Caverns of Azlantia

Game Master Dread

Hidden away in the jungles of the Mwangi Expanse, the crumbling ruins of the ancient Azlanti people, known as Azlantia, has remained unknown....until now. An Explorer dying from a strange disease has surfaced in Bloodcove. His fevered ramblings of treasure, Beast-Men serving a Minotaur King, Lizard-Folk in direct rebellion to the King, a Death Cult trying to find secrets long buried, rumors of an ancient evil waiting release and more perk the attention of those who are intrepid enough to face these dangers to find the secrets of the Caverns of Azlantia.

Are you brave enough?

Experience: Current- 5,600 Next Level- 9,000

Roll20 link


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Apologies on the delay. I'm not ignoring this or losing interest. Just got hit with a couple days of mandatory overtime at work. Crunch and combat summary for Rhaeodlaf coming in the next day or so.


Urtar Rockburst wrote:

Here are my entries. Claiming the wand (if that's ok)

750 Wand of Cure Light Wounds
350 Mwk Breast Plate
305 Mwk Longspear
300 Potion of Invisibility
200 Holy Water x4, Antitoxin x2
200 Healer's kit x2; Magnifying glass
100 Self filling water jug (Create water)
45gp 6sp Morningstar, Large Steel Shield, Dagger x2, Backpack, Bedroll, Belt pouch, Crowbar, Fling & Steel, Hammer, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin

Money left: 749gp 4sp

Name Urtar Rockburst AC:16 (T:10/FF:16) CMD:15 HP: 24/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield

note: Looking at others purchases, I know at least 2 (Gideon and Arronus) pitched in for the cure light wand...and as thats not over the '1000 gp, you can still purchase either a wand 1000 or over or a piece of jewelry over...and you have 749+250 = 999 4sp. If others kick in anything, youll be over the 1000 needed. or you could get a misc magic item under the 1000gold


Rhaeodlaf wrote:
Apologies on the delay. I'm not ignoring this or losing interest. Just got hit with a couple days of mandatory overtime at work. Crunch and combat summary for Rhaeodlaf coming in the next day or so.

I understand.

while we wait, Ill need everyone to roll one of these three.

1. A Knowledge History Check
2. A Gather Information Roll (diplomacy)
3. A Knowledge Local check

or if you have none of those you can roll

a single d20


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Guess I'll go first, lets see if dice bot is kind.

Kn: Local: 1d20 + 8 ⇒ (6) + 8 = 14

Ahh well.


Diplomacy to Gather Information: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

K Local: 1d20 + 5 ⇒ (12) + 5 = 17


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Ok, I am assuming this is gathering information during downtime, so I will spend mental focus... (also, it makes a nice demonstration of the kind of skill games I can play.)

1) Arronus Uses Soulbound Puppet to summon a temporary familiar...

Familiar A, relevant stats:

a thrush with the sage and figment archetypes.
Int 8,
3 skills ranks (K local 2, K Hist 1),
+1 on all knowledge checks from Sage's Knowledge,
1 Evolution point (skilled, K Local +8 racial)

K Local, Aid Another, take 10, Arronus: 10 + 2 = 12 vs dc 10
+2 int

K Local, Familiar A: 1d20 + 2 - 1 + 1 + 8 + 2 ⇒ (9) + 2 - 1 + 1 + 8 + 2 = 21
2 ranks -1 int +1 sage's knowledge +8 racial +2 aid another

K History, Aid Another, take 10, Familiar A: 10 + 1 - 1 + 1 = 11 vs dc 10
1 rank -1 int +1 sage's knowledge

K Hist, Arronus: 1d20 + 3 + 3 + 2 + 2 ⇒ (1) + 3 + 3 + 2 + 2 = 11
3 ranks +3 trained +2 int +2 aid another

2) Arronus uses Soulbound Puppet to summon a familiar.

