[GM Striker's The Ruins of Azlant] Table 2

Game Master JankInTheTank

Maps and stats
Loot Tracker
Handout 1
Colonists


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Really? Looked more like 10K xp to me. :)


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

If we do wait till the morning to leave Kragg can prepare a diagnose disease to understand exactly what they are up against. Then he can prepare 2 delay disease spells which would have a chance at reversing the disease for 1 day each. That is his best options for getting them back to normalcy if we sprang them with us.

Oh and I have not forgotten that we need Arkham to explain what happened at the shrine just don’t want to push the issues right now.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

I know you're on the level, Kragg...just trying to get in some role-playing. Keep the dramatic tension up. :)


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Ha! Let me know how it goes! LOL


I really hate to do this to ya guys... the dice are not being kind today.


On the bright side, their objective isn't to kill you... that's more like a side quest.


SO that wraps up book 1, apart from the dice really hatting on you all that last bit it seemed to go rather well. Don't feel bad They're a really tough duo and with the symbol of mirroring effect quite a nasty problem. I think a fight like this leaves a bitter taste in everyone's mouth but we had no deaths, so that's a plus.

Oh, and Rayland did forget to retrieve his sword, funny how that can happen when you're dominated...

So its all up to you if you want to try and limp back to the colony, hunker down and try and recover or even attempt to pursue if you want.

In other news, I just got my promotable status today.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Congrats on the promotion!

As for the fight, yeah that does leave a bad taste how it played out. Outside of dice rolls going perfect them and us not making a single save I don’t think we could do anything different.

All in all I guess regroup, heal up, finish the last 2 areas with the elemental and head back.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Any chance we leveled up with that beat down? Need to amp up for the rematch.

Also any way to destroy the symbol by taking our frustrations out it?


You'll be able to level back at the colony depending on its state when you return... that wasn't ominous or anything. You can try to damage the tank its inscribed on.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

quick heads up- computer problems may prevent me from posting as regular as normal for a few days. apologies for issues. bot me as needed. I will return!


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

lvl 4? Sweet. tentacles here I come


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Lets hope there are no Tien schoolgirls coming to the colony then :)

Kaldan is done. A simple level for him.

BAB + 1.
Saves - Will +1
Stat increase Str +1.
FC bonus +1 HP.
HP's Ave (+1 con)
Skills: (7)
Acrobatics.
Disable device.
Knowledge (Dungeoneering)
Knowledge (Nature)
Linguistics (Aquan)
Perception
Survival.

Favored terrain - Water.

All done


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

BAB +1
Will +1
Stat - Int +1
HP - 5 (4+1)
Skills:

Appraise
Linguistics (Ignan)
Spellcraft
Bluff
Kn Arcana
Kn History
Kn Dungeoneering
Kn Geography
Kn Nature

Spells:

Blur
Aboleth's Lung


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

+1BAB, +1Fort/Will, +1CON =10HP, Resist Waves' Lure (bonus to saves vs aquatic stuff), wild shape (limited for her archetype, but tentacles! I can also squirt ink under water, don't ask how), +1Perception, Survival, KnNature, Stealth, SenseMotive, Heal, Craft:Alchemy, Handle Animal


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

+1 bab, +7 hp, +7 sp (sense motive x2, heal, diplomacy, spellcraft, appraise, linguistics: Azlanti) , +1 wisdom, +1 fort, +1 will, +1 first level spell, +1 second level spell


Looking good so far folks :)


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Ok so with the way this campaign is setting up I am thinking that Kragg will have a communal protection from evil on both his adventuring and in colony spell lists. That way he is prepared for any domination shenanigans. Any other suggestions at the moment that you can think of?

For the 6 weeks of down time what are you all thinking about? Do you want to explore more of the island right away or wait for more colonists to arrive first? If we wait for the colonists then Kragg will be working on his bar/inn/tavern while making money as well. IF we are exploring then Kragg won't add on as he focuses on making money to buy full plate.

Also where are we at on the loot list? Wondering what our split is if anything.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Also curiosity is getting to me. How did the other group handle the end fight or did they have better luck with the RNG?


