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


2,551 to 2,600 of 3,128 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>

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 Arcana: 1d20 + 6 + 3 + 2 ⇒ (12) + 6 + 3 + 2 = 23
6 ranks +3 trained +2 int


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

Heal: 1d20 + 4 ⇒ (18) + 4 = 22

"It would seem the scrags were hungry; the corpses are all locathah - probably the missing members of Kolokshora's tribe."

Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11


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 surprised to find no enemy in the room, but comes to a quick conclusion: "There is no witch here nor any obvious servants of hers; leave this cyclops for now. Rather, let us get back to the hunt ..."


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 in agreement.

[b[]This poor wretch will keep. The best thing we can do for him is kill the witch![/b]

Vote to go up and kill the hag, quickly.


Whoops! Knowledge Local DC was DC15

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

The cyclops only responds with deference and outright fear. Becky thinks the party will need to approach him with a diplomatic hand for any real conversation (Diplomacy DC25)

Asher and Mauro decide the group should continue to seek out the witch, so they hustle to the next flight of stairs to ascend. The group leaves the cyclops chained up and helpless.

Please put yourselves in a single-file marching order on the map.

I think Haste probably ran out, but you have all your other buffs that last longer than a minute.


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 have put a proposed marching order on the map, but if anyone wants to make edits, they can... PS. Asher, you are behind your AC because that means your 10' prot. evil isn't forced against my point skelebuddy.


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

Does Becky's roll (18) let her know the typical alignment of a cyclops?

Becky frowns when both Mauro and Asher suggest leaving the poor cyclops and instead blindly pursuing the witch. Still, such a big creature could prove dangerous, even when blinded. Plus, it hadn't answered her questions, possibly because it was frightened.

"We'll come back to help you later," the bard promises, again both in Common and 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
Mauro Ocela wrote:
I have put a proposed marching order on the map, but if anyone wants to make edits, they can... PS. Asher, you are behind your AC because that means your 10' prot. evil isn't forced against my point skelebuddy.

Looks good.


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

Looks good to me.


Here we gooooo! No retconning actions now. (Music)

GM Screen:
Asher: 1d20 + 4 ⇒ (6) + 4 = 10
Becky: 1d20 + 2 ⇒ (13) + 2 = 15
Crispin: 1d20 + 2 ⇒ (11) + 2 = 13
Mauro: 1d20 + 2 ⇒ (12) + 2 = 14
Talath: 1d20 + 2 ⇒ (9) + 2 = 11
Helekhterie: 1d20 + 4 ⇒ (16) + 4 = 20
Red Vampire Mist: 1d20 + 8 ⇒ (3) + 8 = 11
Blue Vampire Mist: 1d20 + 8 ⇒ (13) + 8 = 21
Yellow Hag Eye Ooze: 1d20 - 5 ⇒ (11) - 5 = 6

✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

The party proceeds up the stairs, sending the skeletal servant up first, followed by Mauro, Asher, Becky, Talath, Crispin, and lastly Huntress. I want everyone to feel like they have an opportunity to do something really cool, so I'm going to move the conga line far enough forward that everyone is on the map. You may adjust slightly, but you should all be touching squares in a line. Huntress can't currently see the room. Crispin's neck and up are showing.

As you all ascend, your eyes are greeted with natural light (normal lighting here.) You see a colossal device of jeweled, copper-lined globes, steel rings, and dazzling lights. The contraption — an elaborate orrery — rises from an octagonal dais (5 feet tall) at the center of the tower peak. The instrument surges with phantasmal depictions of constellations and cosmic phenomena. Periodically, a lens pauses, briefly concentrating the light of some distant star upon one of the glowing glyphs circling the perimeter of the massive orrery. Around the room, windows twenty-five feet tall and five feet wide allow a spectacular view of the crater lake outside. The copper plates forming the dome of this chamber form a mechanical iris engraved with arcane sigils.

However, the tower is not empty. Standing in the room, you see an absolutely revolting humanoid. Her elongated face is sunken and twisted like a melted candle. Her mouth is far too large for her face and it curves upward unnaturally into a drastic grin, revealing yellow pointed teeth. She stinks worse than the scrags and you have to consciously steel yourself against her presence. Everyone make a DC17 Fort check please (mind-affecting effect.) A cloud of crimson vapor reeking of fresh blood floats on either side of her. You also spot a familiar-looking hag eye ooze along the western wall.

In the Surprise Round, you hear her awful voice, "Annoying insects like you all are better dead!"

