Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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Round 2-3

(haste) Klang: go round 3
(haste) Blue Guardian: done
(haste) Red Guardian: done
(haste) Balthe: go round 2
(haste) Nils: go round 2
(rage/haste) Wulfgar: go round 2
(haste) Teclis: go round 2

The guardian converge on Wulfgar. The one nearest makes three swings while the one that just moved up makes a single swing.

Two of the four swings, manage to get by Wulfgar's defenses.

blue 1: 1d20 + 10 ⇒ (17) + 10 = 27
blue 2: 1d20 + 5 ⇒ (2) + 5 = 7
blue haste: 1d20 + 1 ⇒ (8) + 1 = 9

red: 1d20 + 10 ⇒ (17) + 10 = 27

both hits: 2d8 + 6 ⇒ (8, 4) + 6 = 18

Damage:
blue guardian: 47 damage
red guardian:
klang:
balthe:
nils:
teclis:
wulfgar: 18 damage


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will step forward and attack the red guardian.
rage, power attack
to hit: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 11 ⇒ (1) + 11 = 12 electricity: 1d6 ⇒ 4
to hit: 1d20 + 6 ⇒ (11) + 6 = 17 damage: 1d8 + 11 ⇒ (7) + 11 = 18 electricity: 1d6 ⇒ 6


Wulfgar, eyes focused on the creature he was trading blows with, too lost in combat to do anything but laugh ”Bwa ha ha ha” brings his blade down repeatedly on the creature. blue

Cold iron MW greatsword, full attack,power attack, furious focus, bull’s strength, haste and rage, AC 20 HP 81

attack: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36 for damage: 2d6 + 13 + 6 + 1 ⇒ (1, 4) + 13 + 6 + 1 = 25
attack: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 for damage: 2d6 + 13 + 6 + 1 ⇒ (3, 2) + 13 + 6 + 1 = 25
attack: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25 for damage: 2d6 + 13 + 6 + 1 ⇒ (2, 4) + 13 + 6 + 1 = 26


Damage:
red guardian: 32
klang:
balthe:
nils:
teclis:
wulfgar: 18 damage

Round 2-3

(haste) Klang: go round 3
(haste) Red Guardian: done
(haste) Balthe: go round 2
(haste) Nils: done, one hit one miss
(rage/haste) Wulfgar:done, 2 hit 1 mis
(haste) Teclis: go round 2

Nils, lands a solid blow on one of the guardians. Wulfgar, then utterly smashes his foe to bits, then redirects his final swings on the remaining enemy. One connects, causing construct debris to fill the air.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe smiles at his new found speed and he lays into his foe

Unarmed Strike: 1d20 + 11 - 1 - 2 + 1 ⇒ (1) + 11 - 1 - 2 + 1 = 10 for 1d8 + 9 + 4 ⇒ (5) + 9 + 4 = 18
Unarmed Strike: 1d20 + 11 - 1 - 2 + 1 ⇒ (10) + 11 - 1 - 2 + 1 = 19 for 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Unarmed Strike: 1d20 + 6 - 1 - 2 + 1 ⇒ (2) + 6 - 1 - 2 + 1 = 6 for 1d8 + 9 + 4 ⇒ (1) + 9 + 4 = 14

haste Unarmed Strike: 1d20 + 11 - 1 - 2 + 1 ⇒ (13) + 11 - 1 - 2 + 1 = 22 for 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

wow best monk ever right here


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Only +1 on its haste attack? Should be same as first fyi..

Teclis moves up and casts Grease(DC 19) on the backside of the constructs.. Should hit em both looking at the map..


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Oops, not that it matters nothing higher than a 16


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Forgot haste

to hit: 1d20 + 12 ⇒ (4) + 12 = 16 damage: 1d8 + 11 ⇒ (8) + 11 = 19 likely moot


Teclis, save you grease. The only hit by Balthe, manages to take out the last one :)

Balthe, lets out a flurry of blows, and all but one miss. Lucky for him, it has enough force behind it to knock the construct to pieces. The room goes silent after a few moments...and for the time being no other threats are present.

combat over


Wulfgar quickly looks at the remains of their attackers and then asks "Comrrrrades Is everyone beink all rrrright, are we ready to go lookink for the Sphinx. Da?"


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"I'm fine. Check Balthus then let's move on. "


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

A couple bruises a little scratch, but I will live. Which way?


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis follows the brave meat shields..


room 3 or 2?


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

We've been in room 2, time for room 3.


Wulfgar walks up beside Balthe and putting his arm on the shoulder he says "Da comrrrrade Bouncer Balthe those are repairrrrink easy enough" as Wulfgar casts positive energy his right eye becomes very clear, looking like a sword in a mountain, then fades back to a smoky twitching mess.

