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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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'm in roll20.


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

Can't dot the gameplay thread.


try posting in it now as Ive started the game. Ive attached Jenna, Urtar, Tessai, and Gideon to your avatar on the first game map. See if you can move your character and see.

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 can move myself fine.


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

No problems moving my avatar.


All good.


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

Have joined the roll20 games, but see nothing but black there...


Because I have to link your character. I'll do that when I get home from work tonight


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

@GM Michael, I guess you missed the Q in the middle of my equipment post. Do you mind if I take a minor bag of holding for my major magic item? (The alternative being a Centering Jewel.)


0h yes. Please take the centering jewel. Unless enc is a huge issue for the character


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

Centering Jewel it is...


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

Also Joined Roll20.

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

@GM: what does the jumpgate add to the roll20 experience? I haven't tried it yet. Also, did you make the tokens semi-transparent or die roll20 do that?


I was trying to puzzle through the semi transparency just now. I dont honestly know if its a setting I tripped not knowing, or not. Jumpgate allows you to use the more experimental roll20. I havent used a lot of its capabilities, but setting light barriers is easier.


ok figured out the transparency setting. Its base opacity. got rid of 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

Apologies for going missing yesterday. ER visits and kidney stones are both pains in the ass...


Yikes. Kidney stones are the worst. Hope you're feeling better

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

Ooof, hope everything goes back to normal soon.


Yep, kidney stones suck big time. Hope you bounce back soon man.


Arronus Feel free to move your character around the building, setting him down occasionally to get a better idea of the lay of it. I figured with your stealth check and perception check, theres little you wont know except whats inside it.

Ive indicated on the Map the well worn path. with 2 brown lines and an arrow showing the direction it travels.


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

@Gm Michael, I have moved my PC around a bit. Is one of the doors partially open? At my present position, I get a slit of view inside the building...


no, that was me not ensuring the doorway was sealed for light. I just had to stretch it a bit more. That may happen from time to time. A lot of doors ;) Thank you for asking though.

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 have shield of faith and barkskin. I need advice on who to cast it on.

Also I cast bless before we storm the place.


Do we have any solid reasons to storm the place?
Or just a sign on the door?

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

Evil cultists are reason good enough for me.

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 can't post properly in gameplay, but my 3 actions are the 3 spells I mentioned (shield of faith, barkskin on Gideon and bless).

Also, can someone roll my stealth please? And put me next to Gideon on the map?


I'll take care of it

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

If Urtar wishes to stay concealed, Gideon can wait for the spell and then step out.


I read the spell, nothing in the description (its an occultist Necromancy ability) says it needs a corpse.

Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.


You're the DM :)

For me it seems like if you 'raise a single human skeleton or human zombie from the ground', then one was already there to be raised. And it makes it much cooler also.


For coolness, I've got a post in mind ;)


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

Sorry for going quiet, I've been in hospital dealing with stomach issues.

Will be catching up over the next day.

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

Hope you feel better soon.


Best wishes Jenna!


no worries. you make sure youre healthy first and foremost.


Arronus, when I go to do the summary, I'm not going to ask people who have posted anything more than delay. What they want to do. That's precisely why I do combat the way I do...so there isn't the delay found in most pbp games.

So look at what going on, who goes before and after and think of the probably course of action and post a conditional...

Like should diplo.acy be successful xxxxxxx if combat occurs, this is what will occur and roll some dice ;).

You'll see it'll work out


prematurely hit submit in the combat dont post til I do so again.


ok Post is up. as this is the weekend, If I see everynes gone Ill get a post up Sunday evening. But I wont npc anyone until Monday Night.

You can see now How I do combat. I will always adjust things in favor of the characters because its the balance of doing combats how I do, otherwise it wouldnt be right or fair.


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

Reviewed the combat stat block, edits in bold

Arronus AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6/+8 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, Haunted Implement (Champion Spirit)
Special: Mental Focus Points: Necromancy 1/3, Transmutation 3/3, Abjuration 2/2.
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep

Soulbound Puppet AC:16 (T:14/FF:13) CMD:12 Trip:16 HP:12/12
SAVES: FO:+4 RE:+5 WL:+4 Familiar for 30M Rat.
Init: On Arronus. Perception:+9 Senses: Low-Light, Scent
Special: Loyal Bodyguard , Share Spells, Deliver Touch Spells, Empathic Link.
Defenses:

Necromatic Servant AC:18 (T:12/FF:16) CMD:14 HP:12/12
SAVES: FO:+0 RE:+2 WL:+2 Skeleton for 30 Min.
Init: On Arronus Perception: +0 Senses: Darkvision 60'
Special: none
Defenses: DR5/Bludgeon. Immune to Cold. Undead Immunities.


why do you think the necromantic servant is an 18 AC?

The base Skeleton statblock has armor on it in the tune of a chain shirt

Your Armored coat just replaced it.

Skeleton

The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Medium SkeletonCR 1/3

XP 135
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits

OFFENSE

Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)

STATISTICS

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear broken chain shirt, broken scimitar


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
GMMichael wrote:

why do you think the necromantic servant is an 18 AC?

The base Skeleton statblock has armor on it in the tune of a chain shirt

Your Armored coat just replaced it.

...

Exactly, a broken chain shirt gives an armor bonus of +2 (+4 normally, halved for the broken condition). An armored coat has a armor bonus of +4...


Arronus Triari wrote:
GMMichael wrote:

why do you think the necromantic servant is an 18 AC?

The base Skeleton statblock has armor on it in the tune of a chain shirt

Your Armored coat just replaced it.

...

Exactly, a broken chain shirt gives an armor bonus of +2 (+4 normally, halved for the broken condition). An armored coat has a armor bonus of +4...

ahhh. I see my mistake. When I pulled Armored Coat up prior, it pulled up PF2 and I didnt catch that. Ill correct.

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 can't post properly until Monday.

However, I have a comment. @GM, you seem to have misread the Entangle spell. A lot of the enemies movements and actions are not possible if you read the spell correctly.


This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

Entangled Condition: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

What do you feel was in error?


the original 3 were entangled 2 werent. the two that werent moved out with each square costing 2 movement per square.

the three that were caught were immobile that round. next round 2 saved 1 didnt. the two that did moved out at 2 cost per round. the one that didnt had to move at 4 per and has a -4 on his dex score. that one is still entangled even though hes out.until next round.

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

Why were there 2 subsequent rounds?

Also, they need to spend a move action to free themselves, so I saw some enemies that got free, moved and attacked. That's not possible.


Where does it say in the spell description they need to spend a move action to free themselves? Unless you're referring to breaking free and NOT BEING EFFECTED by the spell. Maybe I've missed it?

They can spend a move action to break free. But per the entangled condition being entangled doesn't stop movement but rather slows it. Nor does it stop combat, just worsens dex.

So someone who is entangled can move 15' and still attack at -2. That's not breaking free.

Someone who isn't entangled can move 15' and attack at full

Or either cam move 30'.full round movement

2 subsequent rounds? Before they arrived?

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 guess it's a matter of interpretation. I my mind, the plants are anchored to the ground, which I consider an immovable object.


I can understand why you'd think that.

As the term ground.

I look at it like...if it was brick or stone...yes but as soil or dirt no.

Within the dungeon that will be true, mostly unless its a cavern, outside no.

I always look at it as what the substance the vines are coming out 9f


after giving it some thought, If its ok with you. I am not against going with your interpretation from here on out.

We will consider that a failed save means immobile until broken free or a successful save in all environs for the spell. Makes it easier for us to not think about that detail going forward. How is that? and leave the past to the past.

Are you ok with that?

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