Becky only:
You feel a terrible chill across your entire body. It feels like you've left Golarion and been transported into the black depths of space itself. It's so vast and cold; the harshest winters you've experienced and read about are nothing compared to this. Your other senses tell you that you're still present with your companions, but physically it feels like you've been exposed to the empty vastness of space. Thankfully, the feeling fades as quickly as an oracle's vision.

Make a DC17 Fort save (in addition to the Horrific Appearance) to take half of 5d6 ⇒ (5, 6, 3, 4, 3) = 21 cold damage. (This is a supernatural ability.)

Round 1
Helekhterie 20
Blue Vampire Mist 21
Becky 15 (Suit of Enchanted Eelskin, Freedom of Movement)
Mauro 14 (and skele) (Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Crispin 13 (Freedom of Movement, Water Breathing, Touch of the Sea)
Red Vampire Mist 11
Talath 11 (1 damage, Freedom of Movement, Longstrider)
Asher 10 (and Huntress) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Yellow Hag Eye Ooze 6
Party Buffs:

* Round 1 begins after my next post (which will include free Knowledge checks to identify.) *


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 withstands the hag's preternatural ugliness, turning her eyes from it only briefly. Maybe that's why the hag picks her for its next attack....

Becky starts to shiver and then shake uncontrollably. Tears leak from her eyes only to freeze before reaching her cheeks. Her breath seems to catch in her throat, and for a moment you can see its steam pass her lips. A moment later, those same lips are tinged blue and are chapped. Then the bard manages to suck in a ragged breath, and, though she's still shaking lightly, it appears she's survived whatever attack the hag threw at her.

Becky Beys Fortitude Save (Horrific Appearance): 1d20 + 3 ⇒ (14) + 3 = 17

Becky Beys Fortitude Save (Supernatural Ability): 1d20 + 3 ⇒ (6) + 3 = 9


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

Fort: 1d20 + 5 + 2 + 1 + 2 ⇒ (13) + 5 + 2 + 1 + 2 = 23 vs DC 17
+5 Occultist +2 Con+1 Trait+2 Resistance

A mind affecting Fort save, that's a strange one... Also, I get a further +2 if it's a enchantment spell or effect

I doubt the skeleton needs to make a save - as undead it's immune to any fort save that doesn't affect objects, and it's immune to mind affecting effects as well ... but just in case:

Skeleton save if needed:

Fort save: 1d20 + 0 ⇒ (7) + 0 = 7


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

Fort: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12


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 steels his mind and soul.

Fort Save: 1d20 + 9 ⇒ (3) + 9 = 12


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 steels his mind and soul.

[Dice=Fort Save]1d20 + 9

All might not be lost for Asher and Talath. Depending on what kind of "mind-affecting effect" the save is for the Magic Circle vs. Evil spell might give both PCs another save - with an additional +2 morale bonus.


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)

From your lips to the DM's ears.


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

Fort save: 1d20 + 3 ⇒ (9) + 3 = 12


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:
[dice=Fort save] 1d20 + 3;

Dang all 3 of us failed by more than the help provided by the Magic Circle! :(


Here we gooooo! No retconning actions now. (Music)

✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

In the Surprise Round, the party comes up the stairs and struggles with the disgusting sight of the sea hag. She's absolutely repulsive (she's even uglier than the average sea hag) and Crispin, Talath, and Asher all go weak in the knees, taking 1d6 ⇒ 4 Strength damage.

Becky Knowledge Nature: 1d20 + 15 ⇒ (14) + 15 = 29
Becky Knowledge Dungeoneering: 1d20 + 15 ⇒ (17) + 15 = 32

Becky or Knowledge Nature DC29 (sea hag):
You already knew that Helekhterie is a sea hag, but you realize that she's a unique kind of sea hag. She's more repulsive and powerful than the average sea hag - but her power seems to have come at a steep cost. After your vision, you think she might be an oracle or have some other type of prophecy powers.

Because she's a sea hag, you assume she has the ability to gaze at you with an evil stare, giving you the feeling of impending doom. (Evil Eye) You've also experienced her horrific appearance, which you recall all sea hags possess (although somehow Helekterie is even more repulsive.)

Sea hags are resistant to magic.

Becky or Knowledge Dungeoneering DC32 (red clouds):
The red clouds flanking Helekhterie are vampiric mists! These aberrations are vulnerable to fire, however, they are resistant to non-magical attacks.

