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. 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 casts Haste in response to the puppydog eyes people are giving him.


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 gladly switches places with Asher and then casts a protective spell on Asher before Asher rushes in to face their foes! Magic Circle vs. Evil

Same +2 bonuses as Protection vs. Evil but centered on Asher in a 10' radius.


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)

Asheer makes grateful puppy dog eyes at Crispin and Talath.


✦ Nal-Shakar: Foyer (area L4) * ˚ ✦

In Round 8, Crispin casts Haste.

In Round 9, Talath casts a Magic Circle Against Evil on Asher. Asher moves up the stairs and readies an attack.

When Mauro moves up the stairs, his darkvision spots two large scrags. These two are larger than the one encountered in the forest. You realize the first one you met must have been a runt. They are so big and tall, that they can reach over the descending stone banister and attack the skeletal servant without incurring a cover penalty.

The two scrags appear to have been waiting for you all to ascend the stairs. The red scrag attacks Mauro’s skeleton as soon as it is in within reach!
Red Claw 1 (To Hit): 1d20 + 8 ⇒ (17) + 8 = 25 What is the AC and HP of your skele again?
Red Claw 1 (Damage): 1d6 + 5 ⇒ (5) + 5 = 10
Red Claw 2 (To Hit): 1d20 + 8 ⇒ (15) + 8 = 23
Red Claw 2 (Damage): 1d6 + 5 ⇒ (5) + 5 = 10

Round 9
Talath 21 (1 damage, Freedom of Movement, Longstrider)
Asher 19 (and animal companion) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Red Scrag 19
Mauro 16 (and skeleton) (6 damage on skele, Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Crispin 16 (Freedom of Movement, Water Breathing, Touch of the Sea)
Blue Scrag 15
Becky 12 (wetsuit, Freedom of Movement)
Yellow Hag Eye Ooze (21 damage, injured, somewhere
Party Buffs: Haste (7 rounds)

Bold may act!


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

The skeleton's AC was 21, it's HP was 16... and claws do bludgeoning damage that bypasses it's DR 5.

The first scrag smashes the skeletal minion to pieces, but no matter, a flicker of Mauro's attention reanimates the broken remains!
Mauro spends an immediate action and a point of mental focus to reanimate it at full HP: 22/22. However, I am not sure if this eliminates the rest of the skeletons movement and attacks; the exact wording is: Necromantic Servant (you have to scroll down to find it).

This distraction however, does not stop Mauro's rush up the stairs...

Assuming that the rest of the skeleton's turn is cancelled, it stays where it is on the map, and Mauro ends up in the dashed green box.
That means Mauro will have to eat a few attacks. Which means the protector familiar gets to try out it's bodyguard and combat reflexes feats... If the skeletons turn is not cancelled, it ends up in the pink dashed square, and Mauro ends up where the skeleton is now.

Bodyguard action:

The hedgehog has 4 AoO's to use for defense (Combat reflexes + 16 dex).

Bodyguard AoO 1: 1d20 + 6 + 3 ⇒ (6) + 6 + 3 = 15 vs DC 10 aid another
6 bab +3 dex
Bodyguard AoO 1: 1d20 + 6 + 3 ⇒ (3) + 6 + 3 = 12 vs DC 10
Bodyguard AoO 1: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17 vs DC 10
Bodyguard AoO 1: 1d20 + 6 + 3 ⇒ (19) + 6 + 3 = 28 vs DC 10

For the next 4 attacks this round (I am guessing Red AoO, Yellow Readied Attack and Yellow AoO), Mauro has a base AC of 23 +2 if attacker is evil (protection from evil) and +2 from bodyguard (assuming the DC 10 is made) by his familiar, for a total of 27...


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)

Question, can Asher shoot over the banister? I assume so if they are tall enough to reach over it without penalty.


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
Mauro Ocela wrote:

The skeleton's AC was 21, it's HP was 16... and claws do bludgeoning damage that bypasses it's DR 5.

