Bozzinator's Ruins of Azlant Extravaganza

Game Master Bozzinator

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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 charge the one in front and thrust his thumb into his neck

Unarmed strike pirahna: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Damage P/B: 1d6 + 10 ⇒ (4) + 10 = 14
sneak attack damage: 4d6 ⇒ (5, 1, 2, 6) = 14


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

35 on knowledge local on previous page, just keeping it on the current sheet

Turning to the others. "Enough to blast, or be all controlling?"


Kelpy you are able to Demoralize 1 creature as a standard action that has to be within 30ft. So either Teal, Purple, or Orange. Let me know which you want to Demoralize and if you want to take your move you can. Also if that is not how you wanted it to be and want to change your action that is totally fine and just let me know.

Atlan charges forward to the solider and gets a clean hit on him. Mary I will get you the identify since you came down and had a second to assess the situation before they readied their weapons.

You look at the soldiers and they look like Andoren soldiers. You do not recognize any of them as people missing from your camp but the armor and clothing is similar to the soldiers you have seen. They have breastplates, longswords, they have combat reflexes and their lowest save is Will.

Yellow will move up and attack Atlan while staying on the defensive.
He will say, You're too late!
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (2) + 6 = 8 Miss
Slashing Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Blue will move up and walk around to not draw an AoO and then attack at Atlan while staying on the defensive.
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (20) + 6 = 26 Possible Crit
Slashing Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Teal will slash back at Atlan while staying on the defensive.
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (15) + 6 = 21 Miss
Slashing Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Purple will move up and walk around to not draw an AoO and then attack Atlan while staying on the defensive. He will say, Their all dead!
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (4) + 6 = 10 Miss
Slashing Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Pink will double move up to Fang.

Crit Confirm for Blue: 1d20 + 6 ⇒ (6) + 6 = 12 Did Not Confirm

Combat Tracker wrote:


**Round 1**
Bold Can Act

Kelpy
Atlan *HP 69/78
Yellow
Blue
Teal -28
Purple
Pink
Fang *HP 124/126
Eustice
Green
Red
Orange
Mary Kay


CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

Fang moves around pink which will provoke and summons his trusty whip, snapping it at purple.

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 3, 4, 1) + 4 + 7 = 20

Potential AoOs:

Melee1 vs AC: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Bludgeoning: 4d6 + 4 + 7 ⇒ (3, 6, 5, 4) + 4 + 7 = 29
Melee2 vs AC: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bludgeoning: 4d6 + 4 + 7 ⇒ (3, 4, 5, 1) + 4 + 7 = 24
Melee3 vs AC: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Bludgeoning: 4d6 + 4 + 7 ⇒ (5, 6, 5, 5) + 4 + 7 = 32
Melee4 vs AC: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 3, 3, 2) + 4 + 7 = 20
Melee5 vs AC: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Bludgeoning: 4d6 + 4 + 7 ⇒ (3, 1, 4, 3) + 4 + 7 = 22
Melee vs AC, crit confirm for 1: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Bludgeoning: 4d6 + 4 + 7 ⇒ (6, 4, 4, 1) + 4 + 7 = 26
Melee vs AC, crit confirm for 5: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Bludgeoning: 4d6 + 4 + 7 ⇒ (6, 2, 2, 2) + 4 + 7 = 23


Fang will move around and get a nice hit on Purple.

Pink will strike out at Fang as he repositions and will connect.
AoO vs Fang: 1d20 + 6 ⇒ (17) + 6 = 23 Hit
Slashing Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Combat Tracker wrote:


**Round 1**
Bold Can Act

Kelpy
Atlan *HP 69/78
Yellow
Blue
Teal -28
Purple -20
Pink
Fang *HP 110/126
Eustice
Green
Red
Orange
Mary Kay


LG Small Vine Leshy Paladin 7| HP: 73 | AC: 27 FF: 26 Touch: 12 CMD: 18 | Initiative +8 |Perception +1 | Fort +11 Reflex +7 Will +8 | Move 15’, Dark Vision 60', Low-light Vision

Teal for the demoralize I guess.


N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Eustice casts Boneshaker on pink.
Boneshaker: 7d6 ⇒ (5, 6, 1, 2, 4, 6, 1) = 25
DC 17 Fort save

And will move him 5ft to the west directly south of Kelpy if applicable.


Teal is shaken
Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25

Pink takes some of the damage from Eustice but is able to resist the movement.

Green is going to double move up.