These nasty blood clouds have the ability to sense blood within 60 feet and can drain the blood of their victims with a melee touch attack, dealing Constitution damage! (Blood Siphon) Draining blood also bolsters how much damage they're able to take. (Blood Overdose)

Over the years, researchers have been fascinated with the Vampiric Mist's Misty Form. Research has shown a vampiric mist’s body is composed of a semisolid red mist similar in consistency to thick foam. The vampiric mist does not have a Strength score, and it cannot manipulate or wear solid objects. This form grants it the amorphous defensive ability and allows it to move through areas as small as 1 inch in diameter with no reduction to its speed. The creature can speak in a hissing voice. A vampiric mist cannot enter water or other fluids and is treated as a creature two size categories smaller than its actual size (Tiny for most vampiric mists) for the purposes of how wind affects it.

Becky and Mauro manage to keep their nerves in check, but the young bard begins to shiver violently from an unknown source! Whatever happened looks like it hurt her. The magic users in the party are experienced enough to know whatever happened to Becky was not a traditional spell.

.

In Round 1, Helekhterie casts something. "Obnoxious fleas!" she cackles in her horrible voice, "you're in my domain now! Aha ha ha ha!"

Mauro only:
Make a Will DC16 save. If you fail, Mauro has the mental urge to attack the ally closest to him with whatever he's holding in his hands, moving if necessary. (If you fail, you may read the Spellcraft spoiler if you need spell clarification.)

Spellcraft DC16 (Helekhterie's spell):
Helekhterie cast Murderous Command on Mauro.

After Helekhterie casts something, the blue cloud flies perfectly through the air and bites Mauro.*
* Ending square may be different depending on Mauro's spoiler result.
Melee Touch Attack (from NE): 1d20 + 7 ⇒ (8) + 7 = 15
Constitution damage: 1d3 ⇒ 2

If holding a reach weapon, Mauro gets an attack of opportunity on the blue mist.

Round 1
Helekhterie 20
Blue Vampire Mist 21
Becky 15 (21 damage, Suit of Enchanted Eelskin, Freedom of Movement)
Mauro 14 (and skele) (Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Crispin 13 (Freedom of Movement, Water Breathing, Touch of the Sea)
Red Vampire Mist 11
Talath 11 (1 damage, Freedom of Movement, Longstrider)
Asher 10 (and Huntress) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Yellow Hag Eye Ooze 6
Party Buffs:
Important Stat changes: -4 Strength Crispin, Talath, Asher; -2 Con Mauro (both reduced with rest)

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

Will Save: 1d20 + 5 + 1 + 2 + 2 ⇒ (11) + 5 + 1 + 2 + 2 = 21 vs dc 16
+5 Occultist + 1 Wis+2 Resistance +2 hedgehog familiar

Various Potential follow up stuff:

Ok, I have protection from evil up courtesy of Talath, so, "Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion."

I am guessing this effect is a compulsion created by an evil creature, so
Second Will Save: 1d20 + 5 + 1 + 2 + 2 + 2 ⇒ (2) + 5 + 1 + 2 + 2 + 2 = 14 vs dc 16
+5 Occultist + 1 Wis+2 Resistance +2 morale+2 hedgehog familiar

Spellcraft: 1d20 + 6 + 3 + 2 ⇒ (8) + 6 + 3 + 2 = 19 vs dc 16
6 ranks +3 trained +2 int

As Mauro is holding his Ranseur (a reach weapon), he gets the AoO on blue cloud.
Mauro to Hit, AoO: 1d20 + 6 + 5 + 1 ⇒ (17) + 6 + 5 + 1 = 29
+6 bab +5 str +1 enhancement
Mauro Damage, AoO: 2d6 + 7 + 2 + 1 ⇒ (1, 4) + 7 + 2 + 1 = 15
7 str* 1.5 +2 Champion spirit +1 enhancement
Damage is Magic and Piercing

Also, there is a possibility that the blood drain attack misses. My Temporary Familiar is a protector and has combat relexes (can take AoO in a surprise round) and bodyguard (can use AoO to defend it's master. A successful Bodyguard attempt would push my AC vs touch to 16 (10+2 dex +2 Deflection (pro evil) +2 aid another (bodyguard)

Bodyguard AoO: 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22 vs DC 10 aid another
6 bab +3 dex


1 person marked this as a favorite.
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 pauses to assess the situation before he acts...
Mauro and Skeleton both take a delay action to 13, waiting for Crispin and Becky to act (I figure both of them are going to throw down buff effects)


✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

In Round 1, Mauro seems to shake off whatever the sea hag tried to throw at him and strikes the red cloud as it flies into his area of attack! All of the damage seems to go through, however, the cloud is still alive to make its touch attack!

