Bozzinator's Ruins of Azlant Extravaganza

Game Master Bozzinator

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Loot Sheet


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You guys gather all of the new things and head out.

The forest gives way to shattered fragments of rock and stone, the barest recognizable remnants of a lost civilization. Jutting from the grass and shrubs is a stone promenade, ten feet wide with intermittent flights of short steps that climb up a gentle slope—miraculously unchanged despite titanic upheaval of the past. Walkways extend east and west briefly before terminating into hills of wind-eroded stone rubble that might have once been buildings. A solitary, seemingly intact tower is visible on the northern horizon, approximately a mile away.

Slide 1 Updated. Each area requires a climb check and difficult terrain unless you are using the stairs.

Up on the top part of the hill you see something behind a bush, you are not able to see it entirely.


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

"Humph. Buncha stairs now. Oi, if only I could be like a birdie and fly. Would make all this wanderin' and explorin' a lot easier."

Fang will start climbing the stairs.


Female Half-elf Sage Sorcerer (False Priest) 9 | HP 47 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 6/7/10 | Perc +8 | SMotive +0 | Arcane Bolt 10 | Sorcerer 8*/8/8/8/5

Mary Kay walks behind Fang, trying to make sure he keeps his balance. "I know I felt like a fish out of water in that cave complex. And it was only waist deep most times."


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

I'm literally hopping on a tail guys...and a fish out of water joke...your hilarious


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

Fang rolls his eyes at Atlan, then points down to his own tail.

"Yer not alone there snacko. Miss Mary here was just tryin' to lighten the mood. We've seen some strange things in these few weeks and been out of our elements as well. Little joke isn't gonna hurt nobody."


When everyone is talking you hear a clanging noise coming from the top of the hill. When it comes into view it looks like a moving big clump of ball bearings.

Initiative:

Eustice: 1d20 + 3 ⇒ (6) + 3 = 9
Fang: 1d20 + 3 ⇒ (20) + 3 = 23
Mary Kay: 1d20 + 2 ⇒ (2) + 2 = 4
Atlan: 1d20 + 4 ⇒ (11) + 4 = 15
Rhysfar & Esgidiau: 1d20 + 1 ⇒ (13) + 1 = 14
Yellow: 1d20 + 2 ⇒ (15) + 2 = 17

Combat Tracker wrote:


Round 1
Fang
Yellow
Atlan
Rhysfar & Esgidiau
Eustice
Mary Kay

Fang is up.


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

"Uh, that don't look friendly."

Taking a 5ft step forward, Fang moves his hands quickly, while the air around him has the energy sucked out of it and into his electric charge before sending the bolt right into the midst of the small objects.

Ranged vs Touch: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Elec: 2d6 + 2 + 2 ⇒ (3, 4) + 2 + 2 = 11

Gather Power and adding the Thundering Infusion. Fort save DC14 or be deafened

Burn 1 (3NL)
Elemental Overflow +1atk/+2dmg


Fort Save: 1d20 + 1 ⇒ (11) + 1 = 12

As it gets closer to you, you see tiny spikes that seems to be making it easier to climb up and down the hill.
It double moves closer

Damage: 1d6 ⇒ 6
You also take 1 point of Bleed and Can I have a Fort Save

Combat Tracker wrote:


Round 1
Fang HP 33/39 *1 Bleed*
Yellow -11
Atlan
Rhysfar & Esgidiau
Eustice
Mary Kay

Everyone is up.


Female Half-elf Sage Sorcerer (False Priest) 9 | HP 47 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 6/7/10 | Perc +8 | SMotive +0 | Arcane Bolt 10 | Sorcerer 8*/8/8/8/5

Mary Kay gawks for a moment at the metal tumbleweed.

Knowledge(Religion or Local): 1d20 + 11 ⇒ (17) + 11 = 28 +2 if arcane
DM choice, but electricity works, so good enough on energy for me.

Once she gets next to the big tree, she sends a jolt into the mass hoping to fuse a few together.

Jolt w/ PB/PS vs Touch: 1d20 + 4 ⇒ (10) + 4 = 14
Electric: 1d3 + 1 ⇒ (3) + 1 = 4

Arcane Bolt 8 | Sorcerer 7


Warden Jack Swarm
N Fine Construct (Swarm)
Tremorsense 30ft
Immune: Construct Traits, Weapon Damage, Swarm Traits
Wounding Spikes - Any living creature hit by a warden jack swarm when its spikes are extended also takes 1 point of bleed damage.
Topple - Any living creature damaged by a warden jack swarm when its spikes are retracted must make a successful DC 12 Reflex save or fall prone. The save is Constitution-based.


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

Fort, distraction?: 1d20 + 7 ⇒ (6) + 7 = 13

Fang moves out of the spiky cloud then send a shock at the thing again.

Ranged vs Touch: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26
Elec: 2d6 + 2 + 1 + 2 ⇒ (4, 4) + 2 + 1 + 2 = 13

Burn 1 (3NL)
Elemental Overflow +1atk/+2dmg


Female Half-elf Sage Sorcerer (False Priest) 9 | HP 47 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 6/7/10 | Perc +8 | SMotive +0 | Arcane Bolt 10 | Sorcerer 8*/8/8/8/5

"Up a tree or out of the way! They might climb, not sure. But unless you got energy, stay out of the way. If you know first aid, treat the bleeders."