Red is going to double move on the other side of Atlan but Fang reaches out with his whip getting a great hit on Red and the soldier falls.

Orange then moves up to Fang. Fang will strike at the soldier but it misses. The soldier tries to strike at Fang.
Longsword Attack vs Fang: 1d20 + 6 ⇒ (12) + 6 = 18 Miss
Slashing Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Combat Tracker wrote:


**Round 1 into 2**
Bold Can Act

Kelpy
Atlan *HP 69/78
Yellow
Blue
Teal -28 *Shaken*
Purple -20
Pink -12
Fang *HP 110/126
Eustice
Green
Red
Orange
Mary Kay


LG Small Vine Leshy Paladin 7| HP: 73 | AC: 27 FF: 26 Touch: 12 CMD: 18 | Initiative +8 |Perception +1 | Fort +11 Reflex +7 Will +8 | Move 15’, Dark Vision 60', Low-light Vision

Kelpy takes a 5ft step to the east and attacks pink once he's flanked.
Longsword: 1d20 + 10 ⇒ (13) + 10 = 23
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Longsword: 1d20 + 5 ⇒ (19) + 5 = 24
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Critical threat on second attack.

Longsword: 1d20 + 5 ⇒ (20) + 5 = 25
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

Mary Kay's eyes widen at the mass of flesh that suddenly appear from the darkness. Frantically waving her hands, a cluster of missiles fly into the cluster.

Backing 5' then full round to Toppling Magic Missile

Toppling Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5 Purple
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (12) + 8 + 7 = 27

Toppling Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2 Blue
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (8) + 8 + 7 = 23

Toppling Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4 Orange
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (12) + 8 + 7 = 27

Toppling Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4 Green
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (3) + 8 + 7 = 18

Arcane Bolt 9 | Sorcerer 8/5/3/4 | Extend Rod 3 | Pierce Rod 3


Kelpy takes a step closer and gets a hit on the creature then follows up with another that cuts deep. Mary lets 4 bolts go toward the soldiers, all 4 hit and she is able to knock almost all of them off their feet but 1 remains solid.

Combat Tracker wrote:


**Round 2**
Bold Can Act

Kelpy
Atlan *HP 69/78
Yellow
Blue -2 *Prone
Teal -28 *Shaken*
Purple -25 *Prone
Pink -32
Fang *HP 110/126
Eustice
Green -4
Red
Orange -4 *Prone
Mary Kay


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 Flurry teal

Brawlers flurry 1: 1d20 + 11 ⇒ (15) + 11 = 26
Damage P/B: 1d6 + 10 ⇒ (3) + 10 = 13
Brawlers Flurry 2: 1d20 + 11 ⇒ (12) + 11 = 23
Damage P/B: 1d6 + 12 ⇒ (3) + 12 = 15


Atlan looks at the Teal soldier and gets 1 good hit on him which leaves him barely standing. Then Atlan will let put a yell and attack one more dropping the soldier.

Yellow will look at Atlan and say, What took you so long? Then will strike at Atlan.
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (15) + 6 = 21 Miss
Slashing Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Blue will stand up, Fang will strike out but miss. Atlan will get an AoO
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (7) + 6 = 13 Miss
Slashing Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Purple will stand but as he is standing Fang will strike out and land a good hit on the Purple soldier which will drop him and this time he is not moving.

Pink will look at Kelpy and yell, Onthooth needs more test subjects! Then will attack.
Longsword Attack vs Kelpy: 1d20 + 6 ⇒ (11) + 6 = 17 Miss
Slashing Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Combat Tracker wrote:


**Round 2**
Bold Can Act

Kelpy
Atlan *HP 69/78
Yellow
Blue -2
Teal -28
Purple -25
Pink -32
Fang *HP 110/126
Eustice
Green -4
Red
Orange -4 *Prone
Mary Kay


Perception:

Eustice Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Kelpy Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Fang Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Mary Kay Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Atlan Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Fang:

With everyone fighting Fang tries to focus on where to strike next but sees that Red and Pink are actually not soldiers but Faceless Stalkers disguised as them.


N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'

He just shrugged off one of my best spells. How rude...

"Keep up the good work Kelpy. Stay with it."

Eustice casts Blessing of Fervor on the group.

Blessing of Fervor options:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
-Increase its speed by 30 feet.

-Stand up as a swift action without provoking an attack of opportunity.

-Take one extra attack as part of a full attack action, using its highest base attack bonus.

-Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

-Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Eustice complements Kelpy on the good work and then cast a Blessing on the entire group.

