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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Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

Bey walks with the rest of the party but his weariness is beginning to show as he fall towards the back of the group.
I feel better after the rest but still could do with more. I will just hang in there. He thinks as he trudges along.

Next area
perception to search: 1d20 ⇒ 7

dm:
I penalized my perception -2 to reflect getting tired physically.


Main Street

At Mauro's suggestion, Asher leads the way, directing the party as the tracks continue. Abeowin lags behind a little, his stamina not quite as strong as the others.

Rows of small cottages line the crossroads of two streets formed by months of regular foot traffic. The scene is silent and still. The houses are recently built, but there is no sign of life or activity. Many of these simple homes have no proper shutters, and in some cases even lack doors. Nearby, once-cut grass has begun to regrow undisturbed. Gardens and plots of farmland behind some houses have begun to grow wild as weeds threaten to choke out the vegetables and herbs.

The colonist’s houses all tell a similar story: the occupants are missing and show no sign that they packed their belongings. In your search, the party finds a few useful mundane items, including a compass and a sewing kit. A few non-dangerous pests occupy some homes, but the buildings look like they can easily be cleaned out and repurposed.


GM Screen:
Anne: 1d20 + 3 ⇒ (11) + 3 = 14
Asher: 1d20 + 6 ⇒ (5) + 6 = 11
Bey: 1d20 + 3 ⇒ (17) + 3 = 20
Becky: 1d20 + 2 ⇒ (1) + 2 = 3
Brodigan: 1d20 + 4 ⇒ (7) + 4 = 11
Crispin: 1d20 + 2 ⇒ (3) + 2 = 5
Mauro: 1d20 + 2 ⇒ (10) + 2 = 12
ankheg nymph red: 1d20 + 1 ⇒ (3) + 1 = 4
ankheg nymph blue: 1d20 + 1 ⇒ (1) + 1 = 2

Vegtable Patches

The party takes a small detour from following the tracks to examine the vegetable patches.

In addition to the small garden plots near the constructed houses, Talmandor’s Bounty has five large vegetable patches. Larger sections of farmland have already been surveyed and marked off just east of the settlement with plans for expansion. The crops have gone wild and need weeding and other attention.

The party approaches one of the vegetable patches. It looks as if the plots were overrun with massive moles. Asher puts up his arm to stop the others from proceeding. He realizes you've seen this before. Ankheg nymphs made these holes!

Right as Asher alerts the party, two ankheg nymphs appear from their burrows and begin to scuttle towards you!

Round 1
Bey 20
Anne 14
Mauro 12
Asher 11
Brodigan 11
Crispin 5
Ankheg nymph (red) 4
Becky 3
Ankheg nymph (red) 2

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

"Oh great, more bugs. Well, they squished fine last time, but watch out, they can spit lines of acid for 15 feet"

Mauro moves forward and to the side to break up the formation, so as not to present a fine target for acid spit. He raises his horsechopper high, waiting for them to come to him...

Move action - move 20'
Standard Action - Ready Action - Attack on the first ankheg nymph to come within reach

potentially needed rolls:

Readied Attack, To Hit: 1d20 + 4 ⇒ (15) + 4 = 19
+4 str
Readied Attack, Damage: 1d10 + 6 ⇒ (7) + 6 = 13
+4 str *1.5
Also, they are likely to draw an AoO attempting to attack Mauro, as his horsechopper has reach:
AoO, To Hit: 1d20 + 4 ⇒ (8) + 4 = 12
AoO, Damage: 1d10 + 6 ⇒ (8) + 6 = 14

AC is 18, shield is slung


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 takes a 5' step diagonally back and shoots his crossbow at Blue.

crossbow: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d8 ⇒ 5

Blinking in some shock as he actually hits his target. "What worries me is that the presence of the children means the mother is around?" He says in a nervous voice.

Since I'm last change my shot to whatever is left if needed.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

Bey takes a step back and off to the side, then proceeds to draw his sling and load.
Taking quick aim at the blue one, Bey lets loose. Then reloads.
attack: 1d20 + 4 ⇒ (3) + 4 = 7damage: 1d3 - 2 ⇒ (2) - 2 = 0 minimum 1 damage
warslinger trait = loading sling free action,move 20, and standard


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Brodigan moves forward while muttering some arcane words and the flicks his hand towards on the the creatures blue and a blast of acid flies from his hand.

Acid Splash: 1d20 + 4 ⇒ (3) + 4 = 71d3 + 2 ⇒ (2) + 2 = 4


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

Seeing her master rush forward, JeVeAnne rushes to get in front of him to shield him from attacks.
Double move to get there since her armor brings her movement down to 20'


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

I notice there are 2 red monsters in the initiative order, which one is supposed to be blue?


