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=Sho]1d20 + 9[/dice]
[dice=Sosche]1d20+8[/dice]
[dice=Vexas]1d20 + 13[/dice]

Character Initiative Rolls:

[dice=Brannart]1d20 + 6[/dice]
[dice=Fenna]1d20 + 6[/dice]
[dice=Sho]1d20 + 3[/dice]
[dice=Sosche]1d20+1[/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


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Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Shoot, IC, DA, RS: 1d20 + 9 + 2 - 2 - 2 ⇒ (20) + 9 + 2 - 2 - 2 = 27
dmg, DA, IC: 1d8 + 2 + 4 + 2 ⇒ (5) + 2 + 4 + 2 = 13

Shoot, IC, DA, RS: 1d20 + 9 + 2 - 2 - 2 ⇒ (17) + 9 + 2 - 2 - 2 = 24
dmg, DA, IC: 1d8 + 2 + 4 + 2 ⇒ (1) + 2 + 4 + 2 = 9

Shoot, IC, DA, RS, Crit?: 1d20 + 9 + 2 - 2 - 2 ⇒ (19) + 9 + 2 - 2 - 2 = 26
dmg, DA, IC: 2d8 + 16 ⇒ (4, 4) + 16 = 24

DA Deadly Aim, RS Rapid Shot, IC Inspire Courage. And Precise Shot so no penalty for shooting in melee

Two arrows flies by, despite the fighting crowd
And strikes their target, the witch, with frightening precision

on the map, the witch seems to be behind closed doors, if she cant be hit, Sho will shoot the damaged mist fist (critical hit), then the other


The doors to the witch are open, so you could hit her - but she has cover (from both your allies and hers). You need Improved Precise Shot to ignore cover penalties. There are two different penalties that can apply; -4 for shooting into melee (if both combatants are adjacent to each other, regardless of their position relative to you, and Precise Shot ignores this) and -4 for cover (if combatants block your line of fire to your target, and Improved Precise Shot Ignores this). So, Sho would have a -4 to hit the hag. Do you still wish to target the hag, or do you wish to go for the Vampiric Mists?

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

I'll switch for the mists, first the one already wounded, then the other.


Sho's magically-enhanced arrows tear apart one Vampiric Mist and injure another. They are immune to crits, but 13 damage is enough by itself. I moved Sho 5' so she would be able to hit both.

Round 2 - Active Effects: Inspire Courage +2
Fenna
Mist (-9 HP)
Brannart (-5 Con, -3 HP, Bleed)
Sho
Vexas (-2 Con)
Helekhterie (-12)
Sosche (-10)


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Vexas is not in a rush back to the front of the melee. So... he executes some gesticulations, mutters some draconic, and draws butter from his spell component pouch...

Suddenly a sheen of slippery substance forms below Helekhterie's feet!

[standard] Arcane Bond: Cast Grease (DC13, area marked on map)


Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
The sea hag maintains her footing.

"Tricksy halfling... I can be tricksy too."

Helekhterie moves up out of the Grease.
DC 10 Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23

She then casts a spell, while not taking her eyes off of Brannart's sword or Fenna's spear.
DC 17 Concentration to cast defensively: 1d20 + 10 ⇒ (17) + 10 = 27

A multicolored blast of light washes over the party, though it does not reach to Sho.
Color Spray. Will DC 16 or stunned 1 round. Illusion, Pattern, and Mind-Affecting.

Brannart Will, vs mind-affecting, Heroism: 1d20 + 2 + 2 + 2 ⇒ (11) + 2 + 2 + 2 = 17
Brannart resists the effect.

Round 2 - Active Effects: Inspire Courage +2
Fenna
Mist (-9 HP)
Brannart (-5 Con, -3 HP, Bleed)
Sho
Vexas (-2 Con) - Will DC 16 or be stunned 1 round
Helekhterie (-12)
Sosche (-10) - Will DC 16 or be stunned 1 round

Round 3 - Active Effects: Inspire Courage +2
Fenna - Will DC 16 or be stunned 1 round

I'm going to say that the square SE of Fenna is usable, but considered Difficult Terrain.


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

Fenna turns her head aside in time to avoid the flash's effects. She then takes a poke at the red mist.