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

mmm, and regarding loot, I have this +1 trident with me. I'm not actually proficient with it, but I'm not sure we can really sell it yet (like who would have the money, and what would we buy with it).
@Kragg, I think the prot from evil is a great idea. I should also put together some sort of 'in town' spell list.
One thing we might want to do is see if any of the colonists want to visit that shrine that we promised the constructs we'd return to. The problem is offering them any sort of security if they go there.


the other group is still talking to them... they know something is up but are considering taking them back for observation.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Ohhhh...that could be interesting to hear how that goes.

As far as loot goes yeah we are kind of in a bind I think with selling items. Have to build infrastructure to have a place to sell or rely on the ship making trips every 2 months.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Kragg: detect charm might be a useful spell


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

anyone else want to weigh in on exploring the island vs building the colony during downtime? Both are useful. I'm slightly more in favor of building up the colony 1) because we don't know what's coming down the pike and 2) because part of the fun of exploring is the interaction (whereas "You've made a wall" is less interesting to me).


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan would definitely be 'Explore the island'. He feels there have been enough surprises as it is, he doesn't want any more popping up to bite us.

If the vote comes down to 'Building' though he will throw his back into it. Carrying and lifting mainly, though he can do some woodwork.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Yeah, I tend to agree with Trieste about building during downtime.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

As for level-up:

+1 BAB, +6hp, +9 skill points (6+INT+FCB; 1 rank Acrobatics, Appraise [BGskill], Climb, Diplomacy, Disable Device, Knowledge [dungeoneering], Knowledge [religion], Linguistics [BGskill], Perception, Survival, Use Magic Device), rogue talent (weapon training-shortbow); +2 2nd-level spells known (cat's grace, mirror image), +1 reflex, +1 will


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

I think Thame would be on board with the 'building the colony' for multiple reasons.

1) It's less dangerous, in theory.
2) There's potentially treacherous former colonists that the party would recognize on sight if they were about in the colony.
3) More infrastructure equals more means of acquiring wealth and items.
4) More infrastructure means more colonists, which means more division of labor.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Good either way though I see merit in exploring for a week to make sure nothing is within the immediate area surrounding the colony. After that work on infrastructure and defenses so we are prepared for what ever may come next.

Also we need to make sure that whomever goes to the constructs to learn is scrutinized each time they come back

The ghost needs to be talked to and told that Arkham was dominated and that is why he was killed.

Any other loose ends?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Detect enchantments? Where is that from? I have not seen that before.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

detect charm- http://www.d20pfsrd.com/magic/all-spells/d/detect-charm

Ah yes, the poltergeist. Do we know exactly what will set his spirit to rest? Can the other colony clerics aid with that?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

The last I saw was it wanted to know why he was killed.


Ah but did Rayland even kill him?


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Quick update after having a short talk with Kragg and item creation rules, we're going to be using the alternate crafting rules found on PFSRD. With two modifications, first and most importantly, I'm halving all base crafting times. Secondly, any assistance you have working with/ for you can add their entire check, as long as they pass the DC, to your for the purpose of measuring progress.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Hahaha sent you a pm before I read this. Still might take a long time to craft high end items like full plate but if 2 people are working on it and they add their entire check it is possible. Otherwise it would end up taking like 2-3 1/2 months to craft items.

While it is an option and I appreciateGM Striker’s rule changes I think our time would be better used scouting the surrounding area or working on other projects than Kragg at the forge full time. On a side note the bar is done in under a week and the brewery in 2 weeks!


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

the brewery will be ready? see, that makes it worth while right there


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Thanks Trieste but only a 2 drink limit per night. We can't have people being drunk with a pair of dominated former colonists running around.

What ever people want is good with me as I am ready to get going at any time.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

So only two barrels a night? Sounds pretty mean to me!


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

we should probably figure out how much gp we each got from these things we've been collecting and don't need. so we can get whatever we 'ordered' from the ship. hell, what did we order?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I don’t think we ordered anything as we did not have the gp up front to make an order. Otherwise I would have gone with some better armor
.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Will get a If post up tomorrow along with a 6 week recap of construction and earnings at the bar. Happy Memorial Day to those in the USA.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

you too!


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

6 days of earning income till bar is ready using profession brewer...

