Diremerc's Ruins of the Azlant (Inactive)

Game Master DireMerc

loot list

Town map (Talmandor's Bounty)

Index:

A1->Dock -> Cleared
A2->Tents
A3->Provisions building ->cleared
A4->Tool storage ->cleared
A5->Smithy ->cleared
A6->Chapel -> Haunted
A7->Large home ->cleared
A8->Pallisade gate -> Cleared
A9->Governor's house -> cleared
A10->government building ->cleared
A11-> Soldier barracks -> cleared
A12->colony square ->cleared
A13->Planted lands(crops)
A14->Main street
A15->Crop patches
A16->another garden
A17->plum trees
A18-> Levin farm


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Male LG Human Grenadier Alchemist 4 HP 31/31 AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15 F +4 R +6 W +2

"Well, I must say, I have never seen such critters before. They were certainly not friendly. Is everyone ok?"

I think a few of us took some damage, no?


Yes some damage was taken I believe.

When your ready let me know and we will proceed to the next encounter.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"Anyone hurt?" Diomedes asks.
who's injured and how much? Gimme a shout


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10
Deranthil wrote:

Perhaps these creatures has some treasure? At least let me recover my bolts. Deranthil says as he searches the ares, looking up as much as on the ground.

[dice=Perception]1d20+8

Any result from my search?


Roll 50% on each bolt a result of 49 or less means the bolt is broken.
You recovery your bolts but find no treasure here.


Male LG Human Grenadier Alchemist 4 HP 31/31 AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15 F +4 R +6 W +2

Looks like here is the damage totals:
diomedes: 7
gizmo: 7
Jordy: 8
Derantil: 5
I can use my extract...

Gizmo checks out his wound, and then mixes a few ingredients and drinks it down.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastien points ahead. "There is still so much to explore!"


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Bolts: 1d100 ⇒ 26

Bolts: 1d100 ⇒ 1

Cursing his bad luck Deranthil finds his two wayward bolts but both are broken. He asks I better get a charge from the healing wand.

Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2

The wand helps, but only a little. Seems his luck is holding.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

darkmantle missed me. If Deranthil is ok, and Jordy casts his own heal, and Gizmo got half his damage healed, we should still be pretty good to go


You gather up ahead and reach the end of the cavern. At first it appears to be a dead end but then you notice a crack that leads into another chamber. The entrance is tight and you will need to squeeze inside one at a time.


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

This looks dangerous. Deranthil notes. Shall I send in dancing lights ahead of us? I cannot see in the dark and with a light I cannot sneak in.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"By all means," Diomedes says with a wave of his arm.


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

The rogue conjures 4 globes or pale light and sends them in advance of the group. He loots to his party to see who will follow the lights first.


Male LG Human Grenadier Alchemist 4 HP 31/31 AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15 F +4 R +6 W +2

Gizmo steps back, not wanting to volunteer for lead position.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

Diomedes looks hopefully to the guy in the heavy armor.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastian looks doubtfully at the narrow gap but shrugs.
"Either I have to undo my armor and redo it afterwards or I will need some help. Does anyone have a grease spell prepared?"


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

CLW on self: 1d8 + 2 ⇒ (6) + 2 = 8

"If you have to take off your armor anyway, I can go first. I can do something to fool anything that's on the other side and I'll let you know what's on the other side."

Vague plan is to cast a Silent Image on the far end of the crack in the wall to make it look like it's empty- basically the thing they do in heist movies where they loop the normal videotape on the monitors so they can walk past the cameras. Then he'll go to the end of the crack, look around without going through the Silent Image, then signal the group whether it's safe or not.


You don't need to remove your armour. You just take a -4 penalty to dex while squeezing and move at half speed.

Silent image to make the passage look empty works.


Assuming Bastien goes first?

You squeeze into the passage and on the other side there is a chamber were you spot two adult chokers.