Actually claw attacks are slashing and piercing. A slam attack is bludgeoning and a bite attack counts for all 3 damage types.


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:
Mauro Ocela wrote:

The skeleton's AC was 21, it's HP was 16... and claws do bludgeoning damage that bypasses it's DR 5.

Actually claw attacks are slashing and piercing. A slam attack is bludgeoning and a bite attack counts for all 3 damage types.

Nope, claws are bludgeoning and slashing.


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

If Ashur doesn't move up Crispin will lean around the corner and cast Glitterdust on the two Scragg's. Placing it so that no one in our party is in the area.

Will save DC16 or blinded.


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
Mauro Ocela wrote:
Talath Na'El wrote:
Mauro Ocela wrote:

The skeleton's AC was 21, it's HP was 16... and claws do bludgeoning damage that bypasses it's DR 5.

Actually claw attacks are slashing and piercing. A slam attack is bludgeoning and a bite attack counts for all 3 damage types.

Nope, claws are bludgeoning and slashing.

That changed from 3.5 and it doesn't make sense but okay.


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)

OK.. I found the partial cover rule and comparative distance.

Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he's closer to the obstacle than his target.

Given Mauro's intentions, Asher will move into Mauro's square after he moves up (Green Circle) and fire, giving Crispin and Becky a chance to do their thing. I also left Huntress back to make room for other party members on the stairs.


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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 moves forward until she can see and identify the scrags. "Gah! Scrags! Big ones! Use acid or fire or they'll regenerate!" Then she kicks in with her Naturalist ability, pointing out how best to battle the great beasts. At some point, she realizes a big advantage the party has over the scrags--the monsters can't regenerate unless standing in water, so unless the fortress's pipes have sprung a leak....

Bardic Performance (Naturalist--Scrags): Round #6 of 16. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.

Becky Beys Knowledge (local) Check: 1d20 + 14 ⇒ (16) + 14 = 30


✦ Nal-Shakar: Foyer (area L4) * ˚ ✦

In Round 9, Crispin makes plan to cast Glitterdust, however, there is no room on the stairs to visibly cast it! Crispin you may take a different Round 9 action if you wish.

The blue scrag reaches down to swipe at the skeletal servant! The blue scrag looks slightly more feminine than the red scrag. The blue scrag says something as they attack.

Giant:
In Giant, the blue scrag taunts: "That fancy trick but you still gonna be food!"

Blue Claw 1 (To Hit): 1d20 + 8 ⇒ (8) + 8 = 16
Blue Claw 1 (Damage): 1d6 + 5 ⇒ (6) + 5 = 11
Blue Claw 2 (To Hit): 1d20 + 8 ⇒ (15) + 8 = 23
Blue Claw 2 (Damage): 1d6 + 5 ⇒ (3) + 5 = 8

Meanwhile, Becky inspires the party with her knowledge! Having seen this enemy before, she knows quite a lot about scrags. (And it is possible that Becky has shared some of this information after encountering Skurnagh in the Bleeding Forest area H) Becky knows a scrag's claws have the ability to rend. Tearing into their opponent's flesh does additional damage based on their strength and they look strong. She also remembers that scrags have the ability to regenerate in water. They are perceptive and it is rumored that scrags, like other trolls, have darkvision.

Round 10
Talath 21 (1 damage, Freedom of Movement, Longstrider)
Asher 19 (and animal companion) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Red Scrag 19
Mauro 16 (and skeleton) (Skele AC 21, HP 8/16, Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Crispin 16 (Freedom of Movement, Water Breathing, Touch of the Sea)
Blue Scrag 15
Becky 12 (wetsuit, Freedom of Movement)
Yellow Hag Eye Ooze (21 damage, injured, somewhere
Party Buffs: Haste (6 rounds)

Bold may act!

Mauro I'm going to rule no on the skeletal servant getting to attack again because I think the skeleton "dying" and being brought back is different than a summoned creature.