Familiar B, relevant stats:

a thrush with the ambassador and figment archetypes.
Cha 8,
Speaks common (thrush special ability)
+3 bonus to master's diplomacy checks.
Persuasive Feat,
1 Evolution point (skilled, diplomacy +8 racial)

Diplomacy, Aid Another, take 10, Arronus: 10 - 1 + 3 = 12 vs dc 10
-1 cha +3 familiar bonus

Diplomacy, Gather information, Familiar B: 1d20 - 1 + 2 + 2 + 8 ⇒ (8) - 1 + 2 + 2 + 8 = 19
-1 cha + 2 persuasive +2 aid another+8 racial


So…. Your thrushes are better than any of us on those skills? :P

And the Soulbound Puppet, when you summon it, it can come with any skill? Say… Any Knowledge skill for a thrush? Diplomacy? Intimidate? Any ‘social’ skill? Or also other skills?

And let me see if I am understanding correctly - you are aiding the thrush, and then the thrush is aiding you? Is that it?

Are you planning on leaving any skills for the rest of us? Just curious :D


DrOcellus wrote:

Guess I'll go first, lets see if dice bot is kind.

[dice=Kn: Local]1d20+8

Ahh well.

Dr. Ocellus knows the following rumor

Rumor:
Deep under the earth, there is a sunlit garden and a sparkling palace


Tessai wrote:
[dice=Diplomacy to Gather Information]d20+7

Tessai has heard

Information:
The Beastmen are enslaving humans


Gideon Stormborn wrote:
[dice=K Local]1d20+5

Gideon heard

rumor:
The Caverns are only 2 levels deep and The Rope Bridges are rotted out and unsafe


Arronus Triari wrote:

Ok, I am assuming this is gathering information during downtime, so I will spend mental focus... (also, it makes a nice demonstration of the kind of skill games I can play.)

1) Arronus Uses Soulbound Puppet to summon a temporary familiar...

** spoiler omitted **

[dice=K Local, Aid Another, take 10, Arronus]10+2 vs dc 10
+2 int

[dice=K Local, Familiar A]1d20+2-1+1+8+2
2 ranks -1 int +1 sage's knowledge +8 racial +2 aid another

[dice=K History, Aid Another, take 10, Familiar A]10+1-1+1 vs dc 10
1 rank -1 int +1 sage's knowledge

[dice=K Hist, Arronus]1d20+3+3+2+2
3 ranks +3 trained +2 int +2 aid another

2) Arronus uses Soulbound Puppet to summon a familiar.

** spoiler omitted **

[dice=Diplomacy, Aid Another, take 10, Arronus]10-1+3 vs dc 10
-1 cha +3 familiar bonus

[dice=Diplomacy, Gather information, Familiar B]1d20-1+2+2+8
-1 cha + 2 persuasive +2 aid another+8 racial

Arronus has heard

rumors:
The touch of a good person can destroy the undead found in the depths of Azlantia, Beware Zon Kuthons Avatar of Death and the Remnants of an ancient human civilization may still exist within the bowels of the earth

Need Arronus and Urktar to let me know about a major magic item. Did anyone else kick in any money for the cure light wand? or Urktar did you want t0 choose a lesser magic item?

Major Magic items:
1 character can have a magic weapon- Gideon
1 character can have magical armor- Tessai
1 character can have a magical ring or bracers- Dr. Ocellus
1 character can have a magic wand ?
1 character can have a magical piece of clothing- Rhaeodlaf
1 character can have a magical piece of jewelry (necklace etc) ?

I have Combat Summaries from
Need them for Rhaeodlaf, Urktar, and Arronus

1. Iron Perenti: Gideon Stormborn (Half-Elf Fighter 2 Brawler 1)
2. Mr. Nevets: Rhaeodlaf (Dwarf Conjuror 3)
3. Veniir: Urkar Rockburst (Oread Cleric of The Green 3)
4. Fangdragon: Dr. Ocellus (Human Investigator 3)
5. Albion, The Eye: Tessai (Tiefling Paladin 2 Oracle 1)
6. pad300: Arronus Triari (Half-Elf Occultist 3)

Name AC:?? (T:??/FF:??) CMD:?? HP: ??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

Urktar and Rhaeodlaf can still roll for rumors.

and finally each of you get to choose your Motivation.

Theres a room associated with your motivation. Arriving in the room, will trigger a mythic tier advancement as a perk.

