Captain Collateral Damage's Ruins of Azlant (Inactive)

Game Master Captain collateral damage

Island Map
Party Treasure


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Male Human

Survival DC 15:
Looking at the ground disturbed from their tunneling, it looks as though the beetles came from the north/northwest.


Male Undine Rogue (inactive)

survival: 1d20 + 6 ⇒ (18) + 6 = 24

"That was a good bit of luck!"
"Looks like those beetles came from the North or Northwest."


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)|

Spellcraft 1: 1d20 + 5 ⇒ (14) + 5 = 19
Spellcraft 2: 1d20 + 5 ⇒ (19) + 5 = 24

With the use of a simple knack, Valdern notices the two magical items. He studies them for a while, but one seems beyond his ability to identify. "No idea what this one is, but this one is a wand of color spray. Twenty-four charges remaining. Not sure who here can use it. I know I can't." He then walks next to Bhookaj, looking at the hole. "From the north, you say? Well, unless you want us to investigate this further, I suggest we head to the next building. Once we secure the area, the people on the boat will be able to disembark."


Male Undine Rogue (inactive)

"Sounds good to me. We might have to be careful of those beetles' tunnelling, though."


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

Lorelei responds to the dwarf's comments on the want. "It is beyond my ability to use such a thing. I can only use magic that comes to me from my god."

"Well, if there is nothing else to find here, let us continue on to the next building. I hope we can get the entire area searched before dark. It would make me feel better if we end up having to spend the night here."


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

”We just have the two left, correct?” Ebirah asks.


Male Undine Rogue (inactive)

I lost track. Been too busy in my Ancient Greek course learning out how to whine and whinge about poor quality slaves.
«ὁ δοῦλος τε αργὸς καὶ ὑβριστικὸς ἐστίν.» ("The slave is both lazy and insolent")
Don't know how I ever got by without knowing that before! :D


Male Human

Sounds like fun!
There are two buildings within the palisade wall, and then there's some stuff outside, and then we can level up. :)

The next building is small and looks to be a food storage building. A strong smell of dried plants and meat hangs in the air, and several crates and barrels line the walls.

Perception DC 12:
The only containers that remain sealed have some sort of paste applied to the outside.

Perception DC 15:
1d20 + 14 ⇒ (1) + 14 = 15You can see many large insects skittering about, largely out of sight. They look to be repulsed by the light through the door for now, but could easily form a large swarm.


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

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

”I wonder what that sealant is,” Ebirah remarks on noticing the paste on the sealed barrels. ”Wait,” he quickly adds. ”There’s more bugs in there.”


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

"Well then, shall we shut the door back for now and bar it while we decide how best to deal with them?"


Male Undine Rogue (inactive)

"Nothing attacked immediately, so we can probably skip this one."
"Check the next building, then?"


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

Ebby nods.


Female Human (Varisian) Wizard 4

Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24

With no other competition for it, Elia took charge of the wand, sure she would be able to put it to good use soon enough. Thus far, the settlement had certainly attracted its fair share of scavengers.

The small talisman wound up balanced in her palm as she examined it thoughtfully, "A talisman of good fortune," she noted, "It will spare the bearer from particularly ill luck. Once, anyway."

She looked about to see if there were any takers for the talisman. It hadn't done its previous owner much good, suggesting luck had held no influence over their fate. Well, that or they hadn't been wearing it at the time.


Male Human

The next building is also small, with a sign that reads "Tool house" hanging outside. Inside is a wide variety of tools, such as hammers, saws, hatchets, shovels, and many other things. There is a small box labeled "Emergency Only" with a simple-looking lock.

Survival DC 12:
There is no way the original colonists could have relocated without these tools.


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

Ebirah scratches his head as they enter the last building. "They didn't take any magical stuff or the valuable stuff, or the weapons or the tools. There's no corpses or blood or damage. So... were the colonists taken, or did they just... leave? Are there any other colonies or landings nearby? None of this makes any sense."

