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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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 gets super-excited as her brain gets more things to recognize, including the flying, buzzing wihsaak and the blur spell it casts upon itself. Although the thought of the gill-men devouring her should terrify the teen, she's instead filled with pride and confidence when she throws off both magic attacks hurled against her! When her nearby foe declares, "Fear makes the flesh more delicious!", the young bard rejoins, "Ha! The only thing you'll be eating is my steel!"

Becky attacks the yellow gill-man.

Becky Beys Spellcraft Check: 1d20 + 10 ⇒ (12) + 10 = 22

Becky Beys Knowledge (planes) Check: 1d20 + 9 ⇒ (20) + 9 = 29

Becky Beys Will Save (confusion; Naturalist): 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Becky Beys Will Save (fear): 1d20 + 7 ⇒ (13) + 7 = 20

Becky Beys mwk rapier (Naturalist, bless: 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25 for piercing damage: 1d6 ⇒ 2 (18-20)

@GM Ventiine: Any more info about the wihsaak with Becky's Knowledge (planes) result of 29?

Bardic Performance (Naturalist--Gill-Men): Round #7 of 14. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.


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)

Save(Confusion): 1d20 + 2 ⇒ (6) + 2 = 8
Confusion Effect: 1d100 ⇒ 91 (Attack Nearest Creature)

Attack(Yellow): 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 2d8 + 13 ⇒ (3, 5) + 13 = 21

Get that buzzing out of my mind!


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

Knowledge Religion: 1d20 + 5 ⇒ (14) + 5 = 19

@GM: For information about 'Zura'.

Will: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Please add +2 to the Will save if the effect is a charm or compulsion. :)


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:

[dice=Save(Confusion)]1d20 + 2

[dice=Confusion Effect]1d100 (Attack Nearest Creature)

[dice=Attack(Yellow)]1d20 + 14
[dice=Damage]2d8 + 13

Get that buzzing out of my mind!

Technically Asher has 4 "nearest creatures": Yellow, White, Green, and Becky. I'd assign each a number between 1 and 4 and then do a random die roll.


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

Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17

For the confusion effect.


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

Spellcraft: 1d20 + 5 + 3 + 2 ⇒ (18) + 5 + 3 + 2 = 28
5 ranks +3 trained +2 int

Will Save vs Droning: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14
+4 Occultist + 1 Wis+2 Resistance
EDIT: Confusion Result: 1d100 ⇒ 24
Act Normally


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

Mauro is distracted by the strange droning noise, but seizes a moment of clarity to hack at a gillman. Mindlessly, the skeleton continues to claw at available enemies...


Mauro standard action - Attack White
Skeleton Full Attack on Yellow

Mauro to Hit White: 1d20 + 3 + 4 + 1 + 2 + 1 + 2 ⇒ (19) + 3 + 4 + 1 + 2 + 1 + 2 = 32
+3 bab +4 str +1 enhancement+2 Naturalist+2 flanking +1 bless
Mauro Damage White: 2d4 + 6 + 2 + 1 ⇒ (2, 3) + 6 + 2 + 1 = 14
6 str* 1.5 +2 Champion spirit +1 enhancement

Skeleton Claw A to Hit Yellow: 1d20 + 3 + 2 + 2 + 2 ⇒ (14) + 3 + 2 + 2 + 2 = 23
+3 bab +2 str +2 naturalist+2 flank
Skeleton Damage Claw A: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
+2 str +2 occultist

Skeleton Claw B to Hit Yellow: 1d20 + 3 + 2 + 2 + 2 ⇒ (13) + 3 + 2 + 2 + 2 = 22
Skeleton Damage Claw B: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Mauro AC 24 HP 38+12 Skeleton AC 18 HP 14

Possible AoO:

It seems likely that Mauro may get an AoO as either the cleric or the critter close with him, so this is it. If it's the critter, Mauro will just whack it. If it's the cleric, he will try to trip her to stop her closing...
To Hit/CMB Check for AoO: 1d20 + 3 + 4 + 1 + 2 + 1 ⇒ (5) + 3 + 4 + 1 + 2 + 1 = 16 (-2 if it is the critter)
+3 bab +4 str +1 enhancement+2 Naturalist+1 bless
Miss Chance if it is the critter: 1d100 ⇒ 65 > 20 is good.
Mauro Damage If it is the critter: 2d4 + 6 + 2 + 1 ⇒ (2, 4) + 6 + 2 + 1 = 15
6 str* 1.5 +2 Champion spirit +1 enhancement


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

Antaral shakes his head against the drone..will vs confusion: 1d20 + 1 ⇒ (20) + 1 = 21 and manages to push the droning away. He lobs a bomb at the green one after stepping to the side 5 ft.
attack +bless +naturalist: 1d20 + 9 ⇒ (15) + 9 = 24damage: 3d6 ⇒ (2, 6, 2) = 10
fire dc 16 1 point to yellow,asher left out


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)

I will take Talath up on his suggestion.

Creature Attacked (Confusion) (Green is 1, and then counter-clockwise): 1d4 ⇒ 3

Change the attack target to White

If White is down due to Mauro:

Creature Attacked (Confusion) (Green is 1, and then counter-clockwise): 1d3 ⇒ 2

Attack target is Yellow


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 above is what Becky thinks she replies to the carnivorous gill-man; what she actually says is, "Ha! A heap...of squirrels...will devour...your summer...tambourines!!??" Then she stabs herself in the leg with her rapier!

Original roll was 3 damage; I never corrected the total in the stats under Becky's alias.


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

will save vs Confusion: 1d20 + 5 ⇒ (10) + 5 = 15 Arrrgh!

confusion: 1d100 ⇒ 39

"Have you ever wondered why your fingers just leave? We make them do so many awful things!"


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

Waiting to see how/if the map clears up once the other's attacks have resolved.


✦ Ancient Observatory? (area K2) * ˚ ✦

In Round 4, Crispin babbles incoherently. Becky is also confused and stabs herself with her weapon! Mauro has a moment of clarity through his confusion and attacks the already severely injured white gillman, killing it! His skeletal servant swipes at the yellow gillman, severely injuring it!

Antaral keeps his focus, successfully ignoring the flying creature's droning! He lobs another concoction at the yellow gillman, killing it in a firey blast!
Reflex DC16: 1d20 + 5 ⇒ (6) + 5 = 11

In his confusion, Asher attacks the green gillman!

Talath, like Antaral, is able to shake off the droning!

Round 4
??? Creature 22
Orange 18
Clarifest 16
Purple 15 (???, injured, blinded)
Crispin 15 (33/33)
Becky 9 (32/38)
Mauro (and skeleton) 9 (50/38)
Antaral 7 (35/38)
Asher 5 (49/49)
Talath 5 (29/38)
Green 5 (27 damage)

Talath (from Religion 19):
Talath recalls Zura, also known as the Vampire Queen, is a demon lord of cannibalism and vampires. Zura is believed to be the first vampire in all of creation. Supposedly she was an ancient Azlanti queen who possessed a lust for eternal life so great she eventually resorted to feeding on her own kind. Her holy symbol is a crimson fanged skull.

Becky (from Planes 29):
Becky realizes this flying creature is a wihsaak! These extraplanar creatures have a special attack called Droning Madness, in which they beat its wings in a way that creates a maddening droning sound that numbs the mind of all intelligent creatures within 100 feet. They also have a special attack called Look of Fear in which a creature affected by a wihsaak’s gaze is shaken for 1d4 rounds. They also have Swarmwalking, meaning it is immune to damage or distraction effects caused by swarms. It also has Spirit Touch which is an ability Becky doubts will be relevant because it impacts damage dealt to incorporeal creatures.

As a special defense, a wihsaak is immune to death effects, disease, fear effects, and poison. Has decent resistance to cold, electricity, and sonic, and has decent spell resistance.

Finally, the wihsaak has damage reduction against good-aligned creatures.

Bold may act!

Please let me know if I missed any skill checks, etc.


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: Talath made a 17 Spellcraft to determine what effect the wihsaak used on the party.