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 Ocela wrote:


Assuming that the rest of the skeleton's turn is cancelled, it stays where it is on the map, and Mauro ends up in the dashed green box.
That means Mauro will have to eat a few attacks. ...

GM Ventiine wrote:


Mauro I'm going to rule no on the skeletal servant getting to attack again because I think the skeleton "dying" and being brought back is different than a summoned creature.

Ok, I have updated Mauro's position on the map (he is now where the green box was.. Note that this movement would have drawn AoO's from both Scrags, as well as possible readied attacks from blue, none of which you appear to have rolled (against an effective AC of 27). Also, Mauro would have got to make his attack against red (in rd 9); I suspect it hit. Finally, Skeleton's current HP is 14/22 (respawned at full HP and took 8 from blue's claw attacks). It's AC is 23 until starting it's turn (10 +4 armor +2 NA +2 dex +2fight defensively +1 haste +2 Naturalist).


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, on initiative 16, takes a quick shuffle as he draws his bow and feels the weight of his arrows increase as the string is drawn back. He looses at Red.

Strike true and with fury, Erastil, Deadeye!

Swift Action: Five-Foot Step to Green circle
Full Round Action Action: Full Attack with Bow, Hasted

Scrags are Aquatic Humanoids, so Asher's Favored Enemy of +2 is active. Gravity Bow is active for seven minutes.

Attack 1 (Many Shot): 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 4d6 + 18 ⇒ (2, 5, 3, 2) + 18 = 30

Attack 2 (Haste): 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 2d6 + 9 ⇒ (3, 3) + 9 = 15

Attack 3: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14


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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

Talath steps forward and calls upon Desna to bestow the use of her favored weapon to strike the scrags!

Spiritual Weapon, Haste, Bardic Performance: 1d20 + 11 ⇒ (18) + 11 = 291d8 + 4 ⇒ (3) + 4 = 7

Spiritual Weapon

If he can move into the area to hit the Red Menace; I moved him to the top combat map.


✦ Nal-Shakar: Foyer (area L4) * ˚ ✦

In Round 9, Mauro delays until Crispin acts and swings his ranseur at the red(?) scrag, cutting it!

In Round 10, Talath calls upon his goddess, casting Spiritual Weapon and striking the red scrag! It snarls in fury at the sudden onslaught of attacks!

Asher follows up, calling upon Erastil to help him strike true. His first two arrows hit their mark, and the large troll falls forward to the ground, dead!

Round 10
Talath 21 (1 damage, Freedom of Movement, Longstrider)
Asher 19 (and animal companion) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Red Scrag 19 (67 damage, dead)
Crispin 16 (Freedom of Movement, Water Breathing, Touch of the Sea)
Mauro 16 (and skeleton) (Skele AC 23, HP 14/22, Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Blue Scrag 15
Becky 12 (wetsuit, Freedom of Movement)
Yellow Hag Eye Ooze (21 damage, injured, somewhere)
Party Buffs: Haste (6 rounds)

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

Becky stays put where she is, continuing to spout interesting tidbits about scrags such as their ability to rend foes, and also pointing out that these two shouldn't be able to regenerate unless there's a pool or bathtub in the room above. She draws Ramona's healing wand with her buckler hand, just in case things should take a sudden turn for the bloody....

Bardic Performance (Naturalist--Scrags): Round #7 of 16. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.


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 siddles up the last few steps while ferociously chopping at the the standing scrag with his Ranseur.