WILL: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

AttacK: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10


M Human Oracle 6 | AC 20, T13, FF18, CMD 17 | HP 60/60 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped =Greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (5/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Will: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 (mind affecting?) vs DC 16 - stunned 1 round

Having no luck at all, Sosche is stunned and reeling for the round as he tries to rub the bright lights out of his eyes.


Fenna just misses with her attack.
They are AC 14.

Sosche is stunned and drops his sword. I did note in OOC text above that it was mind-affecting, as well as illusion and pattern.

The Vampiric Mist swoops at Brannart again!

Touch Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Con Damage: 1d3 ⇒ 3
Temp HP: 1d8 ⇒ 7

He has now taken 8 Con damage. His Con is 14.

Round 3 - Active Effects: Inspire Courage +2
Fenna
Mist (-2 HP)
Brannart (-8 Con, -3 HP, Bleed)
Sho
Vexas (-2 Con; Will DC 16 or be stunned 1 round)

Helekhterie (-12)
Sosche (-10)


M Human Ftr6 | AC 25, T13, FF23, CMD 23 (29 vs Grapple, 25 vs Disarm, 26 vs Trip) | HP (64/64) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +6 (low-light) | Hero Points: 2

Bleed: 1d6 ⇒ 6
Brannart, in quite a lot of trouble now, slashes at the Vampiric Mist.
Attack, PA -2, Heroism +2, IC +2. Defensively: 1d20 + 10 - 2 + 2 + 2 - 4 ⇒ (20) + 10 - 2 + 2 + 2 - 4 = 28
Damage: 1d8 + 6 + 6 + 2 ⇒ (4) + 6 + 6 + 2 = 18

He lands a powerful blow, but the mist creature is still active.
It is immune to crits.

Round 3 - Active Effects: Inspire Courage +2
Fenna
Mist (-20 HP)
Brannart (-8 Con, -9 HP, Bleed)
Sho
Vexas (-2 Con; Will DC 16 or be stunned 1 round)

Helekhterie (-12)
Sosche (-10)

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Shoot at Mist, DA, IC: 1d20 + 9 + 2 - 2 - 2 ⇒ (10) + 9 + 2 - 2 - 2 = 17
Dmg, DA, IC: 1d8 + 2 + 4 + 2 ⇒ (5) + 2 + 4 + 2 = 13

Rapid shoot, DA, IC: 1d20 + 9 + 2 - 2 - 2 ⇒ (20) + 9 + 2 - 2 - 2 = 27
Dmg, DA: 1d8 + 2 + 4 + 2 ⇒ (2) + 2 + 4 + 2 = 10

If mist is down after 1st arrow, targets the witch instead

Rapid shoot, DA, IC, Crit?: 1d20 + 9 + 2 - 2 - 2 ⇒ (11) + 9 + 2 - 2 - 2 = 18
Dmg, DA: 2d8 + 16 ⇒ (1, 8) + 16 = 25

Once again, two arrows flies by in the melee, and hit their intended targets


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

DC16 Will: 1d20 + 6 ⇒ (5) + 6 = 11

Vexas blinks, and struggles to focus on... something. It seemed so important just a moment ago. His mind appears to have been drawn into a distraction.

stunned 1 round

He takes no meaningful actions and he mindlessly lets his rapier falls out of his hands.


Sho's first arrow misses due to cover but her second one lands. The Vampiric Mist is badly wounded. It is at 0 HP, but if its standard action next round restores HP - like its touch attack does - then it will not fall unconscious after completing the action.

The Sea Hag takes a step and casts another spell.

Spellcraft DC 16:
Murderous Command.

Brannart Will, Mind-Affecting, Heroism: 1d20 + 2 + 2 + 2 ⇒ (15) + 2 + 2 + 2 = 21

Brannart's hand twitches for a moment, then he shakes his head. "No!"

Round 3 - Active Effects: Inspire Courage +2
Fenna
Mist (-30 HP, Disabled)
Brannart (-8 Con, -9 HP, Bleed)
Sho
Vexas (-2 Con; Will DC 16 or be stunned 1 round)
Helekhterie (-12)
Sosche (-10)

Round 4 - Active Effects: Inspire Courage +2
Fenna


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

Fenna takes another shot at the mist, but her other action, the more important one to her mind, gets in the way. She pushes, elbow and shoulder into Brannart, trying to force him backwards away from the fight.