Talath makes a 5' step back and casts Beacon of Luck!

You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. As an immediate action before a saving throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell for 24 hours.


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 hears the incoming threat, sees that the Green Gillman is on his last legs and reorients on the new, more dangerous-sounding threat.

Mauro! Come when you can!

Standard Action: Attack Green
Move Action: Move 20' toward the droning to bring it within the Light cantrip.

Attack(Green): 1d20 + 14 ⇒ (18) + 14 = 32
Confirm Critical: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 2d8 + 13 ⇒ (4, 4) + 13 = 21 (Assuming the Crit, it's 42 points of damage.)


✦ Ancient Observatory? (area K2) * ˚ ✦

Concluding Round 4, Asher's steel resolve cuts through the droning. It seems as if his nodachi becomes one with his body in an artful display of practice and precision. In one fluid cut, Asher finishes the green gillman. His prowess with the blade sends a clear message to everyone in the cave.

Talath, like Antaral, is able to shake off the droning! The cleric casts Beacon of Luck!

Talath (his Round 4 spellcraft check):
So, Talath doesn't recognize what the flying creature did as a specific spell. However, he would know certain creatures can sometimes have special abilities. This creature seems to have made a special ability with its wings.

In Round 5, The flying creature maintains the droning noise. If you passed the save in Round 4, you are unaffected. If you failed the save in Round 4, please make a Will DC16 roll or be confused for 1 round.

Then, the blurred flying creature opens its mandibles and sways its limbs. A cold, cloying miasma of greasy darkness appears in the cave! (See teal on map.)
Cloying miasma: 5d8 ⇒ (5, 3, 5, 4, 2) = 19
Sickened: 1d4 ⇒ 3
Asher, please make a Will DC16 to only take 9 damage and not be sickened for 3 rounds.
Mauro, please make a Will DC16 to only take 5 damage. Mauro will take 9 damage if the save is failed.

Spellcraft DC19 (what spell was cast):
You realize the flying creature just cast Unholy Blight.

The orange gillman takes a five-foot step and attacks Talath! He cuts Talath with the shortsword!
To hit: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Masterwork Trident: 1d8 + 2 ⇒ (4) + 2 = 6
To hit: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Crit?: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 (No with lingering perform)
Shortsword: 1d6 + 2 ⇒ (2) + 2 = 4

Clarifest touches her holy symbol and praises Zura. (See purple on map.) Asher and Mauro please make a Will DC14 to take half.
Channel Negative Energy: 3d6 ⇒ (5, 4, 3) = 12

The purple gillman clears the glitterdust from its eyes. The creature steps over the corpse of the pink gillman to attack Talath!
Purple Glitterdust DC16: 1d20 + 1 ⇒ (13) + 1 = 14
To hit: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Masterwork Trident: 1d8 + 2 ⇒ (6) + 2 = 8
To hit: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Shortsword: 1d6 + 2 ⇒ (1) + 2 = 3

Round 5
??? Creature 22 (blurred)
Orange 18
Clarifest 16
Purple 15 (???, injured, blinded)
Crispin 15 (33/33)
Becky 9 (32/38)
Mauro (and skeleton) 9 (50/38)
Antaral 7 (35/38)
Asher 5 (49/49)
Talath 5 (25/38)


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

"Excuse me!" Becky says to her friends, uncertain of what exactly she might've said moments ago. The bard allows her lingering Naturalist ability against gill-men to hang in the air for a few more seconds. Taking a 5-foot step, she brings her rapier to bear against the gill-man south of Talath (gold).

At the same time, the bard starts telling her allies what she knows of the bug-man. "Wihsaaks are resistant to spells, cold, electricity, and sonic attacks! And only good-aligned weapons fully harm them!" Though the advice might be sound, the bard's words lack the magic of her Naturalist power (which still lingers on gill-men).

Becky Beys Will Save (vs. droning; burst of luck): 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Becky Beys mwk rapier (Naturalist; bless): 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17 for piercing damage: 1d6 ⇒ 3 (18-20)

Lingering Performance (Naturalist--Gill-Men): Round #2 of 2. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.