Combat Tracker wrote:


**Round 2**
Bold Can Act
**Blessing of Fervor up for 8 Rounds**
Kelpy
Atlan *HP 69/78
Yellow
Blue -2
Teal -28
Purple -25
Pink -32
Fang *HP 110/126
Eustice
Green -4
Red
Orange -4 *Prone
Mary Kay


CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

taking the add'l attack when full attacking, had to double check, but i can summon the whip as part of an attack, a charge, or a full attack :)

Power cascades down Fangs arm giving the air an electric tang. Snapping the hardened air, the adaro flails at his enemies.

starting with pink, then blue, then green if any of them drop

Melee vs AC: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Bludgeoning: 4d6 + 4 + 7 ⇒ (5, 5, 4, 2) + 4 + 7 = 27

Melee vs AC: 1d20 + 10 + 2 - 5 ⇒ (6) + 10 + 2 - 5 = 13
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 1, 1, 3) + 4 + 7 = 17

Melee vs AC, Fervor: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Bludgeoning: 4d6 + 4 + 7 ⇒ (6, 2, 5, 4) + 4 + 7 = 28

AoOs as need:

Melee1 vs AC: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Bludgeoning: 4d6 + 4 + 7 ⇒ (4, 3, 1, 3) + 4 + 7 = 22
Melee2 vs AC: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 4, 2, 2) + 4 + 7 = 20
Melee3 vs AC: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Bludgeoning: 4d6 + 4 + 7 ⇒ (4, 5, 2, 5) + 4 + 7 = 27
Melee4 vs AC: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 3, 6, 2) + 4 + 7 = 23
Melee5 vs AC: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 4, 4, 2) + 4 + 7 = 22


CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

Fang also squints at red and pink.

”These’uns are some a them faceless dealys. Boy, they keep popping outta the woodwork round here.”


Fang strikes out twice at Pink and is unsuccessful and he starts to get frustrated and focuses his last attack and with a strong hit Pink drops.

Green moves up Fang is unable to connect with his AoO and Green will strike at Fang.
Longsword Attack vs Fang: 1d20 + 6 ⇒ (8) + 6 = 14 Miss
Slashing Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Orange will stand up and as he does gets a big hit from Fang but then will strike at Fang.
Longsword Attack vs Fang: 1d20 + 6 ⇒ (19) + 6 = 25 Hit
Slashing Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Crit Confirm: 1d20 + 6 ⇒ (13) + 6 = 19 Did Not Confirm

Combat Tracker wrote:


**Round 2 into 3**
Bold Can Act

Kelpy
Atlan *HP 69/78
Yellow
Blue -2
Teal -28
Purple -25
Pink -32
Fang *HP 96/126
Eustice
Green -4
Red
Orange -24
Mary Kay


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 Flurry on blue

Brawlers flurry 1: 1d20 + 11 ⇒ (14) + 11 = 25
Damage P/B: 1d6 + 10 ⇒ (4) + 10 = 14

Brawlers Flurry 2: 1d20 + 11 ⇒ (2) + 11 = 13
Damage P/B: 1d6 + 12 ⇒ (5) + 12 = 17


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

Blessing of fervor action

Unarmed strike pirahna: 1d20 + 11 ⇒ (14) + 11 = 25
Damage P/B: 1d6 + 12 ⇒ (3) + 12 = 15


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

This will have to be after Atlan finishes up what he wants after the Blessing. Mary Kay will take the +2 to AC/Reflex, and will update her status line

Mary Kay moves back to get closer to the group. Seeing another nice cluster she sends another barrage into the foes.

Toppling Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5 Green
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (12) + 8 + 7 = 27

Toppling Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3 Orange
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (19) + 8 + 7 = 34

Toppling Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5 Blue
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (16) + 8 + 7 = 31

Toppling Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3 Yellow
Toppling Trip Attack: 1d20 + 8 + 7 ⇒ (4) + 8 + 7 = 19

Arcane Bolt 9 | Sorcerer 8/4/3/4 | Extend Rod 3 | Pierce Rod 3
Fervor AC 16/ Touch 14 / FF 14 | F/R/W 5/9/10


Atlan lays into Blue and gets 2 good thumb jabs that hit but he is still standing but looking really bad. Mary lets 4 missiles go and is able to topple 3 of the 4 creatures.