Mauro 5' step and full attack on blue

Mauro to Hit A: 1d20 + 6 + 5 + 1 + 1 + 2 ⇒ (20) + 6 + 5 + 1 + 1 + 2 = 35
+6 bab +5 str +1 enhancement +1 haste +2 Naturalist
Mauro Damage, A: 2d6 + 7 + 2 + 1 ⇒ (6, 1) + 7 + 2 + 1 = 17
7 str* 1.5 +2 Champion spirit +1 enhancement

Mauro to Hit B: 1d20 + 6 + 5 + 1 + 1 + 2 - 5 ⇒ (17) + 6 + 5 + 1 + 1 + 2 - 5 = 27
+6 bab +5 str +1 enhancement +1 haste +2 Naturalist -5 iterative
Mauro Damage, B: 2d6 + 7 + 2 + 1 ⇒ (4, 4) + 7 + 2 + 1 = 18
7 str* 1.5 +2 Champion spirit +1 enhancement

Mauro to Hit, Haste: 1d20 + 6 + 5 + 1 + 1 + 2 ⇒ (3) + 6 + 5 + 1 + 1 + 2 = 18
+6 bab +5 str +1 enhancement +1 haste +2 Naturalist
Mauro Damage, Haste: 2d6 + 7 + 2 + 1 ⇒ (2, 5) + 7 + 2 + 1 = 17
7 str* 1.5 +2 Champion spirit +1 enhancement

His skeletal warrior delays a heartbeat so Mauro has a clean line of attack and then joins the fun...

Skeleton 5' step and full attack on blue; has stopped fighting defensively...

Skeleton Claw A, to Hit: 1d20 + 6 + 2 + 1 + 2 ⇒ (4) + 6 + 2 + 1 + 2 = 15
+6 bab +2 str + 1 haste +2 naturalist
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (4) + 2 + 3 = 9
+2 str +3 occultist

Skeleton Claw B, to Hit: 1d20 + 6 + 2 + 1 + 2 ⇒ (5) + 6 + 2 + 1 + 2 = 16
+6 bab +2 str + 1 haste +2 naturalist
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (4) + 2 + 3 = 9
+2 str +3 occultist

Skele HP 14/22 AC 21

Edit: Possible Crit on Attack A
Mauro ,Crit Confirm, A: 1d20 + 6 + 5 + 1 + 1 + 2 ⇒ (2) + 6 + 5 + 1 + 1 + 2 = 17
+6 bab +5 str +1 enhancement +1 haste +2 Naturalist
Mauro Extra Damage, A: 4d6 + 14 + 4 + 2 ⇒ (6, 1, 4, 3) + 14 + 4 + 2 = 34
7 str* 1.5 +2 Champion spirit +1 enhancement


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 will not cast once he moves to where he can see the Scraggs, Mauro & Ashur seem to have things well handled. He does stay ready to cast a Scorching ray if it is needed.

Nicely done by the party muscle!


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 will not cast once he moves to where he can see the Scraggs, Mauro & Ashur seem to have things well handled. He does stay ready to cast a Scorching ray if it is needed.

Nicely done by the party muscle!

Talath flexes.


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)

With plenty of help from the casters and bard.


✦ Nal-Shakar: Foyer (area L4) * ˚ ✦

In Round 10, Crispin moves on the staircase, prepared to cast Scorching Ray if it is needed. Mauro and his skeletal servant turn their attention to the blue scrag. The occultist's first swing brutally cuts into the scrag. The blade must have hit a major artery because blood spurts from the wound. Each of his following swings also hit their mark. The skeleton claws, missing the first time, but is largely overshadowed by the occult's prowess with the blade. Becky may save her action economy from Round 10.

Each of the scrags is wearing a Necklace of Air Adaption (10,000gp) that looks identical to the one found taken from Skurnagh in the Bleeding Forest.

The stone tower appears quiet (although smelly) and there are no visible threats.


✦ Nal-Shakar: Foyer (area L4) * ˚ ✦

As you have a chance to catch your breath, you look around what looks to be the foyer of the building. This great foyer is a picture of faded majesty. Walls once decorated with colorful murals are now flecked with mold, the discolored paint peeling off in large flakes. A strong odor of brine and musk clings to the air. However, no amount of disrepair can diminish the awe-inspiring scale of the two thirty-foot-tall statues that loom in this room, flanking a weathered marble altar that bears the seal of a star and spiral. The eastern statue depicts a robed goddess in a dramatic pose, holding a knife in the air with the blade angled down toward herself. A blindfold shrouds this figure’s eyes, and she clutches a stone hourglass under one arm. The western statue depicts a young woman in robes like those of her partner, with hair flowing down to her ankles, a pair of immense butterfly wings, and a five-pointed star held in one hand over her head.