Round 1
Helekhterie 20
Blue Vampire Mist 21 (15 damage, injured)
Becky 15 (21 damage, Suit of Enchanted Eelskin, Freedom of Movement)
Mauro 14 (and skele) (Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Crispin 13 (Freedom of Movement, Water Breathing, Touch of the Sea)
Red Vampire Mist 11
Talath 11 (1 damage, Freedom of Movement, Longstrider)
Asher 10 (and Huntress) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Yellow Hag Eye Ooze 6
Party Buffs:
Important Stat changes: -4 Strength Crispin, Talath, Asher; -2 Con Mauro (both reduced with rest)

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

"Don't call us fleas, you...you...copepod!" Becky feels her awesome insult likely hit hard against the aquatic hag! Remembering that she and her friends are in a life-or-death struggle, she refocuses and tells her comrades a bit about vampire mists to initiate her Naturalist power.

"Vampire mists! Vulnerable to fire, resistant to non-magical attacks! They'll drain your blood if they touch you!" She then scampers west next to the skeleton to give her friends on the stairs more room to spill into the chamber.

Becky Beys Spellcraft Check: 1d20 + 8 ⇒ (5) + 8 = 13

Bardic Performance (Naturalist--Vampiric Mists): Round #8 of 16. +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 ⇒ (7) + 5 = 12

No info here, sorry.


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

spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26

"Be careful. She cast Murderous command on Mauro. He might attack whoever is nearest for a moment! Luckily only the once though."

Crispin casts Haste the party. Not really concerned about losing strength, even though he has little to lose. :(


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 roars "Your magic is weak hag! Let's see if you can handle my steel!" as he steps up to attack the witch!

Mauro - 5' step and full attack against the hag

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

Mauro to Hit B: 1d20 + 6 + 5 + 1 + 1 - 5 ⇒ (18) + 6 + 5 + 1 + 1 - 5 = 26
+6 bab +5 str +1 enhancement +1 haste -5 iterative
Mauro Damage, B: 2d6 + 7 + 2 + 1 ⇒ (4, 5) + 7 + 2 + 1 = 19

Mauro to Hit, Haste: 1d20 + 6 + 5 + 1 + 1 ⇒ (16) + 6 + 5 + 1 + 1 = 29
Mauro Damage, Haste: 2d6 + 7 + 2 + 1 ⇒ (3, 2) + 7 + 2 + 1 = 15

Meanwhile his skeletal warrior moves to her flank and claws at her...

Skeleton Move action - Move 30, following the dashed yellow line; note that this will draw an AoO from the ooze...
Skeleton Standard action - Attack the hag

Skeleton Claw, to Hit: 1d20 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
+6 bab +2 str + 1 haste
Skeleton Damage, Claw: 1d4 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 str +3 occultist

Possible AoO's:

It's possible both Mauro (and/or his skelebot) may get a chance at an AoO this round. Either on the witch casting, or on mist red closing...

Mauro to, AoO: 1d20 + 6 + 5 + 1 + 1 ⇒ (11) + 6 + 5 + 1 + 1 = 24
+6 bab +5 str +1 enhancement +1 haste
Mauro Damage, AoO: 2d6 + 7 + 2 + 1 ⇒ (4, 2) + 7 + 2 + 1 = 16
7 str* 1.5 +2 Champion spirit +1 enhancement

Skeleton Claw AoO, to Hit: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22
+6 bab +2 str + 1 haste
Skeleton Damage, Claw AoO: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
+2 str +3 occultist

If the skeleton gets put down:

Mauro will use an immediate action and his last point of Necromantic Focus to pull it back up at full HP.

Bodyguard actions if needed:

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 2: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23 vs DC 10
Bodyguard AoO 3: 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22 vs DC 10
Bodyguard AoO 4: 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 18 vs DC 10


✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

In Round 1, Mauro's hedgehog bone puppet aids the occultist in resisting whatever might have happened. Mauro made and AoO against blue vampire mist on post 2570 His skeleton also swipes out, but the claws seem less effective.