Combat Tracker wrote:


**Round 3**
Bold Can Act
**Blessing of Fervor is up for 7 Rounds**
Kelpy
Atlan *HP 69/78
Yellow -3
Blue -36 *Prone
Teal -28
Purple -25
Pink -32
Fang *HP 96/126
Eustice
Green -9 *Prone
Red
Orange -27 *Prone
Mary Kay


**Botting Kelpy**

Kelpy will take a 5ft step and then attack Green.
Longsword 1st: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Longsword 2nd: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Blessing of Fervor Attack
Longsword: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Slashing: 1d6 + 3 ⇒ (1) + 3 = 4


Kelpy gets 3 good attacks on Green.

Yellow will say, Onthooth needs more test subjects! and then attack at Atlan.
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (6) + 6 = 12 Miss
Slashing Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Blue will stand up. AoO from Fang and Atlan.

Fang will miss the AoO.
Atlans AoO: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 Miss

Blue is able to dodge both attacks from Atlan and Fang then will strike at Atlan.
Longsword Attack vs Atlan: 1d20 + 6 ⇒ (11) + 6 = 17 Miss
Slashing Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Combat Tracker wrote:


**Round 3**
Bold Can Act
**Blessing of Fervor is up for 7 Rounds**
Kelpy
Atlan *HP 69/78
Yellow -3
Blue -36
Teal -28
Purple -25
Pink -32
Fang *HP 96/126
Eustice
Green -23
Red
Orange -27
Mary Kay


N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Eustice will use Blessing of Fervor to extend a casting of Cure Moderate Wounds for Fang.
CMW: 2d8 + 8 ⇒ (7, 8) + 8 = 23


CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

”Thanks Euie.”

Power surges as the whip solidified again.

taking the +2 attack, +2 ac and reflex this round. Starting with standing blue, then orange if blue falls

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30
Bludgeoning: 4d6 + 4 + 7 ⇒ (4, 3, 3, 2) + 4 + 7 = 23

Melee vs AC: 1d20 + 10 - 5 + 2 + 2 ⇒ (7) + 10 - 5 + 2 + 2 = 16
Bludgeoning: 4d6 + 4 + 7 ⇒ (3, 6, 4, 3) + 4 + 7 = 27

AoO as needed:

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 28
Bludgeoning: 4d6 + 4 + 7 ⇒ (2, 6, 1, 4) + 4 + 7 = 24

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 4, 2, 3) + 4 + 7 = 21

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15
Bludgeoning: 4d6 + 4 + 7 ⇒ (4, 5, 5, 5) + 4 + 7 = 30

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (18) + 10 + 2 + 2 = 32
Bludgeoning: 4d6 + 4 + 7 ⇒ (2, 5, 1, 3) + 4 + 7 = 22

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18
Bludgeoning: 4d6 + 4 + 7 ⇒ (2, 1, 4, 1) + 4 + 7 = 19


Eustice extends a Heal out to Fang and a lot of his Wounds Heal up. Fang quickly takes out Blue but is unable to connect with Orange. Then Fang gives a deep breath to focus and lashes out at Green and Orange as they try to stand only having them fall limp back to the ground.

Combat Tracker wrote:


**Round 3 into 4**
Bold Can Act
**Blessing of Fervor is up for 6 Rounds**
Kelpy
Atlan *HP 69/78
Yellow -3
Blue -36
Teal -28
Purple -25
Pink -32
Fang *HP 119/126
Eustice
Green -23
Red
Orange -27
Mary Kay


LG Small Vine Leshy Paladin 7| HP: 73 | AC: 27 FF: 26 Touch: 12 CMD: 18 | Initiative +8 |Perception +1 | Fort +11 Reflex +7 Will +8 | Move 15’, Dark Vision 60', Low-light Vision

Taking the bonus to AC, attack, and reflex.
Kelpy antagonizes the remaining foe. "Your fellows faced our wrath. Prepare to follow suit."
Intimidation: 1d20 + 13 ⇒ (13) + 13 = 26


N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Eustice will delay.


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

Mary Kay slings a set of missiles at the remaining foe.

Magic Missile: 4d4 + 4 ⇒ (4, 2, 2, 3) + 4 = 15

Arcane Bolt 9 | Sorcerer 7/4/3/4 | Extend Rod 3 | Pierce Rod 3
Fervor AC 16/ Touch 14 / FF 14 | F/R/W 5/9/10


Mary lets 4 Magic Missiles go and they all slam into Yellow. Kelpy usually calm demeanor changes a but as he gets more stern and is able to scare Yellow a bit.

