Bozzinator's Ruins of Azlant Extravaganza

Game Master Bozzinator

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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|

As long as it looks safe to do so, Rhys will reach out and try to grab the eye.

CMB: 1d20 + 5 ⇒ (6) + 5 = 11


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 raises her hands into a contorted position.

"Let me know when you switch from capture to kill."

Readies magic missile
1d4 + 1 ⇒ (4) + 1 = 5


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'

CMB: 1d20 ⇒ 3


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

CMB: 1d20 - 1 ⇒ (15) - 1 = 14

”Slippery lil’ bugger eh?”


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

arcane knowledg: 1d20 + 11 ⇒ (10) + 11 = 21


Fang is able to run over and catch it before it gets away.

Clockwork Spy
N Tiny construct (clockwork)
Speed 30 ft., fly 30 ft. (clumsy)

Record Audio (Su)
A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.

Self-Destruct (Su)
Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy's next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy's self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.

With it in your hands you know that you would be able to unwind and reprogram it. Also upon doing so are able to know its current orders and listen to what it has recoreded.


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

Is it Arcane or Disable device to reprogram this type of stuff?

Mary Kay relaxes once it is captured. "Be careful. Those thing explode when wrecked to... deny information to its enemy. It is a clockwork creature, mostly used to record and report what happens in an area. I am not certain how long its power lasts. It may need periodic recharging, or only returns when it has something of importance. Us being here, seems important enough to trigger its programing.

We can let it free and try to follow it. It can fly, so we might lose it. Or with luck and patience we can access its memory. I do not know if we can store it safely. It will either self destruct, try to escape, or sit calmly. They are rare enough, that I am not sure."


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

if we can find out what it knows that would be best. It may have information about what happened which would drastically cut down the work we have to do


It would be a disable device check to unwind and reprogram it. You also know that you can try to with a separate check to remove the automatic winding feature but failure to remove this feature can destroy it.


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

”Be a shame to break this lil’ toy. So, try’n be careful, eh?”


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'

"Indeed... Use the utmost care. There may very well be evidence linking the Illusionatti to this tragedy on that little device."


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

alright let's see what secrets this thing has

disable device: 1d20 + 9 ⇒ (9) + 9 = 18


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|

While the others look at the little robot, Rhys has a look around the room, particularly the podium.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Rhysfar the only other thing in here that you find is a wooden coffer that is locked and you are unable to find a key.

Maslow is unable to reprogram the Clockwork Spy but you are able to try again.


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

alright this is a little tricky, give me a few

disable device: 1d20 + 9 ⇒ (7) + 9 = 16


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 leaves the coffer be, but marks its location for Mas to check out when he's done with the robot.

He moves to the door at the north end of the room and listens carefully before slowly opening the door.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Esgi seek: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15 Looking for other people or creatures only, using the scent ability.


The only thing you hear is the frustrations of Maslow. You open the door and find another office like the one you found the coffer in the south side of the building, but in this room there is nothing really of use. Also you don't pick up any scent of a creature.


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

Maslow will cuss under his breath as he tries yet again

disable device: 1d20 + 9 ⇒ (8) + 9 = 17


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|

Mas it may speed things up if you roll multiple times in one post.


Ok so you are able to reprogram the Clockwork Spy but upon doing so you lose the information that was on the device.


Inside are multiple journals and logbooks. The logbooks record various types of events, such as the sea journey to Ancorato, daily work details for construction and farming, a master tool inventory, records of the daily weather, and so on. All of the books date back to approximately 1 month ago, whereupon the entries become sporadic and stop altogether a week later. You know that this is where the charter would typically be located.

One logbook details daily events in the colony since landfall, one book that you are looking at is missing three to four pages after the last entry, as evidenced by a razor-sharp incision along the binding where the pages were carefully cut out.


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 will look around and see if there's anything out of the ordinary.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

"Little wind up toys and missin' folk. Not to mention stabby critters and a ghost. This island is feelin like it's cursed or something."


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

well i got the thing reprogrammed but im pretty sure I f!!%ed it up in the process. Sorry guys I'm usually better at these kinda things but I have never seen something like this

thanks Rhys! I didn't even think of doing that


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 observes the exchange, with nothing to add to the conversation.


You are not able to find anything else in this building of note other than the Clockwork Spy and the information inside the Coffer


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

well let's press on then. Anyone want the stupid f@!$ing tin can

Maslow will angrily walk out of the room


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 get a little gleam in her eye and twitches a moment.

"Rhysfar, would you mind letting Maslow look at the watch for a moment? With the only 2 clockwork items found so far, it would be nice to see if they are of similar manufacture. Perhaps they uncovered something while out exploring the island, and brought home souvenirs."

Appraise: 1d20 + 5 ⇒ (13) + 5 = 18
Really seeing if the watch was brought here and the construct is from island.


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

Maslow will hear this and come back towards the group Rhys do you mind if I take a peak. I will be very careful


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|

"Sure."


Mary Kay looks at the items and as far as she can tell the watch is not anything she has ever seen before. They do have some of the same clockwork design but the watch does have some Azlanti design that the Spy does not have. Yes you guys have found all you can in this location


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'

"Let's move on." Eustice suggests.


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

alrighty let's move out

Maslow will make his way out the door and head to the next location planned

stealth: 1d20 + 8 ⇒ (16) + 8 = 24


You guys leave the building pocketing the Clockwork Spy and approaching the next buildings.