Becky trades insults with the hag and points out the vulnerabilities of the vampire mists. No doubt Ramona would be impressed by Becky's quick recovery. Mauro joins Becky in the verbal sparring, taunting the hag about her failed magical attempt. His jab misses her by inches, but the second two land their mark, stabbing into her disgusting, emaciated flesh. The skeletal servant claws out against Helekhterie but misses. Crispin identifies the spell Halakhterie attempted to cast on Mauro was Murderous Command and casts Haste on the party!

Perhaps excited by all the potential blood, the red vampire mist flies perfectly over to Asher, Talath, and Crispin! Asher has his bow out currently, correct? The mist reaches out to bite Talath!
Melee Touch Attack (from NE): 1d20 + 7 ⇒ (15) + 7 = 22
Constitution damage: 1d3 ⇒ 2

Round 1
Helekhterie 20 (34 damage, injured)
Blue Vampire Mist 21 (18 damage, injured)
Becky 15 (21 damage, Suit of Enchanted Eelskin, Freedom of Movement)
Mauro 14 (and skele) (Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Crispin 13 (Freedom of Movement, Water Breathing, Touch of the Sea)
Red Vampire Mist 11
Talath 11 (1 damage, Freedom of Movement, Longstrider)
Asher 10 (and Huntress) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Yellow Hag Eye Ooze 6
Party Buffs: Haste
Important Stat changes: -4 Strength Crispin, Talath, Asher; -2 Con Talath (both reduced with rest)

Bold may act!


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 and Asher need to know what the consequences of our failed saves are before we know what/if we can do, thanks.


Oh, sorry! The failed save for the DC17 Fort check (mind-effect) was -4 Strength to your ability score. This stat change can be reduced by resting. The check was for the sea hag ability Horrific Appearance.

Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 17 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based. (The DC was 17, not 14 because she's a special sea hag.)


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

Ah okay thanks I knew he'd lost 4 Strength but didn't put 2+2 together to realize the source of the Strength loss. :)

Talath takes a slight step back, retrieves a scroll, and then casts the spell, directing another Desnan starknife into battle!

5' step back, move action to retrieve the scroll, standard to cast it which also allows for an attack with the spiritual weapon.

Spiritual Weapon (again)

Spiritual Weapon, Haste, Bardic Performance: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 2 ⇒ (5) + 2 = 7


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 feels a wave of nausea come over him and feels his limbs weaken. Surveying the room, he quickly formulates his attack plan.

Swift Action: Five Foot Step back to stay clear of AoOs.
Full Round Action: Full Attack

Attack 1 (Many Shot at Red Mist): 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 4d6 + 24 ⇒ (2, 5, 4, 3) + 24 = 38

Attack 2 (Haste) (At Red Mist if still alive, Blue otherwise): 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 2d6 + 12 ⇒ (6, 5) + 12 = 23

Attack 3 (Haste) (At Red Mist if still alive, Blue otherwise), and to Hag if both are dead: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d6 + 12 ⇒ (3, 5) + 12 = 20

Thanks for the Haste, Crispin! And thankfully, Asher was armed with the bow. A loss of four Strength would have dropped his melee by a lot.


✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

In Round 1, Talath retrieves a scroll and casts Spiritual Weapon, attacking an enemy! Talath, which target did you want to attack? Meanwhile, Asher unleashes a rain of arrows at the vampire mists! (I assume regular arrows?) The first arrow plunges into the red mist and it falters, losing altitude quickly, hitting the floor with a wet splat! The blue vampire mist is hit with the other two, the second arrow hits it as it also loses altitude as if Asher just wanted to showcase his ability to hit a moving target. It also hits the ground with a wet splatter, making an even bigger red mess.

The yellow hag eye ooze jiggles forward 5 feet and its disgusting body attempts to slam into Becky, but runs into the wall's corner instead!
Slam: 1d20 + 6 ⇒ (2) + 6 = 8
Slam: 1d4 ⇒ 3

In Round 2, enraged, Helekhterie screams at Asher, "Those took weeks! How dare you destroy my art!" She takes a five-foot step away from the skeletal servant and pulls out a potion. She pops off the cork top and downs the liquid in thirty gulps.

