Dr Lucky

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The holy symbol on the book is of Amaznen. Amaznen is the God of magic in the ancient Azlanti Empire.


In this Library you can learn about several topics such as Artifice, Knowledge, Law, Magic, Protection. Studying these books requires you to speak Azlanti or you get a penalty. Also it will take 1d4 hours per topic.

You find a few books that are still fully intact that can be sold for a total of 10,000gp to the government of Andoran or to a collector.

With detect magic you find a number of things. An Insightful Scroll Case inside the case there is a Scroll of Resist Energy (Electricity), Scroll of Water Breathing, and a Page of Spell Knowledge (containing Dispel Magic).

One of the bookshelves you find a Blessed Book, decorated with a symbol depicting swirls of energy surrounding interconnected gears, the larger of which has an eye inside of it. Knowledge Religion to learn more. Between the pages of the Blessed Book is a Scholar's Ring.

Let me know if you want to study any topic. Also there is only 1 more area that is totally above water and I would suggest to do that then we can level up and move forward :)


Eustice gives everyone some healing and you all feel alot better.

Status Update wrote:


Atlan *HP 69/78
Fang
Mary Kay
Kelpy
Eustice

Now what did you want to do with the room ahead of you? Did you want to explore and look around? If so please position yourselves where you want to be.


Yellow will try to swing at Fang as he moves around.

Yellow AoO: 1d20 + 8 ⇒ (8) + 8 = 16 Miss
AoO Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Fang will answer back with a huge hit and down Yellow.

Out of Combat

Status Update wrote:


Atlan *HP 58/78
Fang *HP 108/126
Mary Kay
Kelpy *HP 64/73
Eustice

Only thing they were carrying is 4 regular longswords. You check thr water and there is no more in the water and the door to the south is closed.


As Atlan walks up to Green both of the faceless stalkers will reach out to hit Atlan.

Yellow AoO: 1d20 + 8 ⇒ (10) + 8 = 18 Miss
AoO Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Green AoO: 1d20 + 8 ⇒ (18) + 8 = 26 Hit
AoO Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Green gets a hit on Atlan but then Atlan responds back with a bigger hit and Green falls.

Combat Tracker wrote:


**Round 3**
**Bless is Up**
Bold Can Act
Atlan *HP 58/78
Pink -24
Fang *HP 108/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -35
Purple -59
Yellow -16
Green -40


Kelpy hits Green with the first hit but then misses the second. Green is still up but not looking good.

Combat Tracker wrote:


**Round 3**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78 *Has Guidance*
Pink -24
Fang *HP 108/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -35
Purple -59
Yellow -16
Green -40


Mary hits Green with a solid hit.

Combat Tracker wrote:


**Round 3**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78 *Has Guidance*
Pink -24
Fang *HP 108/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -35
Purple -59
Yellow -16
Green -34


Mary hits Yellow with an Arcane Bolt.

Yellow will attack Kelpy wildly.
Above 50 will hit: 1d100 ⇒ 31
Longsword: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Green will keep doing after Fang.
Slam: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
If the attack hit he gets a free grab
Grapple: 1d20 + 11 ⇒ (8) + 11 = 19

Yellow misses wildly. Green gets a hit on Fang but is unable to grab.

Yellow Save: 1d20 + 6 ⇒ (16) + 6 = 22

Yellow shake his head and finally is able to see what is going on.

Combat Tracker wrote:


**Round 3**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78 *Has Guidance*
Pink -24
Fang *HP 108/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -35
Purple -59
Yellow -16
Green -27


Kelpy gets a big hit on Blue which causes him to stumble and fall motionless on the ground. Then Kelpy will make another swing and gives Yellow his first hit of the fight. Eustice will reach out and give Atlan some magical encouragement. Fang zones out and becomes more one with the elements swirling around him as he lets out a quick comment, a lighting quick crack of the whip hits Pink and causes him to crumble to the floor.