Theres a room at least on each level. some have multiple. and because theres so many ups and downs and twists and turns, with only 1 exception, you guys can run into any room at any time.

There are 8 motivations for coming to Caverns of Azlantia. Each player will choose 1. Tied to each will be a location within the 'dungeon' that helps satisfy the motivation. Arriving at that location will award a mythic tier for that character. Only the DM will know the location. Some characters will gain it earlier than others. But each has the capability of gaining it.
The Agent: whether The Pathfinders, The Aspis Consortium, A church, a pirate ship or any organization or nation, you are tasked to enter the caverns ffor something specific. The Oracular Skull. Find it. If possible bring it back.[Rm77]

The Bandit: you are on the run and seeking enough treasure to change your future. [Rm90]

The Explorer: you've stumbled on information regarding the location of an ancient city of The Azlanti. You just need proof. [Rm63]

The Expert: it is rumored the Azlanti had discoveted technologies far beyond what is currently known, oh what could be done bringing some of that out to the world[RM135]

The Guide: you've lead many a group into the jungles but this time there's something personal in it for you. [RM31]

The Hunter: there's rumors that there are things older than anyone has ever seen in the depths of Azlantia, oh to see it. [RM106]

The Historian: improving your knowledge of the past is all that truly matters.[RM52]

The Mercenary: Opportunities arise how can this foray be exploited? [RM28]

Once everyone has completed each of these, Im ready to roll.

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Gideon is pretty much Mercenary. His motto is "Fortune and Glory".

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +6 | CMD 15 | HP 24/24 | Perception +10 Channel Energy 4/4 | Acid Dart 7/7 | Wooden Fist 7/7 | conditions: none
Urtar Rockburst wrote:

Here are my entries. Claiming the wand (if that's ok)

750 Wand of Cure Light Wounds
350 Mwk Breast Plate
305 Mwk Longspear
300 Potion of Invisibility
200 Holy Water x4, Antitoxin x2
200 Healer's kit x2; Magnifying glass
100 Self filling water jug (Create water)
45gp 6sp Morningstar, Large Steel Shield, Dagger x2, Backpack, Bedroll, Belt pouch, Crowbar, Fling & Steel, Hammer, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin

Money left: 749gp 4sp

Name Urtar Rockburst AC:16 (T:10/FF:16) CMD:15 HP: 24/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield

Hi GM, you find my choices and summary here.

don't have those skills: 1d20 ⇒ 8

Urtar is definitely the Hunter.


For Tessai, I think the only one which applies is The Hunter.


Urktar in advance of going, found a source that taught him ancient Azlanti.

Well I guess theres no reason two of you cant have the same one.


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

DocOcc is somewhere between Historian & Expert, I'm going to go with Historian here.


GMMichael wrote:

Urktar in advance of going, found a source that taught him ancient Azlanti.

Well I guess theres no reason two of you cant have the same one.

Hunter might not be the most fitting, but I feel like it is the closest.

We could try to find another. What about...

The Oathkeeper: there’s evil in the dark and Tessai swore long ago to stand against it — Azlantia may hold the kind of threat she was born to face.

:)


Sure I can add Oathkeeper and assign room.

If anyone else wants to create a unique one post it.


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18
DrOcellus wrote:
DocOcc is somewhere between Historian & Expert, I'm going to go with Historian here.

OK, if you have Historian, I'll go with Expert. Arronus is not looking for technology though, he's looking for occult objects...


I'll whip up the Occult Expert and change the room


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

All right, Arronus's finalized pile of equipment for GM Michael's review:

1. No More Than 150 gp in mundane gear (like youd buy at 1st level)

hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), Wandermeal 12 days (12 cp), Halfling Trail Rations 2 days (4 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), 2 Canteens (4 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp), pen(1 sp), ink (8 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), Automatic Writing Planchette (25 gp), Pomander (12 gp), Grappling Hook (1 gp)
128.23 gp

2. No More than 300 gp in potions or scrolls
Potion of Swift Girding (CL 1) 50 gp
Potion Sponge of Touch of the Sea (CL 1) 50 gp
Potion of Protection from Evil (CL 1), 50 gp

150 gp

3. No more than 200 gp in Alchemical items
Alchemist Fire (20 gp), Alkali Flask X2 (2*15 gp) Holy Weapon Balm (30 gp), Smog Smoke Pellet (40 gp), Cytillesh Stun Vial (75 gp)
195 gp

4. Spend as much on weapons as you want, but only 1 can be Masterwork and only 1 can be from alternate materials. those can be combined. within the limits of your gold though.

Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 40 bullets (2 gp),Sap (1 gp)
29 gp

5. Spend as much as you want on armor/shield. Only 1 can be MW and only 1 of alternate material. within the limits of your allotted Gold.

MW Agile Breastplate, Darkwood Heavy Shield, Leather Lamellar Armor
867 gp

6. 1 major magic item. (1,000 gp or over. However---)
Further guidelines here...

Minor Bag of Holding (1000 gp) (or, if the bag is unacceptable, Centering Jewel (1000 gp, Headband))

7. Spend up to 400 GP on any MW tools, healing kits, Chirgeons kit etc.
MW Thieves Tools
100 gp

8. spend balance on minor magic item. Anything under 750 in price. (or we can make one up if its not on the table by picking a cantrip and telling me what you want the item to do)

125 gp team wand of CLW
80 gp Caltrop Bead (Iron) X2
250 gp Traveller’s Anytool
75 gp Ioun Torch

530 gp

Total spent so far: 2999.23 gp


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

And a combat summary

Arronus Triari
AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep


The Oathkeeper: There's evil and dark that you are sworn to face: [Rm 56]

The Occult Expert: Within The Depths are passages to alternate realms for you to find. [Rm 73]

Urktar another 125 towards healing wand. You could upgrade to a cure light level 2. or take another cure light wand.


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

I've updated Doc Occ's gear, he has ~2983gp of stuff so there's ~12gp left for party funds.

Gear Cost breakdown:

1 Masterwork chain shirt 25 lbs 250 gp
1 Potion of cure light wounds (CL 2nd) 100 gp
1 Ring of protection +1 2,000 gp
1 Traveler's any-tool 2 lbs 250 gp
5 Alchemist's fire 1 lb 100 gp
1 Alchemy crafting kit 5 lbs 25 gp
1 Backpack, masterwork 4 lbs 50 gp
1 Bandolier 5 sp
1 Bedroll 5 lbs 1 sp
1 Belt pouch 0.5 lbs 1 gp
1 Bullseye lantern, waterproof 3 lbs 17 gp
1 Flint and steel 1 gp
1 Ink, black 8 gp
1 Inkpen 1 sp
1 Investigator Starting Formula Book 3 lbs 85 gp
1 Mess kit 1 lb 2 sp
1 Occultist's implement (Necromancy) 0.5 lbs 10 gp
5 Oil 1 lb 5 sp
1 Pot 4 lbs 8 sp
1 Soap 0.5 lbs 1 cp
1 Tanglefoot bag 4 lbs 50 gp
1 Thieves' tools 1 lb 30 gp
5 Trail rations 1 lb 2 gp, 5 sp
1 Waterskin 4 lbs 1 gp

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

I didn't have a dagger listed as a separate item but it comes as part of the pathfinder kit so I added it to my character sheet.


Rhaeodlaf Once youre ready, we are going.

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +6 | CMD 15 | HP 24/24 | Perception +10 Channel Energy 4/4 | Acid Dart 7/7 | Wooden Fist 7/7 | conditions: none

I'll take a 2nd wand.

Also, I think I can change my motivation to The Explorer to keep things more interesting.


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

I guess we'll soon see how GM Michael brings us together, but I wonder if any of our characters know each other already?


I'm actually going g to kick things off with you being at the ruins with an entry post explaining the how you got together that you can build on


I really hate to do this to you guys, but real life circumstances beyond my current control make it necessary to leave the game before we're even begun. I'm very sorry for the inconvenience. Never meant to waste anyone's time.

Again, I'm sorry.


It's quite alright
If your bandwidth doesn't permit a game I get it.

