Bozzinator's Ruins of Azlant Extravaganza
Game Master
Bozzinator
Slides
Loot Sheet
2d6 ⇒ (3, 2) = 5
You all are able to relax talk with Carver, drink some then end up going back to your houses to turn in for the night. After a nights rest you all wake up and get ready for the morning.
Where to next? You know that you have 5 places to go to that you read in the Pathfinder Chronicle. 1) Abandoned Ulfen Settlement, 2) Waterfall Cave, 3) Sunken Laboratory, 4) Crystal Monument, 5) Ancient Observatory
CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss
Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4
ulfen also sounds good. Going in order.
You all get ready and head out, surprisingly not that far from the settlement.
The ancient remnants of a long-lost settlement are nestled away in a lowland cove surrounded by high cliffs. A single, large building of old river stones with a collapsed wood roof stands on a low hill around a flooded reach of tidal pools and empty cellar holes.
Slide 1 Updated. the building its talking about is the building that is closest to you to the South-West.
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft
Atlan will move to the north west area of the building
You guys are able to see inside the building a bit and see some random supplies strewn about but can't see more unless you get close.
Atlan you see an unusual movement in the water and a thickness in the air.
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft
weapons out! Something is off i can feel it in the air and there is something in the water!
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Since enough time has passed for our goodberries to expire, Rhys would cast again before leaving the settlement.
Goodberries: 2d4 ⇒ (4, 4) = 8
Rhys stealths forward. Swift to switch Esgidiau's animal focus to owl for a +4 to stealth.
Rhys: 1d20 + 4 ⇒ (5) + 4 = 9
Esgi: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21
Perception on door: 1d20 + 7 ⇒ (4) + 7 = 11
You check the door and it does not looked to be trapped and you don't hear anything inside.
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Rhys quietly opens the door.
Stealth: 1d20 + 4 ⇒ (19) + 4 = 23
As you open the door quietly you notice a threadbare bedroll, a rusted iron pot and other signs of a makeshift camp. You also notice strange markings on the wall.
Knowledge Local or Linguistics and this check you are able to roll it untrained.
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
I knew I should have bought that cracked gold nodule!
Int only: 1d20 + 1 ⇒ (1) + 1 = 2 Lol.
Unfortunately you can not tell what the markings are.
Is everyone else following Rhys?
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Rhys steps into the room, eyes alert for trickery.
Active Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
Stealth, Esgi: 1d20 + 11 ⇒ (11) + 11 = 22
Hugging the wall, he peers around the corner into the small room. If possible, he'll try to catch Atlan's eye through the hole in the north wall.
All you see are more signs of a makeshift camp that has been quite a while ago.
Atlan makes eye contact with you as he is standing in a bit of the water with his weapon drawn looking around.
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Rhys returns to the group.
"Camp site, abandoned. Writing on the walls in the building, but I don't know what it is."
N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'
Eustice follows Rhys and attemptsto interpret the markings.
Int check: 1d20 + 1 ⇒ (1) + 1 = 2 welp
Knowledge Local for Mary: 1d20 + 13 ⇒ (17) + 13 = 30
Mary notices that the strange markings are actually early cipher glyphs used by the Pathfinder Society. They say simple things but are interpretted as: Undead in Water and No Safe Shelter Here
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft
Atlan will make his way towards the camp
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
"Undead in water? Hmm."
Rhys pulls the cloak of the manta from his backpack and puts it on. He then activates a couple of wands before casting barkskin.
]Casting heightened awareness, longstrider, and barkskin.
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Rhys walks out of the building, looking at the rocks in the water. Are those large enough or flat enough for us to leap on to? I havea potion of fly but I'd prefer not to use it now.
Really should have bought a couple of potions of jump I guess.
CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss
Fang shimmies his way along the terrain and then through the house, trailing after Rhys.
"Dead stuff eh? Too bad. They usually scare off the food."
Moved back Rhysfar and Esgidiau because you would of noticed something before going further.
