climbing up to the room above.

Once the party is all gathered, he looks at Houghton and gives him a small bow. "Thanks!"

"Yeah," the sylph says as he looks back into the water below the broken floor "lets clear the rest of what we can easily walk to."

1 to 50 of 3,942 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Ruins of an Empire Gameplay All Messageboards

Want to post a reply? Sign in.