Positive energy: 3d6 ⇒ (2, 2, 2) = 6
Positive energy: 3d6 ⇒ (4, 3, 3) = 10


update coming tomorrow afternoon. Had to work a back-to-back & brain is ded


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Much better. I think you even got that knot in my shoulder. Balthe marvels as he rotates his arm


Init
Balthe: 1d20 + 2 ⇒ (15) + 2 = 17
Nils: 1d20 + 2 ⇒ (11) + 2 = 13
Wulfgar: 1d20 + 2 ⇒ (16) + 2 = 18
Klang: 1d20 + 4 ⇒ (8) + 4 = 12
Teclis: 1d20 + 5 ⇒ (18) + 5 = 23
sphinx, skeleton: 1d20 + 2 ⇒ (10) + 2 = 121d20 + 5 ⇒ (17) + 5 = 22

Tracker:

Round 1

Teclis: go
Skeletons: waiting
Wulfgar:
Balthe:
Nils:
Shpinx/Klang

The group goes into the final room to be explored. The room is lit by eerie purple and blue lights. Flying 90 feet in the air is the sphinx, whom you encountered earlier. Standing in front of you are 3 skeletons, bathed in flame and bent on ripping your flesh from your limbs.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis once again hastes his brethren..


Round 1

Teclis: go
Skeletons: done
Haste Wulfgar: go
Haste Balthe: go
Haste Nils: go
Shpinx/ Haste Klang go/done

Round 2

Teclis: go
Skeletons: done
Haste Wulfgar: waiting
Haste Balthe: waiting
Haste Nils: waiting
Shpinx/ Haste Klang waiting/waiting

Teclis hastens his party, as the flaming skeletons approach the party and attack.

longsword on Wulfgar: 1d20 + 5 ⇒ (7) + 5 = 12
longsword on Balthe: 1d20 + 5 ⇒ (6) + 5 = 11
longsword on Nils: 1d20 + 5 ⇒ (12) + 5 = 17

All three skeleton swing, and all three miss their targets. Unfortunately, their flaming aura is quite fierce as it burns those near it.

flaming aura damage: 1d6 ⇒ 1


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe grins as he is singed
Already bald so your flames don't bother me!

Unarmed Strike: 1d20 + 11 - 1 - 2 + 1 ⇒ (10) + 11 - 1 - 2 + 1 = 19 for 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
Unarmed Strike: 1d20 + 11 - 1 - 2 + 1 ⇒ (3) + 11 - 1 - 2 + 1 = 12 for 1d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Unarmed Strike: 1d20 + 6 - 1 - 2 + 1 ⇒ (15) + 6 - 1 - 2 + 1 = 19 for 1d8 + 9 + 4 ⇒ (7) + 9 + 4 = 20
haste Unarmed Strike: 1d20 + 11 - 1 - 2 + 1 ⇒ (12) + 11 - 1 - 2 + 1 = 21 for 1d8 + 9 + 4 ⇒ (6) + 9 + 4 = 19

Bathe starts to the one in front of him then if he drops it moves to the one in front of Nils


as the skeletons rush to attack Wulfgar begins to laugh "bwa ha ha your fire is warmink, to bad we must put it out, da" he then lifts his greatsword off of his shoulder and brings it bashing down repeatedly on the skeleton.

full attack, bludgeon, haste, power attack

attack: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16 for damamge: 2d6 + 14 ⇒ (1, 1) + 14 = 16
attack: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 for damamge: 2d6 + 14 ⇒ (3, 6) + 14 = 23
attack: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 for damamge: 2d6 + 14 ⇒ (5, 6) + 14 = 25


Round 1

Teclis: done
Skeletons: done
Haste Wulfgar: done
Haste Balthe: done
Haste Nils: go
Shpinx/ Haste Klang go/done

Balthe, lets loose a flurry blows, these are not your ordinary skeletons as they a=have much better armor, and only his final blow lands. As he punches it, the flames burn his hands. The punch is quite powerful as he causes the skeleton to topple. As it topples it explodes in a fiery inferno.

burning blathe: 1d6 ⇒ 1

Wulfgar, swings with all his might, and miss all three times.

fiery BOOM, DC 12 reflex save for Balthe, Wulfgar, Nils: 2d6 ⇒ (1, 2) = 3


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

reflex: 1d20 + 7 ⇒ (14) + 7 = 21
He rages and engages his skeleton

power attack, haste
to hit: 1d20 + 12 ⇒ (11) + 12 = 23 damage: 1d8 + 11 ⇒ (7) + 11 = 18 electricity: 1d6 ⇒ 6
to hit: 1d20 + 12 ⇒ (14) + 12 = 26 damage: 1d8 + 11 ⇒ (7) + 11 = 18 electricity: 1d6 ⇒ 1
to hit: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d8 + 11 ⇒ (3) + 11 = 14 electricity: 1d6 ⇒ 6

HP 86/88 HP.


reflexx DC 12 for half damage Balthe and Nils: 2d6 ⇒ (6, 1) = 7

Nils, enrages and crushes the skeleton nearest him. It too explodes into an inferno.