Be well and thanks for letting us know


Sorry to hear it Rhaeodlaf - was looking forward to our dwarven arcane master! Hope everything turns out for the best IRL.


I've reached out to someone else hoping to hear back soon
I'm kicking it off by Wed regardless


Yessir.
Would be good if we could find another Arcane caster.
Otherwise I could always create an Arcane Trickster :D

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

Ready and waiting


Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait

I've received the invitation from GMMichael and am happy to join the party.

I'll read through the threads and get Jenna set up here thanks.

Just looked at the equipping list, is a Handy haversack OK?

Jenna will have an Alchemy kit on her along with her other gear so weight will be a big factor.

That's 2000gp so aside from the Travelers any-tool she's not going for any other magic items.


Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait

As a Crypt breaker Alchemist Jenna covers Rogue, she has Trap-finding and disable device.

Her theme would be the Explorer.

Happy to put money in for the Wand of CLW.

She doesn't have those skills yet. So many skills so little time!

D20 roll: 1d20 ⇒ 3


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

You're not the only one who can cover trapfinding and disabla device.


Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
Arronus Triari wrote:
You're not the only one who can cover trapfinding and disabla device.

Always good to have more rather than less on the trap-finding and DD. :)


1. Iron Perenti: Gideon Stormborn (Half-Elf Fighter 2 Brawler 1)
2. DBH: Jenna Wilde (Aasimar Alchemist 3)
3. Veniir: Urktar Rockburst (Oread Cleric of The Green 3)
4. Fangdragon: Dr Ocellus (Human Investigator 3)
5. Albion, The Eye: Tessai (Tiefling Paladin 2 Oracle 1)
6. pad300: Arronus Triari (Half-Elf Occultist 3)

The party now.

Jenna's piece of info.

Rumor:
There is a cult who worship a manifestation of Zon Kuthon called The Death Walkers at the site

Since one has chosen the Explorer, what say we make up one for you.

What about The Crypt Breaker? You've heard the Azlanti had a way of perfectly preserving the dead. Now to find out how. [rm 11]

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

I'm pretty good at disabling devices. Find device, use hammer.


Since Jenna only needs the combat summary, and to confirm the motivation. Im kicking this off tomorrow.


everyone make sure you join the roll20 link by campaign info, so I can link you to your avatar.

all the posting will be here, but moving on the map will be done there.

for dice rolls, you can use either roll20, or here, as long as I can see them. Ill do the same. If I use roll20 Ill tell you the rolls are there. In some cases I may.


DM / GM / The man behind the curtain

checked in


Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait
Gideon Stormborn wrote:
I'm pretty good at disabling devices. Find device, use hammer.

The non-magic version of the Find traps spell. Material component - one fighter 30' ahead of the party. :)


does this work better than the Explorer?

The Crypt Breaker? You've heard the Azlanti had a way of perfectly preserving the dead. Now to find out how. [rm 11]


Female Human Alchemist (Crypt breaker) 3, HP24. AC15, T13, FF12 . CMB +3; CMD 16, Fort +4, Ref +6, Will +3 . Init +3, Perception +7. Portrait

That really does fit her better.

Motivation The Crypt breaker.

Forgot to add her spells. On her sheet now.

1st - comprehend languages (DC ) , cure light wounds (DC 13) , endure elements (DC 13) , touch of the sea (DC 13)

Character combat summary:

Jenna Wilde:

AC:15 (T:13/FF:12) CMD:16 HP: 24/24 SAVES: F:+4 R:+6 W:+2 (+2 vs Poison)

Resistances: Acid 5, Cold 5, Electricity 5,

level 3 Alchemist (Crypt breaker) Fem Aasimar (Peri blooded)

init:+3 perception: +7 Senses: Low Light Vision, Darkvision (60 ft)

Special Qualities: Alchemy, Alkahest Bombs, Celestial Resistance, Crypt Breaker's Draught, Formulae, Infusion, Poison Resistance, Poison Use, Skilled, Spell-Like Ability, Swift Alchemy, Trapfinding.

Feats: Point-Blank Shot, Precise Shot, Throw Anything

Anything else needed let me know.


Joined on Roll20.

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