GM Ventiine's Ruins of Azlant (Books 1-3)

Game Master Ventiine

Books 1 & 2 | Book 3 | NPCs | Combat Maps | Loot Sheet | Island Map

Location: Pillars of Long Shadow (A5)
Current day: Fireday (Fireday), 7 Erastus (July) 4717
4717 Calendar


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Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher is at full HP now.

Thanks, Talath!


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Asher 'Cinnis' Regillenus wrote:

Asher is at full HP now.

Thanks, Talath!

You're welcome. :) I was hoping to get another buff spell cast but it seemed prudent to patch everyone up before Shark Week goes.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

That escalated quickly!

Crispin tries not to let his nerves get the better of him and swims closer again.

Sorry, my only attack option has a 30' range. Next round Crispin will be able to add to the fight.

Mauro. Do you want Monkey fish cast on you? It gives you a swim speed of 10', meaning you don't need swim checks at least.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25
Crispin Xantrian wrote:


Mauro. Do you want Monkey fish cast on you? It gives you a swim speed of 10', meaning you don't need swim checks at least.

That would be a significant improvement, thank you.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Ok, next round Crispin is close enough to cast Monkey fist on you so hold till then


Ershirani Reef

In Round 7, Asher charges at the huge shark, provoking the huge beast! The huge shark bites down on the ranger's arm! It releases its grip for another bite but this time Asher pulls away, avoiding more injury.
To hit: 1d20 + 15 ⇒ (19) + 15 = 34
Bite: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Deadly Bleeding: 1d4 ⇒ 2

To hit: 1d20 + 10 ⇒ (2) + 10 = 12
Bite: 2d6 + 10 ⇒ (5, 6) + 10 = 21

From his Arcane knowledge, Antaral realizes Asher has been afflicted by deadly bleeding. (On your turn, Antaral will have 6 seconds or 12 words to communicate what he can.)

Asher's attack isn't able to penetrate the thick, muscular skin of the animal. Even with the purple sahuagin acting recklessly, Mauro can't seem to land a hit. Mauro's skeleton has better luck, gouging the yellow sahuagin to death with its sharp claws. A golden glow erupts from Talath as he channels healing energy to his allies. (Not the skeleton, who is undead.) Crispin continues to lag behind, struggling to swim quickly enough. Becky continues to inspire her allies with knowledge. Relaying this shark, Elder Maw, is a feeder of the depths. It possesses magical qualities, has a diverse number of ways to hunt, and is built strong like a tank. A true carnivorous predator. (18 *just* hit the DC for the most basic of knowledge.) The enlarged Antaral swings his massive morning star, caving in the purple sahuagin's skull. The crescent moon skull is hardly recognizable as the corpse floats down from the force.

Antaral or Knowledge Arcane 25:
From the magical shimmer on the creature's teeth and skin, you realize (possibly with dread) that this ancient shark possesses two magical abilities.

This first is Blood Feast. When a creature within 30 feet of Elder Maw takes bleed damage (including ongoing damage), Elder Maw heals an equal amount of damage.

The second is Deadly Bleeding. A feeder of the depths’ bite causes bleeding wounds that resist healing. The first bite that damages a creature deals 1d4 points of bleed damage, and each subsequent bite increases the amount of bleed by 1d4. Stopping the bleeding requires a successful DC 20 Heal check or the application of any magical healing. However, anyone attempting to cast a healing spell on a creature suffering from deadly bleeding must succeed at a DC 20 caster level check or the spell doesn’t affect the bleeding creature. The save DC is Constitution-based.

The black sahuagin swims around Elder Maw and attacks Asher with his ranseur! The polearm stabs its target.
To hit: 1d20 + 10 ⇒ (14) + 10 = 24
Ranseur: 2d4 + 7 ⇒ (2, 2) + 7 = 11

Koloshkora swims up to Antaral but seems afraid to swim up closer. "Oh fishsticks, that's a big shark!"

Ikirkira swims to catch up to Elder Maw and loads a bolt into her underwater heavy crossbow.

