Ruins of Azlant

Game Master Aldizog

Pathfinder Adventure Path: Ruins of Azlant

Set sail and join the expedition to colonize the lost continent of Azlant.

Slides

Character Perception Checks:

[dice=Brannart]1d20 + 5[/dice]
[dice=Fenna]1d20 + 9[/dice]
[dice=Malakar]1d20 + 10[/dice]
[dice=Razor]1d20 + 7[/dice]
[dice=Sho]1d20 + 9[/dice]
[dice=Vexas]1d20 + 13[/dice]

Character Initiative Rolls:

[dice=Brannart]1d20 + 6[/dice]
[dice=Fenna]1d20 + 6[/dice]
[dice=Malakar]1d20 + 3[/dice]
[dice=Razor]1d20 + 2[/dice]
[dice=Sho]1d20 + 3[/dice]
[dice=Vexas]1d20 + 8[/dice]

Character SpellCraft Checks:

[dice=Fenna]1d20 + 7[/dice]
[dice=Vexas]1d20 + 8[/dice]

Hero Points:
Brannart: 1
Fenna: 3
Malakar: 1
Sho: 2
Vexas: 3


2,201 to 2,250 of 3,164 << first < prev | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | next > last >>

M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart squints at the tiny tracks as they are pointed out.
"I'm not sure I can hit something that small."

Nevertheless, he stands ready.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna gratefully crawls away to find a place to sleep for a while after the moon is out.

Fenna isn't inclined toward waiting around for a fight with something they can't yet identify.

"Why don't we find some cover and watch? There may be no need for trouble."

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


GM Screen:

Perception Check

Brannart: 1d20 + 3 ⇒ (3) + 3 = 6
Fenna: 1d20 + 8 ⇒ (12) + 8 = 20
Malakar: 1d20 + 8 ⇒ (14) + 8 = 22
Sho: 1d20 + 9 ⇒ (14) + 9 = 23
Vexas: 1d20 + 7 ⇒ (14) + 7 = 21

Sho recognizes the tiny divots in the ground as being identical to the divots previously found. What could make these, she still does not know.

Sho, Malakar, Vexas, and Fenna:
A sound, like metal clinging together, gets your attention to the north. Looking in the direction of the tower, part of the ground appears to be moving toward you. It reminds you of a 10x15 swath of carpet perpetually unfurling or an ocean wave that never went back out to sea. This carpet or wave-like object is about one hundred fifty feet away and moving fast toward you.

Perception DC 24:
You focus your vision and zero in on this movement. The wave is made up of thousands of fine metal balls. Little metal spikes perpetually extend and retract, making minute divots in the ground.

Perception DC 26:
While watching this swarm of metal balls, you notice that it avoids or moves around large stones or areas where vertical climbing would be required.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna points at the approaching mass and tells everyone.

"It's time to go, right now."

On the off chance there might be some debate concerning this point, Fenna takes herself out of hearing range as fast as her legs will carry her. Her destination is any vegetation that will provide cover in any direction that is not toward the metal moving carpet thing.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Fenna gets Brannart's attention as she points north, before running in the opposite direction.

Brannart is now eligible to read the spoiler.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas' eyes almost bug out when he sees the patch of ground moving towards them. Noting that Fenna is wasting no time he turns and chases on his stubby legs.

Feeeennna. Waaaaaaait!

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Run away! In her best Monty Python impression, of course


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

"Automata?" Malakar sees his comrades flee. "I guess we are avoiding them?"

Malakar follows the group while pondering if any of his magics would be useful against these things.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart can't make the Perception checks.

He moves with the party, guarding the rear as they retreat, with his ranseur ready.

"Can we outrun this? Or hide from it?" He sounds doubtful.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

"Given the tracks they have left follow a path it seems they are on a patrol. Maybe if they don't see us they will stay on that route and we can avoid them."


Malakar made both Perception Checks. Assuming he shared the information, feel free to read. These may help in your decision of what you want to do. Currently, I am picturing you running back toward the jungle.