Eyeing the locked box he calls out to the others, "Is anyone good with locks?"


Male Undine Rogue (inactive)

survival: 1d20 + 6 ⇒ (13) + 6 = 19

"IF the colonists did relocate, they couldn't have done it without these tools."
"Strange."
"Let's have a look at this box, while we're here."

Bhookaaj then starts carefully inspecting the box.

@ Captain collateral damage:

First, Bhookaaj will check to see if there are any traps to be seen in the box.
After that, he'll try to pick the lock.
perception: 1d20 + 5 ⇒ (14) + 5 = 19
disable device: 1d20 + 7 ⇒ (6) + 7 = 13


Male Human

Bhookaaj can't get the box open on his first try, but succeeds after a few attempts. Inside are a pair of red vials which look to be alchemists fire, and a neatly folded suit of dense, heavy clothing with a wide hat with a dense veil around its brim.
Oh look at that! Equipemnt to help you deal with swarms! How Convenient!


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

"Ooooo..."


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

"Well, the more we explore, the less likely it seems that the colonists would just take up and leave. Not without all the supplies they would need to start over with at least. Yet we still haven't discovered any bodies or clues what may have happened to them. This is getting extremely frustrating. What are we supposed to say when we report back to the ship? "


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

”That until we discover the whereabouts of the first group of colonists this is officially a search and rescue mission. Also given all the unknowns we are currently dealing with it might be best to send the new group of colonists back to Avistan for their safety until we can determine what happened here.” Ebirah states in a determined manner.


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)|

"Yes, a search and rescue mission. But a rescue from what? Aside from the temple, we didn't see any trace of violence, and you would think that they would have had put up a fight before being taken." Valdern fidgets with his beard, trying to see the big picture. "And even if they went peacefully, we should be able to track them. So many people walking together, you can't hide that many tracks. Unless..." He takes a few steps toward the beach. "Unless they left by ship. Then they could be almost everywhere. But why would they go? Ugh, this is annoying! We don't have the full story here and without it, we have no idea where to go next."


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

Ebirah nods. "We should still try to clear out the bug building... and that ghost."


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

Lorelei shakes her head at Ebirah. "We absolutely cannot tell the ship to go back to Avistan. After that trip and the promises of a new life here, they would surely revolt and come to shore anyway. We have to think of something that would keep them on ship for a bit longer without having them rush to shore. Like saying that everyone has been stricken down with some kind of foreign plague and that we can't return to ship ourselves for fear of being contagious. Just let them think that they just need to wait out the plague for a while. No one will want to rush to shore and risk being stricken down themselves."

"Then, hopefully, in the time it takes for our fictitious plague to run it's course, we can solve the mystery here and make it safe for the colonists to all come ashore."


Male Undine Rogue (inactive)

"Well, anyway... Does anyone want to try out this gear to clear out that swarm of bugs in the other building?"
"there might be clues to be found in there once it's cleared of those bugs."


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

Ebirah raises up his hand. ”I’ll do it.”

And unless someone else offers or objects the Eagle Knight Candidate will begin donning the suit.


Female Human (Varisian) Wizard 4

"I don't know that we want to begin this whole endeavour by lying to our fellow colonists," Elia put in, "It wouldn't be long before the truth about the 'plague' came out, and then where would we be? Personally, I think the fact that everybody's apparently vanished with no explanation or cause is scary enough to buy us a little time."


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

Ebirah nods to the wizard.


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

"I disagree, but I suppose it really doesn't matter what we decide. We report back to the Captain later and let her be the one to make the final decision on what to tell the crew."


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

Ebirahh, beneath the veiled hood of the swarm suit, nods. "Ready to deal with some pests?"


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)|

Looking at Rhyfedd then back at Ebirah, Valdern smiles. "We are ready."


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

”Okay so I guess I’ll stand outside the door to lure them out and then you all throw the vials?”


