Captain Collateral Damage's Ruins of Azlant (Inactive)

Game Master Captain collateral damage

Island Map
Party Treasure


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Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

"The celedons mentioned that Eliza was heading to a place called Spindlelock Tower after she last left them. It seems worth the effort to head there ourselves and see if we can find any trace of her and to see what secrets the Tower may hold."


Male Undine Rogue (inactive)

"Lorelel's right. There might be clues there about what's been going on here."


Male Human

Ramona nods. "Sounds like that warrants investigation."
Heading to Spindlelock Tower the next day?


Male Undine Rogue (inactive)

Sounds good to me; I think we need a kip after all this hiking.


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

*nods*


Female Human (Varisian) Wizard 4

Sounds like a plan.


Male Human

As the party travels to the north, the forest gives way to hills, which in turn give way to steep, rocky inclines. The exposed rock suggests that the area was once quarried for stone structures.
Upon coming within sight of the tower, it is plain that what the celedons said about the tower being in the mountain is quite literal: the tower seems to be partially embedded in the cliff face of the mountain. The tower looks to be three stories tall, narrowing slightly toward the top. Its smooth windowless stone is in amazingly pristine condition. At the bottom double doors hand slightly ajar, an with Azlanti inscription:
"Spindlelock Research Facility: Making tomorrow's humanity, today.
Authorized Personnel Only."
Map will be up in a few minutes.


Male Dwarf Drowned Channeler 4 | hp 22/31 | AC15 T12 FF13 | CMD 15 | F +7 R +3 W +8 | Spd 20' | Init +3 | Perception +11 | Phantom
Spiritualist’s Ressources:
Spells : Level 1 (3/4) Level 2 (2/2)|

"Impressive building, and in good shape. Too bad it is so far from the settlement, I wouldn't mind living in something like that." Valdern moves closer to the door and look at the inscription. "No idea what this thing is saying, so I'm going to pretend that it says, please make yourself at home." Without touching the door, he tries to take a peek inside.


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Male Undine Rogue (inactive)

"It says something about research and 'Authorized Personnel Only'.
"All long dead, along with everyone else all those ages ago...
"I better check to see if anyone, like goblins, have put traps here...

Bhookaaj then checks the entry for signs of traps: perception: 1d20 + 5 ⇒ (20) + 5 = 25
That's promising, I hope...


Male Human

The door opens to an impressive entrance chamber with another pair of double doors on the opposite side of the room. The pure white walls and floor are covered with faint but incredibly complex geometric designs. The room is brightly light by light shining from the ceiling. In the center of the room is a very detailed statue of a black-robed human with a face-obscuring helmet, very similar to the illusion on the dais where the monkey goblins were.


Male Undine Rogue (inactive)

Was there a map for this?


Male Human

Yep, its up at the top.


Male Dwarf Drowned Channeler 4 | hp 22/31 | AC15 T12 FF13 | CMD 15 | F +7 R +3 W +8 | Spd 20' | Init +3 | Perception +11 | Phantom
Spiritualist’s Ressources:
Spells : Level 1 (3/4) Level 2 (2/2)|

"Before we head in, I should call on Rhyfedd. We might need him. It will just take a minute." Valdern concentrate and slowly Rhyfedd materialize next to Valdern. Once the other dwarf is there, Valdern looks at the group. "There, I'm ready now. What about you guys?" When everyone is ready, Valdern will send Rhyfedd in first. The phantom will inspect the statue first, then move to the double door.


Male Human

The statue is very detailed and almost appears to not be carved of stone, but does not seem to have any other important attributes. The doors are made of metal like the entrance but bear no inscription and are fully closed.


Male Undine Rogue (inactive)

Bhookaaj goes into the room next to Rhyfedd and inspects the new set of doors.
He looks it over carefully, for traps and all that.
And also has a listen to determine if there's any noise coming from the other side.
perception: 1d20 + 5 ⇒ (7) + 5 = 12


Female Human (Varisian) Wizard 4

Given the warning about authorised personnel only, Elia couldn't help but wonder if the Azlanti had taken measures to give the warning teeth. As such, she cast a detect magic spell, with a particular focus on the statue.


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

Ebirah follows in, a few steps behind the others to keep an eye out for things. "This place is really pretty."

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human

Elia is able to confirm with her spell that there is indeed magic in the room before two green-skinned humanoids holding tridents seem to rush out of the walls. They have tails, clawed hands, fin-like ridges on their arms and back, and their faces are a grotesque cross between frog and fish. They stab Bhookaaj and Rhyfedd with their tridents, drawing blood and ectoplasm.

GM Rolls:
1d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (6) + 5 = 111d8 + 3 ⇒ (2) + 3 = 51d8 + 3 ⇒ (7) + 3 = 101d8 + 3 ⇒ (1) + 3 = 4

Initiative: Bhookaj; Ebirah; Valdern; Elia; Lorelei; Monsters: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (2) + 3 = 51d20 + 1 ⇒ (4) + 1 = 51d20 + 1 ⇒ (13) + 1 = 141d20 + 1 ⇒ (16) + 1 = 17
Knowledge (dungeoneering):
These creatures are commonly known as skum. They are evil aquatic humanoids who are viscious fighters, capable of using both manufactured weapons and their own claws and teeth.