Double doors to the north look like they lead outside. There are two double doors to the south of where you stand. An unpleasant stench lingers around the southwest double doors. A curved staircase matching the one you ascended is to the west and leads upward.

What would you like to do? I would like two in agreement to proceed.


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 proposes "Quickly, upwards, you said the witch could see through the ooze's eyes - let's not give her any more time to prepare than we must."

We have haste running for another 4 rounds (and other assorted buffs running down) Also there's good reason not to let the hag set things up for too long... I figure she'll be at the top of the tower.
Which raises the question, @GM Ventiine, how many floors did it look like the tower had from the outside? ( Keep in mind, know that we know the first floor is tall enough to house 30 ft statues.)
Proposed course is the dashed purple line, and let skelebot take the lead to eat any hits...


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

"Should we wear the necklaces to avoid anymore nasty surprises? And I agree we need to move quickly but perhaps check for more traps?"

Guidance and Take 10 for a 26.


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 a good little follower (when she's not daydreaming about being the colony's leader or Ramona's lieutenant), so she scoots along after Mauro without hesitation.

Yeah, pressing on while we've still got haste active seems smart to me.


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 nods to Mauro and scurries along after him. He has Hintress sit in the middle of the pack to let the bard and cleric be closer to the front.


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 follows again, but makes sure he has another Haste ready to go.


✦ Nal-Shakar: Second-Floor Foyer (area L9) * ˚ ✦

In "Round 12", the party decides to hustle up the next flight of stairs, not wanting to give the sea hag any additional time to prepare. As you finish climbing, you see an equally impressive landing as the first floor.

Two sprawling bas-reliefs decorate the second-floor landing. The interior wall is engraved with depictions of a robed Azlanti man bearing a sword and an unmarked shield, battling a colossal demonic creature in a hellish landscape. The outer wall is likewise carved with a dramatic bas-relief etched with the finest details, in this case illustrating a turbulent ocean. In the image, shattered pieces of land are spiraling down toward the center of a massive whirlpool, each with fragmentary pieces of crumbling cities atop them. A single shaft of light or energy lances up from the middle of the whirlpool to the top of the relief.

A pair of staircases wrapping along the outer walls ascend and descend the tower, while double doors embellished with images of Desna and Pharasma are located in alcoves at the top of each staircase.

Knowledge (History) 25 or Knowledge (Planes) 25:
The depicted figure is most likely Aroden (though many of the physical details diverge from how he is usually portrayed) battling the demon lord Deskari, an event that took place thousands of years after the destruction of Azlant.

The relief on the outer wall is more open to interpretation. It either shows the destruction of Azlant (though by different means), or it depicts an event that has not yet transpired. It is clearly showing the destruction of an island landmass as the ocean floor collapses into an impossibly large vortex.

As you're clanking and clomping, you pause. You're pretty sure you hear wailing coming from the north side of this floor. The stone walls of this structure are thick, so the noise is muffled and you can't make out any distinct words. You can't help but wonder: is this where lost colonists are being kept?

"Round 12" to give you action economy to loot the necklaces and all be on the same map.


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 opportunity to be the one to find the missing colonists from the first wave is a difficult lure for Becky to resist. The chance that the party might be leaving enemies between itself and the tower's exit also weighs into her decision to veer off and open one of the double doors on the left.

Becky Beys Knowledge (history) Check: 1d20 + 13 ⇒ (9) + 13 = 22


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

K History: 1d20 + 6 + 3 + 2 ⇒ (15) + 6 + 3 + 2 = 26
6 ranks +3 trained +2 int


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 moves up to cover Becky's back with his bow.

