GM Ariarh's Ruins of Azlant (Inactive)

Game Master Ariarh Kane

Current Combat Map

Talmandor's Bounty Map

Loot List


Map of Golarion

The Peregrine:

The Peregrine is a three-masted sailing ship with a spritsail on the bow. The vessel is 100 feet long and 25 feet across at its widest point. There are three decks and the ship can accommodate a cargo volume of 180 tons. Two ship’s boats, used to ferry passengers and cargo ashore, are stacked on top of each other on the top deck. Each ship’s boat is 10 feet by 20 feet, and is capable of transporting eight Medium creatures without squeezing.

The good crew of the Peregrine numbers 21 souls.

The Peregrine
Three-Masted Ship Diagram

Crafting House Rules:

For Crafting Purposes, we will be employing Dain's House Rules for Crafting, as follows:

1. Calculate DC
2. Pay 1/3 GP in "parts"/raw materials.
3. Roll appropriate Crafting Check representing one week's work (56 crafting hours).
4. If Check succeeds - then multiply DC x Check x 1/2

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For eg, Let's say you wanted to craft a common martial weapon and the Craft (Weapon) DC is 15 and the weapon costs 30gp and you roll a Craft (Weapons) check of 20.

Your total crafting progress would be 15x20x0.5=150 gold pieces completed in seven days (or 21 gold pieces daily).

Thus, for a weapon valued at 30gp, it would take approximately 11 (56 divided by 5) hours to complete.
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Accelerated Crafting can be employed. You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

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Using Accelerated Craft (Weapons) DC=15+10=25

Your total crafting progress would be 25x20x0.5=250 gold pieces completed in seven days (or 37 gold pieces daily)

Thus, for a weapon valued at 30gp, it would take approx. 7 hours (56 divided by 8) to complete.

Underwater Combat:

Combat Adjustments Underwater

---Attack/Damage---
Condition /// Slashing or Bludgeoning /// Piercing /// Movement /// Off Balance?(*1)

Freedom of movement /// Normal/normal /// Normal/normal /// Normal /// No

Has a swim speed /// –2/half /// Normal /// Normal /// No

Successful Swim check /// –2/half(*2) /// Normal /// Quarter or half(*3) /// No

Firm footing(*4) /// –2/half(*2) /// Normal /// Half /// No

None of the above /// –2/half(*2) /// –2/half /// Normal /// Yes

(*1. Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
* 2. A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling.
* 3. A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
* 4. Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.)

Moving in lakes and oceans: Lakes and oceans simply require a swim speed or successful Swim checks to move through (DC 10 in calm water, DC 15 in rough water, DC 20 in stormy water). Characters need a way to breathe if they’re underwater; failing that, they risk drowning. When underwater, characters can move in any direction.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has succeeded at the caster level check
to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must succeed at a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

Stealth and Detection Underwater: How far you can see underwater depends on the water’s clarity. As a guideline, creatures can see 4d8×10 feet if the water is clear, and 1d8×10 feet if it’s murky. Moving water is always murky, unless it’s in a particularly large, slow-moving river. It’s hard to find cover or concealment to hide underwater (except along the sea floor).

Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).

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• To deal with issues such as night time, darkness, tides and so on – a moon cycle will be used. Found here: Moon Phases Calendar and phases explained here: Moon Phases Vector

Lunar Cycle:

We give the parts of the moon cycle different names, according to how the moon appears to us. In order of appearance:

1. New (also called the Dark Moon) - not visible
2. Waxing Crescent
3. First Quarter - commonly called a "half moon"
4. Waxing Gibbous
5. Full - we can see the entire illuminated portion of the moon
6. Waning Gibbous
7. Third Quarter - another "half moon", but the illuminated part is opposite of the First Quarter
8. Waning Crescent
9. New - back to the beginning

• The game will start in Spring - Wealday, 11th of Pharast, moon phase: Waning Crescent (the day before reaching Ancorato).