After tasting Asher, Elder Maw comes back for more sweet ranger flesh. Asher screams out in pain, then passes out from the pain. The ranger begins to bleed out, dying.
To hit: 1d20 + 15 ⇒ (7) + 15 = 22
Bite: 2d6 + 10 ⇒ (1, 5) + 10 = 16
Deadly Bleeding (Continued): 2d4 ⇒ (1, 2) = 3

To hit: 1d20 + 10 ⇒ (7) + 10 = 17
Bite: 2d6 + 10 ⇒ (5, 5) + 10 = 20

To hit: 1d20 + 10 ⇒ (1) + 10 = 11
Swift Bite: 2d6 + 10 ⇒ (5, 2) + 10 = 17

Round 8
Asher 23 (deadly bleeding, dying Stabilize DC10)
Mauro 16 (and skeleton) (-4 damage) (-13 damage skeleton)
Talath 13
Crispin 15
Becky 14
Antaral 9
Black sahuagin 10 (delay)
Koloshkora 8
Ikirkira/White sahuagin 2
Elder Maw 8 (delay)

Bold may act!


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Bleed out. Magic resistant to heal. Shark heals from blood. Antaral yells letting the group know the true danger. Antaral launches an immolation bomb at the elder maw. attack: 1d20 + 7 ⇒ (11) + 7 = 18 damage: 1d6 + 4 ⇒ (6) + 4 = 10 each round for 2 rounds. Splash damage is 5hp per round each round adjacent to main target.immolation bomb dc16 reflex full round to put out fire by maw.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Crispin moves up to Mauro and casts Monkey Fish on him. He calls out "Get Asher to me, I'll get him to Talath!"


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:
Crispin moves up to Mauro and casts Monkey Fish on him. He calls out "Get Asher to me, I'll get him to Talath!"

Antaral is the PC you want to take Asher to; Talath doesn't have any ranks in Heal (so he has an untrained +4) while Antaral has a +15. Also you may want to redo your action as Monkey Fish is a personal spell unless you have something that allows you to cast it on others.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath asks Mauro "Healthier or harder to hit?"


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

As the unconscious and bleeding out guy, the latter. You don't wanna get hit.

Bleed: 1d4 ⇒ 4
Stabilize: 1d20 + 2 ⇒ (16) + 2 = 18

Asher will delay his action, but unless he gets a successful Heal and some HP, he will bleed out at the beginning of this turn.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25
Talath Na'El wrote:

Talath asks Mauro "Healthier or harder to hit?"

"Harder to hit!"

I'm at full after your channel, thanks to false life sucking up half the previous damage, so harder to hit. Tactics, everyone with a will save disabler, chuck it at the Elder Maw, I think, and pray it fails a save?

Realizing none of them swim fast enough to escape, Mauro sets his teeth grimly and steps forward, striking at the shark. As he does, an aura flares around him.

Mauro- 5' step
Mauro - Swift action, activate Mind Barrier (8 hp, -1 focus)
Mauro - Standard Action - attack Elder Maw

Mauro to Hit: 1d20 + 3 + 4 + 1 ⇒ (9) + 3 + 4 + 1 = 17
+3 bab +4 str +1 naturalist
Mauro Damage: 1d10 + 6 + 2 ⇒ (5) + 6 + 2 = 13
6 str* 1.5 +2 Champion spirit

His skeleton meanwhile, circles the great shark, trying to close with the last Sahaugin crossbowman (White)...

Skeleton - double move

Status:
Mauro effective AC 24 vs shark, 23 vs others (plus whatever Tanath is up to), HP 31/31
Skeleton AC 17 HP 9


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath swims up and casts Shield of Faith on Mauro.

+2 Deflection bonus to AC.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

@GM: Just to clarify, the Elder Maw takes 3 attacks per round?


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Two.

The first was an attack of opportunity.

Edit:

Asher is still alive.

I did not see that GM had rolled what the ongoing bleed would be. Three points of bleed would bring him down to -13, just above permadeath. He then stabilizes, but the next round of beeld will kill him for sure.


Yes, Asher is alive. The additional bleed damage only triggers when Elder Maw lands another successful bite. Asher is unconscious but with an 18 he is stabilized.

Antaral knows Asher will still need a successful DC 20 Heal check or the application of any magical healing in order to recover from the deadly bleeding status condition. I don't believe he's communicated that to his companions yet, but logically, someone might attempt to heal Asher.

From observation, everyone would realize the deadly bleeding status condition triggers whenever you're bitten again after being critically bitten by a 19 or 20 roll. (Elder Maw rolled a 19 on his first bite.)


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:

Yes, Asher is alive. The additional bleed damage only triggers when Elder Maw lands another successful bite. Asher is unconscious but with an 18 he is stabilized.