These two long, rectangular buildings are constructed entirely from planks on a wooden frame, with a pitched thatched roof. Each building has two doorframes on the side of the buildings opposite the palisade, but lacks doors. Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped across the inside. A partial view of the interior is possible from the doorways. Inside, the floors are hard-packed earth, and along the walls are wooden bunk beds. Many of the pallet beds are covered with blankets that now gather dust. Those beds have sacks or tied bundles of clothes sitting at their feet.


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

Stepping closer to the building, Fang shudders for a moment, his eye becoming much darker than usual, and his teeth seem to become more like what you'd expect from someone with a name like 'Fang'.

"A'right, let's see wha's hidin' in here."

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

standard action, taking on the Ferocity trait from Change Shape, plus gain +2 CON


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

Maslow will quickly and quietly move into the building


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 moves in and begins Detecting Magic, searching the rooms as long as nothing tries to eat him.


When Eustice casts detect magic you do get 2 things in the room that are detecting as magic but another thing that is detecting as magic is the logbook that Mary Kay is carrying.

When Eustice and Maslow enter the building they see a creature on the far side of the building, Fang also sees this when he looks in the window. The creature looks at you and chatters. Knowledge Arcana to ID

Initiative:

Eustice: 1d20 + 3 ⇒ (20) + 3 = 23
Fang: 1d20 + 3 ⇒ (10) + 3 = 13
Mary Kay: 1d20 + 2 ⇒ (9) + 2 = 11
Maslow: 1d20 + 4 ⇒ (3) + 4 = 7
Rhysfar & Esgidiau: 1d20 + 1 ⇒ (20) + 1 = 21
Red: 1d20 + 1 ⇒ (4) + 1 = 5

Combat Tracker wrote:


Round 1
Eustice
Rhysfar & Esgidiau
Fang
Mary Kay
Maslow
Red


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

arcame: 1d20 + 11 ⇒ (13) + 11 = 24


Ankheg Nymph
N Small Magical Beast
Bite does extra acid damage and can grab
Spit Acid (Ex) Once every 6 hours, an ankheg nymph can spit
a 15-foot line of acid. Creatures struck by this acid take 2d4
points of acid damage (Reflex DC 13 half). Additionally, in
the 6 hours following the ankheg nymph’s use of this ability,
its bite attack doesn’t deal any additional acid damage.

You also know that there must be a egg-laying adult somewhere close by as well as other ankheg nymphs.


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 moves in and stares at the creature hypnoticaly then casts Daze.

Move, Hypnotic Stare for -2 to Will saves, Will Save DC 14 or be Dazed.


will save: 1d20 + 1 - 2 ⇒ (19) + 1 - 2 = 18


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 moves in and readies a blast if something hostile moves into range

Readied:
Blast vs touch AC: 1d20 + 4 ⇒ (20) + 4 = 24
Elec: 1d6 + 3 ⇒ (2) + 3 = 5
Crit Confirm: 1d20 + 4 ⇒ (5) + 4 = 9
Crit Elec: 1d6 + 3 ⇒ (3) + 3 = 6


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|

Handle Animal, DC 10: 1d20 + 7 ⇒ (8) + 7 = 15

Rhys whistles and moves forward, Esgidiau hot on his heels.

Double move for me, single move with no standard for Esgidiau.


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 just double moves and mentions the line attack and possibility of more and mama.


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

Maslow will double move up and get ready for a fight


The creature will charge Eustice and attempt a bite.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 2d4 + 1 + 1d4 ⇒ (1, 2) + 1 + (4) = 8
Then the creature will attempt to grapple
Grapple: 1d20 + 6 ⇒ (5) + 6 = 11

Combat Tracker wrote:


Round 2
Eustice
Rhysfar & Esgidiau
Fang
Mary Kay
Maslow
Red -5

Everybody is up.


Male LN Male merfolk unchained barbarian 1 unchained rogue 1|HP: 25/25|AC: 19|Touch: 16|FFAC: 13|Initiative: +4|Fort: +4 Reflex: +4 Will: +1|Speed: 25ft|Swim Speed: 30ft Unchained barbarian 1/ unchained rogue 1

Maslow will 5ft up and flurry of blows

Flurry of Blows: 1d20 + 5 ⇒ (3) + 5 = 81d6 ⇒ 21d20 + 5 ⇒ (7) + 5 = 121d6 ⇒ 5


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|

Handle Animal, attack, DC 10: 1d20 + 7 ⇒ (14) + 7 = 21

Rhys steps forward to clear a space for Esgi and swings at the Ankheg.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 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) |

Esgi steps forward and full attacks the insect.

Attack, talon: 1d20 + 5 ⇒ (12) + 5 = 17
Attack, talon: 1d20 + 5 ⇒ (20) + 5 = 25
Attack, bite: 1d20 + 4 ⇒ (19) + 4 = 23

Confirm crit: 1d20 + 5 ⇒ (17) + 5 = 22

Talon1: 1d6 + 2 ⇒ (5) + 2 = 7
Talon2: 1d6 + 2 ⇒ (6) + 2 = 8
Talon2, critical: 1d6 + 2 ⇒ (1) + 2 = 3
Bite: 1d4 + 2 ⇒ (4) + 2 = 6


As the creature moves forward Fang is able to blast the creature. The creature is unable to connect to Eustice and then Esgidiau tears into the creature killing it.

Out of Combat

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