Mary Kay is unable to connect but Fang lands another massive hit on the swarm.

Combat Tracker wrote:


Round 1
Fang HP 32/39 *1 Bleed*
Yellow -24
Atlan
Rhysfar & Esgidiau
Eustice
Mary Kay

Rhysfar, Esgidiau, Atlan and Eustice are up.


N Medium Cecaelia Oracle (Lore) 9 | HP: 66/66 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +4 Reflex +8 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Eustice applies his hypnotic stare and prepares to damage the construct with his painful stare at the earliest opportunity. He readies an action to move away if it gets close enough to harm him.


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) |

Handle Animal: 1d20 + 8 ⇒ (13) + 8 = 21

Esgi darts forward and attacks the strange mass.

Attack, Talon: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Slashing damage: 1d6 + 3 ⇒ (4) + 3 = 7


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 follows suit, charging in tandem with Esgidiau.

Attack, outflank, charge, power attack: 1d20 + 7 + 4 + 2 - 1 ⇒ (9) + 7 + 4 + 2 - 1 = 21
Slashing Damage, PA: 1d8 + 7 + 3 ⇒ (2) + 7 + 3 = 12


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

this is not my area of expertise. They are too small

Alchemist fire: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 6


Rhysfar and Esgidiau are ineffective to the swarm but Atlan lands a very successful alchemist fire and the swarm is destroyed.

Out of Combat

There is nothing else in this area but you do see a tower in the distance.


You guys are able to get yourselves together and head towards the tower in the distance. Slide 1 Updated and you are easily able to heal up.

To the north, the hills give way to sharp, rocky inclines. A solitary stone structure, a tower at least three stories high, is partially embedded in the rocky cliff wall behind it. The cylindrical edifice is oddly undamaged, however, as if the rock were only the tide lapping at the tower’s lower half, frozen in time. The structure has no windows or rooftop battlements. A metal double door is set in the base of the southern side and is slightly ajar.

Above the door in Azlanti it says, “Spindlelock Research Facility: a division of the Spindle Solution, making tomorrow’s humanity, today. Authorized Personnel Only.”


Female Half-elf Sage Sorcerer (False Priest) 9 | HP 47 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 6/7/10 | Perc +8 | SMotive +0 | Arcane Bolt 10 | Sorcerer 8*/8/8/8/5

Mary Kay read the message over the doors. Turning to the others,
"Seems this textile company is serious about their security, if that mass of ball bearings was part of the defenses."

Arcane Bolt 8 | Sorcerer 7


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|

"Could be a lathe shop. I bet the Azlanti had really good lathes."


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

"Welp, we're not gettin' any younger. What say we take a peek inside, eh?"

Fang will approach the slightly open door and look around.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


This spacious chamber appears to have been designed to awe or impress the entrant. Pale gray tiles decorated with faint, intricate geometrical designs cover the floor. The walls of the chamber are pure white, illuminated by unnatural light emanating from the ceiling in a way that makes the chamber appear slightly larger than it really is. A large double door exits to the south, and another double door leads to the north.

In the center of the chamber appears to be a lifelike statue of a man in simple black robes with a helmet that obscures most of his face.

Map Updated


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

hey guys ill move in first and do some scouting for traps

CheckforTraps: 1d20 + 8 ⇒ (8) + 8 = 16


You do not detect any traps.


N Medium Cecaelia Oracle (Lore) 9 | HP: 66/66 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +4 Reflex +8 Will +7 | Move 30’ Swim 40' | Darkvision 60'

"I say, that fellow looks rather ominous. Wouldn't you agree?"
Life like statues have a propensity to actually come to life around here. And he bears a striking resemblance to that fellow who might be connected to the illusionatti. Best not to take any chances.
Eustice moves into the room and directs his hypnotic stare at the statue as a precaution. He prepares to add his painful stare if all the conditions are met.


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

Fang scoots into the room with everyone else.


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

yeah nothing comes good from rooms with big statues ominously in the middle


As everyone is looking at the statue and talking about it. 2 Skum walk through what appeared to be a wall and strike.

Red strikes out at Fang.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage Piercing: 1d8 + 3 ⇒ (1) + 3 = 4

Blue Strikes at Atlan.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage Piercing: 1d8 + 3 ⇒ (1) + 3 = 4

Fang Crit Confirm: 1d20 + 5 ⇒ (6) + 5 = 11

Initiative:

Eustice: 1d20 + 3 ⇒ (15) + 3 = 18
Fang: 1d20 + 3 ⇒ (7) + 3 = 10
Mary Kay: 1d20 + 2 ⇒ (1) + 2 = 3
Atlan: 1d20 + 4 ⇒ (19) + 4 = 23
Rhysfar & Esgidiau: 1d20 + 1 ⇒ (16) + 1 = 17
Red: 1d20 + 1 ⇒ (4) + 1 = 5
Blue: 1d20 + 1 ⇒ (11) + 1 = 12

Combat Tracker wrote:


Round 1
Atlan
Eustice
Rhysfar & Esgidiau
Blue
Fang HP 35/39
Red
Mary Kay

Atlan, Eustice, Rhysfar and Esgidiau are up. Map is updated


N Medium Cecaelia Oracle (Lore) 9 | HP: 66/66 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +4 Reflex +8 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Eustice raises his shield cloak and quickly switches targets with his hypnotic stare, targeting red. He casts sleep.
-2 will saves, DC 15 Will save.