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

Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13

Talath takes a 5' step back and channels the power of Desna to heal his friends and himself.

Using Selective Channel to exclude the 2 goony gillmen!

Channel: 3d6 ⇒ (4, 1, 3) = 8

"Good weapons eh? I have something for that and to help defend us against this creature but I'd need everyone near me."


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

Spellcraft: 1d20 + 5 + 3 + 2 ⇒ (3) + 5 + 3 + 2 = 13
5 ranks +3 trained +2 int

Will save vs Drone: 1d20 + 4 + 1 + 2 + 2 ⇒ (14) + 4 + 1 + 2 + 2 = 23 vs DC 16
+4 Occultist + 1 Wis+2 Resistance+2 Burst of Luck

Will save vs Other Spell (teal burst): 1d20 + 4 + 1 + 2 + 2 ⇒ (14) + 4 + 1 + 2 + 2 = 23 vs DC 16

Will save vs Channel Energy: 1d20 + 4 + 1 + 2 + 2 ⇒ (7) + 4 + 1 + 2 + 2 = 16 vs DC 14

EDIT: Mauro takes a total of 11 pts of damage, reducing him to 1 temp HP. He is no longer confused.

Mauro AC 24 HP 38+1 Skeleton AC 18 HP 14


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

Mauro charges to engage the cleric,

Mauro full round action - Charges Cleric

Mauro to Hit Cleric: 1d20 + 3 + 4 + 1 + 2 + 1 + 2 ⇒ (5) + 3 + 4 + 1 + 2 + 1 + 2 = 18
+3 bab +4 str +1 enhancement+2 Naturalist+2 flanking +1 bless +2 charge
Mauro Damage Cleric: 2d4 + 6 + 2 + 1 ⇒ (1, 2) + 6 + 2 + 1 = 12
6 str* 1.5 +2 Champion spirit +1 enhancement

and his skeletal warrior follows his lead...

Skeleton Full round action - Charge Cleric

Skeleton Claw to Hit Cleric: 1d20 + 3 + 2 + 2 + 2 ⇒ (3) + 3 + 2 + 2 + 2 = 12
+3 bab +2 str +2 naturalist+2 charge
Skeleton Damage Claw: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
+2 str +2 occultist

Mauro AC 20 + 2 vs gillmen HP 38+1 Skeleton AC 14+2vs gillmen HP 14


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

Antaral takes a five foot step drawing his crossbow as he goes and loading 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 reels at the onslaught of the new foes.

Will Save vs Drone: 1d20 + 4 ⇒ (19) + 4 = 23
Will Save vs Cloying Misma: 1d20 + 4 ⇒ (1) + 4 = 5

Asher feels the dark energy sap his strength, but charges in at the cleric as he shakes off the confusion from the droning.

Charge: 1d20 + 14 ⇒ (17) + 14 = 31
Confirm Crit: 1d20 + 14 ⇒ (17) + 14 = 31

Damage: 2d8 + 11 ⇒ (3, 4) + 11 = 18 ](Doubled to 36!}

(HP=41 after Miasma and Channel, AC=23 after Charge)

Talath, we can't disengage. Come to us!


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 reels at the onslaught of the new foes.

[dice=Will Save vs Drone]1d20 + 4
[dice=Will Save vs Cloying Misma]1d20 + 4

Asher feels the dark energy sap his strength, but charges in at the cleric as he shakes off the confusion from the droning.

[Dice=Charge]1d20 + 14
[Dice=Confirm Crit]1d20 + 14

[Dice=Damage]2d8 + 11 ](Doubled to 36!}

(HP=41 after Miasma and Channel, AC=23 after Charge)

Talath, we can't disengage. Come to us!

You don't double the damage, you roll the damage a second time. Hopefully it will be better than 7 next time! :)


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)

I’ve always done it the wrong way, but you’re right.