Every except Mary Kay and Eustice notice unusual movement in the water and a thickness in the air.
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'
Eustice steps over and touches Rhys, casting Bulls Strength on him.
+4 STR for 4 min.
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft
Atlan will move up to the water edge and ready an action to strike anything that moves towards him that looks like its attacking
As you guys are looking around you see 3 creatures rise from the water holding axes.
Combat Tracker wrote:
Round 1
Mary Kay
Green
Atlan
Rhysfar & Esgidiau
Red
Fang
Blue
Eustice
Mary Kay is up
Slide 1 has been updated.
Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4
If I was able to tell anything about the undead.
Knowledge(Religion): 1d20 + 13 ⇒ (12) + 13 = 25 Is lighting going to work, them DM choice.
Mary Kay steps to the opening and taps Atlan on the shoulder. Casts Aid.
Temporary Hit Points: 1d8 + 4 ⇒ (5) + 4 = 9 and +1 morale bonus to hit.
Arcane Bolt 9 | Sorcerer 8/4
Drauger
CE Medium Undead (Water)
-Yes, Electricity will work on them.
-Nausea (Su) A creature that is damaged by a draugr must make a DC 12 Fortitude save or be nauseated for 1 round.
-DR 5/bludgeoning or slashing
Mary moves up and casts aid on Atlan.
Green moves up to Altan and takes a swing with his axe.
Attack: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Damage: 1d12 + 11 ⇒ (9) + 11 = 20
Atlan can I have a Fort Save Please.
Combat Tracker wrote:
Round 1
Mary Kay
Green
Atlan *HP 28/39
Rhysfar & Esgidiau
Red
Fang
Blue
Eustice
Atlan, Rhysfar, and Esgidiau are up.
The Temp HP are gone.
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Rhys charges Red.
Attack, bull's strength, charge, power attack: 1d20 + 8 + 2 + 2 - 1 ⇒ (16) + 8 + 2 + 2 - 1 = 27
Damage, lead blades, bull's strength, power attack: 2d6 + 10 + 3 ⇒ (6, 3) + 10 + 3 = 22
animal companion 5 | hp 43 | AC 23, touch 16, flat-footed 19 | CMD 20 | Fort +7, Ref +8, Will +2 | evasion | Perception +5, low light vision, scent | animal aspect: bull (+4 enhancement bonus to strength) |
Esgi charges Red. if possible, don't know if that bit of wood on the ground is difficult.
Attack, outflank, charge: 1d20 + 8 + 4 + 2 ⇒ (17) + 8 + 4 + 2 = 31
Damage, Talon: 1d6 + 3 ⇒ (1) + 3 = 4
Can I have a Fort Save from both Rhysfar and Esgidiau?
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Rhys: 1d20 + 7 ⇒ (6) + 7 = 13
Esgi: 1d20 + 7 ⇒ (17) + 7 = 24
You both start to feel like your having a hard time breathing but you are able to shake off the feeling.
Also Rhysfar will finish off Red with 1 strike. Did you want to move Esgi to another guy?
animal companion 5 | hp 43 | AC 23, touch 16, flat-footed 19 | CMD 20 | Fort +7, Ref +8, Will +2 | evasion | Perception +5, low light vision, scent | animal aspect: bull (+4 enhancement bonus to strength) |
Not wanting to enter the water, Esgi turns toward the remaining Draugr and warks.
Rhysfar destroys the Red Drauger with ease as Esgidiau walks towards the other one.
Combat Tracker wrote:
Round 1
Mary Kay
Green
Atlan *HP 28/39
Rhysfar & Esgidiau
Fang
Blue
Eustice
Atlan and Fang are up.
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft
Atlan will enter a rage and strike out at green
Raging Trident PA: 1d20 + 10 ⇒ (17) + 10 = 27
Raging Damage: 1d8 + 10 ⇒ (1) + 10 = 11
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft
FortSave: 1d20 + 6 ⇒ (5) + 6 = 11
CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss
Fang takes a step to the side for a clearer shot before infusing his shot and blasting at green.