Male Human

Once Ebirah opens the door, a massive horde of cockroaches swarms forth, like a disgusting tide.
Initiative: Bhookaj; Gorglumch; Kela; Ebirah; Valdern; Elia; Lorelei; Monsters: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (16) + 5 = 211d20 + 4 ⇒ (19) + 4 = 231d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (7) + 3 = 101d20 + 1 ⇒ (15) + 1 = 161d20 + 1 ⇒ (13) + 1 = 141d20 + 2 ⇒ (14) + 2 = 16
Everyone but Ebirah can take a readied action; and then everyone but Valdern, Elia, and Lorelei are up.


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

Burn them please and thank you.


Male Undine Rogue (inactive)

Bhookaaj tosses one of the vials at the swarm of bugs:

alchemist's fire flask: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 ⇒ 5


Female Human (Ulfen) Kineticist (Hydrokineticist)2 | hp 24/24 | AC18 T13 FF15 | CMD 14 | F +7 R +6 W +1 | Spd 30' | Init +4 | Perception +6

Kela stood at the ready and pushed her hand forward, sending a rush of solid water flying at the mass of creatures. She followed it up with another just as quickly, praying the bugs wouldn't get close to her.

Just a reminder that kinetic blasts deal full damage to swarms! :)

Readied action Kinetic Blast: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 6 ⇒ (4) + 6 = 10

Round 1 Kinetic Blast: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 6 ⇒ (3) + 6 = 9


Male Human

Kela's water blasts smash through the swarm of bugs, and those not killed scatter.
Kinetic blasts are cool! :)

Perception DC 15:
In a small box in the building, you find a wand.

Spellcraft DC 16 if you succeed at Perception:
The wand is a wand of goodberry, with 49 charges remaining.


Male Undine Rogue (inactive)

perception: 1d20 + 5 ⇒ (2) + 5 = 7 . . nope!

"Well, that was easy!"


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

Ebirah gives Bhookaj and and Kela each a thumb's up, happy that he didn't have to test out the suit's effectiveness at dealing with insects.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Not noticing anything else he then begins taking the suit off.


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)|

Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

After the short battle, Valdern starts looking around. Eventually, he finds a small wooden box. Inside is what look like a wand. Again he uses a simple Knack to investigate further. "This time, it is a wand of goodberry. There are forty nine charges left. Considering the usefulness of this thing in the wild, I wouldn't have left it behind. Another clue that suggests the villagers didn't leave willingly."


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

While Ebirah didn't know what a goodberry was he knew wands were important. And expensive.

Nodding to the dwarf he scratches his head, still trying to wrap his head around the colony.

"So... now to try the ghost again?"


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

"How many other buildings are here that have not been searched yet?"


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

"I think we've gotten everything but the temple."

Or are those other buildings outside the walls to the south?


Male Human

There are tents outside the walls to the west, and there are fields and small houses to the south, in addition to the strange tracks you found. You want to investigate the tents and the tracks, you don't have to search all the little houses.


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

Sure.


Male Undine Rogue (inactive)

"We better check those tents outside the walls."


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

Ebirah nods to Bhookaj and then begins heading south.


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

Lorelei follows the others towards the tents, wondering what might be hiding within them...


Male Human

Most of the tents have collapsed, but the two standing look big enough to house 3 or 2 people. You can find a few magical items: 8 different vials of liquid, a shirt, and a suit of scale mail.

Spellcraft DC 18:
The scale mail is +1

Spellcraft DC 16:
4 of the vials are potions of cure light wounds, while the other 4 are oils of magic weapon.

Spellcraft DC:
The shirt is a quick runner's shirt


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 looks at the item, inspecting them. "Those are magical, but I'm not sure what they are. Anyone else what to give it a try?" He then looks at the vials of liquid. First he tries to see if they are magical, then he opens one of the vials, hoping to find out what it is.

Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9
Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18


Male Human

That last spellcraft is DC 20, sorry I missed that.
The liquid inside is magical, but nothing unusual happens when Valdern opens the vial.

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