Antaral knows Asher will still need a successful DC 20 Heal check or the application of any magical healing in order to recover from the deadly bleeding status condition. I don't believe he's communicated that to his companions yet, but logically, someone might attempt to heal Asher.

From observation, everyone would realize the deadly bleeding status condition triggers whenever you're bitten again after being critically bitten by a 19 or 20 roll. (Elder Maw rolled a 19 on his first bite.)

Antaral gave the PCs this in his short info speech, "Magic resistant to heal." Without knowing more Talath made the best decision he had at the time.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky's unable to reach Asher with everyone else in her path so she takes a moment to change her Naturalist performance to inspire her friends to defeat the great shark-beast, Elder Maw. She then swims forward at a decent speed to put her rapier where her mouth is.

I don't see any way Becky can reach and aid Asher this round. She'll switch her Naturalist performance to Elder Maw, use a move action to swim 7.5 feet, and then use the magic of her shirt to swim an extra 7.5 feet (looks like the rules allow that--it grants an extra move action, not necessarily movement on land).

Becky Beys Swim Check: 1d20 + 7 ⇒ (12) + 7 = 19

Bardic Performance (Naturalist--Elder Maw): Round #7 of 12. +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.

Note: Bleed damage normally kicks in at the START of the injured person's turn; so maybe Asher's not quite as close to death as we fear. (I tried doing the math and got hopelessly confused.)


GM Screen:
Vriskirsa: 1d20 + 6 ⇒ (13) + 6 = 19

Ershirani Reef

In Round 8, Asher unconscious body stabilizes.

Mauro casts Mind Barrier, making himself look sturdier. Then he swings his horsechopper at Elder Maw but the blade fails to penetrate the creature's muscular torso. His skeletal servant circumvents the huge shark, setting its focus on the lithe sahuagin.

Talath Talath swims up and casts Shield of Faith on Mauro, increasing the occultist's defense! +2 Deflection bonus to AC

Crispin follows Talath's lead, casting Monkey Fish on Mauro! +10 foot to climb and swim speeds

Becky swims in an effort to assist Asher and continues to inspire her companions.

Antaral quickly mixes a few volatile ingredients, then lobs the mixture at Elder Maw! The ranged touch attack easily affects the huge creature.

The black sahuagin says something in Aquan, swimming five feet to thrust his ranseur at Mauro!
To hit: 1d20 + 10 ⇒ (17) + 10 = 27
Ranseur: 2d4 + 7 ⇒ (1, 4) + 7 = 12

Aquan (black sahuagin speaking):
The black sahuagin is openly talking to the white sahuagin in a haughty manner. "I knew your worthless self would come eventually."

Koloshkora inches towards Elder Maw, only moving five feet as to not provoke. "Are we in over our necks in fishguts?" She towards at Antaral for guidance. I hope that's the correct landfin phrase.

The slender sahuagin replies to the black sahuagin, loading and firing her underwater heavy crossbow at Mauro's skeleton!
To hit: 1d20 + 8 ⇒ (13) + 8 = 21
Underwater Heavy Crossbow: 1d10 ⇒ 8

Aquan (white sahuagin speaking):
In Aquan, the white sahuagin replies "You've always treated me like barnacles, Skorika. But you're nothing without your cronies."

As an increasingly heated dialogue passes between the black and the white sahuagin. Even not understanding Aquan, from their body language and tone, it seems as if the two sahuagin might turn on each other at any moment.

Elder Maw barrel rolls in the water, attempting to extinguish Antaral's immolation bomb!
Reflex 16 (Full-round): 1d20 + 9 ⇒ (11) + 9 = 20

-----

In Round 9, the party hears a familiar voice. "Now! Ssspells and touch attacksss!" Turning, you see Vriskirsa's serpentine body gracefully speed towards you. She whips her tail around and sends a volley of magical missile strikes at Elder Maw!
Magic Missile: 4d4 + 4 ⇒ (3, 2, 1, 3) + 4 = 13
All of the magic damage appears to go through! Despite having magical attributes, Elder Maw doesn't seem to have any magical resistances.

Round 9
Asher 23 (unconscious, stabilized)
Vriskirsa 19
Mauro 16 (and skeleton) (-16 damage) (-16 damage skeleton)
Talath 13
Crispin 15
Becky 14
Antaral 9
Skorika/Black sahuagin 10 (delay)
Koloshkora 8
Ikirkira/White sahuagin 2
Elder Maw 8 (delay) (-23 damage)

Bold may act!

