GM Ariarh's Ruins of Azlant (Inactive)

Game Master Ariarh Kane

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Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Taldo the Tanner wrote:
I wanted to indicate moving slowly east with Daryl, but not just saying "I followed Daryl'

Oh, I see - too cool to just "follow Daryl", eh? ;)

Well, given that we have days to post before the GM comes back, perhaps we can continue to do some social RP?

Slight Ret-con before the earlier Perception Checks - so basically hanging around A:15...

Daryl lifts a bandanna hanging around his neck and cinches it over his face to block the stench of burning bodies.

He studies the sky for a bit, gauging the wind and the smoke and his eyes turn to study the hills to the east and north.

Uzziah wrote:
"We just about handled four nymphs. We need to keep our ears open for any burrowing sounds as we move around. Even if the adult is not here, there is surely one not so far away."

He then turns back and studies the ground for a bit, gauging the quality of the crops, his eyes narrowing as he thinks.

"Mebbe - but if there's an adult, how come we ain't see it's tunnels? Those muckers make big burrows - tall enough that we could walk in them... I don't see nothing like that around..."

He glances at Aecarrin.

"Oye, professor - after an adult gives birth to its eggs how long does it take for them to hatch?" he asks.

If the young are about two months old that could mean the adult laid the eggs as far back as a few months. In which case, the villagers may have killed the adult and the babies didn't hatch until after they left. But we won't really know more until we know about how old the dead bugs were...

His eyes turn to study the crops again.

"They been here six months... if they planted back in Lamashan then this stuff might be blooming now - but that'd just mean the earth's good for planting..."

He shakes his head.

"If they didn't get murdered cold and they didn't skip out on ships or boats then where else they'd go?" he says.

He looks at the sky again.

"Well, if they're nearby then maybe they'll see the smoke and come looking for us."

He moves so that he is upwind of the smoke and looks at the others, curious to know what they'd say next - if anything.


While Daryl investigates the fields, Taldo follows along behind him, checking the small shed nearby. Hearing Daryl speak about the adult creatures, Taldo asks him, ”Daryl, how did you learn about these creatures? Have you seen them before? “

’Blast, the smoke, good or bad, if anything is here they will see the smoke.’ Looking from Daryl, back to the smoke then to Morwenna, he shrugs his shoulder, ”I didn’t think about that.” Then responding to Daryl’s observation about the Missing people. ”Would the Grindylow’s have taken prisoners?”


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Taldo the Tanner wrote:
While Daryl investigates the fields, Taldo follows along behind him, checking the small shed nearby. Hearing Daryl speak about the adult creatures, Taldo asks him, ”Daryl, how did you learn about these creatures? Have you seen them before? “

"Nah; I read about them, though," he says, holding up the tattered, though well-tended book he was taking notes in earlier, then he stuffs it back in his satchel.

Taldo the Tanner wrote:
’Blast, the smoke, good or bad, if anything is here they will see the smoke.’ Looking from Daryl, back to the smoke then to Morwenna, he shrugs his shoulder, ”I didn’t think about that.”

"Yeah..." he says slowly as he glances at Taldo "fire's got a habit of making smoke most of the time."

Then he shrugs.

"Who knows? Maybe the smoke will let anyone who ain't dead know we're here and bring 'em out to us?"

"That could be handy, I reckon... Well, at least so long as they don't think we're reavers looking to keep up the pillaging and burning of buildings, that is," he adds, then hefts his crossbow.

Taldo the Tanner wrote:
Then responding to Daryl’s observation about the Missing people. ”Would the Grindylow’s have taken prisoners?”

He turns a gaze back to the sea and seems to be considering this.

"Who knows? But those little whores live underwater - if they took human prisoners, I don't think the prisoners would last long... At least, living underwater..." he adds somewhat dryly.

Then he turns back and continues to study the terrain.

Looking at the terrain to coincide with earlier checks; but he's still open for more talk or Social RP...


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Uzziah, gazing at the smoke, gives a half-smile.

"At least this should speed matters to a conclusion more swiftly. We should still get moving soon though."


'Smoke or no smoke, Morwenna asked to burn them, so I did. I think she's prettier than Daryl anyway, so I'm not sure I care.' Smiling to himself, as Daryl explains about the smoke. Taldo gestures toward the fort, "I suppose your right about the smoke, but if they see it clear out here they shouldn't mistake it for the buildings. The big ones are over there."

'I wish we had started with the center and worked our way out. Out here we could get attacked from either side. Of course with the Grindylow in the water, there is the potential attack from either side anyway.' Nervously Looking from the fort to the water then to the jungle, he nods in agreement as Uzziah speaks. "Our cavalryman, is right, we need to keep moving. No more farming, no matter how hungry Aeracian gets."