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 runs forward to intercept any attack on Bey and JeVeAnne.

Draws bow and drops longsword at feet at end of move. Shoots at end of move.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Vegtable Patches

Abeowin loads his sling but he fires short. Anne moves to protect her beloved teacher. Mauro moves forward and prepares to swing at anything that dares approach him. Asher draws his longbow and shoots at the blue ankheg nymph. An unearthly screech comes out of its acid-dripping mandibles – a direct hit! Brodigan attempts a ranged touch attack, but his acid doesn’t hit it’s mark.

The blue ankheg nymph scuttles towards what it conceives to be an easy target. It clacks its mouth pincers towards Anne but misses!
To hit: 1d20 + 4 ⇒ (4) + 4 = 8
Bite+Grab: 2d4 + 1 + 1d4 ⇒ (1, 2) + 1 + (3) = 7

After Becky acts, the red ankheg nymph scuttles as fast as its little limbs will carry it. It ends up 10 feet in front of Mauro who's prepared with an attack! Mauro, wielding his horsechopper with both hands, expertly slashes the creature! It looks very injured.

Round 1
Becky 3

Round 2
Bey 20
Anne 14
Mauro 12
Asher 11
Brodigan 11
Crispin 5
Ankheg nymph (blue) 4 (-6 damage)
Becky 3
Ankheg nymph (red) 2 (-13 damage)

Fixed the initiative. Good catch Bey! <3 Red is the default first enemy I roll, then blue, then yellow typically


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

"Great job, Anne! Hold it there," Brodigan says as he moves off to the side to get a clear shot at the little bugger.

Acid Splash vs Touch AC: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 11d3 + 2 ⇒ (3) + 2 = 5


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

Anne embraces her role as distraction and turns her full attention to defending herself.

Total defense, AC is 23


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 another swing and then steps backward, to allow himself the full defensive benefit of his weapon's length...

Standard Action - Attack red with horsechopper
5' step backwards (no avoiding my potential AoO for you mr bug...)

To Hit: 1d20 + 4 ⇒ (10) + 4 = 14
+4 str
Damage: 1d10 + 6 ⇒ (6) + 6 = 12
+4 str *1.5

AoO:

Also, it is likely to draw an AoO attempting to attack Mauro, as his horsechopper has reach:
AoO, To Hit: 1d20 + 4 ⇒ (15) + 4 = 19
AoO, Damage: 1d10 + 6 ⇒ (3) + 6 = 9

AC is 18, shield is slung


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

attack: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d3 - 2 ⇒ (2) - 2 = 0 minimum 1 damage

Bey launches another stone this time targeting the other "bug." The stone hits it in the head but minimal damage.


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 out and around to take advantage of red being out of melee.

Move Action: 25'

He takes a bead and shoots at his chosen target.

Attack (Longbow): 1d20 + 6 ⇒ (19) + 6 = 25
Damage (Longbow): 1d8 + 3 ⇒ (1) + 3 = 4

Bey, Annie, step back so I can have a clear shot!

Instructions to not end their round in melee with blue so Asher isn't firing into melee.


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 went before the Nymphs and shot at Blue did he hit?

"Loyalty is one thing, but please don't throw yourself away." Crispin mutters as Anne blocks his next shot at blue. He holds out one hand and casts Magic missile.

Magic missile: 1d4 + 1 ⇒ (2) + 1 = 3


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

Bey isn't in melee with either just so you know


Vegetable Patches

Oops! Sorry, Crispin. In Round 1, Crispin shoots his crossbow at the blue ankheg nymph, adding another arrow near Asher's!

In Round 2, Abeowin fires his slingshot again, this time at other "bug" (red), and the pellet flies directly into the creature's right eye. The red bug sways like the slightest jab of a spear could knock it over for good!

Anne embraces her role as defender and is wholeheartedly prepared to defend off any attack! Mauro swings his horsechopper at the red ankheg nymph, catching the creature in the gash of his previous swing. The momentum of his weapon slices the creature down the middle. The left and right sides fall open like a book.

With another well-placed arrow, Asher brings the blue ankheg nymph down.

Round 1
Becky 3

Round 2
Bey 20
Anne 14
Mauro 12
Asher 11
Brodigan 11
Crispin 5
Ankheg nymph (blue) 4 (-15 damage, dead)
Becky 3
Ankheg nymph (red) 2 (-26 damage, very dead)

We have enough damage to finish combat. Brodigan, Crispin, and Becky may save their Round 2 action economy.