Crit: 4d8 + 22 ⇒ (7, 4, 8, 8) + 22 = 49


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

For further table talk entertainment, Asher you owe a third will save for the negative energy channel from the cleric (12 DMG, DC14 will for 1/2). You should also be making that save at -2 from sickened. Also your to hit and damage rolls are at -2 from your upset tummy. Finally, I don't think you're at 41 hp after the miasma (-19) and Talath's channel (+8); I figure that makes 38, and then the damage from the negative energy channel...


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)

Catching Up.. thanks Mauro. I do have Sickened turned on in Hero Lab, so my match will be OK for that.

Save for Channel: 1d20 + 2 ⇒ (10) + 2 = 12(FAIL! - 12 points damage)

(HP=26 after Miasma and BOTH Channels, AC=23 after Charge)


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

will save vs Confusion + Beacon of Luck: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Oh poop!

Confusion: 1d100 ⇒ 86

Deciding Talath must be his worst enemy Crispin slashes at him with his dagger.

dagger: 1d20 + 2 ⇒ (7) + 2 = 9 Thankfully my awful rolls continue.


✦ Ancient Observatory? (area K2) * ˚ ✦

Concluding Round 5, Crispin slashes out at Asher with his dagger but misses! Becky stabs the orange gillman with her rapier! Mauro just manages to cut through Clarifest's armor, injuring her! His skeleton joins the attack but misses. Antaral takes a five-foot step and loads his crossbow. Asher charges into the greasy darkness and cuts down the cleric, killing her!

Clarifesk, the self-proclaimed cleric of Zura, dies with an excited bloodthirsty expression still on her face. Her rapier clatters to the cave floor as she falls.

In Round 6, everyone hears a language in their mind. Then, the blurred creature casts a spell and disappears!

Know Abyssal:
In your mind, you hear agitated buzzing and in Abyssal: "You ruined my fun."

Spellcraft DC22:
The blurred flying creature cast greater teleport.

The orange gillman laughs madly, attacking Becky but misses!
To hit: 1d20 + 4 ⇒ (4) + 4 = 8
Masterwork Trident: 1d8 + 2 ⇒ (4) + 2 = 6
To hit: 1d20 + 3 ⇒ (3) + 3 = 6
Shortsword: 1d6 + 2 ⇒ (3) + 2 = 5

The purple gillman with the dry, peeling skin drops their weapons, takes a five-foot step away from the orange gillman, and raises their webbed hands into the air shouting "Mercy! Mercy!" Their common is accented in a way someone's great-grandparent might speak.

Round 6
Orange 18 (3 damage)
Purple 15 (???, injured, blinded)
Crispin 15 (21/33)
Becky 9 (32/38)
Mauro (and skeleton) 9 (39/38)
Antaral 7 (35/38)
Asher 5 (26/49)
Talath 5 (25/38)

Bold may act!

At this point, I will let the party resolve combat out of combat if you all would like. As in, you all could collectively decide what you want to do. Alternatively, we can also keep to the round. Party's choice.


out of combat


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

spellcraft: 1d20 + 5 + 3 + 2 ⇒ (11) + 5 + 3 + 2 = 21
5 ranks +3 trained +2 int


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 would have really liked to make that spellcraft check...

Mauro warns :"Keep your guard up! Maybe a teleport, maybe some sort of invisibility spell, who knows?"

As he speaks he turns to support Becky against the remaining gillmen,

Mauro Move Action - move 20'. Note this movement will draw an AoO from purple, if he chooses to try and take it. (Unarmed... Which unless he has IUS or a natural weapon will draw an AoO.)

If Orange doesn't drop his weapons and ask for mercy like Purple:

Mauro Standard Action - Attack Orange

Mauro to Hit Orange: 1d20 + 3 + 4 + 1 + 1 ⇒ (10) + 3 + 4 + 1 + 1 = 19
+3 bab +4 str +1 enhancement +1 bless
Mauro Damage Orange: 2d4 + 6 + 2 + 1 ⇒ (4, 1) + 6 + 2 + 1 = 14
6 str* 1.5 +2 Champion spirit +1 enhancement

his skeletal warrior moves with the same purpose.
Skeleton Move Action - move 30'

If Orange doesn't drop his weapons and ask for mercy like Purple:

Skeleton Standard Action - Attack Orange

Skeleton Claw to Hit Orange: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
+3 bab +2 str
Skeleton Damage Claw: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
+2 str +2 occultist

Mauro AC 22 HP 38+1 Skeleton AC 16 HP 14


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'm pretty sure the wihsaak teleported away!" Becky calls out to the others. Dodging the attack of her cackling foe, the teen waves her rapier around a bit to distract him and give Mauro an easier time in defeating its defenses.