Combat Tracker wrote:


**Round 2**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78 *Has Guidance*
Pink -24
Fang *HP 113/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -35
Purple -59
Yellow -9 *Blind*
Green -27


Forgot to roll a save for them at the end of their turn to see if they are still blind.
Blue Will Save: 1d20 + 6 ⇒ (8) + 6 = 14
Yellow Will Save: 1d20 + 6 ⇒ (5) + 6 = 11
Purple Will Save: 1d20 + 6 ⇒ (7) + 6 = 13

All 3 Faceless Stalkers are still Blind and I forgot to label it. I will roll Atlans Sneak Attack on Purple.
Sneaky Sneak Damage: 4d6 ⇒ (6, 1, 6, 4) = 17

Pink is going to attack Fang.
Slam: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 Miss
Punchy Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Sneak Attack: 2d6 ⇒ (2, 5) = 7

Combat Tracker wrote:


**Round 2**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78
Pink -24
Fang *HP 113/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -35 *Blind*
Purple -59
Yellow *Blind*
Green -27


Fang got 3 big hits as the the faceless stalkers moved. Kelpy and Eustice were also able to get some hits in.

Combat Tracker wrote:


**Round 2**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78
Pink -24
Fang *HP 113/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -35
Purple -33
Yellow
Green -27


Blue will move forward a bit and stop when running into his ally and attempt to hit Kelpy.
Above 50 is a hit: 1d100 ⇒ 91
Shortsword at Kelpy: 1d20 + 8 ⇒ (10) + 8 = 18 Miss
Slashy Damage: 1d8 + 4 ⇒ (5) + 4 = 9

This will draw an AoO from Kelpy and Fang

Purple will move forward and stop when running into Atlan.
Above 50 is a hit: 1d100 ⇒ 4
Shortsword at Atlan: 1d20 + 8 ⇒ (1) + 8 = 9
Slashy Damage: 1d8 + 4 ⇒ (4) + 4 = 8

If you have another AoO this will draw an AoO from Kelpy, Fang, and Eustice

Yellow will swing forward at Kelpy
Above 50 is a hit: 1d100 ⇒ 26
Shortsword at Kelpy: 1d20 + 8 ⇒ (7) + 8 = 15
Slashy Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Green is going to move forward to flank Fang and attack
Slam: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Punchy Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Sneak Attack: 2d6 ⇒ (5, 4) = 9
If the slam hits then he will attempt to Grapple
Grapple Attempt: 1d20 + 11 ⇒ (4) + 11 = 15 Will not Grapple

The 3 blinded Faceless stalkers were not very effective. The one that is not blind was able to connect with Fang.

Miss Chance for Sneak Attack on Fang: 1d100 ⇒ 28

Combat Tracker wrote:


**Round 2**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78
Pink -24
Fang *HP 113/126
Mary Kay
Kelpy *HP 64/73
Eustice
Blue -28
Purple
Yellow -31
Green -27

Already accounted for both of Fangs AoO. I just need 1 from Eustice and 1 from Kelpy, 2 if Kelpy has Combat Reflexes feat.


Mary will blow a cloud of dust in the direction of the 4 Faceless Stalkers to the south.

Green Will Save: 1d20 + 6 ⇒ (15) + 6 = 21
Blue Will Save: 1d20 + 6 ⇒ (8) + 6 = 14
Yellow Will Save: 1d20 + 6 ⇒ (3) + 6 = 9
Purple Will Save: 1d20 + 6 ⇒ (2) + 6 = 8


Eustice gives a warning and casts Bless. Kelpy gets in position and gets ready for a fight. Fang flies up and lets out a crack of his whip at Pink and landing a good hit. Pink will lash out at Kelpy and Fang as they move by.

Would not draw from Yellow because he has not acted yet.