"You have to move back Brannart! You're too hurt to stay here! Get out of the way and let the rest of us take care of it this time!

AttacK: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Diplomacy to get Brannart to comply: 1d20 + 13 ⇒ (19) + 13 = 32


Botting Sosche according to his PM'd directions.

Sosche clears his head, heals Brannart, and picks up his sword.
CLW: 1d8 + 5 ⇒ (8) + 5 = 13

The Vampiric Mist swoops at Brannart, seeking to drain his blood to replenish its fading life!

Touch Attack: 1d20 + 7 ⇒ (7) + 7 = 14
It misses! Weakened as Brannart is, he was still on his guard Fighting Defensively for +2 AC and therefore Touch AC 15 and he dodges the misty tendrils.

The Vampiric Mist falls to the ground and begins to dissipate.

Heeding Fenna's words, Brannart picks up his polearm and falls back.

"This would be easier were we not in the infamous 'clogged pipe formation'." As in, you are packed in so tightly that a 5' step back is not possible - but the geometry of the tower leaves you little choice.

Round 4 - Active Effects: Inspire Courage +2
Fenna
Brannart (-8 Con)
Sho
Vexas (-2 Con)

Helekhterie (-12)
Sosche (-10)

@Sho - note that you will have a -4 to hit the Sea Hag due to cover based on your current position.

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Get back in this room, we'll be able to fight better! Step back, quick!

Delays to see if my team moves. If not, can I move through the character to get a better shot at the witch?


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Vexas suddenly snaps back to sharp focus, violently shaking his head as a way to throw it off. Leaning down to pick his blade back up, he flings it at the hag...

[move] pick up weapon
[standard] Cast hand of the apprentice
+1 rapier attack, piercing damage: 1d20 + 8 ⇒ (6) + 8 = 141d4 + 5 ⇒ (3) + 5 = 8

She probably has some level of cover from all of the "tall folk" standing in-between


Vexas misses with his rapier.
Helekhterie hisses as Brannart retreats.

She considers her options, then looks at Sosche.
"You'll have to do."

She casts Murderous Command again.

@Sosche, Will DC 16 or attack 1 for Vexas, 2 for Fenna: 1d2 ⇒ 1 Vexas.

Round 4 - Active Effects: Inspire Courage +2
Fenna
Brannart (-8 Con)
Sho
Vexas (-2 Con)
Helekhterie (-12)
Sosche (-10, Will save DC 16 vs Murderous Command)


M Human Oracle 6 | AC 20, T13, FF18, CMD 17 | HP 60/60 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Will: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 (mind affecting?) vs DC 16

More to follow, just needed to check my options.


M Human Oracle 6 | AC 20, T13, FF18, CMD 17 | HP 60/60 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped =Greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (4/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (4/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

”If we don’t threaten her, she’ll just keep casting spells at us! I don’t see how that plays to anyone’s strengths but hers.”

Nevertheless, Sosche doesn't advance, and casts a spell of his own - Burst of Radiance (Reflex DC 14 or blind rounds: 1d4 ⇒ 4 dazzled if save. If evil damage: 5d4 ⇒ (2, 2, 4, 2, 3) = 13)

Caster Level: 1d20 + 5 ⇒ (6) + 5 = 11


Actually, Fenna does threaten Helekhterie from where she is, so I should have rolled Concentration to cast defensively - though that is a pretty easy check for the Sea Hag. If you want to stop her from casting, you may generally have more success readying to interrupt rather than count on her blowing the Concentration check. I'll give Fenna the AOO since I didn't have the hag cast defensively.

Sosche's spell has no effect on Helekhterie.

Round 5 - Active Effects: Inspire Courage +2
Fenna - AOO for Helekhterie's casting
Brannart (-8 Con)
Sho
Vexas (-2 Con)

Helekhterie (-12)
Sosche (-10, Will save DC 16 vs Murderous Command)

Note that there is a wall with a doorway that is partially covered by Sosche's icon. If Sho was where Vexas is, or 1 square northwest of him, and nobody was in the way, she would have a clear shot.

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

moves on the map to get a clear shot

Understood.