Round 1
Helekhterie 20 (34 damage, injured)
Blue Vampire Mist 21 (51 damage, very dead)
Becky 15 (21 damage, Suit of Enchanted Eelskin, Freedom of Movement)
Mauro 14 (and skele) (Necklace of Air Adaptation, Freedom of Movement, False Life 16 temp HP, Water Breathing, Protection from Evil)
Crispin 13 (Freedom of Movement, Water Breathing, Touch of the Sea)
Red Vampire Mist 11 (33 damage, dead)
Talath 11 (1 damage, Freedom of Movement, Longstrider, Spiritual Weapon)
Asher 10 (and Huntress) (2 damage on Asher, Freedom of Movement, Gravity Bow, Magic Circle Against Evil)
Yellow Hag Eye Ooze 6
Party Buffs: Haste
Important Stat changes: -4 Strength Crispin, Talath, Asher; -2 Con Talath (both reduced with rest)

Bold may act!


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

For bookkeeping purposes Talath had the spiritual weapon attacking the blue mist. No need for that now thanks to Legolas Asher.

Spiritual Weapon, Haste, Bardic Performance: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 2 ⇒ (6) + 2 = 8

Talath directs the spiritual weapon to strike the Oogly Hag!

Spiritual Weapon, Haste, Bardic Performance: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 2 ⇒ (5) + 2 = 7

And then pats Asher on the shoulder to give him a Bit o' Luck, courtesy of Desna!

Move action to redirect the spiritual weapon, Standard to grant Asher Bit o' Luck: Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.


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

"Oh no! My strength has been drained. What ever shall I do?" Crispin says dryly. Stepping up to see the Hag eye Ooze and casting Scorching Ray

Ranged vs Touch AC + PBS: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage (Fire): 4d6 + 1 ⇒ (6, 2, 3, 2) + 1 = 14

Precise shot no no danger to Becky.


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)

Becky, where shall I hit the hag?

Asher waits patiently for his turn.


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:

Becky, where shall I hit the hag?

Asher waits patiently for his turn.

She already has inspiration up and it's Asher's turn - fire the torpedoes!


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

With the vampire mists slain, Becky switches the focus of her Naturalist ability to the hag herself. She's a little slow, however, as she first lets out a frightened "Eek!" as the hag eye ooze squashes itself against a wall in an attempt to squash her!

"In the head or any other critical area!" the bard yells. "She's resistant to spells, though! And I thinks she's an oracle!"

Bardic Performance (Naturalist--Sea Hag): Round #9 of 16. +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)

Being the warrior that he is, Asher understands how important luck is in battle. He nods grimly at Talath and Becky.

Full Round Action - Full Attack

Let's roll them holy bones. Let the goddess grant us her favor.

Attack 1, Roll 1 (Many Shot) at Hag: 1d20 + 13 ⇒ (18) + 13 = 31
Attack 1, Roll 2 (Many Shot) at Hag: 1d20 + 13 ⇒ (3) + 13 = 16

Damage: 4d6 + 16 ⇒ (2, 4, 6, 2) + 16 = 30

Attack 1, Roll 1 (Haste) at Hag: 1d20 + 13 ⇒ (11) + 13 = 24
Attack 1, Roll 2 (Haste) at Hag: 1d20 + 13 ⇒ (9) + 13 = 22

Damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13

Attack 1, Roll 3 at Hag: 1d20 + 8 ⇒ (5) + 8 = 13
Attack 1, Roll 3 at Hag: 1d20 + 8 ⇒ (16) + 8 = 24

Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12

I think Asher will be giving Talath and Becky a big hug after this combat.


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

If Talath actually hit with his spiritual weapon, he's going to boogie!


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 takes a step forward to a good attacking position and grimly continues to hack at the witch. A mental command has the skeleton delay for a second and then pursue the hag...

Mauro - 5' step and full attack against the hag

Mauro to Hit A: 1d20 + 6 + 5 + 1 + 1 + 2 ⇒ (18) + 6 + 5 + 1 + 1 + 2 = 33
+6 bab +5 str +1 enhancement +1 haste +2 naturalist
Mauro Damage, A: 2d6 + 7 + 2 + 1 ⇒ (5, 5) + 7 + 2 + 1 = 20
7 str* 1.5 +2 Champion spirit +1 enhancement

Mauro to Hit B: 1d20 + 6 + 5 + 1 + 1 - 5 + 2 ⇒ (10) + 6 + 5 + 1 + 1 - 5 + 2 = 20
+6 bab +5 str +1 enhancement +1 haste -5 iterative
Mauro Damage, B: 2d6 + 7 + 2 + 1 ⇒ (1, 2) + 7 + 2 + 1 = 13

Mauro to Hit, Haste: 1d20 + 6 + 5 + 1 + 1 + 2 ⇒ (14) + 6 + 5 + 1 + 1 + 2 = 29
Mauro Damage, Haste: 2d6 + 7 + 2 + 1 ⇒ (4, 1) + 7 + 2 + 1 = 15