AoO at Kelpy: 1d20 + 8 ⇒ (20) + 8 = 28
Slashy Damage: 1d8 + 4 ⇒ (5) + 4 = 9

AoO at Fang: 1d20 + 8 ⇒ (9) + 8 = 17
Slashy Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Possible Crit at Kelpy: 1d20 + 8 ⇒ (6) + 8 = 14

Pink is able to connect with Kelpy but Fang dodges.

Combat Tracker wrote:


**Round 1**
**Bless is Up**
Bold Can Act
Atlan *HP 68/78
Pink -24
Fang
Mary Kay
Kelpy *HP 64/73
Eustice
Blue
Purple
Yellow
Green


Atlan moves up and gets ready for a fight.

Pink charges up at Atlan and strikes out with a longsword.
Shortsword Attack: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Slashy Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Possible Crit: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 Didn't Confirm

Pink gets a good hit on Atlan.

Combat Tracker wrote:


**Round 1**
Bold Can Act
Atlan *HP 68/78
Pink
Fang
Mary Kay
Kelpy
Eustice
Blue
Purple
Yellow
Green


Stuff and Thangs:

1d20 + 11 ⇒ (4) + 11 = 15
1d20 + 11 ⇒ (9) + 11 = 20
1d20 + 11 ⇒ (10) + 11 = 21
1d20 + 11 ⇒ (9) + 11 = 20
1d20 + 11 ⇒ (16) + 11 = 27

Perception:

Eustice Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Kelpy Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Fang Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Mary Kay Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Atlan Perception: 1d20 + 10 ⇒ (13) + 10 = 23

With everyone either too far into the room that they can't see or hear, Mary catches out of the corner of her eye that there are 5 Faceless stalkers coming out of the water. 4 of them holding shortswords.

Initiative:

Eustice: 1d20 + 5 ⇒ (10) + 5 = 15
Kelpy: 1d20 + 8 ⇒ (7) + 8 = 15
Fang: 1d20 + 3 ⇒ (19) + 3 = 22
Mary Kay: 1d20 + 2 ⇒ (20) + 2 = 22
Atlan: 1d20 + 12 ⇒ (16) + 12 = 28
Yellow: 1d20 + 7 ⇒ (3) + 7 = 10
Blue: 1d20 + 7 ⇒ (5) + 7 = 12
Green: 1d20 + 7 ⇒ (3) + 7 = 10
Pink: 1d20 + 7 ⇒ (19) + 7 = 26
Purple: 1d20 + 7 ⇒ (4) + 7 = 11

Combat Tracker wrote:


**Round 1**
Bold Can Act
Atlan
Pink
Fang
Mary Kay
Kelpy
Eustice
Blue
Purple
Yellow
Green

Mary did tell everyone about the incoming enemies so no surprise round.


You gather up all of the stuff and head down the hallway to the south.

The steep stairs in this wide hallway connect the upper temple to the lower temple 30 feet below.

Perception:

Eustice Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Kelpy Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Fang Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Mary Kay Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Atlan Perception: 1d20 + 10 ⇒ (3) + 10 = 13

You come to the double doors and you look them over. They are not locked or trapped so you open the door and take a look inside.

Many long bookcases of fine marble stand side by side in this room. Some of the shelves have been smashed to pieces, and countless marble fragments and remains of ancient documents are strewn about the floor. The few surviving books and other documents on the shelves look wrinkled and fragile. The air in this room is stale and reeks of mold.

Slide 1 Updated.

Super Secret Stuffs:

5d20 ⇒ (15, 9, 17, 16, 11) = 68


Mary is able to identify that one of them is a Pearl of the Sirines and the other is a Pearl of Power (3rd Level)


It takes Kelpy a while to clear out the coins by himself but as he takes the last of the coins you feel a like a heaviness lift. You can almost swear you faintly hear, Thanks.

Kelpy grabbed 124pp 856gp 352sp in ancinet Azlanti coins. He also brought out a small pewter box that in it contains 2 lustrous pearls that detect as magic.


No need to roll.

From what Eustice and Mary know about the Haunt you know 100% that he has fallen victim to the Haunt.