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Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

I'm picturing Fenna running back toward the jungle faster than in how you're picturing it.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

I read the spoiler and missed the obvious tactical information facepalm.

"Myabe we should climb something? It looks like they can't move vertically very easily!"


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

"If we want to get to the tower, I think we'll have to deal with this thing, whatever it is, sooner or later."

Are there parts of the stone promenade/walkway that are higher off the ground? Or boulders we might climb on top of?

Brannart is okay at climbing even in his armor. +5 after ACP.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Hearing Malakar, Vexas runs to the nearest tree and climbs.

Climb: 1d20 - 2 ⇒ (16) - 2 = 14


While his companions make for the cover of the jungle, Brannart turns to scan the promenade and surrounding field. He spots rock debris to either side of the walkway, most likely the remnants of collapsed buildings fallen to the decay of time and the ravages of Earthfall. It appears that this debris could offer a haven from the carpet of animated ball-shaped caltrops moving toward them. With its current speed and position, the warrior expects it could be a race to the possible sanctuary.

Brannart Survival Check DC 15:
Using his previous military training, Brannart realizes that the flights of steps might also provide a tactical advantage against the swarm of caltrops.

_________________________________________________________________________

Vexas reaches the perceived safety of the jungle and finds a tree to climb. The Halfling tries and tries, but the bark is slippery and the lower branches are just a bit too high for the rogue turned mage. Vexas turns back with his feet still on the ground, his heart racing from the failed climb. Wide-eyed and gripped in fear, he views the fast approaching wave through a window of leaves and branches.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Survival: 1d20 + 3 ⇒ (9) + 3 = 12

Hmmm... I'll use a Hero Point after the roll for a +4, making that a success. 2 Hero Points left.

"To the steps!" he shouts, leading the way.


On Slide 5, I moved tokens to where characters might be. Those running were moved to the southern edge of the map. Brannart I kept closer to the promenade.

For characters that ran. Make a Will Save DC 10 (Fear). A success, means you can act as normal. A failure of 4 or less: you have the Shaken Condition. (-2 on Attack, Saving Throws, Skill Checks, and Ability Checks). A failure of 5 or more: you have the Frightened Condition. (Similar to Shaken, but you are compelled to flee). Each new round, you can make a new Will Save to move your condition 1 step closer to normal. A failure will not make you regress to a worse condition.

GM Screen (Initiative Rolls):

Swarm of Caltrop Things: 1d20 + 2 ⇒ (13) + 2 = 15

Brannart: 1d20 + 6 ⇒ (6) + 6 = 12
Fenna: 1d20 + 6 ⇒ (7) + 6 = 13
Malakar: 1d20 + 3 ⇒ (20) + 3 = 23
Sho: 1d20 + 3 ⇒ (3) + 3 = 6
Vexas: 1d20 + 8 ⇒ (5) + 8 = 13


ROUND 1

Malakar <----

Swarm of Metal Ball Things

Vexas

Fenna

Brannart

Sho


Malakar Wisdom Check DC 11:
Pondering magic, Malakar realizes that if he could create a pit in the earth, the metal balls may become trapped since they cannot scale vertical walls. He is aware of such a spell called Expeditious Excavation .


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Oh... Hearing Brannart's directive, Vexas focuses and looks toward the stairs.

Will, DC10: 1d20 + 3 ⇒ (2) + 3 = 5 Arg

But, fear grips him and he descends into a delirious state of fright.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna is unpersuaded by Brannart's alternative plan. She stops for just a moment to explain why.

"And then what? What are we going to do about a swarm of tiny spiked metal balls? Once we're up there we're easily seen and monitored. What if it doesn't have anything better to do than just stay down at the bottom forever? I doubt it eats or drinks. If it's a construct it can just wait us out, no matter how long it takes."

Then she continues running for the forest, convinced that losing the thing is the only safe plan.

WILL: 1d20 + 5 ⇒ (15) + 5 = 20

I may not be understanding the map correctly, but the steps look to me like one of those cartoonish scenes where a shipwrecked guy is standing on a tiny desert island, big enough of a single tree, while a shark circles it.