Becky Beys Spellcraft Check: 1d20 + 10 ⇒ (13) + 10 = 23

Becky Beys mwk rapier (Aid Another (attack; Mauro; bless): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 SUCCESS! +3 to Mauro's attack on orange gill-man, thanks to Becky's Helpful trait.


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 fine with out of combat; it's not like Orange is going to beat all of us lol.

"Powerful magic indeed. And its language, probably the tongue of demons given it is one."
Turning to Purple Talath asks, "So what led you and the other gillmen to ally yourself with such a creature?"


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)

I am OK with out of combat.

Asher whips his blade to the side to do the cool blood cleaning thing anime guys do, and points it at the Gillmen as he walks closer to them.

Weapons down. NOW!

If they comply, he motions to Mauro to come with him to clear the area past the passage the cleric and wihsaak came through.


✦ Ancient Observatory? (area K2) * ˚ ✦

The party tries to reason with the orange gillman but the creature appears utterly insane. He lunges out laughing maniacally only for Mauro to skewer him. The orange gillman's corpse twitches then goes still.

Looking around, there do not appear to be any lose items in the four cave branches. However, each of the eight gillman was carrying a masterwork trident and a regular short sword each. (So 8 of each total.) The purple gillman doesn't say or do anything when you take their weapons.

Clarifesk, the self-proclaimed cleric of Zura, was carrying a +1 rapier, potion of bear’s endurance, potion of bull’s strength, mithral chainmail, a spell component pouch, and a wooden holy symbol of Zura.

ˏˋ°•*⁀➷

The injured purple gillman will introduce herself as Tasrel. If allowed, she sits in one of the shallow pools of the cave, cupping water in her hands, pouring it over her dry, peeling skin.

Talath addresses the purple gillman (Tasrel), asking why the gillmen would ally with a creature that spoke the language of demons. She looks surprised at the question. "I didn't have a choice!"

"I- we made our home along the coast not too far from here. There are whales in the nearby waters perfect for hunting for meat, blubber, and bones. Our settlement is actually named Bonetown after our trade."

"A few months ago, Clarifesk," she gestures to the dead cleric, "started acting strange. At first, it just seemed like harmless little pranks, but they grew more and more malicious. Others started to follow Clarifest in her antics and our chief was forced to send her and her followers into exile for killing and eating some of our own." She shudders, "we fish and hunt whale. We don't... e- eat people." Tasrel seems upset and her voice is shaky as she's explaining.

"Then, one night they returned in the middle of the night and began slaughtering everyone. Me and a few others surrendered and they took us here. That's when I met Itzchelmna and it started talking to me. It was in my mind. It told me horrible things. Suggested horrible things. It must have been talking to the others too. Many of us went from prisoners to cannibals. The ones who didn't got eaten." She puts her head into her hands and lets out a sob. "I'm not proud of what I did but I did it to survive. You don't know how convincing Itzchelmna can be!" She looks at you with large, horrified eyes, as if she can't believe what's she's done. "It kept us out of the water. Stopped us from fishing and hunting whales. I- I think it enjoyed it."

Becky:
You know from your knowledge check that wihsaaks have the spell-like ability suggestion.

Tasrel offers to take you to Bonetown, her village settlement (area I). She is able to give good enough directions that you mark it on your map.

She also warns you about a potentially dangerous area she called "the smoking marsh" (area J). She's never been there but was warned by other gillman (before Itzchelmna's arrival) that it's a dangerous place.

Tasrel tells you the back of the cave (area K3) has a shrine to Zura where Clarifesk made everyone pray.