They haven't notice you yet thanks to the illusion spell.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastien quitely and quickly dons his armor again.
Stealth: 1d20 + 2 ⇒ (18) + 2 = 20


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Deranthil follows.

Stealth: 1d20 + 9 ⇒ (7) + 9 = 16


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

Diomedes gives Jordy a thumbs up as he squeezes through the crack.
nice idea!


Assume you get a surprise round on them.


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Deranthil casts snowball at the nearer of the two and uses it to sneak attack the creature.

Range Touch: 1d20 + 5 ⇒ (15) + 5 = 203d6 ⇒ (2, 3, 6) = 11


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Jordy shoots his crossbow at the same one Deranthil just hit.

Crossbow: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 2


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Oh, and if they Snowball hit he needs to make a Fort Save DC 14 or be staggered for 1 round.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Waiting for the ranged fighters to do their attacks Bastien charges the wounded cloaker, thrusting his blade deeply into it.
Charge: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 6 ⇒ (4) + 6 = 10


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

if anyone is still standing, Dio will try to smack him
morningstar: 1d20 + 4 ⇒ (10) + 4 = 14 dam: 1d8 + 3 ⇒ (3) + 3 = 6


Jordy and derantil hit but Bastien and Dio missed.

fort save: 1d20 + 2 ⇒ (8) + 2 = 10

init: 1d20 + 8 ⇒ (14) + 8 = 22

One is staggered it attacks the closest person (gonna say dio)
tentacle 1 - 15 foot reach: 1d20 + 8 ⇒ (4) + 8 = 121d4 + 2 ⇒ (1) + 2 = 3 +grab grapple: 1d20 + 8 ⇒ (12) + 8 = 201d4 + 2 ⇒ (4) + 2 = 6

The other does a full attack on Bastien
tentacle 1 - 15 foot reach: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 2 ⇒ (3) + 2 = 5 +grab grapple: 1d20 + 8 ⇒ (11) + 8 = 191d4 + 2 ⇒ (4) + 2 = 6
tentacle 2 - 15 foot reach: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 2 ⇒ (4) + 2 = 6 +grab grapple: 1d20 + 8 ⇒ (19) + 8 = 271d4 + 2 ⇒ (4) + 2 = 6

*grab applies only if the attack hits, if your grapple you take the grapple damage. You can only be grappled once so ignore the second grab if the first grapples you.

Your go.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"Watch out for those tentacles!" Diomedes says, perhaps unnecessarily. Again he tries to bash the nearest choker.
morningstar: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d8 + 3 ⇒ (8) + 3 = 11


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Jordy racks another bolt and fires at the staggered, wounded cloaker.

Crossbow: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 ⇒ 2


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Derenthil raises his crossbow and fires at the choaker not in melee.

Light Crossbow: 1d20 + 5 ⇒ (9) + 5 = 141d8 ⇒ 7


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

Bastien is grappled and draws his kukri to attack.
Attack: 1d20 + 5 ⇒ (20) + 5 = 251d4 + 6 ⇒ (3) + 6 = 9
Confirm: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 6 ⇒ (4) + 6 = 10


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Not sure you can two hand a kukri for 1.5 strength mod to damage. Its a light weapon.


Joshus moves up and slings a stone at one of the beasts.

Sling: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d4 + 2 ⇒ (4) + 2 = 6


You can two-hand any non-light one handed weapon. So no on the kukri.

However your attacks are enough to drop the two chokers.

You check the room and find it is filled with items stolen from the colony. Liqueur in particular seems to have been to their liking.

You find a sack that contains a porcelain tea set, haphazardly thrown into the sack such that three of the teacups now have broken handles. There is also a steel flask full of whiskey etched with an elaborate “R,” a silver mirror with a rose motif worth 150 gp, a set of five wooden six sided dice in a wooden cup capped with leather covering, two defoliant bombs, four star candle fireworks, a thunderstone, a meridian belt, and a wadded-up shield cloak.

star fireworks:
When lit, this footlong wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as torches for 1 round and have a range increment of 10 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty. worth 5 gold each.