Vexas Flamespark wrote:

Oh... Hearing Brannart's directive, Vexas focuses and looks toward the stairs.

[dice=Will, DC10]1d20+3 Arg

But, fear grips him and he descends into a delirious state of fright.

I may be incorrect, but does Vexas get an additional +2 to this roll due to being a Halfling?


Fenna Pender wrote:


I may not be understanding the map correctly, but the steps look to me like one of those cartoonish scenes where a shipwrecked guy is standing on a tiny desert island, big enough of a single tree, while a shark circles it.

Hopefully this clarifies. The stairs go up (or down) a mild hilly grade. After a set of stairs, the promenade continues until the next set of stairs. The promenade is only 5 feet wide. While the characters perceive that the metal balls will be unable to move up the stairs, they can probably bounce down them or move up the hill to overcome their disability of moving up stairs. Also, I could add a shark if Malakar calls to Razor. :)


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

But the stairs end at what? Where do they go if anywhere? If the metal ball carpet has swarm characteristics we can't harm it. It can't get to us, we can't harm it is no good solution unless there's some exit option.


Fenna Pender wrote:
But the stairs end at what? Where do they go if anywhere? If the metal ball carpet has swarm characteristics we can't harm it. It can't get to us, we can't harm it is no good solution unless there's some exit option.

Gotchya. The crumbled promenade extends passed where you can see as it continues to rise via stairs. As far as the characters can tell, it may extend all the way to the tower in the distance which appears to stand near the top of the hill/mountain. Hopefully this adds to the bigger picture. I offered Malakar a tidbit of potentially useful information if he makes his Wisdom Check.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1
Fenna Pender wrote:
But the stairs end at what? Where do they go if anywhere? If the metal ball carpet has swarm characteristics we can't harm it. It can't get to us, we can't harm it is no good solution unless there's some exit option.

We do have ways to harm it. Malakar's wand of Flaming Sphere, primarily. But Brannart also has a flask of acid.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Sorry about delayed response had a bad past few days off a med until I see my Dr. Tomorrow

Malakar picks his brain and wishes he prayed for different magics today. He pulls out one of his wands and utters the command word.

One Charge of flaming Sphere conjured in the front center of the "moving carpet" Flaming Sphere Damage DC 13 reflex for half: 3d6 ⇒ (1, 2, 6) = 9


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Yes, I did miss the extra +2 vs. fear, but that still just gets him to 7 vs. DC10 (pretty bad roll at a bad time).


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M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

@Vexas, that +2 is the difference between being Shaken vs being Frightened. Because now you didn't fail by 5 or more.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Oh right! Forgot about the failure scale there.


Reflex Save DC 13 vs Flaming Sphere: 1d20 + 3 ⇒ (17) + 3 = 20

If I am understanding Flaming Sphere correctly, a successful save negates any damage.

Malakar summons a rolling ball of fire and directs it toward the swarm of caltrops. As the sphere nears, the metal balls split apart and move around the burning globe, only to reform on the other side and continue on its course toward you.

ROUND 1

Malakar

Swarm of Metal Ball Things

Vexas <---- (Shaken)

Fenna <----

Brannart <----

Sho <---- (Needs Will Save)

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Will save: 1d20 + 2 ⇒ (16) + 2 = 18

Sho manages to keep her wits undr pressure


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

You are correct I misread it as half but it is negates. Luckily I get another shot next round and I have plenty of charges.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna looks slows to look back again and can't believe what she's seeing.

"Just get away from it!" she yells. It's pointless and foolish for her to do anything other than keep going for the jungle so she does.

All I can say is best of luck with an acid flask and some flaming spheres. I truly wish you the best.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas hesitates, looking back and forth between Fenna's continuing retreat and Malakar and Brannart's tactics.

Uh, do you really think that will work?

He begins thinking through the spells he most recently studied and tries to think of what would slow down this strange mass if it turns out to be hostile.

[standard] Ready action: if it gets within 20' of Brannart cast grease under it (and extending South so it has to pass through more of the grease to proceed towards us.