The party gives the vegetable patch a thorough examination and there don't seem to be any more ankheg nymphs in this particular patch. The ankhegs' burrowing has stirred up the soil in some places, but overall, the field looks salvageable for this season's budding crop. Anyone with knowledge nature knows with a bit of care, the sprouts just beginning to peek up from the soil could do well.

The surrounding area is quiet once again. The party hears a bird chirp from a nearby tree (area 17.) From a distance, the tree appears to have some kind of fruit growing on it.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

Bey examines several of the entrances to the holes. perception: 1d20 ⇒ 15 survival: 1d20 + 1 ⇒ (4) + 1 = 5
He figures that if they ran into the nymphs maybe someone else did and that might give an idea as to how long the ankheng nymphs have been in the settlement..


Vegetable Patches

With the pests eliminated, Abeowin examines the area. Judging by the size of the holes, the ankheg nymphs probably hatched a week ago, however, the fields look as if they haven't been tended to for about a month.


Plum Tree

When the party is ready to proceed, they continue to area 17.

Standing near an evergreen tree is a fruit-bearing tree with spiny branches and reddish-purple, apple-shaped plums. A few plums have fallen to the ground to spoil in the heat and birds have pecked at others. Nevertheless, there are still many fruits still fit to pick and eat.

Knowledge Nature 12:
The tree is completely ordinary and the fruit is safe to eat.

Perception 17/Survival 17:
There is a spot on the ground, next to a fist-sized stone, where the earth has been disturbed. Digging a few inches beneath the soil yields a small, flat, leather pouch like a wallet. You can tell that the pouch has been buried for a few weeks. Inside the pouch, there is a note. (link)


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 + 1 + 3 + 1 + 2 + 3 ⇒ (1) + 1 + 3 + 1 + 2 + 3 = 11 vs dc 17
1 rank+ 3 trained +1 wis +2 racial +3 skill focus


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 searched the area around the tree thoroughly since they had a clue about a plum tree.

Survival: 1d20 + 5 ⇒ (19) + 5 = 24

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

I will assume no aberrations involved for now.


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 fruit should be safe to eat," Becky informs the others. "Good job squashing those bugs," she adds.

Becky Beys Knowledge (nature) Check: 1d20 + 8 ⇒ (18) + 8 = 26


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

As Asher searches the area around the tree, he absentmindedly bites at a plum.

Hey, what’s this?

He gets down on his knees and digs by the signs of turned earth and and digs a bit with his hands after discarding the plum. It was sour anyway,

He holds a leather pouch aloft and says that this is what that wizard’s mark was guiding them to. Pulling out the note, he quickly scans it before handing it to the first of the others who asks for it.

Looks like this was a drop for exchanging messages. There must have been some strife in the colony for there to be clandestine machinations like this. Maybe a leadership dispute or coup.


That is correct Asher.


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

"'Some of us plan on taking the canoe?'" Crispin mutters thoughtfully. "The very same canoe that was sunk near the docks? It seems that there was division among the colonists."

He looks around, "But there would be some traces if it came to conflict. And bodies for that matter. It seems we still have many more pieces of the puzzle to find."


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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

"Ok, the note tells us there was some sort of a faction in the colony that was planning on leaving, to wait for the Peregrine to arrive. That doesn't explain where the other faction, everyone else, went..."

"But to pick a bit further at this, 'Rayland' (presumably the governor, Rayland Arkley) and maybe 'Dulin' were on one side, and on the other there was 'Una' (presumaby Una Hendrake, who's spellbook we found in Harkley's house. We also found a wand of colorspray with the initials UH carved on it), 'Barnabus' and 'Eliza'. Una and compatriots were planning on leaving, and given they were intending to use the canoe, there weren't that many of them..."

"We still don't know enough as to why the colony has been abandoned. But we've got a few more areas to look for clues..."

Do we go for 16 and 17 (they're pretty much together), or 18 next?


Plum Tree

Becky identifies the fruit on the tree as safe and edible. Asher bites into a plum. Its juices run down Asher's fingers; the fruit is ripe and delicious.

Asher finds the hidden drop for secret messages and digs up the note. Crispin identifies the sunken canoe as the one referenced in the note. Mauro puts all the pieces together: there was some sort of division amongst the first wave of colonists, some of the first wave were hoping to meet up with the second wave arriving by the Peregrine, and Una Hendrake, the owner of the spellbook in Rayland's home and the wand of color spray, was working with Eliza and Barnabus to "hole up" somewhere until the Peregrine arrived.