Ranged vs Touch: 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
Elec: 2d6 + 2 + 2 + 1 ⇒ (6, 5) + 2 + 2 + 1 = 16
Thundering infusion, Fort save, DC15 or be deafened
taking 1 burn from the infusion.
Burn 1 (4NL)
Elemental Overflow +1atk/+2dmg
will add a fort save since it seems like folks near me are needing them
Fort?: 1d20 + 9 ⇒ (13) + 9 = 22
Atlan fails and gets 1 negative level. Atlan and Fang work together but are unable to finish off Green but get some solid hits to him. Atlan feels his attack wasn't as good as he thought.
fort: 1d20 + 4 ⇒ (11) + 4 = 15
Blue moves up to Esgidiau and attacks.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Combat Tracker wrote:
Round 1
Mary Kay
Green -21
Atlan *HP 28/39 *1 Negative Level
Rhysfar & Esgidiau
Fang
Blue
Eustice
Eustice and Mary Kay are up.
Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4
Mary Kay unleashes a pair of magic missiles at Green. Piercing does not work well. Do you have something else?
Magic Missile: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Mary Kay then moves to the other door, trying to see what makes Blue so special.
Knowledge(Religion): 1d20 + 13 ⇒ (11) + 13 = 24
Arcane Bolt 9 | Sorcerer 7/4
Edit for Monster ID oops. No moving and ID green.
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft
Taking Mary kays advice atlan will 5ft back pull off a chakram from his hip and throw it at green
Raging Chakram PA: 1d20 + 8 ⇒ (2) + 8 = 10
Raging Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Rage 6/8
Draugr Captain
CE Medium Undead (Water)
DR 5 / Slashing & Bludgeoning
Energy drain (1 level) on a hit
Obscuring Mist Spell Like 3 times a day.
N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'
Mary Kay let's loose 2 Magic Missiles and hits Green but doesn't quite drop the Draugr Captain. Eustice casts Bless.
Green strikes at Atlan again.
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
The Draugr Captain is not able to hit Altan but Atlan is not able to hit him either.
Combat Tracker wrote:
Round 2 *Bless is up.
Mary Kay
Green -28
Atlan *HP 28/39 *1 Negative Level
Rhysfar & Esgidiau
Fang
Blue
Eustice
Rhysfar , Esgidiau and Fang are up.
CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss
”Aren’t you supposed ta be in a hole somewheres. How bout ya go there now.”
Fang charges up and zaps at green again.
if green drops, I’d like to move to a spot 3 west and 1 nw of where I am now. (Would put me 3 left of esgi)
Ranged vs Touch, bless: 1d20 + 6 + 1 + 1 + 1 ⇒ (9) + 6 + 1 + 1 + 1 = 18
Elec: 2d6 + 2 + 2 + 1 ⇒ (1, 3) + 2 + 2 + 1 = 9
Fang gets a good hit and finishes off the Draugr Captain.
Combat Tracker wrote:
Round 2 *Bless is up.
Mary Kay
Atlan *HP 28/39 *1 Negative Level
Rhysfar & Esgidiau
Fang
Blue
Eustice
Rhysfar and Esgidiau are up.
CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 | Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|
Just enough room for a charge.
Charge, outflank, power attack: 1d20 + 10 + 2 + 4 - 1 ⇒ (6) + 10 + 2 + 4 - 1 = 21
Slashing Damage: 2d6 + 10 + 3 ⇒ (6, 3) + 10 + 3 = 22
animal companion 5 | hp 43 | AC 23, touch 16, flat-footed 19 | CMD 20 | Fort +7, Ref +8, Will +2 | evasion | Perception +5, low light vision, scent | animal aspect: bull (+4 enhancement bonus to strength) |
Bite: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21
Talon: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14
Talon: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22
B/S/P Bite Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Slashing Talon damage: 1d6 + 3 ⇒ (1) + 3 = 4
Slashing Talon damage: 1d6 + 3 ⇒ (5) + 3 = 8
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