Is Fenna doing an all out run through the jungle? Climbing a tree or anything?

Brannart and Sho have Round 1 actions. And Malakar can take a Round 2 Action.

As the companions debate the next course of action, the sound of the spike-retracting balls hums and clicks closer.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Has Fenna reached the trees? Is there cover of some other type? What distance has she traveled?


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart moves up on the stairs (high enough that the swarm cannot reach him) and readies to throws his acid flask at the swarm once it is within 10'.

Readied Attack:
Ranged Touch: 1d20 + 5 ⇒ (12) + 5 = 17
If that is a miss, will spend a Hero Point for a +4 after the fact.
Damage: 1d6 ⇒ 4 +50% vs swarm, so 6


I assumed that Fenna made at least a double-move, if not a full out run or a move and a climb. She was near the edge of the jungle when the swarm was initially spotted. Since she is shouting to Brannart, I would think that she is close enough to see through the foliage. There are trees to climb and probably the occasional mossy boulder.

Sho still has a Round 1 Action.

Malakar can take his Round 2 Action

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Sho continues to run, having no way to stop the swarm.

She looks for an easy tree to climb


GM Screen:

Swarm Reflex Save vs Grease Spell DC 13: 1d20 + 3 ⇒ (9) + 3 = 12

Flaming Sphere: 3d6 ⇒ (2, 2, 4) = 8

Fenna and Sho enter the jungle’s edge and find protection in trees and on rock.

As the swarm of spiked metal balls rolls toward Brannart, Vexas casts his spell and a thick layer of butter-like grease bubbles up from the ground and coats the area around the balls. Their forward motion comes to a halt as they get caught up in the grease and spin in place. Brannart moves to a strategic position and uses this opportunity to launch his acid flask. Acid splashes all over the spinning balls, making their outer surface sizzle, crack, and crumble.

Moments later, Malakar commands the Flaming Sphere towards the north side of the swarm. With the balls spinning in place, the fiery globe crashes into the swarm and rolls over the balls, melting many in the exchange.

ROUND 2

Malakar

Swarm of Metal Ball Things (-14 HP)

Vexas <---- (Successful Will Save or Remain Shaken)

Fenna <----

Brannart <----

Sho <----

Brannart's use of the Hero Point was needed.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Oh hey, it worked. I wasn't entirely sure to be honest :)

Will, DC10: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 ... -_-

So with the Swarm of Metal Ball Things crossed out, are we out of combat?


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna finds a tree.

Climb: 1d20 + 1 ⇒ (11) + 1 = 12

And stands behind it.


Vexas Flamespark wrote:


So with the Swarm of Metal Ball Things crossed out, are we out of combat?

we are still in combat. The swarm's turn ended when it failed its reflex save and was stopped by the Grease spell. Using the strike-through shows that its turn is over for the round. Notice that right above, Malakar's name is also struck-through.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

"That's all I've got," Brannart says to Malakar.
"Vexas bought us some time, and I can lead them away to buy you more time if needed."

Brannart will hang out where he is for now, up on the stairs, hoping that between the Grease and the Flaming Sphere the swarm can be defeated.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

So commanding the old sphere would have only taken my move action leaving me with a standard in round 2 to summon a new sphere.

Flaming Sphere DC 13 reflex negates: 3d6d6 ⇒ (5, 2, 5, 6, 1, 6, 5, 2) = 32


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

I checked the post I only typed 3d6 but some bug made it 3d6d6 so I guess just use the first 3 if they don't negate.


Malakar watches as the balls spin in place, attempting to find traction. Seeing his chance to end this, he incants into his wand and drops another globe of flame over the ancient technology. A fiery blaze consumes the swarm. The balls already weakened by the acid, crumble to metallic dust and sink into the Grease.

combat over


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas cautiously steps closer to the site of the commotion and pokes at the remains with his sword.

I don't think we can prepare for too many more of those in one day...

He looks back towards the edge of the jungle and calls out for Fenna and Sho to return.

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