GM Kate's Ruins of Azlant (closed) (Inactive)

Game Master Kate Baker


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Us in peace with sea here! Go away!

Silt starts casting a full-round spell.

Spellcraft DC 16:
Enlarge Person(self)

Also 5' back.

After checking in the CRB instead of the forums, it seems you can take 5' steps if you have the correct form of movement aren't otherwise hampered.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose doesn't speak Aquan, by the by, so I don't think he'd react to the spoilered text


I thought I edited my post above for clarity but Silt is speaking in Aquan too. Paizo's site seems to be experiencing issues today.


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Ghost Level Delve || Extinction Curse

Silt, yes, you are good to make a 5' step since you have a swim speed. Sorry, Purpose! I will make myself a cheat sheet of what languages everyone speaks so I don't mix that up again. I rolled quite high on your Sense Motive check, so let's just say that you read his body language as hostile. And yes, the Paizo site seems to be spotty today!

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar, not wanting to get wet, will lean over the edge of the pier and try to get a look underneath.

”What’s that? A fuath?! Keep away! It’ll drown you! They’re terrible creatures.”

He calls out to Silt. ”Silt, tell it I’ll summon that dolphin again if I have to!”


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Editing posts seems to be right out today, so no mistakes!


Aquan:
A dolphin—… um… DOPLH … hmmm…SNAPJAW!! yes… DOLPH SNAPJAW, TERROR OF THE TIDES, approaches!

The baby sea turtle does happy backflips above Silt's head.


Ghost Level Delve || Extinction Curse

The creature growls at Sil'tchaak's words and moves away, slightly. But he focuses his attention to the only one who has hurt him so far. He points a claw at Toby and the water seems to follow his command and envelop Toby. Purpose tries to attack with a ray of acid, but the dark shadows under the dock made it hard to see where the creature is.

No Spellcraft check. Supernatural ability.

Toby's Reflex save: 1d20 + 5 ⇒ (15) + 5 = 20

Luckily, the rougarou easily shakes himself free of the suffocating sea.

The party is up!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche burrs at the missed shot as the wand's sickly illumination fades. Keeping the strange creature (pot kettle black!) in his line of sight, he walks to Silt across the sandy seabed, reaching for its spear through the clouds of sediment.

Progenitor, I strive for your mutable nature.
"Your spear will change; no need for alarm."

Placing a hand on the band around his waist, Purpose Creche touches the locathah's weapon. A pulse travels from the wyrwood's arm into the spear, which emits a small shockwave, disturbing the nearby waters and clearing them of grit. The weapon's haft thrums in Sil'tchaak's hands. (It's got a +1 enhancement bonus for 1 minute!)

Move: walk over to Sil'tchaak.
Standard: legacy weapon focus power on fishfella's spear!


Silt completes his spell, and grows to twice his size! He 5 foot steps forward and strikes at the dog-ster with reach.

(Common): Little ocean puppy, you should know to hide from bigger fish.

The spear-tip seems glints strangely, as if it's bursting with potential energy. Destructive Smiting — edited because I didn't see my nice +1 bonus — thanks Purpose!

Spear +4: 1d20 + 5 ⇒ (11) + 5 = 16
Damage(Piercing): 2d6 + 9 ⇒ (3, 4) + 9 = 16

Llyu-Llyu swims in a loop around the haft of the spear.


Ghost Level Delve || Extinction Curse

Although not all of the damage of Sil'tchaaks's powerful attack, magically enhanced by Purpose, goes through, what does is more than enough to take out the fuath.

Out of combat! Silt, while you're large, it will be fairly trivial to pull the canoe out of the water. There are also a fishing pole and a wicker basket at the sea floor.

The party can easily see how the canoe sank, as there is an obvious hole in the bottom.

Cedar:
Due to your experience as a sailor, you realize that this hole was made from inside he canoe, using a tool or weapon. The canoe itself looks like it was made recently, probably built right here by the first group of colonists.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

After Silt places the canoe onto the shore, Cedar takes a better look at the hole in the bottom.

"Yo ho! That's interesting. I think we may have found our first clue. Come take a look." He motions everyone to gather around.

"This hole here was made from inside the boat. I can't tell with what kind of tool, but it's something we do when we take old boats out of commission. Or when we're sabotaging someone else's boat, either because we don't want them to escape, or, well, that's about the only reason really."

He narrows his miss-matched eyes and surveys the area.

"I don't think the colony was alone here."


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche crouches in the grounded canoe and inspects the damage, running his fingers along the splintered wood as he listens to Cedar.