Skeleton delay to init 12 (so as not to provide the witch with cover vs Mauro's attack
Skeleton 5' step
skeleton full attack

Skeleton Claw A, to Hit: 1d20 + 6 + 2 + 1 + 2 ⇒ (7) + 6 + 2 + 1 + 2 = 18
+6 bab +2 str + 1 haste +2 naturalist
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
+2 str +3 occultist

Skeleton Claw B, to Hit: 1d20 + 6 + 2 + 1 + 2 ⇒ (8) + 6 + 2 + 1 + 2 = 19
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (2) + 2 + 3 = 7

If the skeleton gets put down:

Mauro will use an immediate action and his last point of Necromantic Focus to pull it back up at full HP.

Bodyguard actions if needed:

The hedgehog has 4 AoO's to use for defense (Combat reflexes + 16 dex).
Bodyguard AoO 1: 1d20 + 6 + 3 ⇒ (7) + 6 + 3 = 16 vs DC 10 aid another
6 bab +3 dex
Bodyguard AoO 2: 1d20 + 6 + 3 ⇒ (6) + 6 + 3 = 15 vs DC 10
Bodyguard AoO 3: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17 vs DC 10
Bodyguard AoO 4: 1d20 + 6 + 3 ⇒ (18) + 6 + 3 = 27 vs DC 10


✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

In Round 2, Becky continues to point out Helekterie's strengths and vulnerabilities to her allies. Mauro and his skeleton inch forward, focusing their attacks on the hag herself. Her moldy rags offer little protection and her emaciated fresh rips open with every slash. She screams in pain. Then, before she has time to recover, Talath's spiritual weapon cuts into Helekhterie's neck, and by the luck of Desna, she's dead! With her eyes wide open in disbelief, Helekterie's corpse crumples to the ground... One might imagine Desna smiling down, as the defiler of this place has now been eliminated.

However, the fight isn't over yet, as Crispin moves to relieve Becky from the hag eye ooze's slams, throwing fire at the ooze! The gelatinous body seems to melt with the exterior layer crisping to a golden brown. The ooze jiggles unsteadily, as it's unable to take the heat! Asher follows up with his deadly aim and the ooze breaks apart into a gross puddle, dead.

Loot incoming in next 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

Taltah, completely surprised he actually hit something in combat, performs a weird never-before-seen dance....

Becky might be able to make a Knowledge (Hisotry) check to recognize the boogie!

"Thank you Desna for your blessings and favor assisting us in this great battle!"


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

Hee hee! OK, I'll bite!

With all the threats apparently eliminated, Becky takes a moment to watch Talath's victory dance...which looks vaguely familiar to her. Then, realizing she's still badly wounded from the hag's horrific initial attack upon her, casts a cure moderate wounds spell on herself.

Becky Beys Knowledge (history) Check: 1d20 + 13 ⇒ (4) + 13 = 17 (Additional +2 if related to Azlant)

Becky Beys cure moderate wounds (self): 2d8 + 6 ⇒ (5, 2) + 6 = 13


✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

The party paws through the dead hag's belongings and finds several items of value. On her, you find spellguard bracers, a wand of air breathing with three charges, a wand of expeditious retreat with 26 charges, a spell lattice, and 185 gold pieces. There's an empty vial on the ground from when she drank - it appears to have been a potion of fly.

(I'm not sure what the DC for that knowledge would be but I'll rule an NPC of that same class knows.) Becky spends some time looking at the dead hag and contemplating her abilities. Becky thinks she may have been an oracle. You don't recall seeing an oracle in Talmandor's Bounty, but there are a few in the Akkiti-Skah tribe led by Skalorah (including Ookra, who's currently in Talmandor's Bounty with Kalikk.) The blind youth would probably be able to tell you more if you discussed the details.

Without any immediate threats, the party is able to leisurely look around the observatory. To reiterate: A colossal device of jeweled, copper-lined globes, steel rings, and dazzling lights fills this room. The contraption—an elaborate orrery—rises from an octagonal dais at the center of the tower peak. The instrument surges with phantasmal depictions of constellations and cosmic phenomena. Periodically, a lens pauses, briefly concentrating the light of some distant star upon one of the glowing glyphs circling the perimeter of the massive orrery. Around the room, windows twenty-five feet tall and five feet wide allow a spectacular view of the crater lake outside. The copper plates forming the dome of this chamber form a mechanical iris engraved with arcane sigils.