Bhookaaj and Ebirah are up.
Bhookaaj and Rhyfedd take 5 damage each.


Male Undine Rogue (inactive)

Round 1
Bhookaaj moves back 5 ft from the creature that attacked him and hits back with his short sword:
short sword, plus sneak: 1d20 + 5 ⇒ (13) + 5 = 18
damage, with elemental strike: 1d6 + 1 ⇒ (1) + 1 = 2
+1 cold damage, as a swift action

"Someone's attacking us!" Bhookaaj yells out


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

Ebirah rushes up to th fish-frog attacking Bhookaj and hacks at it.

Longsword: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
Slashing,Magical: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10


Male Human

Oops, the DC on the know. (Dungeoneering) check should be 12. :/
Bhookaaj, did your forget to add your dex to damage?

Both Ebirah’s and Bhookaaj’s weapons strike and injure the creature, although the cold surrounding Bhookaaj’s blade seems not to affect it. The creatures responds with a flurry of claws and teeth which is mostly ineffective, but does manage to scratch Bhookaaj.

GM Rolls:
1d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (13) + 5 = 181d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (7) + 2 = 91d4 + 1 ⇒ (1) + 1 = 21d8 + 3 ⇒ (1) + 3 = 4

Everyone is up, Bhookaaj takes 2 damage.


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

Dungeonerring: 1d20 + 6 ⇒ (13) + 6 = 19

"Back off, Skum!" Ebirah snarls before swinging. I don't know anything of value he could divulge further about them :3

Longsword: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
Slashing,Magical: 1d8 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9


Male Human

Ebirah’s swing fells the first skum.


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Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

"Of course something is attacking us. Something is always attacking us on this island."

Lorelei will move to attack the still standing skum with her morningstar.

attack: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d8 ⇒ 4


Male Dwarf Phantom (water subtype)| hp 25/28 | AC15 T11 FF14 | CMD 16 | DR 5/Slashing | F +4 R +2 W +3 | Spd 30' | Init +1 | Perception +6 | Valdern Buffs: Mage Armor 19AC

Upset to have been injured, Rhyfedd returns the favor to the creature in the for about two slam attacks. Rage might have blind temporarily the phantom, as his attacks aren't precise as they could be.

Slam1: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
Slam2: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Damage1: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Damage2: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Male Dwarf Drowned Channeler 4 | hp 22/31 | AC15 T12 FF13 | CMD 15 | F +7 R +3 W +8 | Spd 20' | Init +3 | Perception +11 | Phantom
Spiritualist’s Ressources:
Spells : Level 1 (3/4) Level 2 (2/2)|

Valdern moves into the room and using the reach of his weapon, takes a stab at the remaining creature. "Well, the statues didn't attack us... so far. That count for something, right?"

Long Spear: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Male Undine Rogue (inactive)

@ Captain collateral damage: Ooops! I forgot all about that extra dexterity damage.
Not used to playing unchained rogues...

Round 2
Bhookaaj moves over and tries tabbing the other Skum (if it's still standing)
short sword, plus sneak: 1d20 + 5 ⇒ (10) + 5 = 15
damage, with elemental strike: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
+1 cold damage, as a swift action


Male Human

There might be few things on island that won’t attack you... maybe. :)
The rest of the group rush and take down the second skum.
Elia’s spell continues and she can now determine 5 magical auras: on the skums’ tridents, the statue, and portions of the side walls.

Spellcraft DC 18:
The tridents are both +1 tridents.

Know. Arcana DC 21:
There is an illusion aura of moderate strength on the statue and the walls.


Male Undine Rogue (inactive)

Bhookaaj will pick up a skum trident and tentatively poke at the nearest wall with it.
Too see if the wall is an illusion...


Male Human

The trident goes through the wall as though it weren't even there.

Will DC 20:
The back portion of both walls suddenly disappear, revealing a pair of smaller rooms. The only remarkable feature is a large circle of silvery metal inlaid in the floor.


Male Undine Rogue (inactive)

Will: 1d20 + 2 ⇒ (10) + 2 = 12duhhhhh!

"Look at this! I guess this is a magic wall or something", says Bhookaaj as he moves the trident he picked up in and out of the wall in front of him


Male Human

To clarify, the will save is to see directly through it, it's pretty obviously an illusion will save or no.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

spellcraft: 1d20 + 17 ⇒ (2) + 17 = 19

"Interesting, both tridents are magical."

will save: 1d20 + 7 ⇒ (13) + 7 = 20

"Well, seems there were hidden room for those skum to lay in wait. I wonder what the circle of inlaid metal was for though..."


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

”Best not to step on them till we find out what they do.” Ebirah suggests.