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Taldo the Tanner wrote:
"Our cavalryman, is right, we need to keep moving. No more farming, no matter how hungry Aeracian gets."

Darryl grunts.

"Well - if he's hungry, we got food already."

He then pauses and returns to study.

Still waiting on the results of the Perception Checks. If Ace is right we might be finding a full grown beast out here - I'd rather have it dealt with now, rather than later to breed more young; but we shall see...


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

"Farming is a hazardous profession if those pests are the norm here!", Uzziah cuckles.


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Uzziah wrote:
"Farming is a hazardous profession if those pests are the norm here!", Uzziah cuckles.

"We all got to die of something," he says with flat eyes.

Seeing that I only got an A:16 on my next Perception Check I figure that's not good enough to see more of those bugs. However; as the map makes me feel like A:16 might be more nesting grounds for the bug things, Daryl will also take with him a burning brand from burning corpses behind him. If there is any sign of those bugs in the next field he's just going to burn it out rather than advance into it.

There's already enough smoke that one more fire won't be a problem and given that there's no boats in the bay my hunch is that they all sailed off to another island. Point is; if there's another bug next he's just going to torch it rather than head into it.

But that assumes I notice anything; my chief concern is the issue with the bad roll, but if I'm ambushed by a surprise round just step back and let me burn it out before it gets too snarly.


Daryl Bohannon wrote:

"We all got to die of something," he says with flat eyes.

He prepares to advance but then pauses and turns his gaze to Morwenna.

"Begging your pardon, Miss Morwenna - dying of boredom ain't my style," he says, then he advances.

'We all have to die from something? Well that may be true but it doesn't have to be now.' Staying alert as they talk, Taldo chuckles at Daryl's response, then calls over. "That's true, but let's hope it's not from making mistakes, and doubly hope that it isn't now. I've got plans that don't include dying in the near future."


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Taldo the Tanner wrote:
"...I've got plans that don't include dying in the near future."

He turns glance at Taldo.

"Sounds like a good plan," he responds.


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC
Daryl Bohannon wrote:
Taldo the Tanner wrote:
"...I've got plans that don't include dying in the near future."

He turns glance at Taldo.

"Sounds like a good plan," he responds.

Uzziah with good humour adds:

"Aye. While there is little joy without risk, it is hard to be joyful if slain!"


Male Wizard, Exploiter 1 | HP: 10/10 | AC: 11 (11 Tch, 10 Fl) | CMB: +0, CMD: 11 | F: +1, R: +1, W: +2| Init: +2 | Perc: +1 , SM: +0 | Speed 30ft |
Knowledges:
Knowledge (Arcana) +9 Knowledge (Dungeoneering) +9 Knowledge (History) +10 Knowledge (Nature) +9 Knowledge (Planes) +9

Point of clarification. Are we setting fire to the garden? Aeracian would just point out that fires can get quickly out of control even in the best conditions.

Aeracian looks at Daryl with a smile and gives his thanks when handed the food.

Perhaps we should speed up our investigation so that we may be concluded if an adult should return, allowing us to have done our task and move on should the need arise for us to take a tactical retreat.


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

I believe we were discussing burning another field if it should also prove to contain ankheg nymphets.


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Aeracian wrote:
Point of clarification. Are we setting fire to the garden? Aeracian would just point out that fires can get quickly out of control even in the best conditions.

That all depends on the GM - when I know more, you'll know more.

Aeracian wrote:
Aeracian looks at Daryl with a smile and gives his thanks when handed the food.

Daryl merely grunts as Aerasian takes the foodstuff, his attention clearly focused on his surroundings.

Aeracian wrote:
Perhaps we should speed up our investigation so that we may be concluded if an adult should return, allowing us to have done our task and move on should the need arise for us to take a tactical retreat.

He looks at Aracian.

"Perhaps..." he responds somewhat dryly.

Uzziah wrote:
I believe we were discussing burning another field if it should also prove to contain ankheg nymphets.

That was basically my thought; specifically, the next field I only got a 15 in Perception - that's a pretty bad roll. My assumption is that I'll likely just stumble into another bug problem automatically, and since I'm not M.I. when it comes to dealing with bugs, I guess I'll have to settle burning them out instead.

To be clear; this is only if Daryl runs into bugs; I don't know if I will, I'm 99% sure that a 15 won't reveal any threat, so I'm trying to play the long odds here.

For all I know it's just a field with some nice plants in it and I can move on to the next field (which - luckily - was a 23 via Perception) in this case if we find bugs (hopefully with that roll) I'll likely want to deal with them direct rather than risk ourselve against them.