Kelpy Will Save: 1d20 + 8 ⇒ (9) + 8 = 17

Kelpy shakes his head and looks confused for a second but then will grab as much as he can and walk out of the room.

Kelpy looks at you, I don't know what that was about, sorry.


Kelpy enters the room with no issue and no threat he can see. He puts his shield and sword away so he can grab as much as he can. Then as soon as he grabs a some coins he has this angry face, draws his longsword and says in Azlanti, It is mine! Kelpy looks around the room but does not do anything else.


Kelpy:

As soon as you enter the room can you give me a Will Save


Fang:

If you are entering the room. Give me a Will Save.


Eustice does pickup detect magic all over the room. When he says that Mary focuses in and tries to pickup on things she sees and with Eustices and Fangs comments. Mary knows this is definately a haunt. You are sure that if you were to clear all of the valuables and coins from the room you would be able to put this haunt to rest.


Eustice is unable to ascertain any information on the rod. You grab the Slippers and the unidentified Rod then head out. You go to the next area and see a hallway to the south that leads into the water and then a room to the north. You move towards the room to the north and look in.

Battered steel chests lie scattered across the floor of this vault, their contents strewn throughout the room. The thick stone walls are reinforced with steel bars and look nearly impenetrable, but the door to the vault has been torn off the hinges.

Aoinse says, This room was where priests stored coins and other valuables given as offerings to the church of Amaznen. Relics and items used during religious services and festivals were also stored here.

Survival:

Eustice Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Kelpy Perception: 1d20 ⇒ 11
Fang Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Mary Kay Perception: 1d20 ⇒ 6
Atlan Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Perception:

Eustice Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Kelpy Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Fang Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Mary Kay Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Atlan Perception: 1d20 + 10 ⇒ (15) + 10 = 25

You all see coins and other contents all over the room.

Fang:

You notice that in the room the coins and the other valuables look unnatrually lustrous. You believe that this could be the dealing of a Haunt.


You are unable to identify what the rod is but you do know the slippers are Slippers of the Triton.


Atlan swiftly pops the lock on the strongbox and see that there are 2 things in the box which both detect as magic. Its a Rod and Fine Silk Slippers.


Slide 1 Updated

After picking up all of the items from the hidden room you all move north and find the door is unlocked and cautiously open the door.

Finely crafted but timeworn marble furniture adorns this spacious office.

When you walk in the room and look around Mary and Eustice can tell that this was an office of a High Priest. There is not much left in this room but there is a strongbox in the corner of the room at the end of the table. You check and it is locked but you are unable to find the key in the office.

Disable Device to Unlock or Strength Check to try to break the lock


With the distraction from Kelpy Aoinse is able to finish off the creature. With that the room falls silent and the immediate threats have subsided.

Status Update wrote:


Atlan *HP 68/78
Aoinse -11
Eustice
Kelpy *HP 63/73
Fang
Mary Kay

Searching thr room you have to search through the rubble a bit but you find 4 Masterwork Longswords.

Perception:

Eustice Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Kelpy Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Fang Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Mary Kay Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Atlan Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Atlan notices a secret door that doesn't look trapped. He opens the door and finds an storage room.

This small storage room, crammed full of jars and scientific equipment, smells of salt and slime.

The storage room contains a fully stocked alchemist’s lab as well as the following alchemical items: three vials of antitoxin, one vial of alchemical glue, three vials of armor ointment, 5 doses of bloodblock, and four sunrods. There are also 15 full jars of aboleth mucus extract in the room


Eustice misses his attack because of it being a bit hard to reach around Atlan.

Aoinse will go in for the Slam.
Slam: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d4 + 6 ⇒ (3) + 6 = 9


Red flies into a Rage and is staring at Kelpy while it gives out a guttural yell.


Fang finishes off Blue before he could move into position then with a quick snap on his wrist lands a bit hit on Orange and that oje falls as well.

Kelpy would be able to do his actions another way. Same with Eustice if that course of actions would of change ehat he would do.