N Medium Cecaelia Oracle (Lore) 9 | HP: 66/66 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +4 Reflex +8 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Actually I would prefer to cast Hideous Laughter.


Will Save: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13

Which One where you targeting?


N Medium Cecaelia Oracle (Lore) 9 | HP: 66/66 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +4 Reflex +8 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Red


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) |

Handle Animal: 1d20 + 7 ⇒ (4) + 7 = 11

Esgidiau moves to the right.

Talon: 1d20 + 8 ⇒ (11) + 8 = 19
Slashing Damage: 1d6 + 3 ⇒ (4) + 3 = 7


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 blue.

Attack, charge, outflank: 1d20 + 7 + 2 + 4 ⇒ (11) + 7 + 2 + 4 = 24
Damage: 1d8 + 7 ⇒ (5) + 7 = 12


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 5ft over to Red and attack.

attack: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21
damage: 1d8 + 4 ⇒ (1) + 4 = 5


Red falls over laughing uncontrollably. Rhysfar and Esgidiau rush blue and land critical blows but the creature is somehow still standing. Atlan lands a blow on the laughing Red

Combat Tracker wrote:


Round 1
Atlan
Eustice
Rhysfar & Esgidiau
Blue -19
Fang
Red -5
Mary Kay

Fang is up.


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | 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 back from the giggling monster and gives a smirk.

"Think this one has gone mad."

Instead the adaro turns his attention to the other enemy and charges the air for a blast.

Ranged vs Touch: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Elec: 2d6 + 2 + 1 + 2 ⇒ (1, 6) + 2 + 1 + 2 = 12

plus it'd be eligible for the +4 soft cover bonus.

Burn 1 (3NL)
Elemental Overflow +1atk/+2dmg


Will Save: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

Combat Tracker wrote:


Round 1
Atlan
Eustice
Rhysfar & Esgidiau
Fang
Red -5
Mary Kay

Mary, Atlan, Eustice, Rhysfar and Esgidiau are up.


Female Half-elf Sage Sorcerer (False Priest) 9 | HP 47 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 6/7/10 | Perc +8 | SMotive +0 | Arcane Bolt 10 | Sorcerer 8*/8/8/8/5

Mary Kay takes a moment to study the energy patterns left from Fang's blast. She then sends a jolt of electricity at the remaining creature. Not used to firing at horizontal creatures, the blast discharges on the far wall.

Jolt w/ PB/PS vs Touch: 1d20 + 4 ⇒ (5) + 4 = 9 did not include ranged into prone
Electric: 1d3 + 1 ⇒ (2) + 1 = 3

Arcane Bolt 8 | Sorcerer 7


CN Adaro Kineticist 9 | HP 140* | AC22 T16 FF18| CMD 20| Fort 14* Ref 11* Will 6 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +4* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

Fang smiles a toothy grin at Mary Kay. "Once we're back at camp, I can give ya some pointers."


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|

Feeling a little sorry for the wretched creature, Rhys and Esgidiau move forward to finish it off.

Attack: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Damage: 1d8 + 7 ⇒ (5) + 7 = 12


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) |

Handle Animal: 1d20 + 8 ⇒ (13) + 8 = 21

Talon: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Slashing Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Oof, both probably still hit with the prone AC penalty, but not our finest hour.


N Medium Cecaelia Oracle (Lore) 9 | HP: 66/66 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +4 Reflex +8 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Eustice applies his painful stare if red is still alive, but delays any other actions.


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 attack again

trident PA: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 241d8 + 4 ⇒ (5) + 4 = 9


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

sneak attack damage: 1d6 ⇒ 6


On the Skum you find a +1 Trident on each one. Then with looking over the walls you come to find that they are illusionary.

You are able to view inside the areas though.

This room has a simple stone floor and undecorated gray stone walls. The stark nature of the room is interrupted only by a large circle of silvery metal set into the floor in the corner of this room. One wall of this room is mostly transparent, providing a view of a larger, adjacent chamber.


Female Half-elf Sage Sorcerer (False Priest) 9 | HP 47 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 6/7/10 | Perc +8 | SMotive +0 | Arcane Bolt 10 | Sorcerer 8*/8/8/8/5

Mary Kay moves over to examine the circles, seeing if they are identical or if they have different properties.

Spellcraft: 1d20 + 13 ⇒ (8) + 13 = 21
Knowledge(Arcane): 1d20 + 13 ⇒ (4) + 13 = 17


They look to be to repair constructs. If a construct moves to the circle it would have the Make Whole spell cast on it.

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