Round 1

Teclis: done
Skeletons: done
Haste Wulfgar: done
Haste Balthe: done
Haste Nils: done
Shpinx/ Haste Klang go/done

Seeing that he is severely outmatched, the sphinx tries to leave the tomb he took so long to make his home.

withdraw as a full round action

Round 2
Teclis: go
wulfgar:go
balthe: go
nils: go
Sphinx/Klang: go

The Sphinx was 30' up in the air, so unless you get reach that high no AOO as he went by.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

reflex save: 1d20 + 7 ⇒ (5) + 7 = 12 pass

HP 83/88 HP.


reflex: 1d20 + 6 ⇒ (8) + 6 = 14

Not happy that he missed the skeleton, Wulfgar glares at the undead creature and then attacks again.

full attack, bludgeon, haste, power attack

attack: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 for damage: 2d6 + 14 ⇒ (1, 4) + 14 = 19
attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 for damage: 2d6 + 14 ⇒ (3, 1) + 14 = 18
attack: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24 for damage: 2d6 + 14 ⇒ (3, 4) + 14 = 21

reflex: 1d20 + 6 ⇒ (16) + 6 = 22

as he crushes the fiery skeleton, again be scorched, he looks up and sees the sphinx attempting to leave, lifting his sword he calls out What? Leavink so soon?"


fiery BOOM: 2d6 ⇒ (3, 3) = 6


Anyone wishes to follow or hamper? If not then I will call it a victory and move on to loot


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

3d20 ⇒ (11, 17, 10) = 38 all plus 8

no damage for Balthe


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

No way I can catch a flyer and I don't have a decent enough ranged attack to make it worth it (too many actions to get a crossbow online to shoot).


Time for a Fastball special We can we throw Balthe at it!


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Id be game. But I think we have to let it go.

1d20 + 12 ⇒ (13) + 12 = 25 Perception


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

I have some ranged spells but i doubt i could kill it.. Im fine with letting it go..

Teclis casts detect magic and has a look around..

Take 20 for a 28 perc


The sphinx flies away, leaving his home behind. Teclis, casts detect magic, and scans the room. In the northwestern corner you find a few nice things.

You find the final sphere (?), you find a bag of holding (type I), and a scroll of flame strike (CL 9th).


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"Is this the last sphere? How many do we have/need again? Bag of Holding and a divine scroll here as well.."


did we explore the entire map, shall we find a reasonable place to rest, Wulfgar needs to change his spells to fix a few things,

Wulfgar returns to the room with the blue and red guardians and casts detect magic to see if they happened to miss anything in there. Returning to the group he asks "Shall we be restink soon comrrrrades I would like to be prayink for other forms of healink, da"


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"I'm OK, with resting, but I'm not sure if this is a good place or not. The damned sphinx might decide to come back with friends or something. "


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"i agree we should move to a better location.. Its all the undead we killed here that worries me more."

So that was the last piece to the puzzle? What fo we do with it?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

well let's go stick it in the door!


sleeping inside dungeon, outside dungeon, somewhere else?


looking at the party members, his right eye twitching and popping, "Comrrrrades shall we be goink back out side and be sleepink near the wagon, Da?" as they head back out Wulfgar casts light on his greatsword so they can see where they are going and he casts detect magic on the guardians red and blue gear in the previous room, to see if any of it is magical.


Nothing is magical, and the group makes it out, with incident and gets back to the wagon. The group, sleeps, possibly with an eye open at all times, but nonetheless a sleep is had by all. The next day, you all get up, and place you next course of action...presumably traveling a good 4 days back to the sealed door cave.

Wulfgar, how many restorations are you prepping, and start rolling those dice :)


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Yes, back to the portal thingy.


Did Balthe save against the mummy rot? I know Nils and Wulfgar both took strength drain from the shadows, so Wulfgar will use two restoration spells for that.

If Balthe contracted mummy rot Wulfgar will use four restoration spells, one remove curse and one remove disease spells.

DM Stylz wrote:
Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect

If I understand this (and the PFSRD) correctly Wulfgar must make two rolls, one for the remove curse and one for the remove disease, There is no roll with the restoration spell but we will need to cough up 400GP for the diamond dust to heal those, right.

Wulfgar, waking up the first morning and spending his meditation time practicing “The Dance of Swords” while he argues with Gorum, returns to the party wiping the sweat off of his brow, He says ”Comrrrrades, first I will be dealink with this horrible strrrrength loss, Nils and I are sufferink frrrrom, Da? And then I will be dealink with bouncer Balthe’s mummy prrrroblem.” So after casting restoration on himself and Nils he first casts restoration on Balthe to deal with the con, and Cha. Loss then he casts remove curse and if successful and remove disease .

remove curse: 1d20 + 6 ⇒ (17) + 6 = 23
remove disease: 1d20 + 6 ⇒ (1) + 6 = 7

so did we fail and need to go again tomorrow?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

balthe saved


so what did Wulfgar need to roll for?


I am so used to ppl using lesser restore, not normal restore. So two slots are gone to bring Nils and you back to full strength then :)

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