"But why would the colonists sink their own vessel? And why are there no other traces of activity?"

He shakes his head. The motion is stiff, and the sudden movement throws droplets from his collar into the wreckage of the canoe.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar shakes his head in disbelief.

"I'm not sure if they sank their own boat, which, as you said, doesn't make much sense, or if someone else here sank it so someone couldn't escape. Perhaps there are native creatures on this island that the colonists fought with. I'm not sure..."


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Ghost Level Delve || Extinction Curse

A well-worn path in the grass rises up a slope toward a cluster of buildings to the east. The buildings are arranged in a rough triangle, with each point ending in a wooden circular enclosure with rectangular notches cut intermittently, like battlements. These round enclosures are clearly meant to be three points of a wooden palisade fence, which would enclose this first group of buildings once completed. The palisade fence, however, is complete only along the southeastern side of the triangle and is obviously unfinished elsewhere. The grass around the settlement looks like it was cropped at one point, and many paths exist between locations in the settlement, but in less well-trafficked spots, the grass has started to regrow.

All the buildings are constructed of either rough timber or mud bricks set in a wooden frame, and have pitched thatch roofs. Many have open window frames, but only a few have actual shutters or even a canvas curtain for privacy. Doors are basic, wooden affairs, too simple for locks, and some buildings lack them entirely. The construction is new, quite rough and unfinished.

A1: A solitary dock extends from the beach into the bay. The construction is solid and looks recent, suitable for tying off a small boat, although no watercraft are visible. The beach inclines to the east before giving way to grass and trees. Further on in that direction, buildings and a palisade wall stand on the rise.

A2: Seven canvas pavilion tents were set up here, all of which are large enough to shelter two to three people each. All but two tents have collapsed due to wind, rain, and lack of maintenance. The two that remain standing lean haphazardly and do not appear to have been entered for a long time. Grass has begun to grow around them.

A3: This rectangular building is constructed of mud brick walls.The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air.

A4: This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”

A5: This L-shaped building is constructed of mud bricks on a wooden frame. The western portion is of the structure is enclosed by four walls. This section has a single open window on the south side, with a canvas curtain hung across the opening. The single entrance is a wooden door, standing slightly ajar, on the southern end of the eastern face of the building. A ten-foot extension connects to the building on the east side. This extension has only a northern wall and is otherwise just a roof sheltering the space below, which is open to the outside. Underneath this cover is a forge with an exhaust flue directly above it, a worktable covered in metal scraps, a small tub of black water, and a partially sheltered anvil.

A6: This large building is durably built in a log cabin–style construction with a thatched pitched roof and three gables. Its several open windows are uncovered, and the sole entrance on the east side of the building is bereft of a door. A small porch covered by a gable shelters this door, though the porch has not been swept and dirt and dust have started to accumulate, while one end of the gable is starting to sag from neglect.

A7: This long, rectangular building appears to be a home, though larger than many beyond the palisade to the south. It has three windows, all covered with wooden shutters, and a single door facing northwest, which is unbarred and slightly ajar.

A8: The south side of the palisade fence is the only finished side. A large gate set in the fence can be barred from within. The gate is open, however, and the large wooden bar leans against the fence. Beyond the gate is an unpaved road where homes have been built or are in various stages of construction.

A9: The name “Arkley” is carved into a wooden sign nailed next to the doorframe of this log cabin. A single, closed door faces northwest, and the structure has two wooden-shuttered windows. The architecture is otherwise the same as many of the other buildings.

A10: This wooden-framed, mud brick structure is currently the colony’s only two-story building, as well as one of the largest structures. It has the appearance of a rural courthouse or city
hall rather than that of a residence. The front features a small porch supported by rough log pillars, with double wooden doors facing west. Numerous window frames with shutters,
some of them open, wrap around the building on both floors. The roof is not thatched, but has wooden shakes instead. The construction suggests this building was intended
to be a source of community pride, but it still has a rough, unfinished appearance due to lack of paint and coarse materials. A few small shrubs have been planted around it.

A11: These two long, rectangular buildings are constructed entirely from planks on a wooden frame, with a pitched thatched roof. Each building has two doorframes on the side
of the buildings opposite the palisade, but lacks doors. Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped
across the inside. A partial view of the interior is possible from the doorways. Inside, the floors are hard-packed earth, and along the walls are wooden bunk beds. Many of the pallet beds are covered with blankets that now gather dust. Those beds have sacks or tied bundles of clothes sitting at their feet.

A12: This is a well in the center of town. The water seems clean and potable.