Referencing the charter, there is only one Eliza and her name is Eliza Haniver, labeled as being hired as a scout. Barnabus Braeton is on the charter as well, labeled as a fisherman and carpenter.

When the party is ready to proceed, they head to the surrounding fields (area 16.)


GM Screen:
Perception
Anne: 1d20 + 5 ⇒ (14) + 5 = 19
Asher: 1d20 + 3 ⇒ (10) + 3 = 13
Bey: 1d20 + 2 ⇒ (7) + 2 = 9
Becky: 1d20 + 5 ⇒ (6) + 5 = 11
Brodigan: 1d20 + 0 ⇒ (11) + 0 = 11
Crispin: 1d20 + 6 ⇒ (5) + 6 = 11
Mauro: 1d20 + 10 ⇒ (8) + 10 = 18

Initiative
Anne: 1d20 + 3 ⇒ (8) + 3 = 11
Asher: 1d20 + 6 ⇒ (6) + 6 = 12
Bey: 1d20 + 3 ⇒ (18) + 3 = 21
Becky: 1d20 + 2 ⇒ (9) + 2 = 11
Brodigan: 1d20 + 4 ⇒ (4) + 4 = 8
Crispin: 1d20 + 2 ⇒ (7) + 2 = 9
Mauro: 1d20 + 2 ⇒ (5) + 2 = 7
Blood Maize: 1d20 + 2 ⇒ (12) + 2 = 14

Knowledge Nature 25 Becky: 1d20 + 8 ⇒ (17) + 8 = 25

Undisturbed Garden

The party walks through the field, examining the state of the plants. These particular vegetable patches suffer no ravages from ankheg nymphs. Other than simple neglect, they appear undisturbed.

Anne and Mauro:
(Succeeded a Perception 15) Small animal skeletons and a partially buried skull of a monkey goblin litter the ground around a cornstalk. You may act on the surprise round.

Anne and Mauro both have a grim realization, but not soon enough! A cornstalk lifts up, blood dripping from its razor-sharp leaves. It strikes out at Mauro but misses!
To hit: 1d20 + 3 ⇒ (8) + 3 = 11
Slam (plus bleed): 1d4 + 1 ⇒ (1) + 1 = 2

Surprise Round
Plant 14
Anne 11
Mauro 7

Round 1
Bey 21
Blood Maize 14
Asher 12
Anne 11
Becky 11
Crispin 9
Brodigan 8
Mauro 7

Bold may act.

Knowledge Nature 12:
You are facing a blood maize!

Becky Knowledge Nature 25:
The blood maize has a special ability called blinding bloom, where is can release a 20-foot radius of pollen that can temporarily blind those within the radius. It also causes its victim to bleed (1d6) if it lands an attack. Also, being a plant, it is immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). And it is immune to paralysis, poison, polymorph, sleep effects, and stunning.

Please remember to keep Free Action speech to 12 words or less.


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

Remembering the tactics she'd been encouraged to use in the last combat, JeVeAnne calls out to Mauro, "Attack it and step back," and she adopts a completely defensive posture.

Total defense, AC 23


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

"Hey!" Mauro hops backwards to avoid the plant's attack, and then counterattacks with his horsechopper.

5' step
standard action - Attack plant with horsechopper

To Hit: 1d20 + 4 ⇒ (18) + 4 = 22
+4 str
Damage: 1d10 + 6 ⇒ (4) + 6 = 10
+4 str *1.5

AC is 18, shield is slung


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

Bey, being very tired at this point, decides to disengage and begin calling Posh. This takes 1 minute (move 20 ft)


Undisturbed Garden

Anne adopts a defensive posture. After avoiding the plant's surprise attack, Mauro retaliates, slashing the plant! Abeowin retreats 20 feet with the intention of summoning his eidolon!

The vicious plant gives itself a hardy shake. A cloud of pollen erupts from its body, filling up the surrounding area! This ability works like Obscuring Mist but only lasts 1 round. Please make a DC 13 Fortitude save or be blinded for 1 round. 1-20 or 1-50 out of a 1d100 are misses respectively.

Round 1
Bey 21
Blood Maize 14 (-10 damage)
Asher 12
Anne 11
Becky 11
Crispin 9
Brodigan 8
Mauro 7

Round 2
Bey 21

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
Mauro Ocela wrote:

[dice=Fort Save]1d20+2+2+1

2 occultist +2 con +1 trait

"I'm blind...Back off everyone, we will have trouble fighting in this mist, and if it's rooted, we can shoot it to death with missile weapons when this cloud clears..."

Withdraw as a full round action...