Bombs are considered thrown splash weapons, which are ranged touch attacks

Also, I've been playing underwater combat wrong with some of the peon's crossbows. :S AONPRD says "Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range." I'm not going to penalize for this combat since I made a mistake. I just had an "Aha" moment on why the "underwater" modifier is so important on weapons.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

@GM: Are they "underwater" crossbows like some of the PCs have? Those have a 20' range increment per the weapon entry and it would make more sense for sahaugin to have the underwater variety. You'll get no grief from me on underwater combat because it is a *PAIN* to remember the differences. I'll see if I can find the chart.

Underwater Crossbow

Found it.
Underwater Rules

@GM: I almost forgot, wasn't Koloshkora using a longspear? If so then she has 10' reach so she wouldn't provoke by moving 10' and attacking Elder Maw.


This is a learning experience for sure. There are only two underwater heavy crossbows. The first was dropped by the black sahuagin so he could pull out his ranseur. The second is currently wielded by the white sahuagin. I'm mainly referring to Round 5 and earlier rounds when red and yellow were shooting.

Koloshikora is wielding a longspear. I wasn't aware she wouldn't provoke by moving into a threatened square if attacking with a reach weapon. I need to look into this before altering my post.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

@Antaral: If Antaral can use a Heal check on Asher, Talath can heal Mauro.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Don't heal Mauro this turn - I'm only down 4 thanks to Mind Barrier eating 8... Instead heal Asher. Any magical healing should stop the bleed
That will free Antaral to lob another bomb; if the shark is spending rounds putting itself out, it's not spending time killing us!
Also the Skeleton only takes 3 from the crossbow, due to DR, putting it at 12 damage (of 15 mind).


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

His aura protecting him from the worst of the sahaugin's stroke, Mauro continues to attack the great shark, aura flaring again.

Mauro - Swift action, activate Mind Barrier (8 hp, -1 focus)
Mauro - Standard Action - attack Elder Maw

Mauro to Hit: 1d20 + 3 + 4 + 1 ⇒ (1) + 3 + 4 + 1 = 9
+3 bab +4 str +1 naturalist
Mauro Damage: 1d10 + 6 + 2 ⇒ (8) + 6 + 2 = 16
6 str* 1.5 +2 Champion spirit

His skeletal warrior, on it's last legs though it is, has a clear lane to charge the Sahaugin who shot it, and does just that!

Skeleton - full round action - charge White Sahaugin

Skeleton Claw to Hit: 1d20 + 3 + 2 + 1 + 2 ⇒ (2) + 3 + 2 + 1 + 2 = 10
+3 bab +2 str +1 naturalist +2 charge
Skeleton Damage Claw A: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
+2 str +2 occultist


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Talath is correct sadly. Monkey fish is personal so I can't cast it on Mauro. :(

Crispin tries to assist by blasting the Black Sahuagin.

sonic blast vs touch: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13

Sonic blast:

Sonic Blast (Su) The arcanist can loose a deafening blast of sonic energy by expending 1 point from her arcane reservoir and succeeding at a ranged touch attack against any one target within 30 feet. The blast deals 2d6+1 sonic damage. The target is also deafened for 1 minute. The target can attempt a Fortitude save (DC 13) to halve the damage and negate the deafness.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5
Herkymr the Silly wrote:
Bleed out. Magic resistant to heal. Shark heals from blood. Antaral yells letting the group know the true danger. Antaral launches an immolation bomb at the elder maw. Splash damage is 5hp per round each round adjacent to main target.immolation bomb dc16 reflex full round to put out fire by maw.

5 points of splash should have been applied to black. I noticed I hadn't made that clear but black is in splash area so he takes 5 from initial splash.

Antaral lobs another bomb at the shark.
not immolation regular this time.

attack: 1d20 + 7 ⇒ (8) + 7 = 152d6 + 4 ⇒ (5, 4) + 4 = 13
black may take a reflex 16 for half damage from splash


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath casts a spell before moving 5' forward to heal Asher.

@GM: Converting 1st level spell Waterproof into a Cure Light Wounds spell so what do I roll to see if it works?

Cure Light Wounds: 1d8 + 4 ⇒ (5) + 4 = 9


Ershirani Reef

In Round 9, Asher is unconscious but stable at the beginning of the round. Vriskirsa has already acted in the round.