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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

"Tasrel, did you and the others attack the human settlement? Or their goats? They've had goats drained of blood and Zura is the goddess of vampires and the two times we've tracked the attackers, their tracks disappear into the sea."


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)

Loot recorded. Nice rapier for Becky, and armor for whoever needs some.

So, do we take her to her own, and empty this den of evil?


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

Mauro is busying himself with a quick search of the general searching the general areas of the cave.

Perception: 1d20 + 5 + 3 + 1 + 2 + 3 ⇒ (16) + 5 + 3 + 1 + 2 + 3 = 30
5 rank +3 trained +1 wis +2 racial +3 Skill Focus

As he does so, he asks "Did anyone understand the words the thing projected into our head?" (the abyssal spoiler, above. If nobody in the party, maybe Tasrel?)

Then he moves on to more serious business - checking the way into shrine for traps; where there was one deadfall, there may be more...

Perception: 1d20 + 5 + 3 + 1 + 2 + 3 ⇒ (1) + 5 + 3 + 1 + 2 + 3 = 15
5 rank +3 trained +1 wis +2 racial +3 Skill Focus


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:

Loot recorded. Nice rapier for Becky, and armor for whoever needs some.

So, do we take her to her own, and empty this den of evil?

"Given what she described Clarifesk and the others doing, there may be no one to take her to."


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 shakes her head at Mauro's question, then reluctantly backs up the possible truth in Tasrel's words, saying that wihsaaks have the ability to project magical suggestions upon others.

The bard seems awestruck when Asher presents her with the magical rapier. After thanking him, she casts detect magic, using it to examine the shrine to Zura (Have I heard that name before?) and keeping it running as the group exits the caves, just in case they missed anything good during the sudden ambush.

Becky Beys Knowledge (religion) Check (Zura): 1d20 + 13 ⇒ (8) + 13 = 21


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

"Sadly I do not speak whatever language that thing spoke to us in." Crispin sighs in some annoyance in himself.

Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30

"That was a Greater Teleport it used to leave with though. I doubt it is anywhere nearby."

Knowledge Religion Aid another for Becky on Zura: 1d20 + 9 ⇒ (17) + 9 = 26

"A Goddess of vampires would be a good culprit for blood draining." He agrees with Talath's thinking.

Some nice loot indeed. And Crispin is sulking for failing to resist Confusion. :)


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

Antaral will perform healing on those that need it most.
Crispin heal: 1d20 + 16 ⇒ (5) + 16 = 21
Asher heal: 1d20 + 16 ⇒ (7) + 16 = 23
Talath heal: 1d20 + 16 ⇒ (13) + 16 = 29

They all will heal at 2x normal rate when they sleep. As Antaral will provide longterm care.


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:

Becky shakes her head at Mauro's question, then reluctantly backs up the possible truth in Tasrel's words, saying that wihsaaks have the ability to project magical suggestions upon others.

The bard seems awestruck when Asher presents her with the magical rapier. After thanking him, she casts detect magic, using it to examine the shrine to Zura (Have I heard that name before?) and keeping it running as the group exits the caves, just in case they missed anything good during the sudden ambush.

[dice=Becky Beys Knowledge (religion) Check (Zura)]1d20+13

This is what Talath learned with a 19: 'Talath recalls Zura, also known as the Vampire Queen, is a demon lord of cannibalism and vampires. Zura is believed to be the first vampire in all of creation. Supposedly she was an ancient Azlanti queen who possessed a lust for eternal life so great she eventually resorted to feeding on her own kind. Her holy symbol is a crimson fanged skull.' Hence Talath asking Tasrel if the gillmen were responsible for the recent attacks/blood drains.


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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:
And Crispin is sulking for failing to resist Confusion. :)

I almost forgot!

Talath peers at Crispin, "Trying to stab me eh? I didn't know you hated me."
Talath looks aggrieved to be the target of Crispin's rage!


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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 apologizes to Talath, but does explain. "You were simply the nearest to me when the spell made me attack."