+1 cloak shield:
The wearer of this rough, gray cloak can, as a move action, grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a +1 masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Value 1500 gold

meridian belt:
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to insert up to four rings in the buckle though only two rings can function at any given time (including any worn rings on the hands). As a swift action, the wearer can change which of his rings are active For example, a creature could have a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires.

The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, having a ring in the buckle counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn’t used to make that ring active during that attunement period. value 1000 gold.

defoliant bombs:
These poisonous bombs clear away foliage, dealing extra damage to plant creatures. Against creatures with the plant type, a defoliant bomb deals 3d8 points of damage. Against all other creatures, the defoliant bomb only deals 1d4 points of damage. This is a poison effect. A defoliant bomb also kills all normal vegetation in the target’s square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain. value 15 gold each


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Jordy points at the flask. "Could be R for Ramona. She might like her flask back. Though I wouldn't want to drink from it without giving it a good wash first, after those things have had at it." He looks around for other passageways out of what seems to be the chokers' main lair.

Anything else to do here, DM?


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7
Deranthil wrote:
Not sure you can two hand a kukri for 1.5 strength mod to damage. Its a light weapon.

Nope you can´t. But you can use power attack!


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Ah. That makes sense. You do a lot of damage with a little weapon. Glad you are on our side. :)

Alright if I carry one of these bombs. the rogue asks.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

"Go right ahead, Derenthil." and quit trying to look like Bastien :)
Diomedes helps ransack the place. "Is everyone prepared to continue?"
does anyone needs healing?


You've cleared the caves. There is nothing hostile remaining here.


Male LG Human Grenadier Alchemist 4 HP 31/31 AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15 F +4 R +6 W +2

"So, let's take all this back with us, shall we?"

Gizmo is particularly interested in the poison bombs and the fireworks.

"Now what?"

I am all for resting up and healing.


You grab the stuff and return to camp to get some rest.


male Human Fighter 1
Data:
HP 12/40; AC 22; T13; FF20; F5 R 3 W 5; Ini +3; Perc+7

"We should return to the village and take a rest. We need some time!" Bastien is quite exhausted and needs some time!


Male LG Human Grenadier Alchemist 4 HP 31/31 AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15 F +4 R +6 W +2

Any reason we can't rest up until back to full? And do we have a next thing to explore?


There is no rush at this stage your next mission is more or less to explore the island and there is not set time limit.


M Human Oracle-4 | HP:30/32 | AC17, T10, FF17 | F+2 R+1 W+4 (+7charm/compul) | CMB+6 CMD16/20 | Init+3, Percep+7 | Effects:

resting it is


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Jordy nods at Bastien. "We've earned at least an afternoon and a night to ourselves, that's for sure."

With downtime and cash from loot, this could be a good mod for a crafter PC. Oh, well. Next time.

Is there any possibility of using the Downtime rules to directly invest in businesses or something like that in the colony? I know the fluff says we're supposed eventually share in the profit of the goods exported back to the mainland, but could we get more immediate profits from investment or running a business?


Male Aquatic Elf Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

I'd be pretty happy being able to buy and sell gear. :)


M Undine (Amphibious, Chelaxian) Bard (Archaeologist) 4 [HP: 12/33 | AC:16 | T:12 | FF:14 | CMB:+4 | CMD:16 | Fort:+2 | Ref:+6 | Will:+7 | Init:+3 | Perc:+11 (Darkvision) | Spd 30 (Swim 30)]

Selling gear isn't a problem- the quartermaster will buy stuff from us. It's just that once we buy the Handy Haversack, cracked ioun stone, and pearl of power there's nothing left to buy but CLW pots and standard gear. If we could invest money with the QM and turn him into a real store that would be pretty cool.

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