Mauro uses his mental energy to cast Mind Barrier on himself again. He swings his horsechopper at Skorika but the sahuagin avoids the blade. His skeletal warrior charges Ikirkira but the lithe sahuagin avoids that attack too!

Talath acts!

Talath Na'El wrote:
@GM: Converting 1st level spell Waterproof into a Cure Light Wounds spell so what do I roll to see if it works?

Converting awhat now? I’m not sure… But here are three other solutions: pouring a Potion of Cure Light Wounds down Asher’s throat, using the Wand of Cure Light Wounds, or casting Bear’s Endurance on Asher to heal him (since the hit points gained are not temporary hit points so I will consider it healing)

Crispin makes his Sonic Blast look absurdly easy. He thinks his accuracy would have been good enough to hit the huge shark at least twice. All of the damage looks like it went through. Elder Maw looks a bit scraggly.

Becky acts!

Antaral lobs another concoction and easily hits with the touch attack. Elder Maw’s tail beats at the surrounding water and the shark shudders. A feral noise comes from Skorika, his eyes are red and he looks bloodthirsty.
Skorita Reflex DC16: 1d20 + 7 ⇒ (15) + 7 = 22

Round 9
Asher 23 (unconscious, stabilized)
Vriskirsa 19
Mauro 16 (and skeleton) (-8 damage) (-13 damage skeleton)
Talath 13
Crispin 15
Becky 14
Antaral 9
Skorika/Black sahuagin 10 (-13 damage, frenzied, slightly injured)
Koloshkora 8
Ikirkira/White sahuagin 2
Elder Maw 8 (-52 damage, injured)

Bold may act!


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Forgoing an attack to close on the ranseur-wielding sahuagin, Becky goes total defense and tries to swim into attack range without getting herself skewered. Unfortunately, she has no real practice with such a maneuver and finds herself unable to swim forward at all while trying to keep her buckler poised to intercept an attack.

+4 dodge bonus to AC for 1 round; failure to move means she doesn't have to worry about an AoO for moving into the sahuagin's threatened area.

Becky Beys Swim Check: 1d20 + 7 ⇒ (2) + 7 = 9


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

GM, a cleric that channels positive energy can spontaneously cast a Cure spell spontaneously by burning a prepared spell slot of the same level. It's does not take additional time.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
GM Ventiine wrote:


Talath acts!

Talath Na'El wrote:
@GM: Converting 1st level spell Waterproof into a Cure Light Wounds spell so what do I roll to see if it works?

Converting awhat now? I’m not sure… But here are three other solutions: pouring a Potion of Cure Light Wounds down Asher’s throat, using the Wand of Cure Light Wounds, or casting Bear’s Endurance on Asher to heal him (since the hit points gained are not temporary hit points so I will consider it healing)

@GM: Converting a 1st level spell via Spontaneous Casting: "Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name)."

Cleric Entry

@GM: I have no idea what "Magic resistant to heal" means so I don't know what to roll to check if the Cure Light Wounds spell worked on Asher or not. As for using a potion or wand of CLW, it would face the same "resistance" issue that a casting of the spell does. Hence why I was looking for alternatives to healing spells/items.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath swims 5' back behind Mauro and casts Aid on him.

Aid: 1d8 + 4 ⇒ (7) + 4 = 11

Aid spell

In addition to the temporary HP, Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

@GM: Okay since I just found out after I posted that the CLW did not work, may I change casting of the Aid to Asher? The temporary HP I rolled might keep him alive for another round.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

I'm going to make this one direct and to the point: Either Antaral tries to make a DC 20 Heal check (with his +15) on Asher next round or Asher is dead.


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Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

When it gets back to Antaral, he will heal Asher Full round action. I may be a bit longer posting tomorrow as I am scheduled full all day at work and busy with kids getting back to school so I'll do the roll now.
heal: 1d20 + 15 ⇒ (11) + 15 = 26 Asher heals for 4 hp.

treat deadly wounds:
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.


✦ Ershirani Reef * ˚ ✦

We've been in combat for 10 days, the boards messed up my latest post, and I'm not having fun with this combat anymore. I'm making the executive decision to move the plot forward.

There is a lot of information in this post. I'm going to give the party time to regroup, discuss loot, discuss what item they want from Vriskirsa, and discuss where they want to go next (or if they need to rest.)

☄. *. ⋆ The End of Combat ⋆.ೃ࿔*:・

Here (link) is an image of the sahuagin combat scene.