A13: North of the colony, but well within sight, is a small field. Inundating the meadow is a series of large holes dug in at an angle. Piles of dirt surround each hole. A large copse of trees grows due east of this location.

A14: 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.

A15-A16: 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.

A17: 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.

A18: Atop a sloping hill stands a solitary cottage built apart from the rest of the colony. A stone well has been built not far from the house’s front door. A large stone near the entrance is painted with the words “Levin Farm.” Just south of the cottage is a tilled vegetable patch that grows wild from neglect.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche stands and looks to Toby. "It seems our first task is exploration after all."

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

As he walks by the open doors and glimpses the empty rooms within, Cedar calls out tentively in a low voice,"Hello?"

"Perhaps we should start at the town hall, to see if there is any documentation on what happened here?"

Kate, as an employee, would either of the names Arkley or Levin ring a bell with Cedar?


Ghost Level Delve || Extinction Curse

Cedar:
Levin doesn't particularly, and you imagine it was probably the name of a farmer or family of farmers in the first group. There were ~100 colonists, and I don't think you'd know all their names unless that relates to your job somehow.

Arkley certainly does. Rayland Arkley was the provisional leader of the colony, sent in the first group. A semi-retired Andoran sergeant and Eagle Knight, he was enlisted by the Bountiful Venture Company to lead the first expedition. You know that Ramona was supposed to assume leadership of the colony when she arrived with the second wave, and Rayland was supposed to be her second-in-command.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Great, thanks Kate. Are we assuming we walked around and the above is what we know so far, based on a cursory walk through?

Upon reaching the Arkley home, Cedar stops and says,"Oh, wait. Rayland Arkley was Ramona's second-in-command, and the colony's provisional leader. Ramona was set to take over from him once she arrived." He gives the closed door and shuttered windows a once-over. "Perhaps we should take a look in here too?"


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche hoists himself up to look over windowsills, senses tuned for any sign of habitation. There are only the wind, waves, and sounds of his party's passage as they walk amongst the abandoned buildings. Through it all, the wyrwood's demeanor shows signs of neither tension nor excitement.

"The colony looks as if it's been uninhabited for months." He stops amidst the weeds at the edge of the Arkley building, looking up to Cedar. "Agreed. A seat of authority is more likely to have information. Afterwards, I'd like to search the holes north of the settlement."

Purpose Creche is more detached than usual, distracted as he is by a string of theories attempting to explain why this site is vacant.


Ghost Level Delve || Extinction Curse

That is correct, Cedar. And that sounds like two votes for A9!

Perception:

Purpose Creche: 1d20 + 5 ⇒ (8) + 5 = 13
Cedar Cruise: 1d20 + 2 ⇒ (11) + 2 = 13
Toby Hawthorn: 1d20 + 5 ⇒ (6) + 5 = 11
Sil’tchaak: 1d20 + 6 ⇒ (2) + 6 = 8

Nothing about the door seems amiss. Sil'tchaak opens the latched door carefully. Inside, the building is relatively organized. You see plain wooden furniture, wall racks for weapons and armor, a dining table and chairs, and a sitting chair with a makeshift cushion and footstool. A separate bedroom features a wooden bed frame and pallet mattress, a boot rack, and a large unlocked chest of folded clothes and other personal items.

DC 10 Survival:
Based on the level of dust, you don't think anyone's been here in 3 or 4 weeks.

If you'd like to take your time and search the house carefully, I'll allow Take 20s for Perception here.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I’m off to bed, but Purple Crate is definitely in full take 20 investigation mode.

Purpose Creche moves slowly around the house’s various furnishings and belongings, checking each carefully. When he reaches the bookshelf, he runs a finger down each dusty spine. Any interesting titles?

”I’m certain. This building hasn’t been occupied in 3 to 4 weeks.”
Survival: 1d20 + 1 ⇒ (20) + 1 = 21

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Cedar takes his time to look around, trying to find something out of place or some sign of what happened in the village.

Taking 20 on perception will give Cedar a 22.


Ghost Level Delve || Extinction Curse

Purpose:
The majority of the books are fairly dull military histories, with a few treatises on liberty and an introductory text or two on Ancient Azlant. You also spot a couple of trashy novels, wedged in behind other books.

While investigating a chair thoroughly, you spot something shiny wedged in next to the cushion. It looks like a silver pocket watch, though further investigation reveals it also functions as a compass. Study of the symbols on the watch's face indicates it is of original Azlanti design, and it is amazingly still in working order.