Shoot, DA, IC, no cover: 1d20 + 9 + 2 - 2 ⇒ (9) + 9 + 2 - 2 = 18
dmg, DA, IC: 1d8 + 2 + 4 + 2 ⇒ (8) + 2 + 4 + 2 = 16

Sho takes her place and shoots at the witch.


Sho's arrow goes wide.

"What's the plan?" asks Brannart.
He normally defaults to being in front with his polearm, but having been asked to fall back, he will take directions.


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

Fenna takes her shot at the hag when she sees the opening.

She doesn't really have a plan past keeping Brannart alive, so instead she asks someone else.

"Sosche?"

AoO: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

Damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Vexas is not ready to run right up to the hag to disrupt her spells, but he does move past Brannart for a better shot.

[move] 10ft

Again he employs his arcane forces to propel the sword towards the hag.

[standard] Cast hand of the apprentice RED
+1 rapier attack, piercing damage: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 5 ⇒ (2) + 5 = 7


Fenna and Vexas both miss.

Fenna still has her regular turn - that was just the AOO.


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

Fenna keeps her spear trained on the hag and holds her ground, hoping someone becomes clever real soon. She tries to rouse the group to reorganize and take the fight to the hag.

Gotta use a standard action to restart Inspire Courage this round.


M Human Ftr6 | AC 25, T13, FF23, CMD 23 (29 vs Grapple, 25 vs Disarm, 26 vs Trip) | HP (64/64) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +6 (low-light) | Hero Points: 2

Brannart drops his polearm, moves up drawing a javelin, and prepares to throw it at the hag if she casts a spell.

Readied Action:
Javelin, Cover, IC +2, Heroism +2: 1d20 + 7 - 4 + 2 + 2 ⇒ (19) + 7 - 4 + 2 + 2 = 26
Damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12


The hag sees Brannart readying, but shows no fear. Not with his allies in between, and even the elven archer's arrows glancing off her protections. The hag starts to cast another spell...

Concentration DC 10+12+1=23: 1d20 + 10 ⇒ (8) + 10 = 18

Then screeches in pain as Brannart's javelin strikes her! Her spell ruined, she steps back onto the stairs.

Round 5 - Active Effects: Inspire Courage +2
Sosche (-10)

Round 6 - Active Effects: Inspire Courage +2
Fenna
Brannart (-8 Con)
Sho
Vexas (-2 Con)

Helekhterie (-24)


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Don't let her finish it!

Vexas rushes to the passage the hag resides in. He wishes to generally disrupt any spellcasting attempts she makes, but she's already started a new one!

[move] 10ft
[standard] attack RED
+1 rapier attack, piercing damage (inspired): 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 141d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11

My kingdom for a non-crappy roll :/


I am not sure what you are trying to do, Vexas. Brannart readied an attack to disrupt her spellcasting. It succeeded and the hag lost her spell. Helekhterie has not yet started a new spell, though she may on her turn. Or she may do something else. I apologize if my description of events was unclear.
Attacking on your turn will not disrupt an enemy's spellcasting unless it is a "1 round casting time" spell that you are interrupting, or unless your attack deals ongoing damage. The way to disrupt spellcasting is generally to Ready an attack (a melee attack, ranged attack such as Hand of the Apprentice, or a damaging spell). The downside, of course, is that if she does not cast a spell then your Readied action is wasted.
Additionally, I should note that the hag will have cover against attacks from where Vexas is due to the corner.


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Yeah, I thought it was the start of a still on-going longer casting time and misread the Brannart part of the post. My bad. I would ready, but it feels cheaty to discard the low roll, so he still tried to attack and better luck next round.


M Human Oracle 6 | AC 20, T13, FF18, CMD 17 | HP 60/60 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped =Greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (4/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (4/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Sosche steps up, a bit, and readies a spell in the event the hag casts again - Burst of Radiance (Reflex DC 14 or blind rounds: 1d4 ⇒ 4 dazzled if save. If evil damage: 5d4 ⇒ (2, 3, 2, 2, 3) = 12)

Caster Level check: 1d20 + 5 ⇒ (13) + 5 = 18


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

It won't do much good if Fenna advances into a narrower area ahead of the others, so she casts again.

Heroism on Sosche.


Was waiting on Sho but didn't realize it had been so long. Will bot her.

Sho lines up a shot.