The lithe sahuagin (named Ikirkira) who arrived with Elder Maw is the last to be slain. She begged for her life, divulging she and the other sahuagin were recruited by a witch named Helekhterie to keep a presence in these waters. Upon request, Ikirkira describes the path to get to the witch's lair. The description of the path matches an etching on a thin stone tablet found on Skorika's (the black sahuagin's) body. She explains how their leader, Skorika, and his most trusted warriors use magical necklaces provided by Helekhterie to breathe above the waves and transport captive creatures (typically merfolk and locathahs) to her tower in the mountains.

Upon hearing this admittance, Koloshkora runs her longspear through Ikirkira's neck, silencing her forever. "Slavers! How could they do that?!" Koloshkora exclaims vehemently. "We have to save them! Perhaps your missing tribe is there too?" (As your friendly GM, I recommend delaying your trip to the tower for a while.)

☄. *. ⋆ Looting The Dead ⋆.ೃ࿔*:・

The surrounding waters are peacefully serene other than the sounds made by the party, Koloshkora, and Vriskirsa. Eleven sahuagin corpses in various states float gently in the current. A twelfth corpse (blue) resides in Elder Maw's stomach.

Looting the dead, you find a +1 ranseur worth 2,310 gold, masterwork underwater heavy crossbow worth 400 gold with 20 bolts, 2 potions of Cure Moderate Wounds worth 300 gold each, studded leather worth 25 gold, necklace of air adaption worth 10,000 gold, thin stone tablet with a map etched on it (no value), and 4 pieces of polished red coral (worth 100g each) on Skorika/the black sahuagin.

On Ikirkira/the white sahuagin you loot a masterwork longspear worth 305 gold, masterwork underwater heavy crossbow worth 400 gold with 20 bolts, Potion of Cure Light Wounds worth 50 gold, hand of the mage worth 900 gold, necklace of air adaption worth 10,000 gold, agate earring worth 25 gold, seven pearls worth 100 gold each, and 18 gold.

There is nothing to loot from Elder Maw.

Strewn around the various, less remarkable dead sahuagin, the party loots 10 tridents worth 15 gold each, 7 heavy crossbows worth 50 gold each, 3 masterwork underwater heavy crossbows worth 400 gold each, 100 crossbow bolts, six potions of Cure Moderate Wounds worth 300 gold each, crowbar worth 2 gold, feather token (anchor) worth 50 gold, peg leg sized for a gnome worth 10 gold, puzzle box with an underwater motif worth 30 gold, clockwork false teeth worth 50 gold, sealed glass jar of caviar worth 50 gold, ring of Swimming worth 2,500 gold, masterwork thieves tools worth 100 gold, two necklaces of air adaption worth 10,000 gold each, amulet of natural armor +4 worth 8,000 gold, two rings of protection +2 worth 8,000 gold each, a pearl necklace worth 100 gold, and miscellaneous coin totaling 418 gold. From the various items, it is clear to the party that these evil creatures have been killing, kidnapping, and stealing for a while. Your characters probably think Talmandor Bounty is safer without this malicious group of underwater thugs terrorizing the surrounding waters.

☄. *. ⋆ Proceeding Onward ⋆.ೃ࿔*:・

(To reiterate) Area F1: Reef Perimeter. The Ershrani Reef is a sprawling series of twisting, serpentine ridges bristling with a vibrant rainbow of sea life. Tall stands of vermilion kelp drift in the ocean currents, schools of tiny fish glitter like a spray of silver knives as they swim past, and the multicolored symphony of coral polyps, spines, and pillars create an otherworldly landscape. In the distance, the dark hulk of a wrecked sailing vessel stands out against the sea of life and color.

Area F2: Broken Bow. The party regroups near the sunken ship. The bow of the ship has the name Joskadalr calligraphed in fading paint. Coral grows up the hull of the wrecked ship, and bone fetishes tied with sinew decorate the gaping opening in the hull. There's evidence of the sahuagin camping out here.

Area F3: Sahuagin Leader's Quarters (Formerly Vriskirsa's Home). From where you float, you can look down the length of the ship to see the stern. The stern of the Joskadalr rests upright with the splintered hull breach angled toward the sandy ocean floor. A curtain of hanging kelp creates a screen of privacy around the entrance. Inside, the stern is decorated with the skeletal remains of aquatic humanoid creatures, arranged to form a sigil. Vriskirsa gracefully swims past you to this area. She surveys the various bobbles, items that she scavenged prior to the sahuagin invasion. The naga turns back towards the party. She's more vibrant than you've ever seen. "Itsss here. The ressst of my treasssuresss are here!" The naga knocks down the skeletal effigy with the slap of her tail. "But not thisss. Thisss will need to go."