Combat Tracker wrote:


**Round 3 into 4**
Bold Can Act
Atlan *HP 68/78
Aoinse -11
Eustice[/b]
Kelpy *HP 63/73
Red -45 *Bleed*
Blue -4
Yellow -27
Orange -84
Green -20
Fang
Mary Kay


Mary lets forth Magic Missiles that strike true but the creature still lives on but not looking very well.

Red is going to attack Atlan.
Attack: 1d20 + 8 ⇒ (13) + 8 = 21 Miss
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Blue is going to move around into a flanking position with the creature.
Attack: 1d20 + 8 - 2 + 2 ⇒ (15) + 8 - 2 + 2 = 23 Miss
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Sneak attack: 2d6 ⇒ (5, 1) = 6

Orange is then going to full attack Kelpy
Bite: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Miss
Damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9

Claw 1: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 Miss
Damage 1: 1d8 + 4 ⇒ (3) + 4 = 7

Claw 2: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Miss
Damage 2: 1d8 + 4 ⇒ (3) + 4 = 7

Red gets distracted by all of the blood and is unable to connect with Atlan. Kelpy even though surrounded stays calm and is able to deflect the attacks from both creatures.

Combat Tracker wrote:


**Round 3 into 4**
Bold Can Act
Atlan *HP 68/78
Aoinse -11
Eustice
Kelpy *HP 63/73
Red -45 *Bleed*
Blue -4 *Shaken for 3 Rounds
Yellow -27
Orange -84
Green -20
Fang
Mary Kay


Atlan charges past Eustice and Mary in a flash, but before it can reach the creature Red will swing out at Atlan.

AoO on Atlan: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Atlan is moving too fast and Red misses but it recieves a big hit with it barely able to stay on its feet.

Combat Tracker wrote:


**Round 2 into 3**
Bold Can Act
Atlan *HP 68/78
Aoinse -11
Eustice
Kelpy *HP 63/73
Red -44 *1d6 Bleed*
Blue -4 *Shaken for 4 Rounds
Yellow -27
Orange -71
Green -20
Fang
Mary Kay


Fang moves closer to the big creature and gets a big it on it. Kelpy follows suit and moves closer and swings twice, making contact with the first hit. Eustice will step up to Aoinse and give her words of encouragement and as he pats her on the shoulder a light glow of light envelopes her.

Aoinse will look at Eustice and say, Thank you very much for you help and encouragement. Then she will move up a bit and attack.
Slam: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Aoinse lands a big hit on the creature.

Combat Tracker wrote:


**Round 2 into 3**
Bold Can Act
Atlan *HP 68/78
Aoinse -11
Eustice
Kelpy *HP 63/73
Red -13
Blue -4 *Shaken for 4 Rounds
Yellow -27
Orange -71
Green -20
Fang
Mary Kay


Kelpy moves up and yells at the big creature but the creature looks in his direction like he heard but is unable to keep his attention as he scans the room. Eustice makes a motion with his hands as chains come out of the ground 1 chain hitting Red while dodging the other and then Blue getting hit by one.

Red Will Save: 1d20 + 6 ⇒ (12) + 6 = 18
Blue Will Save: 1d20 + 6 ⇒ (6) + 6 = 12

Atlan will move up to get closer to the action

Aoinse will take a step forward and attack Red
Slam: 1d20 + 9 ⇒ (6) + 9 = 15 Miss
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Red is going to take a swing at Aoinse and then take a step back.
Attack: 1d20 + 8 ⇒ (11) + 8 = 19Hit
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Blue is going to take a swing at Kelpy and then take a step.
Attack: 1d20 + 8 ⇒ (7) + 8 = 15Miss
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Orange will move up and attack at Kelpy
Bite: 1d20 + 12 ⇒ (3) + 12 = 15Miss
Piercing Damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16

Combat Tracker wrote:


**Round 2 into 3**
Bold Can Act
Atlan *HP 68/78
Aoinse -11
Eustice
Kelpy *HP 63/73
Red -3
Blue -4 *Shaken
Yellow -27
Orange -37
Green -20
Fang
Mary Kay


Fang shoots up in the air and catches Green off guard and lands a good hit. Mary moves up to the fountain and lets loose a small bead of red from her finger that quickly moves to the center of the room and explodes.