Female Human (Varisian) Wizard 4

Spellcraft: 1d20 + 11 ⇒ (8) + 11 = 19
Will: 1d20 + 4 ⇒ (7) + 4 = 11
And clearly I need to put some ranks into knowledge arcana.

"The statue is magical as well," Elia noted, moving to take a closer look at it.


Male Dwarf Drowned Channeler 4 | hp 22/31 | AC15 T12 FF13 | CMD 15 | F +7 R +3 W +8 | Spd 20' | Init +3 | Perception +11 | Phantom
Spiritualist’s Ressources:
Spells : Level 1 (3/4) Level 2 (2/2)|

Knowledge Arcane: 1d20 + 7 ⇒ (10) + 7 = 17

"I can't make out what type of magical aura is on the statue. Maybe someone from the settlement would have a better chance, but first we need to secure the place." After having studied the statue, Valdern moves to the double doors. While he waits for the others to be ready to move on, he uses his magic to increase Rhyfedd's protection.

Mage Armor of Rhyfedd.


Male Human

Valdern is able to discern a transmutation aura on the stone within the circles in the side rooms.
Next room?
Also, anyone taking the tridents? I think only Ebirah and Lorelei can use them.


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

*yoink*


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Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

*second yoink?*

Lorelei will put away her morningstar and pick up a trident. "Shall we move on to the next room?"


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

Ebirah nods to the Cleric.


Male Human

The next room is covered in murals depicting kind and happy-looking humans, both adults and children, with tiny jewels orbiting their heads like halos. Above the murals is an inscription in Azlanti. There are doors to either side as well as a ramp that appears to lead up to the next level.

Azlanti:
The inscription reads “Ours is the Great Work to see humanity achieve its greatest potential.”

Perception DC 12:
There is a small hidden panel in the north wall.

Perception DC 20:
There are hidden sliding panels above both side doors.

Perception DC 25:
There is a small slot next to the double doors that looks suited to some kind of key.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

perception: 1d20 + 4 ⇒ (6) + 4 = 10

Lorelei reads aloud the inscription above the mural: “Ours is the Great Work to see humanity achieve its greatest potential.”

"Hmm, how altruistic of them. Didn't seem to work out for them though."


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

"Sadly not." Ebirah solemnly muses.


Male Undine Rogue (inactive)

I'm back and on the mend!

perception: 1d20 + 5 ⇒ (18) + 5 = 23

"Hey! There are some hidden panels here!
"one there, on the North wall"
, Bhookaaj says pointing,
"... and two more, one each above both side doors."

Bhookaaj goes to inspect the panel on the north wall first, making sure it's not trapped, and then trying to open it:
perception: 1d20 + 5 ⇒ (3) + 5 = 8
disable device: 1d20 + 9 ⇒ (7) + 9 = 16if needed


Female Human (Varisian) Wizard 4

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Filing the statue away as something for future examination, Elia followed the others into the next room. Deferring to Bhookaj's expertise on hidden panels and traps, she stood back and studied the murals.

"The Azlanti vision of humanity's highest potential does seem to prominently feature ioun stones," she observed.

Having grown up among the ruins of Thassilon, she didn't hold a rose-tinted view of the Azlanti. They could be studied and learned from, certainly, but you wouldn't necessarily want to emulate them.


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

”They’re really cool, but they’d be really distracting.”


Male Human

As soon as Bhookaaj steps into the room, the two sliding panels Bhookaaj noticed above the doors slide aside, and crossbow mechanisms mounted on gyroscope-like platforms spring out from the walls. They immediately swivel to point at Bhookaaj and fire. THeir aim is extremely precise and both bolts hit.

GM rolls:
1d20 + 15 ⇒ (15) + 15 = 301d20 + 15 ⇒ (17) + 15 = 321d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (3) + 1 = 4

The panel in the north wall looks to be some kind of Azlanti clockwork interface that appears to control the crossbows.
Bhookaaj can make a disable device check to attempt to shut down the trap, or you can attack them, or just run for one of the exits.
Bhookaaj takes 12 damage.


Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

"Bhoo!" Ebirah calls out when he sees the Rogue get shot.

Gonna wait for Bhookaj's move.


Male Undine Rogue (inactive)

"Shit!" Bhookaaj exclaims.
He then runs over to the panel to try disarming the trap:
disable device: 1d20 + 9 ⇒ (16) + 9 = 25

@ Captain collateral damage: between the fight with the skum and this trap, did Bhookaaj get healed up at all?
I have myself at 10 HP right now.


Female Undine Cleric / 4 || Init: +1 / HP: 23/23 // AC: 14 / FF: 13 / Touch:11 / Saves: F: +4, R: +2, W: +8

"Bhoo?

Lorelei will run up to Bhookaaj and heal him, even if she has stand beside him while he's trying to disarm the traps.

cmw on Bhoo: 2d8 + 3 ⇒ (4, 8) + 3 = 15

"I hope you can disarm these things."

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