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 Save: 1d20 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
2 occultist +2 con +1 trait


Please remember 12 words or less per round (6 seconds) as a Free Action.


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

"Blood maize! Its leaves are like razors!" Becky warns, initiating her naturalist ability. Blinded by the spores, she carefully backs away from the dangerous plant.

Becky Beys Fortitude Save: 1d20 + 1 ⇒ (10) + 1 = 11

Bardic Performance (Naturalist): Round #4 of 6. +1 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)

Fortitude Save: 1d20 + 4 ⇒ (9) + 4 = 13

Good call Mauro! Heading East to use my bow!

This assumes left is north on the combat map

Mauro moves off to the side, snuffing as he goes to make sure his direction is correct in the mists.

Move action to reposition,and another Move action to use Scent to determine direction to enemy.


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 + 1 ⇒ (5) + 1 = 6

"Oh dear." Crispin sighs and steps back.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

Bey stands as erect as his tired little body can and begins to talk quietly, I need you here Posh. I am exhausted and nearing my end point. I could use your support, I know you are unsure and shy around these others but you have had time to observe them as we traveled on the Peregrine. Trust me, I am comfortable with them.Come help me.

Almost in answer to his pleading, a blue-green mist begins to form nearby.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Fort Save: 1d20 + 1 ⇒ (19) + 1 = 20

Brodigan reacts quickly and and closes and covers his eyes as the pollen burst erupts. Even as he shields his eyes, he shifts to the side to get a clear shot, and trying to focus through the pollen still hanging in the air, he extends his hand, mutters some arcane words, and unleashes a burst of acid at the creature.

Acid Splash vs Touch AC: 1d20 + 4 ⇒ (18) + 4 = 221d3 + 2 ⇒ (1) + 2 = 3

Percentile: 1d100 ⇒ 41


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

Fort Save: 1d20 + 0 ⇒ (3) + 0 = 3

"AHH!!!" JeVeAnne screams as the pollen hits her eyes. However, she quickly follows that with, "Just stay behind me everyone," and digs in to do her best to defend herself.

Going total defense and have the AC boost from Becky, so AC would be 24, but with the cumulative -5 from blinded, it's still a solid 19.


Undisturbed Garden

Asher moves out of the pollen. Anne is blinded, remaining in her current defensive position. Becky, Crispin, and Mauro are also blinded, but they retreat out of the pollen. Brodigan resists being blinded, but there is too much pollen to get a clear shot. Abeowin begins to summon his eidolon.

The pollen disappates and the plant is visible again! It strikes out at Anne but it can't seem to get through her defenses!
To hit: 1d20 + 3 ⇒ (11) + 3 = 14
Slam 1 (plus bleed 1d6): 1d4 + 1 ⇒ (1) + 1 = 2
To hit: 1d20 + 3 ⇒ (1) + 3 = 4
Slam 2 (plus bleed): 1d4 + 1 ⇒ (2) + 1 = 3
To hit: 1d20 + 3 ⇒ (8) + 3 = 11
Slam 3 (plus bleed): 1d4 + 1 ⇒ (2) + 1 = 3

Round 2
Bey 21
Blood Maize 14 (-10 damage)
Asher 12
Anne 11
Becky 11
Crispin 9
Brodigan 8
Mauro 7

Round 3
Bey 21

Bold may act.


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

As her sight is just returning, the plant monster attacks, but her defensive stance keeps her safe. "Fire!" JeVeAnne calls out as she steps back to give the ranged attackers an easier shot at the beast and then she resumes her defensive stance.

Total defense + Becky's song for a 24 AC


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

In response to his apprentice's call of "fire," Brodigan says, "How about acid instead?" and mutter some arcane words and sends forth another burst of acid at the creature.

Acid Splash vs Touch AC: 1d20 + 4 ⇒ (9) + 4 = 131d3 + 2 ⇒ (3) + 2 = 5


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

The mist by Bey continues to darken and become more cohesive. Bey continues his calling. 7 rounds left before Eidolon arrives


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

As her sight returns, Becky adds that the plant has no unusual defenses--beyond what one might expect from a plantlike monster. She scoots off to one side, lines up a shot, and fires an arrow at the monster. Turns out the teen may have lied when she mentioned being a good shot....

Becky Beys composite shortbow (naturalist): 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6 for piercing damage: 1d6 ⇒ 2 (20/x3)

Bardic Performance (naturalist): Lingering Performance Round #1 of 2.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Oops! Keep forgetting that naturalist adds to my attack roll, not just to aC. Should ahve been a 14 vs touch for the acid splash.

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