Silt:
Perhaps because you spend so much time underwater, it occurs to you to look up, where you spot a small piece of folded parchment resting on a crossbeam. Standing on a chair, you can easily retrieve it. Separating the folded pages carefully, you find the Talmandor's Bounty colony charter. This legal document declares the island and the colony to be under the protection of the nation of Andoran, outlines the colony’s relationship to the Bountiful Venture Company, and enumerates the rights and responsibilities of all colonists. It bears the sealed signature of three members of the People’s Council, representatives of the Bountiful Venture Company, and every colonist that came aboard the Liberty’s Herald. You signed a similar document yourself when you joined up.

Toby:
You search the bed by digging at it, but you somehow find something! Tucked under the mattress is a book about half-filled with handwritten spells. A small leather pouch is attached to a brass ring in the spine, and it contains some very odd items, like soot and salt and a tiny pulley and a small vial of blood.

Cedar:
It's not so much what you do find as what you don't. There are clearly enough of his belongings here that Rayland didn't pack up and leave, but you don't see his armor, his shield, or his sword on the wall racks.


Is anyone detecting magic?

Silt pushes the charter into Cedar's hands without reading it. Maybe you think words interesting; I don't.


Ghost Level Delve || Extinction Curse

Cedar:
Go read Silt's spoilered text from my last post. You know that this document should be kept at city hall; it's very strange that it's here in Arkley's home.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Thanks for the reminder Doug!

Cedar looks the charter over, confused. "This is strange. This charter should be in the town hall. Why would it be hidden here? And why would Rayland's sword and armor not be here, when everything else is? Something odd has definitely happened."

Cedar slips the charter into his bag, and then begins detecting for magic.


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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Purpose Creche wrote:
He shakes his head. The motion is stiff, and the sudden movement throws droplets from his collar into the wreckage of the canoe.
Cedar Cruise wrote:
Cedar shakes his head.

Tobias also shakes his head, his sudden movement throwing droplets onto you and everything around you.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"Hey, look at this weird book I found! And this bag of even weirder stuff!" Toby says, rushing to find the nearest ally with the spellbook and component pouch weird things he found in his hands.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Porcine Cravatte can't cast detect magic, otherwise he would be!

Purpose Creche buzzing softly when he uncovers some risqué fiction behind the philosophical, military, and historical texts. Nothing interesting.
He finishes his review of the book case and continues poking around the space, listening to his companions.

He inclines his head over a chair, then fishes something silver out from between the cushion and the frame. Recognizing the markings on its face, he leans in close,
studying the object carefully. Azlanti. Already. One mystery and one step towards hope.
When he holds the object up, it looks like a pocket watch, but its open face shows it to be a compass. Does he have any idea what this thing is?

"The charter's not the only thing hidden here. See these symbols—this device is an original Azlanti design. Still functioning. Presumably too valuable to leave behind under normal circumstances."

Kate:
Wyrwoods apparently have an ioun stone at their core, which might be salient at some point in the adventure!


Ghost Level Delve || Extinction Curse

Purpose:
Noted!

The watch/compass actually is not a Wayfinder, it is one of the original Azlanti designs that Wayfinders were based on!

The compass indeed looks valuable, but not magical. The spellbook, however, is clearly magical. Cedar finds an arcane mark on the inside cover that reads "Hendrake."


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

I'm a little confused which building we've been in so far. I thought we were starting with the town hall, but then there were bedrooms and you crossed off A9, which is a cabin with the name Arkley. Have we been in the town hall yet?

EDIT: Ok, looking back I see where Cedar suggested looking in the cabin, so that makes sense. Am I right in seeing that we have not yet been to town hall?


Ghost Level Delve || Extinction Curse

I think I misunderstood which building was being seconded, so I sent you to Arkley’s cabin. The town hall is right next door, and can be your next destination.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"C'Mon! Let's go explore that big building next door! I bet there's even more weird stuff in there!" Without waiting, Toby runs out the front door and over to the window of the Town Hall, where he begins to peer inside.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Sorry that was confusing. I was imagining that on the way to the town hall we passed the Arkley cabin so Cedar suggested stopping there first. I think we’re on track now!

Cedar follows after Toby to the town hall, saying in a hushed voice, ”Toby, not too far ahead. Let Silt go first.” Cedar draws his rapier as he approaches the front porch.

Standard procedures?


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby's ears droop when he's told to wait, and he stands, almost bouncing in place as he waits impatiently.


lets do it!!

Silt walks up to the door.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche packs away the found items, holding the Azlanti device for several moments before tucking it into an interior coat pocket.

He buzzes when Cedar calls to Toby then moves up the neglected path. He leaves a good 10 feet between himself and Sil'tchaak.

Let's do it!