Knowledge Religion 18 (area F3):
You identify the skeletal sigil Vriskirsa destroyed as that of the demon lord Dagon.

Area F4: Elder Maw's Den. During the party's patrol of the area, to ensure no more sahuagin are lurking, they come to an opening in the seabed. This opening in the seabed below the coral reef leads to a massive underwater cave. The cave is undecorated save for a single patch of interwoven kelp strands attached to the wall. Small bones are scattered around the bed along with a few rusted curiosities from the sunken ship. The rusted trinkets from the broken ship have little to no value in their current condition, except for a locked steel box that has resisted time and the salty sea. Mauro doesn't detect any traps and picks the lock easily. Inside the box is a folded leather cloak of the manta ray worth 7,200 gold and a belt of incredible dexterity +2 worth 4,000 gold.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

"The sigil was that of the demon lord Dagon, lord of sea monsters and dweller in the darkest and deepest underseas abyss," Becky intones ominously. She seems to be in awe of Vriskirsa, who appears both beautiful and terrible at the same time. Becky wonders if her BFF Medrinnah will be able to embroider a likeness of the naga based on the bard's description.

The cloak of the manta ray and belt of incredible dexterity interest Becky; I'll have to take a closer look at the cloak later to see what sort of limitations it has. And the clockwork false teeth (!!)...just because.

Becky Beys Knowledge (religion) Check: 1d20 + 12 ⇒ (16) + 12 = 28


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath will definitely vote for a day of rest to regain spells and heal up the party. As far as next destination maybe we should go to the first one on the list; maybe it won't be as brutal.

@GM: An Amulet of Natural Armor +4 is worth 32,000 GP, is it supposed to be +2 which is worth 8,000 GP?


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

As he coughs up some blood, Asher says,

Either Crispin or Becky should get the cloak. They will not need to worry about these underwater expeditions again. It's not worth much in trade to our new allies.

Starting a new sheet for book 2 loot. I copied over the list posted by DM. I am trying to categorize items and am marking magic items that are not as valuable to trade with the Locathah.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

"I agree with Talath, a day or two of rest is definetly in order. Also, next time we do something like this, let's try to gather more information first. Things were in hand up until the shark showed up... After that it got really hairy."


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath will take the opportunity to ask both Vriskirsa and Koloshkora if either has heard anything of this witch named Helekhterie.


Neither Vriskirsa and Koloshkora know anything about the witch named Helekhterie. Vriskirsa hypothesizes the sahuagin must have been working with the witch for at least two years, as that's about when the sahuagin stole her home. Vriskirsa also thinks this witch must be powerful to have an entire sahuagin tribe doing her bidding.

My next post will narrate the party's return to Talmandor's Bounty. I want to make sure Crispin and Antaral have a 24-hour window to post.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Sounds good. The party will have healed up, we can report to Ramona, and the casters can switch spells out/around.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

We still need to decide what we are taking as a reward from Vriskirsa's stash from her other lair.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

I don't recall any of the magic item choices at Vriskirsa's lair jumping out at Becky as a "Gotta have it!" item, so I'm good with whatever other folks choose.

Are we past Asher's resistance to healing problem? Can we assume Becky and others healed him back to full?


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

The Pearl Dolphin figurine is worth the most, at 7,600 GP. DM, just add it to the loot sheet?


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

That sushi moving beast was nasty. I agree lets return to Ramona and make plans with her. We still have a lot to do before considering the witch. More information would be nice as well. Lets get her and the Locathath talking to solidify trade and start talks of alliance. But please rest Asher up first he's needed at his optimum. Antaral states

Dolphin sounds wonderful. Once stuff is up on the loot sheet I will see what might benefit Antaral and open a discussion on it.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher has his eyes on the AC boosting items after that encounter.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Becky Beys wrote:

I don't recall any of the magic item choices at Vriskirsa's lair jumping out at Becky as a "Gotta have it!" item, so I'm good with whatever other folks choose.

Are we past Asher's resistance to healing problem? Can we assume Becky and others healed him back to full?

Asher is healed up and fine.

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