Readied Action:
Attack, IC +2, Partial Cover: 1d20 + 9 + 2 - 2 ⇒ (8) + 9 + 2 - 2 = 17

Brannart draws another javelin and prepares to throw it.

Readied Action:
Attack, IC +2, Heroism +2, Cover: 1d20 + 7 + 2 + 2 - 4 ⇒ (16) + 7 + 2 + 2 - 4 = 23

The hag tries casting again, and although both Brannart and Sho miss, her spell is ruined by the blast of holy light from Sosche!
Concentration DC 23: 1d20 + 10 ⇒ (6) + 10 = 16

She retains her sight, however.
Reflex DC 14 vs Blinded: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

Cursing, the hag retreats up the stairs behind her, going out of sight.

Round 6 - Active Effects: Inspire Courage +2
Sosche (-10)

Round 7 - Active Effects: Inspire Courage +2
Fenna
Brannart (-8 Con)
Sho
Vexas (-2 Con)

Helekhterie (-36)


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

Fenna follows the hag as far as the stairs, where she positions herself to watch for her should she come back down. For good measure, Fenna lays down a patch or Grease at the point where the stairs begin to turn on their way up.

She asks Sosche "can you do anything for Brannart?"

Move action to new location shown on map. Standard action to cast Grease.


M Human Oracle 6 | AC 20, T13, FF18, CMD 17 | HP 60/60 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped =Greatsword
Conditions = Heroism, Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (4/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (3/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

”Thanks Fenna!” Sosche is pleased to have the heroism - a great spell!

”It’ll take a while to fix, but I can certainly help when we’re done with the hag.” he says sorrowfully, for lesser restoration takes three full rounds to cast.

He moves toward the foot of the stairs, and readies another spell should the hag show herself.

Readied Action:

Caster Level: 1d20 + 5 ⇒ (2) + 5 = 7 (I don’t think heroism applies to caster level checks.)

Burst of Radiance (Reflex DC 14 or blind rounds: 1d4 ⇒ 4 dazzled if save. If evil damage: 5d4 ⇒ (2, 2, 4, 2, 4) = 14)
- - -


M Human Ftr6 | AC 25, T13, FF23, CMD 23 (29 vs Grapple, 25 vs Disarm, 26 vs Trip) | HP (64/64) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +6 (low-light) | Hero Points: 2
Sosche Pinn wrote:
”It’ll take a while to fix, but I can certainly help when we’re done with the hag.” he says sorrowfully, for lesser restoration takes three full rounds to cast.

"Are we in a rush to pursue her?" asks Brannart, "I mean, I can't exactly charge up the stairs now that Fenna has Greased them."

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Sorry, I thought I had posted a few days ago and hadn't checked. my bad.

I know I can track her, but my instinct say to pursue her.

Sho keep an eye on the stairs, and an arrow ready, just in case the witch would be back

perception: 1d20 + 9 ⇒ (6) + 9 = 15


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

"You can't exactly charge up the stairs period Brannart."

Fenna snaps a little at Brannart when she says this, but she's a bit stressed at the moment.

"We don't really have a choice but to take the extra time Sosche. We need Brannart in the fight, and he can't be until he has some of his health restored. Yeah, it gives the hag some time, but we need the extra time more than she does. So don't waste even more of it arguing and get to work on him."

"I can dismiss my spell when we're ready, and until then It'll make things harder for the hag if she tries coming back down."


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Well, spells can be dismissed, but I agree there's no need to rush.

He looks about the floor a bit.

I think there's only one way up. We have her contained, I think.


GM Rolls:
4d8 ⇒ (5, 4, 8, 7) = 24

The hag does not come down the stairs.

@Sosche, you have as much time as you like to cast Lesser Restoration, using however many spell slots you are comfortable with. Brannart will insist that he is good to go immediately. You had previously healed nearly all of his HP damage, but with the Con damage he is at 31/36 HP (instead of 51/56). And he has a -4 to all Fort saves.

The hag is not going to come down, so you have time to think about how you might engage her when you go up.

You can also, if you wish, return your attention to the locked room you were dealing with before the Vampiric Mists interrupted you. Vexas had disabled the Symbol warding the doors. All that would be left would be to open the doors.