Hold on lass! Let us meat shields go in first!"

Loot sheet updated. We have five of these necklaces, and they are worth more to the locathah, so let's make sure to trade them there.


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 moves up to cover Becky's back with his bow.

Hold on lass! Let us meat shields go in first!"

Loot sheet updated. We have five of these necklaces, and they are worth more to the locathah, so let's make sure to trade them there.

In the future when Asher and/or Mauro move up, please move Talath's icon with you as he'll provide combat cover (lol) with the longspear and can heal or use his Luck domain power on one of you guys.


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 has no idea where to go next and follows the leaders while his head swivels from side to side trying to spot any ambushes.

knowledge history: 1d20 + 14 ⇒ (13) + 14 = 27

perception: 1d20 + 8 ⇒ (16) + 8 = 24


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 already has one foot on the next set of stairs going up when Asher calls out. A quick glance over his shoulder has him reversing course, his skeleton trailing him as he moves to backup Becky and Asher, ranseur held high ready to strike past the first rank... He mentally orders the skeletal warrior to watch the party's back; it cannot come to the front because of the holy warding on Asher (Protection from Evil 10' radius).

BTW Asher, be careful not to break that by forcing it against the skeleton...


✦ Nal-Shakar: Study (area L10) * ˚ ✦

In "Round" 13, you all continue your steady walk through this floor, opening the double doors to the northwest. Past the doors, you see a long-collapsed oaken table along with the dilapidated and ancient-looking remains of several chairs.

There is an identical room with the same furniture on the northeast side. These rooms look like they were conference chambers where the philosopher-priests of Nal-Shakar conducted larger meetings. Here they would discuss visions or portents and vigorously debate their meanings until they could come to a consensus.

.

✦ Nal-Shakar: Chamber of Contemplation (area L11) * ˚ ✦

Between the two identical rooms, there is a separate room, connected to each with matching carved arches. You see the same designs and symbols as the stone banisters on the stairs.

Here, you see an enormous marble basin sitting on a stone dais flanked by iron braziers. The inside of the basin is caked with dried blood, and dark splotches mar the steps leading up to it. Behind the dais, an etched mural depicts the goddess Pharasma with her head down, cradling the light of a single star between cupped hands. Desna is depicted standing behind her, arms wrapped around Pharasma’s shoulders and butterfly wings outspread behind her. Opposite this dais is a pair of enormous stone doors engraved with arcane writing and geometric shapes.

This room looks like it was used by the philosopher-priests of Nal-Shakar to perform water-based auguries and divinations, as well as entrail readings and, rarely, blood readings. (Crispin connects the dots from his brief scan of the ancient Azlanti stone tablets.)

Crispin or Perception 22:
You can hear the faint rattling of chains behind the doors leading to the next room. The thickness of the doors makes communicating back and forth through them all but impossible without some sort of tapping code, though shouting or other loud noises can be faintly heard through the doors and stone walls. The doors are not locked.

Perception 30:
The doors have been warded with a symbol of scrying

If Perception 30, then Read Magic and Spellcraft 16:
You decipher the password for the symbol. It’s “Blood” in Alzanti.


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

Perception: 1d20 + 6 + 3 + 1 + 2 + 3 ⇒ (19) + 6 + 3 + 1 + 2 + 3 = 34
6 rank +3 trained +1 wis +2 racial +3 Skill Focus


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's sharp eyes have him call out a warning "There's a symbol of scrying on the doors"

I do not have read magic... @Ventiine, to be clear, the symbol of scrying is on the doors that I have put a dashed pink oval around, is that right?


Yes, the symbols are in the pink dotted oval.


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

"You sure?" Becky asks Mauro. "I think I hear chains clanking in the next room...."

Becky Beys Perception Check: 1d20 + 10 ⇒ (16) + 10 = 26


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 Read Magic upon the area and attempts to discern its meaning.

Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21

"Excellent find Mauro. The password to bypass the symbol is "blood" in Azlanti."


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:

"You sure?" Becky asks Mauro. "I think I hear chains clanking in the next room...."

Perception: 1d20 + 15 ⇒ (5) + 15 = 20

"I will defer to what you hear Becky."

Icky Perception check!


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

"Becky, you say the password then throw the doors open. Asher, cover me while I rush whatever it is that's in there..."
Reccommend Becky in the pink dashed box - throw the doors open and then 5' step, Asher in the green dashed box. The rest of you can pile on in here too, but don't block my charge nor Asher's shooting lines... Unfortunately, with Asher radiating protection from Evil 10' radius, it's pretty difficult to get my skelebot in here.


So is the party saying the password and opening the doors, barreling into the room without saying anything, or leaving the room alone to proceed up the stairs?

From the perception checks on noise: you hear the same noises as in the hallway and in front of the doors. There seems to be someone or something in there. However, everything is muffled so it's hard to distinguish much.


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 walks up behind Mauro and readies his bow. He tups his chin toward the door handle.

Becky dear, would you do the honors?


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 nods pleasantly at Asher, approaches the doors, says the Azlanti word for "blood," and opens them while stepping out of the way.


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 has the longspear at the ready.


✦ Nal-Shakar: Ocularum Prison (area L12) * ˚ ✦

Becky says the password and the runes glow brightly before going dim. The young bard opens the double doors to reveal a massive octagonal room.

The floor of this massive, octagonal room is etched with an elaborate circle consisting of magical symbols, concentric rings, and silver-inlaid grooves, all stained with smeared blood. Four supports in the room have iron spikes driven into them, connected to thick iron chains that lead to the center of the circle.

Knowledge Arcana DC25 (Floor):
The etched floor design depicts the nine regions of the sky that contain the nine ancient constellations, some of which are still recognizable today as being from the zodiac of the Cosmic Caravan, while the circle at the center contains glyphs representing the Inner and Outer Sphere.

The iron spikes that have been driven into the floor look like new editions. There are a few corpses still chained here, although they are missing parts of their bodies.

Heal DC15 (Corpses):
The scrags must have come here for a snack. The corpses are all locathah.

Chained up against the southernmost wall, you see a large-sized male with an empty eyesocket and a badly scarred-up body.

Sense Motive (large-sized male):
When you open the doors, the large-sized male flinches in fear.

Knowledge Local DC15 (large-sized male):
This is a cyclops!

Heal DC15 (large-sized male):
He is blind (missing eye), exhausted, sleep-deprived, and severely drained of blood. His exhaustion is more extreme than normal exhaustion, as he has been chained up in stress positions for much of his time here.

What would you like to do?


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
GM Ventiine wrote:

What would you like to do?

I would like to roll a bunch of checks to show how darned bright my character is, of course!

P.S. - You forgot the DC for the Sense Motive check.

Becky's eyes widen as she takes in the room and all its details, horrific and otherwise. Then her mouth widens as well, she takes a deep breath, and spits out what she guesses or knows (which is a lot less than she was expecting!).

"I don't know what the deal with the symbols on the floor, but that big guy is a cyclops, and it looks like he's been tortured here for quite a while! Poor thing!"

Though the teen seems to pity the captive cyclops, she doesn't get close to it. Instead she calls out in Common, "We'll help you if you agree not to attack us!" She then repeats the offer in Azlanti.

Becky Beys Knowledge (arcana) Check: 1d20 + 15 ⇒ (6) + 15 = 21

Becky Beys Heal Check (corpses): 1d20 + 1 ⇒ (8) + 1 = 9

Becky Beys Sense Motive Check: 1d20 + 5 ⇒ (17) + 5 = 22

Becky Beys Knowledge (local) Check: 1d20 + 14 ⇒ (4) + 14 = 18

Becky Beys Heal Check (large male): 1d20 + 1 ⇒ (20) + 1 = 21

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