Ghost Level Delve || Extinction Curse

I'll just treat everyone as taking 20 on the Perception check at the front doors, since it's not like you're in a particular hurry.

Through the main doors is a foyer opening to a large chamber that occupies most of the main floor. This room is open to the second floor, and two flights of stairs lead to a gallery that overlooks this space, supported by columns on the main level. At the rear of the chamber against the east wall is a raised desk, like a podium. Tables and chairs are arrayed in front of it like a courtroom. The gallery above has simple wooden chairs so that citizens can observe whatever business is conducted here. Doors at the north and south ends of the main floor lead to what appears to be separate offices.

GM screen:
hide: 1d20 + 2 ⇒ (6) + 2 = 8
Purpose Creche: 1d20 + 5 ⇒ (12) + 5 = 17
Cedar Cruise: 1d20 + 2 ⇒ (3) + 2 = 5
Toby Hawthorn: 1d20 + 5 ⇒ (14) + 5 = 19
Sil’tchaak: 1d20 + 6 ⇒ (18) + 6 = 24

There is a little bit of movement on the second floor gallery that overlooks the main chamber, suspiciously like a very small flying creature ducking into a hiding place.


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Seeing the movement, Toby goes bounding up the set of stairs on the right, his ears perked up and his nose searching for a scent.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Purpose Creche stops in his tracks at the motion upstairs. "Maybe Arkley's familiar, assuming it's their spellbook we found. We sh—"
His voice cuts off when Toby runs forward. Pittance Crust remains downstairs, waiting to see what the enthusiastic youngster scares up.


Ghost Level Delve || Extinction Curse

Toby bounds upstairs quickly, sniffing the air franctically for a scent that never arrives. However, his sudden appearance causes a tiny steel creature with one oversized eye, a spherical body, and several spider-like legs of grinding metal to fly out of the space between two shelves.

Toby, please make a combat maneuver check to try to grab it as it flies past.


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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby swings his arms wildly at the thing as it flies by, and then looks at it longingly as it flies out of reach. "Noooooo wait! Come back here and let me look at you!"

CMB: 1d20 + 0 ⇒ (2) + 0 = 2


Ghost Level Delve || Extinction Curse

The mechanical critter passes over Toby's head and lands on the ground, clearly intending to make its way to a window only 40 ft away.

DC 10 Knowledge (arcana):
This is a clockwork spy, a tiny clockwork construct. One question, plus one for each additional five.

Initiative:

Purpose Creche: 1d20 + 3 ⇒ (9) + 3 = 12
Cedar Cruise: 1d20 + 0 ⇒ (16) + 0 = 16
Toby Hawthorn: 1d20 + 3 ⇒ (19) + 3 = 22
Sil’tchaak: 1d20 + 1 ⇒ (5) + 1 = 6
Tick Tock: 1d20 + 5 ⇒ (7) + 5 = 12

Toby
Cedar

Tick Tock
Purpose
Silt

No map for this one, although I put up the art. Toby, it is still adjacent to you. Everyone else, you'll have to move 50 ft including the stairs to get to its current location. Everyone has line of sight.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Knowledge (arcana): 1d20 + 8 ⇒ (11) + 8 = 19 Weaknesses/ways to stop it (if any) and defenses, please! Also, PC'll shout anything he recalls as soon as he does so that others can act on the info.

Purpose Creche moves quickly when he sees Toby's prey, and his normally soft voice elevates to something like a vibrating wind.

"Clockwork spy! Catch it!"

He takes the steps two at a time, coat thunking against his legs.

Move action x2: double move, 40 ft (or less? I forget if stairs are difficult terrain)


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

"Come back! How come I can't smell you? What are you?"

Toby lunges at the creature and once again tries to grapple it.
CMB: 1d20 + 0 ⇒ (19) + 0 = 19


Ghost Level Delve || Extinction Curse

Toby grasps the creature in his hands. It meekly struggles to get free, but has very little strength.

Out of combat! Purpose, would you like to change your questions, or let me tell you what I think is interesting? Also, no one has Disable Device trained, right?

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

Oh, that was fast! I couldn't even finish typing lolz

Cedar runs up the stairs to join Toby.

"A clockwork spy? What's that?" he asks Purpose Creche. "It's another clue, I'm sure, but why would someone by spying on the colonists?"


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Left behind on the first floor, Silt squats against the doorjamb and blinks several times in the sunlight. He considers the construct, remembering a time he swam alone in the deeps. There, in the empty ocean, he suddenly came across a colossal, disc-like eye… hooks clutching in the dark.

Smash it, he mutters.

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