Orange Reflex Save: 1d20 + 7 ⇒ (10) + 7 = 17
Yellow Reflex Save: 1d20 + 4 ⇒ (11) + 4 = 15
Green Reflex Save: 1d20 + 4 ⇒ (6) + 4 = 10
Blue Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20

Mary catches multiple pillars in the blast and 4 pillars collapse.

Pillar 1 Damage: 4d6 ⇒ (1, 4, 2, 3) = 10
Pillar 2 Damage: 4d6 ⇒ (1, 5, 6, 6) = 18
Pillar 4 Damage: 4d6 ⇒ (4, 2, 3, 3) = 12

One pillar his Orange and moves him a bit. Another pillar hits Yellow and he collapses being buried by the other pillar. Green which was killed by the fireball gets buried by the rubble of the pillar collapsing.

Combat Tracker wrote:


**Round 2**
Bold Can Act
Atlan *HP 68/78
Aoinse
Eustice
Kelpy *HP 63/73
Red
Blue
Yellow -27
Orange -37
Green -20
Fang
Mary Kay

Put the information of how the pink x's effect the terrain on slide 1


Kelpy will be shunted north separating himself a bit from the group but he doesn't mind because he is Kelping!

Green will move up and then Attack at Kelpy with a longsword

Attack: 1d20 + 8 ⇒ (18) + 8 = 26 Miss
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Almost catching Kelpy off guard but he is able to successfully regain his composure to deflect the attack.

Combat Tracker wrote:


**Round 1 into 2**
Bold Can Act
Atlan *HP 68/78
Aoinse
Eustice
Kelpy *HP 63/73
Red
Blue
Yellow
Orange
Green
Fang
Mary Kay


Atlan moves up and gets ready.

Red will move up close to Aoinse but is not able to strike.

Blue will move up closer but is not able to do anything further due to difficult terrain.

Yellow will move up closer but not able to do anything more.

Orange will move up and then target the column by Kelpy and Atlan with its destructive harmonics.
Damage to Column: 8d6 ⇒ (1, 2, 2, 6, 3, 4, 3, 4) = 25

Collapse Damage: 4d6 ⇒ (2, 4, 2, 2) = 10
The damage to the column causes it to collapse and Kelpy and Atlan take damage. They are also shunted to the nearest available space because all of the squares around the column are now difficult terrain. Any squares that have debris or pink x's in them are difficult terrain. If they have debris and pink x's are difficult terrain that costs 4 squares of movement to go through instead of the normal 2 for difficult terrain.

For Kelpy I will give him the option of choosing going either north or south with the shunting since it would be equal distance


Eustice casts a spell on all of his compatriots. Kelpy moves closer trying to draw attention to himself.

Stuff and Thangs:
1d20 + 5 ⇒ (8) + 5 = 13

Aoinse says, Thank you Eustice that was very kind. She will move up to the fountain and look down the way at the creatures. She will say They do not seem scared of that creature because they are standing close to it and looking in our direction. I would prepare for the worst.

Combat Tracker wrote:


**Round 1**
Bold Can Act
Atlan
Aoinse
Eustice
Kelpy
Red
Blue
Yellow
Orange
Green
Fang
Mary Kay


Destrachan
Neutral Evil Large Abberation

Destructive Harmonics (Su) A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot-radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability.

Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a Reflex save halves this damage. If the destrachan wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object’s hit points, but is reduced by the object’s hardness. A magical or attended object can attempt a Reflex save to halve the damage.

Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.