Crew of the Peregrine:

Captain Jacob Markosi (Male, Human): The captain of the Peregrine is a blue-eyed man in his mid-forties, with a short beard and prematurely silvered hair. Markosi is a fair man who hopes this venture is successful so that he can obtain future contracts to make supply runs. His loyalty, however, belongs to his crew, ship, and passengers—in that order. He does whatever he can to support the colonists, but he must remain on schedule to meet his payroll and supply needs.
Image of Jacob Markosi

First Mate Naerath (Female, Half-Elf): A child of Andoran, she has a natural talent for mechanical devices and climbing a ship’s rigging, but she is too proud to sully her hands with thievery or piracy. Naerath has green eyes and wavy auburn hair and stands 5 feet 11 inches tall, a tad taller than her captain. Her steadfast loyalty to Markosi is reinforced by his promise to sell her the Peregrine at a generous price when he retires.

Navigator Tyra Swain (Female, Human): What the quiet Tyra Swain lacks in effusive charm and personality, she more than makes up for with her powerful presence. Most sailors and colonists move out of her way as she paces the decks, the only exceptions being the ship’s other officers and Ramona Avandth. The ship’s navigator is touched by the mystery of the waves, and Markosi highly values her for her ability to peer through fog, mist, and rain.

Boatswain Raearg (Male, Half-orc): Bosun Raearg appears to be a typical burly half-orc, with green-tinted skin, two protruding lower tusks, and a gravelly voice. He is responsible for managing the Peregrine’s 16 sailors, and answers to only the captain and first mate. Despite his gruff demeanour, Raearg is a competent manager who knows when to bark and when to offer praise and positive reinforcement (in the form of a reserved store of grog) to get the most out of the sailors under his command.

Quartermaster/Purser Alda “Bean Counter” Brady (Female, Halfling): Bean Counter Brady has two roles aboard the Peregrine: as quartermaster, she directs the steering in conjunction with Tyra Swain, primarily with adjustments to the ship’s sails, and as ship’s purser, she is solely responsible for managing the ship’s stores and supplies as well as the cargo. She is also nominally in command of the ship’s cook. On this voyage, the responsibilities and pressure on Brady have never been greater—she must protect the supplies destined for Talmandor’s Bounty while ensuring she has enough food and water for the crew to return to Almas.

Sailors: There are 16 sailors to man the ship. Markosi has signed up only “able sailors,” which is to say that all of them have one or two voyages under their belts and know the basics of being a mariner.

Prominent Colonists aboard the Peregrine:

1. Alba Divenvaar: Alba Divenvaar is a perennial traveler ready to finally put down roots. Age has begun to get the best of her, so when she learned Andoran was establishing a new colony in the Arcadian Ocean, Alba applied for citizenship and won a spot among the second group of settlers. Her willingness to support the community with her alchemical knowledge was instrumental in her inclusion.

Appearance: Alba has a weathered, tan complexion from years spent in tropical climates, with a few sun wrinkles on her forehead and around her eyes. Her hair, which she pulls into numerous braids and bunches, is threaded with streaks of silver. She is of typical build for a female dwarf and wears leather armor over short, comfortable clothing.

Personality: Alba is friendly and affable during the Peregrine’s voyage.

Image of Alba

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2. Anya Sandstrider: Anya is truly a fish out of water among the colonists. She is a Shoanti hunter and a former member of the Lyrune-Quah (the Moon Clan), exiled from the Cinderlands after she broke tradition and interfered with an honor duel that would have taken the life of her younger brother. She has roamed the Inner Sea region since, seeking a new place to make her home. When a trader read her an advertisement for colonists, she applied. Anya was initially rejected due to her lack of citizenship, but she undertook a series of challenges designed to gauge her skill as a hunter and naturalist and impressed the investors.

Appearance: Anya has a deeper tan complexion than many of her fellow colonists. She keeps her head shaved bald and has dark chestnut eyes. She has several tattoos of runic and animal totems representing the moon and owls.