The metal spheres and crystal orbs of this orrery float freely through the air, some serving as intricate mounts for lenses that focus concentrated starlight on a series of illusory glyphs orbiting the perimeter. The orrery is a powerful artifact, however, is no longer perfectly accurate. You think it would be impossible to move the orrery without destroying it.

Azlanti Orrery: (1,750 lbs) This immense brass, bronze, and crystal orrery models Golarion’s solar system as it was in the Age of Legend. If consulted for 10 minutes or more, the orrery grants a +5 circumstance bonus on Knowledge (geography) checks to navigate or to answer questions about outer space. Once per month, it can be used to contact alien minds on far-flung worlds—this works identically to the spell contact another plane (use the demigod line to determine the effects of the spell or ability score decreases).

Knowledge Arcana DC15 (Orrery):
Two planets in the orrery are not part of contemporary cosmology.

Knowledge Arcana DC30 (Orrery):
Two planets in the orrery are not part of contemporary cosmology. You recognize them as Damiar and Iovo, two planets that were destroyed during the time of the Azlanti empire.

What is left to explore: Basement lab secret brick, two rooms on the first floor, prison with cyclops on second floor.


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 most concerned with the cyclops and the room it's in. We should make sure it's health is in good order and see what he knows about this place and how he came to be here."


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

If I can cheat a bit here and assume that Talath cast guidance on Becky before that check, Becky can begin to dream of not only one day ruling the settlement...but the entire cosmos as well! I could've used her Lore Master ability but had already rolled...and was SO close!

Becky examines the orrery in depth. "Ah, yes! Hmmm...interesting. Yes...yes. Two extra planets? Huh--maybe they existed back when Azlant was destroyed." When Becky discovers the orrery's ability to contact other plane she takes a couple of quick steps away from the otherwise fascinating device, temporarily put off by the otherworldly attack the hag hit her with earlier.

Eventually, the bard reacts to Talath's comment about the cyclops. "Yes--the poor thing's blinded, but he might have some information about the hag or our missing colonists," she conjectures. "He likely won't be able to fend for himself, but...maybe we can work out an arrangement where he uses his muscle to help out around Talmandor's Bounty in exchange for food and shelter."

Becky Beys Knowledge (arcana) Check (guidance?): 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30


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

What spell is in the Spell lattice?


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:

If I can cheat a bit here and assume that Talath cast guidance on Becky before that check, Becky can begin to dream of not only one day ruling the settlement...but the entire cosmos as well! I could've used her Lore Master ability but had already rolled...and was SO close!

That would be up to the GM. Talath would certainly cast Guidance (he does so on everyone's skill checks if he can) on Becky but there's debate whether such a move is 'rules legal.' I'll quote the part from the rules where people say 'no it shouldn't be allowed':

"Action: Usually none. In most cases, a Knowledge check doesn’t take an action (but see "Untrained," below)."
Since Knowledge checks don't take an action they argue a PC either knows something or doesn't. In this case, studying a physically large device and its environment, I would say Guidance could apply since Becky would need time to move around the room, inspecting all the parts, see how they work together, etc. before 'compiling' all that information in her bionic brain and coming up with a result - the Knowledge check. So I've laid out both sides and the GM can make their call. :)


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:
What spell is in the Spell lattice?

You might want to have Cripsin cast Detect Magic and make a Spellcraft check on the spell lattice to identify what spell is in it.


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

Eventually, Becky turns her attention to identifying the various magic items the hag possessed. The bracers and first wand totally befuddle Little Miss Know-It-All, but the youngster takes her time to examine the second wand and spell lattice more closely.

Becky Beys Spellcraft Check (ID magic items or decipher scrolls; spellguard bracers): 1d20 + 11 ⇒ (3) + 11 = 14

Becky Beys Spellcraft Check (ID magic items or decipher scrolls; wand of air breathing): 1d20 + 11 ⇒ (3) + 11 = 14

Becky Beys Spellcraft Check (ID magic items or decipher scrolls; wand of expeditious retreat): 1d20 + 11 ⇒ (11) + 11 = 22

Becky Beys Spellcraft Check (ID magic items or decipher scrolls; spell lattice): 1d20 + 11 ⇒ (18) + 11 = 29

2,551 to 2,600 of 3,128 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Ventiine's Ruins of Azlant (Books 1-3) All Messageboards

Want to post a reply? Sign in.