Combat Tracker wrote:


**Round 4**
Bold Can Act
**Blessing of Fervor is up for 6 Rounds**
Kelpy
Atlan *HP 69/78
Yellow -18 Shaken for 3 rounds.
Blue -36
Teal -28
Purple -25
Pink -32
Fang *HP 119/126
Eustice
Green -23
Red
Orange -27
Mary Kay


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 full attack and blessing of fever add attack

Unarmed strike pirahna: 1d20 + 11 ⇒ (7) + 11 = 18
Damage P/B: 1d6 + 10 ⇒ (2) + 10 = 12

Brawlers flurry 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage P/B: 1d6 + 10 ⇒ (5) + 10 = 15

Brawlers Flurry 2: 1d20 + 11 ⇒ (1) + 11 = 12
Damage P/B: 1d6 + 12 ⇒ (6) + 12 = 18


All 3 of Atlan's attacks miss Yellow.

Yellow will look at Kelpy and say, Onthooth needs more test subjects! and then he will move directly towards Kelpy.

Atlan AoO: 1d20 + 11 ⇒ (9) + 11 = 20 Miss

Atlan and Fang both swing at out at Yellow and miss. Yellow will swing at Kelpy a bit more recklessly.
Longsword Attack vs Fang: 1d20 + 10 ⇒ (8) + 10 = 18 Miss
Slashing Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Combat Tracker wrote:


**Round 4 into 5**
Bold Can Act
**Blessing of Fervor is up for 6 Rounds**
Kelpy
Atlan *HP 69/78
Yellow -18 *Antagonized by Kelpy
Fang *HP 119/126
Eustice
Mary Kay


CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

”One tooth can test all dey wants on the other side of the veil.”

taking the +2 attack, +2 ac and reflex again this round

Melee vs AC: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34
Bludgeoning: 4d6 + 4 + 7 ⇒ (6, 2, 3, 2) + 4 + 7 = 24

Melee vs AC: 1d20 + 10 - 5 + 2 + 2 ⇒ (4) + 10 - 5 + 2 + 2 = 13
Bludgeoning: 4d6 + 4 + 7 ⇒ (4, 2, 6, 4) + 4 + 7 = 27

AoO if necessary:

Melee1 vs AC: 1d20 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20
Bludgeoning: 4d6 + 4 + 7 ⇒ (2, 1, 6, 4) + 4 + 7 = 24
Melee2 vs AC: 1d20 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 6, 2, 2) + 4 + 7 = 22
Melee3 vs AC: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30
Bludgeoning: 4d6 + 4 + 7 ⇒ (6, 1, 1, 3) + 4 + 7 = 22
Melee4 vs AC: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21
Bludgeoning: 4d6 + 4 + 7 ⇒ (6, 5, 6, 3) + 4 + 7 = 31
Melee5 vs AC: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26
Bludgeoning: 4d6 + 4 + 7 ⇒ (1, 1, 2, 4) + 4 + 7 = 19

Melee vs AC, crit confirm: 1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 28
Bludgeoning: 4d6 + 4 + 7 ⇒ (6, 3, 6, 5) + 4 + 7 = 31


After the last enemy falls you look around and 4 of the "soldiers" have turned back into the faceless stalkers that you have seen previously, while the other 4 are the soldiers you saw. Looking closer at them they are human, look to be Andoren and are similar to the soldiers that were on your boat when you orignially came here but these are not the soldiers that originally came with you.

The 4 humans have 4 breastplates and you are able to get a total of 8 Masterwork Longswords.

Where did you want to go next? There is a single door to the West, 2 different double doors to the east, looks like the corridor turns to the west further down and keeps going straight.


CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft | Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft Active status effects : Burn 3, sneak/crit 15% miss

single door to the left sounds good to me


Gears, hammers, shears, springs, tongs, and plentiful other tools and components lie scattered on shelves and on the floor of this room. The room’s main features are a large hearth with a darkened metal hood and exhaust duct above it, and an anvil placed in front of it. A single steel gear is lying on the anvil, and right next to the anvil is a stack of metal tablets with cogwheel-shaped indentations of different sizes on them.

[spolier=Eustice]You notice the high-precision equipment and metal-casting molds in the room are intended for the maintenance of clockwork devices. It also looks like the forge runs on power rather than wood or charcoal since you don't see any of it around. [/spoiler]

Using the equipment in the room grants a +5 circumstance bonus on Craft (clockwork) checks to build or repair Medium or smaller clockwork creatures and other devices of similar size.