Personality: Anya comes across as coarse and blunt, but this belies her kind and nurturing instincts. She tries to see the best in people.

Image of Anya

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3. Carver Hastings: Carver Hastings is a soldier and educated in Carpenden, Andoran.

Appearance: Carver is a man of average height with short, wavy brown hair. He grows no more than a few days’ stubble before shaving. He has blue eyes and a light tan complexion. He wears a normal steel breastplate as do the other soldiers.

Personality: Carver comes across as aloof and serious at first until he can learn to trust his fellow colonists.

Image of Carver

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4. Eamon Caranth : Eamon and his friend and fellow cleric Kurvis are missionaries who volunteered to join the colony. Eamon feels particularly called to steer Talmandor’s Bounty away from merely a fiscal enterprise and toward becoming a community where families will flourish. He and Kurvis bicker like an old married
couple, but despite appearances, they are the best of friends and nothing more.

Appearance: Eamon is a tall man with straw-colored hair and an infectious smile. His eyes are human but violet-colored, an indication of his elven heritage in addition to his pointed ears. When Eamon moves about, he favors a green robe or cassock.

Personality: Eamon’s outward demeanor is relaxed and friendly. He dislikes confrontation, except with his lifelong friend Kurvis (whom he refers to as “Father Grouse”). Eamon doesn’t ignore arguments; rather, he tries to head them off before they begin.

Image of Eamon

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5. Kurvis Nurpico: Kurvis is the counterpart to Eamon, who has been his best friend for many decades. Kurvis travels to Talmandor’s Bounty to bless and sanctify it as a proper Eamon Caranth foothold of civilization as only a servitor of Abadar can. He respects Eamon’s emphasis on community but maintains that for community to grow, it must be built on the bedrock of law.

Appearance: Kurvis is relatively short, with a slight stoop to his shoulders. He keeps his steel-gray hair cut short. His face is lined with a few wrinkles. When not in armor, he favors a black robe. Kurvis seldom smiles but doesn’t always scowl and can soften his expression when he wants. He and Eamon were born only a few years
apart, but as a human, Kurvis is starting to show his age sooner than his friend.

Personality: Kurvis’s bark is worse than his bite. Outwardly, he appears curmudgeonly and easily irritated (he refers to Eamon as
“Father Easy”), but this is mostly an act. He is more tolerant than he lets on.

Image of Kurvis

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6. Harcourt Carrolby: Harcourt is the youngest adult son of the Carrolby family, wealthy horse breeders in Andoran. Harcourt receives a stipend from the family business, but two older brothers
who stand to inherit when their mother passes away impede his involvement in the venture. Harcourt sought a means of advancement that avoided family infighting and negotiated a deal with his aging mother. He would join the new colony, establish himself, hire workers to build stables, and import horses to the island at later date, thus expanding the family business to Ancorato and beyond.

Appearance: Harcourt has raven-black hair and a pale complexion due to Chelish ancestry several generations back. He is in his late twenties, handsome, and in good physical condition.

Personality: Harcourt is a bit of a snob, and his current situation has reduced his status to a level he is unaccustomed to. While it is possible to mistake him as a fop, Harcourt is not as weak as the stereotype of a rich man in the country would otherwise suggest. He doesn’t resent others for wanting to improve their station in life, but neither does he feel they’re owed anything special for that reason alone.

Image of Harcourt

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7. Luetin Calewick: Luetin Calewick joined the colony with the understanding that he would be an assistant blacksmith for Talmandor’s Bounty. While not the most prestigious of roles, it was much needed, as there were only one smith and an apprentice of hers in the first wave of colonists. The three of them were intended to provide materials for 150 people in the middle of a construction boom.

Appearance: Luetin is balding, with dark hair at the sides and back of his head. He sports a bushy moustache that he thinks accentuates his manly attractiveness. Luetin has a stocky frame, but far more of it is muscle than fat. When he anticipates combat, he dons a form-fitting chain shirt of his own manufacture, but he wears a heavy apron while toiling at the forge.