Combat Tracker wrote:


**Round 1**
Bold Can Act
Atlan
Aoinse
Eustice
Kelpy
Red
Blue
Yellow
Orange
Green
Fang
Mary Kay


You all get ready and head westward with Aoinse leading the way.

Sturdy, ornate columns line this wide corridor, but cracks mar their surface and a few of them have fallen into pieces on the once fine marble floor of the cathedral. At the south end of the corridor, water spurts out of a broken fountain.

You get in the room and around the corner down the corridor you see 4 Faceless Stalkers and you all know there is another larger creature in the back but can't see him very well because he is obscured by the pillars.

Initiative:

Eustice: 1d20 + 5 ⇒ (19) + 5 = 24
Kelpy: 1d20 + 8 ⇒ (14) + 8 = 22
Fang: 1d20 + 3 ⇒ (4) + 3 = 7
Mary Kay: 1d20 + 2 ⇒ (4) + 2 = 6
Atlan: 1d20 + 12 ⇒ (20) + 12 = 32
Aoinse: 1d20 + 7 ⇒ (19) + 7 = 26
Red: 1d20 + 7 ⇒ (14) + 7 = 21
Yellow: 1d20 + 7 ⇒ (10) + 7 = 17
Blue: 1d20 + 7 ⇒ (11) + 7 = 18
Green: 1d20 + 7 ⇒ (4) + 7 = 11
Orange: 1d20 + 5 ⇒ (11) + 5 = 16

Combat Tracker wrote:


**Round 1**
Bold Can Act
Atlan
Aoinse
Eustice
Kelpy
Red
Blue
Yellow
Orange
Green
Fang
Mary Kay

Knowledge Dungeoneering to Identify the larger creature.


Yes I can do that but since it has been so long I am not sure if things have changed in my absence. Did you want me to lead or you?

I am assuming you want to continue Westward, correct?


You all have a rather uneventful hour and she is now back to 2 working legs and stands up. She looks at you and says, You have any questions of me or need my assistance in any way?


Kelpy and Fang help Anoise to the outside of the room you are headed too.

Anoise will look at Fang, All you have to do is prop me up near the panel and then you can leave and I will take care of the rest. They will not attack me no matter what there orders were.

Mary casts the spell and Fang and Anoise enter and the door closes. You all stand at the ready in case something happens. Then shortly you see the door open and then close, then after a few more brief moments Fang becomes visible again.

You all wait outside the room for a few and then the door opens and You all see Anoise being held up by another clockwork construct. She looks at you all and says, It has been done, they no longer will see you all as a threat. Also this is the Clockwork Servant that I was referring to that can help fix my leg. Unfortunately it will take awhile to get me back to 100%.

It will take about 1 hour for her to be repaired and will do this is the room she was found in.

Is there anything else you wanted to ask her about? If not, where did you want to go next?


Aoinse speaks up, Honestly there is no hiding placed due to it being an open room. What the best course is go in, put me by the console and leave. You should have ample time to go in and out without issue as long as you are direct.


The Invisibility would be very beneficial but it would be better if you were invisible and brought me in the the control panel. If they see me they will not attack me. More than likely my former masters programmed then to defend this place against anyone. I can reprogram then to make it so you are not considered a threat to them so they will not attack you unless you attack them.


You might want to be careful in going in that room because now that thr power is on that is a winding station so they are probably fully operational. I do not know the last orders they were given. If I could get to the panel in the winding room then I can reprogram them to see you as Allies then they will not attack you. Also from what you described one of them is a clockwork servant that would be able to repair my damaged leg with ease.


Yes I think we would be able to assist each other in this endeavor. Where did you find them and in what condition were they in? Did you recently restore the power or has it been on this entire time?

She looks at Fang and repeats herself in Aquan.


I moved Eustice in the room because he would be talking to her.

Anoise will look at Fang and say Hello in Azlanti. Then if she gets no response from Fang she will say Hello in Elven. Then if she gets no response she will say Hello in Aquan.

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