There are various clockwork gears, mainsprings, pendulums and other miscellaneous parts of Azlanti origin that could be sold for 1,000gp. Also you find a pair of blue gloves and iron bar with small plates and spikes, both ping with magic.

I will roll the identify check to make it easier

Spellcraft gloves: 1d20 + 20 ⇒ (11) + 20 = 31
The gloves are Engineer's Workgloves
Spellcraft iron bar: 1d20 + 20 ⇒ (13) + 20 = 33
The iron bar is a Traveler's Any-Tool

Room Uncovered


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

Mary Kay claps her hands and makes a little squeal.

"This is almost as good as the workshop in the tower back by our place."


You grab the items and then make your way across the hall.

The walls of this gear-shaped room have seven alcoves, each
five feet deep and fitted with a horizontal metal shaft. Each
of the hollow, cylindrical shafts has six notches cut around
lthe outer edge. In three of the alcoves stands a trio of
intricately sculpted metal statues, one in each alcove.

Knowledge Arcana, Knowledge Engineering or Craft Clockwork to learn more about the room.

Room uncovered so you can see it.


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

Knowledge(Arcane): 1d20 + 20 ⇒ (14) + 20 = 34


Mary knows that, When a clockwork creature runs low on energy, it can place itself in a winding dock and pull a lever that inserts a key into a slot in the creature’s back. The key starts rotating, winding up the creature’s clockwork mechanism. A winding station also makes it possible to run automated program updates—when a clockwork creature returns to the winding station to be wound, while it is docked it also receives new instructions if the controller has supplied new programming.

2 of the statues are not holding anything but one of them looks more heavily armored and is holding a very nice halberd.


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

Mary Kay will relay her discoveries.

"It might be interesting to see where the new instructions are put in the system. No idea how long the machines can go between 'feedings'. We might be able to get them to either obey us, or at least do no offensive actions. I hesitate to try anything more fancy, as their janitors/mechanics might be all keeping this place running."


Slide 1 is updated.

Three fifteen-foot-tall cylinders of polished bronze each stand on a dais in this long, curved room. The bronze shells look sturdy and heavy, and sizzling arcs of lightning can be seen and heard dancing along the surfaces of the containers. Silvery lines set into the floor connect these containers, and tiny embedded crystals pulsate with a dim light every few seconds.

As you all enter the room you can see dim waves of light coursing outward from each of the three power units through the ioun circuitry in the floor, but each pulse of energy stops at the levers installed on the wall near the power units.

Knowledge Arcana or Engineering to know more

The blue boxes are indicating the location of the levers


N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Knowledge Arcana: 1d20 + 13 ⇒ (6) + 13 = 19
KnowledgeEngineering: 1d20 + 17 ⇒ (12) + 17 = 29


Female Half-elf Sage Sorcerer (False Priest) 8 | HP 42 | AC 14 (12 touch, 12 FF, 15 CMD) | F/R/W 5/6/10 | Perc +7 | SMotive +0 | Arcane Bolt 10 | Sorcerer 5*/8/8/7/4

Knowledge(Arcane): 1d20 + 20 ⇒ (2) + 20 = 22

strange, not able to post for a few days


Eustice and Mary know that these cylinders are power units, the circuits go to the levers so they can turn the power units back on. You also know that the power units are not working because they have been overloaded with electricity and need some released. But it will result in a violent burst of electricity unless you try to rig the circuitry to slowly release the excess energy.

This would take a Disable Device or Use Magic Device Check


N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'

UMD: 1d20 + 8 ⇒ (17) + 8 = 25


Eustice is able to successfully rig the circuitry in order to not let it violently explode.

Now in order to turn it on you will have to pull all three levers at the same time to turn it back on.

The blue bloxes are the levers. So please place yourselves where you want, 3 of which need to be by the levers so you can pull them at the same time.

Status Update wrote:


Atlan *HP 69/78
Mary Kay
Kelpy
Eustice
Fang *HP 119/126


N Medium Cecaelia Oracle (Lore) 8 | HP: 60/60 | AC: 27 FF: 21 Touch: 18 CMD: 14 CMB: +4 | Initiative +5 |Perception +1 | Fort +3 Reflex +7 Will +7 | Move 30’ Swim 40' | Darkvision 60'

Eustice gives Kelpy an encouraging nod towards the final switch. He then gives an audible countdown for his companions. "A brief countdown from three until one, then I'll say 'pull' and that is your cue. OK then... three... two... one... pull!"

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