✦ Sacrificial Cave (area K3) * ˚ ✦

Talath continues the interrogation asking if the gillman attacked the human settlement (Talmandor's Bounty.) He mentions the goats and the tracks that led into the sea.

Tasrel looks surprised. "Human settlement? Here? Please, take me back with you. I'm the only one left of my village. I don't want to be alone if it comes back!"

Tasrel tells you she's never seen a goat before and asks what they're used for. "If the goats were missing blood, maybe it was a creature from the smoking march." (area J)

Antaral offers healing, while Talath and Crispin reconcile after Crispin's confusing attack. A few of the party members reiterate thoughts shared by their fellow settlers: vampires could be the culprits behind the drained goat blood.

ˏˋ°•*⁀➷

Nudging forward from Becky's and Crispin's posts, the party proceeds to the back section of the cave where the shrine to Zura is said to be. Someone in the party opens the wooden door and you're faced with a gruesome display. This must have been where the cannibalistic gillmen dragged off their own kin to be devoured.

This flooded cave is roughly square, and its features have been smoothed by the passage of seawater in and out with the ebb and flow of the tide. A large swath of the southern wall is marred by deep carvings depicting a crude, twisted sigil. It looks like a crimson-fanged skull - Zura's symbol.

A pile of humanoid bones heaped four feet high litter the floor in front of the glyph. There is a lot of death in this room. From your inspection of the bones in the previous areas, you identify these are all bones belonging to gillmen, not humans.

Becky does not detect any magic when she casts detect magic on the shrine. Mauro's general searching of the cave does not reveal anything or anyone else.

Due to the exposure of salt water, the party realizes this shrine is very old. The wear on the carvings indicates it's too old to have been constructed by the recent inhabitants. Carved in Azlanti, you can read "In this unending night, we pledge ourselves to the Vampire Queen, Zura. Relieve us from this Age of Darkness." Tasrel doesn't know Azlanti and asks you what it says.

What would the party like to do? It's nighttime, you've trekked across the island. There's a gillman you can kill or show mercy. There are also two nearby unexplored areas. There's also supposed to be an Ancient Observatory somewhere on the island and there's a crystal monument (area D) you haven't explored. Updated map (link).


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

Knowledge History: 1d20 + 5 ⇒ (12) + 5 = 17

Checking what Talath knows about the history of gillmen particularly their relations with his people.

Talath will request that the group show mercy to Tasrel, "It's clear the demon was actively influencing and corrupting her. However then there's the question of what to do with her? As I feared, she has none of her people left. Being alone in this area is essentially a death sentence. I'm not sure how well received she would be at Talmandor but, if she can become an ally, she would be of great assistance to the colony. I would also like to either stay here or return to this area to perform a ritual on this shrine to remove its influence."

While we should check the Smoking Marsh it doesn't sound like a place to visit at night. Perhaps rest near this area?


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

Antaral yawns. I'd suggest perhaps having our new "friend" here recommend several places to camp nearby. Then explore the marshes tomorrow after checking out the pillar.


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

Mauro looks at the ancient carving and pulls off a gauntlet. Looking down at his hand and then up at the sigil he mutters "No, some things are better left alone...". Instead of using object reading, he asks "Anyone have a hammer or such?" Failing anyone presenting a more useful tool, he will use the butt of his Ranseur to smash Zura's symbol... While he works, he asks "Should we have some sort of a pyre or a burial for the dead?" He continues as he gestures at the pile of gnawed bones "This is the kind of thing that results in the undead. Not sure how practical it is, but if someone has an idea?"

With respect to what to do next, I think Antaral has the right of it, we need to camp for the night. I don't think we go on to the pillar next - it's a long trip. (Also, I don't need a boat for it, but you guys might...) Instead I would start with the former gillman village (I), and then the smoking marsh (J).


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

"Fear not Mauro, the ceremony I will perform tomorrow will sever the evil connection to this place. Tasrel, how do your people normally handle those who have passed on?"

Taltah will take Bless Water and Consecrate during evening prayers and hold an evening ceremony when he will cast Consecrate on the shrine.

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