6d20 + 72 ⇒ (15, 18, 20, 16, 10, 6) + 72 = 157 /10 =15.7 gp earned

6 more days of earning income till brewery is ready using profession brewer with bar...

6d20 + 192 ⇒ (19, 9, 19, 6, 2, 20) + 192 = 267 /10 = 26.7 gp earned

Making money for9 days to round out 3 weeks...

9d20 + 168 + 90 + 90 ⇒ (7, 17, 13, 12, 6, 4, 2, 20, 5) + 168 + 90 + 90 = 434 /10 = 46.4 gp

15.7+26.7+46.4 = 87.8 earned over 3 weeks.

Kragg using prof brewer to earn Labor

1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (7) + 13 = 20
1d20 + 13 ⇒ (19) + 13 = 32 only want 2
8 labor earned costing 80 gp

Business earning go during that time...

4d20 + 80 ⇒ (11, 20, 20, 14) + 80 = 145 / 10 = 14.5 earned.

87.8+14.5 =101.3 -80gp =21.3 gp left over

Still need 5 more goods for common room and used 3 weeks and 4 days of downtime...


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Earning money for goods
5d20 + 88 + 80 ⇒ (10, 9, 16, 8, 4) + 88 + 80 = 215 /10=21.5 +21.3 = 42.8

2 days earning goods
1d20 + 13 ⇒ (17) + 13 = 30
1d20 + 13 ⇒ (17) + 13 = 30 only paying for 2

Business earning over 2 days
2d20 + 40 ⇒ (20, 11) + 40 = 71 /10= 7.1

42.8+7.1 = 49.9 - 50 = .1 gp owed from own money

Giving orders to start common room.with 10 days remaining on downtime.

10 days of earning gp till end of downtime.

10d20 + 230 + 200 ⇒ (6, 20, 3, 14, 10, 12, 7, 14, 18, 15) + 230 + 200 = 549/10=54.9 gp earned -.1 from earlier added to character sheet.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Kragg, Do you mind figuring out how much work I could have put toward Alba's medicinal garden? And what I need to roll?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Need 5 goods and 4 labor for a garden. Each of those casts 10gp to earn.
You can use your survival to earn the labor and your knowledge a true to earn the goods.

Each day worked with survival gets you d20+12 sp.

To earn the labor you need to hit thresholds of 10. Every threshold gets you another of that Capital. Once you have all the Capital you start the project and it will take 12 days to complete.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Did some researcha s well. It seems like we have these items from the previous adventure we never split up or sold...

recording gem worth 1000gp
history books 4000gp or to a ioun stone creator 8000gp
Raylands sword (need identified for pricing)
magical glaive needs identifying for pricing
4 +1 tridents
darkwood chest 200gp
stone geography tablet 500gp
1230 gp in Azlanti coins
telescope worth 2000gp

Thame can you identify the 2 items for us?
Also I am thinking we need a diplomacy check to see if the ship will give us closer to 8000gp for the books.
Who all is keeping a trident?

Once this isfigured out we can split the wealth and place an order with the ship.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

thanks for getting that (both of those actually) together!
-------------------------------
kn:nature: 1d20 + 9 ⇒ (8) + 9 = 17
kn:nature: 1d20 + 9 ⇒ (3) + 9 = 12
kn:nature: 1d20 + 9 ⇒ (3) + 9 = 12
kn:nature: 1d20 + 9 ⇒ (12) + 9 = 21
kn:nature: 1d20 + 9 ⇒ (16) + 9 = 25
=87 (over 5 days)
survival: 1d20 + 12 ⇒ (7) + 12 = 19
survival: 1d20 + 12 ⇒ (7) + 12 = 19
survival: 1d20 + 12 ⇒ (6) + 12 = 18
survival: 1d20 + 12 ⇒ (2) + 12 = 14
=70 (over 4 days)
$ earned with survival: 4d20 + 48 ⇒ (11, 6, 15, 11) + 48 = 91silver

does this look like I'm doing it correctly?


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan is using the Glaive. It goes with his Ranger weapon choice.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Sounds good Kaldan...did we identify it though for you?

Trieste...looks good from this end.

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