Personality: On the journey to Ancorato, Luetin is friendly but definitely has a masculine perspective. He’s prone to sizing people up to determine their attitudes and opinions and either adjusting his own opinions and behavior to fit in, or using his differences with them as ammunition if they ever argue with him.

Image of Luetin

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8. Lyra Heatherly : Lyra Heatherly is both a colonist and an employee of the Bountiful Venture Company. She is tasked with surveying the island in greater depth than was done by the ship-bound surveyors. She was hired as a naturalist, but her responsibilities extend to identifying known ancient ruins, mineral resources, local flora and fauna, and inland locations of fresh water. She is also tasked with estimating the square footage or acreage of forest
for future lumber concerns.

Appearance: Lyra is a strawberry blonde woman of average height and slender build, with blue-green eyes and a lopsided smile. She pulls her hair back in a ponytail and dresses in sturdy but comfortable clothes and custom-fitted boots. Lyra eschews armor unless she knows she’ll be in certain peril, but she has a backpack slung over her shoulders at all times in case she needs to make notes or sketch a map.

Personality: The surveyor is something of a daredevil, courageously exploring with far less in the way of armor and weaponry than her peers. With an upbeat and cocky attitude, she explains that half of her job is being familiar with her surroundings and knowing how to avoid trouble.

Image of Lyra

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9. Perrell Beys: Perrell is a scholar and historian. Like Lyra, she is an employee of the Bountiful Venture Company. Even if she weren’t, she would still have volunteered to join the colony out of academic interest. Her responsibility is to chronicle daily events in Talmandor’s Bounty and provide Ramona with scholarly advice on the nature of any ruins or ancient and valuable relics. She also sees it as her duty to provide her employers with high-quality maps of the island.

Appearance: Perrell is a short, thin woman with red hair that she keeps cropped short. Her complexion is fair with a smattering of freckles. She carries herself as if she were an older woman, but she is actually only in her mid-thirties. When not wearing armor, she favors a simple white shirt under a slate-colored vest.

Personality: The scholar is pleasant and soft-spoken, but very precise. Her gentle demeanor doesn’t impinge on her ability to point out when she thinks others are wrong, which she does with dogged stubbornness. It is not unusual for her to carry on doing what she feels is important and disregard what anyone else thinks. She doesn’t like confrontation, however, and has a healthy aversion to the dangerous side of adventuring.

Image of Perrell

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10. Ramona Avandth : Ramona Avandth is the Bountiful Venture Company’s designated leader for the colony. Once the Peregrine arrives, she expects to deliver a sealed letter to Rayland Arkley and assume leadership of the entire colony, while Rayland is instructed to serve as her second-in-command. Ramona was chosen for her leadership skills, rather than her bardic abilities; nevertheless, she has a fine singing voice and an appreciation for artistic talents.

Appearance: Ramona has a natural tan complexion that deepens during the ocean voyage. She keeps her brown hair cut short and dresses appropriately for a subtropical climate. Ramona spends little effort on her appearance, but she has an attractive face that hides behind the cloud of concern she feels toward her fellow colonists. Her green eyes grow intense during a crisis but soften when matters are calm and under control.

Personality: Ramona has a jocular sense of humor and an easygoing nature, which she keeps firmly buried beneath a mask of stoicism. During the voyage, Ramona feels as if she must keep a brave face. This stems from a sense of personal responsibility toward everyone in the colony.

Image of Ramona

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Colonists : There are 36 other colonists besides the PCs and the named NPCs. They include eight farmers (some of whom belong to an extended family), 11 carpenters, and, 17 general-skilled individuals.

Colonial Soldiers: There are about six full-time soldiers among the colonists. They report directly to Ramona and act as security for the settlement against threats from both outside the colony and any troubles that might occur within.

* PC Group Initiative is +2.

* Note discovered in pouch near A17