M Human Ftr6 | AC 25, T13, FF23, CMD 23 (29 vs Grapple, 25 vs Disarm, 26 vs Trip) | HP (64/64) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +6 (low-light) | Hero Points: 2
GM Aldizog wrote:
The hag is not going to come down, so you have time to think about how you might engage her when you go up.

Brannart will offer an idea.

"Sosche, that Enlarge spell that you offered might be useful in this kind of a battle. That hag is tough to hit, and can withstand a lot of injury, and probably has other magic to call on. But if I can grab hold of her and get her pinned, we might end this. If there is space on the floor above, that is. I don't love the thought of getting attacked while squeezing up those stairs."


M Human Oracle 6 | AC 20, T13, FF18, CMD 17 | HP 60/60 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped =Greatsword
Conditions = Heroism
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (0/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (4/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (3/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Sosche uses his mnemonic vestment to cast his first lesser restoration and then, because con loss is no joke, he uses a spare scroll for a second casting. ”Be well Brannart!”

Lesser Restoration x2: 2d4 ⇒ (4, 1) = 5

”I’ll absolutely embiggen you when we get up the stairs. I’ll follow close behind you and cast at the earliest clear opportunity. Remember, we need enough room for you to enlarge. You don’t displace anything.”

Sosche will follow closely and head up the stairs.


Brannart looks a lot better after Sosche's spells.
"Thank you."

Any prep from Sho or Fenna? Otherwise I will move us along tonight.

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Nothing much I can do, just readying an arrow on my bow


Brannart leads the way up the stairs, sword in hand.
Sosche and Fenna follow, then Vexas and Sho.

A colossal device of jeweled, copper-lined globes, steel rings, and dazzling lights fills this room. The contraption—an elaborate orrery—rises from an octagonal dais at the center of the tower peak. The instrument surges with phantasmal depictions of constellations and cosmic phenomena. Periodically, a lens pauses, briefly concentrating the light of some distant star upon one of the glowing glyphs circling the perimeter of the massive orrery. Around the room, windows twenty-five feet tall and five feet wide allow a spectacular view of the crater lake outside. The copper plates forming the dome of this chamber form a mechanical iris engraved with arcane sigils.

In the center of the room, on the dais with the orrery, stands the sea hag Helekhterie, fully healed.

And because I forgot to roll this ability before, I'll do it now.

Her appearance is even more revolting than before, and it causes a feeling of weakness to wash over you!

Brannart Fort, vs mind-affecting: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Fenna Fort: 1d20 + 4 ⇒ (4) + 4 = 8 Str Damage: 1d6 ⇒ 3
Sho Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Sosche Fort, vs mind-affecting: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Vexas Fort: 1d20 + 3 ⇒ (9) + 3 = 12 Str Damage: 1d6 ⇒ 6

Fortunately, Str damage does not affect carrying capacity or else Vexas might be immobile now. When he gets back he can decide if he wants to use a Hero Point for an after-the-fact +4 to that roll, thereby passing, but I don't think it will be crucial.

Initiative:
Brannart: 1d20 + 6 ⇒ (12) + 6 = 18
Fenna: 1d20 + 6 ⇒ (11) + 6 = 17
Sho: 1d20 + 3 ⇒ (15) + 3 = 18
Sosche: 1d20 + 1 ⇒ (18) + 1 = 19
Vexas: 1d20 + 8 ⇒ (18) + 8 = 26
Helekhterie: 1d20 + 4 ⇒ (1) + 4 = 5

Round 1
Vexas (6 Str damage)
Sosche
Brannart
Sho
Fenna (3 Str damage)

Helekhterie


M Human Oracle 6 | AC 20, T13, FF18, CMD 17 | HP 60/60 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped =Greatsword
Conditions = Heroism
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (0/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (3/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (3/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Sosche will cast a slow Enlarge Person on Brannart.

Not that it mattered for the save (nice roll!), but I also have heroism going.


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:18/18 | Hero Points 3

A weakened Fenna encourages the others, but otherwise stays where she's at.

Start Inspire Courage. Good luck folks. Fenna is out of significant spells and could barely land a hit on the hag before going -2 on attacks and damage. She doesn't have anything further to offer here.

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Sho casts a spell on her bow Gravity bow, dmg now 2d6, then focus on the hag Ranger focus, +4 to hit/dmg

The hunt seems over... but the hag seems to have recovered from her wounds.

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