But again - when I know more, you'll know more.


Aeracian's Know Arcana check continued for Ankhegs:

Ankhegs mate in autumn, when the fertilised female kills the male to lay 6–12 eggs inside him. Usually, a high number of eggs survive and hatch within two to ten days and start to feed.

An ankheg broodling does not hunt and remains hidden, while its mother brings it sustenance. After a year, the young are able to fend for themselves.

Around the second year, the young ankheg sheds its chitin before winter. It takes a little less than ten days to complete the process and grows a new shell. During this time, the youngling/nymphs are slower and more vulnerable. To defend themselves, they secrete a fluid (acid) that smells like rotten fruit. (When the juvenile ankheg has achieved adult form, but not its full growth, it’s called a nymph.)

-----------------

Morwenna listens to the males with a bemused expression on her face. The burning of the nymphs does not take long for their bodies are small and there are only four heaped atop each other. The fire begins to dwindle - only very small sections of the mandibles and exoskeleton remain among the ashes.

In her accented, melodic voice, Morwenna states simply, "It appears these Ankhegs burrow and spend their lives below ground. Setting fire to a field of viable crops may not be the best idea, but I leave that up to you." She smiles and her shining eyes change colour yet again - this time to a deep grey. Hearing words of thanks for the healing she performed on them, the druidess inclines her head politely and responds, "You are welcome. It would be foolish to permit you to move about gravely injured, especially when we know very little about Talmandor's Bounty. I do counsel you to be most careful now, as my healing magic can only go so far in a day."

Upon Taldo's suggestion to search the building/structure closest to the garden patch first before moving onto the next field, the group move there and the ranger opens the simple wooden door cautiously and peers inside.

Taldo's Perception 12 of what's inside the building near A15:

It appears to be the farmer's cottage and there is the pungent stench of dung and damp earth coming from the interior. Scanning your eyes about, you note a simple cot with a thin mattress stuffed with straw. There are a number of filled burlap bags inside - the smell may be from the dung inside some. There are seedlings on the small wooden desk inside. The house belongs to a male from what you can tell - the dirty shirt draped over a chair and straight razor and comb by a rusty basin on the chair. There are two shovels propped up in the corner and a plough. It appears the building is both a home to the farmer and his work shed. There is nothing of great value inside - aside from the farming tools. There is no sign of violence inside the house and the owner's belongings are still within. You find this rather curious.

Uzziah and Ezekiel keep watch, however they do not see or hear anything as the others undertake their searches.

Daryl crosses the gravel road to the nearby garden (first A16 patch).

GM screen:

1d20 ⇒ 11

Daryl's Perception 15 of first plot of A16 (closest to the two trees):

This vegetable patch does not seem to have suffered the ravages of any ankheg nymph. There are no holes/tunnels as were found in the previous vegetable patch. The vegetables found here are much the same as in the other garden patch (A15). Least your party will not grow hungry. Studying the ground, Daryl spies what appears to be small animal skeletons and a partially buried skull of what you surmise to be a monkey goblin (Monkey goblins are an offshoot of the goblin race adapted for life in high leafy canopies of tropical forests. Equipped with ratlike prehensile tails, monkey goblins are as at home in the trees as they are on the ground.)

Since there are two vegetable patches that form the section of A:16 and being each section will take time to explore/search, I'm using your perception check for the first A16 patch as I don't want you moving too far ahead of your companions. If you'd like to investigate the other A16 patch, you may do so when your companions join you and you can all move ahead together.

Daryl's Perception 26 of A17:

You notice on the other side of this particular vegetable patch, two trees. One is a regular evergreen tree that can be found in such tropical climes and the other is a fruit-bearing tree with spiny branches and reddish-purple, apple-shaped plums. A few plums have fallen to the ground and have spoiled in the heat and birds have pecked at others. Nevertheless, there are still many fruits on the tree fit to pick and eat. The tree is completely ordinary from what you can tell.

I will need a Know. Nature check (DC 12) from you to determine if the fruit is safe to eat.

You notice a spot on the ground by the plum tree, next to a fist-sized stone, where the earth has been disturbed. What would you like to do at this point?


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Uzziah gives Ezekiel a comforting run on the neck. That acid burned.


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
GM Ariarh of Azlant wrote:
In her accented, melodic voice, Morwenna states simply, "It appears these Ankhegs burrow and spend their lives below ground. Setting fire to a field of viable crops may not be the best idea, but I leave that up to you." She smiles and her shining eyes change colour yet again - this time to a deep grey.

"Don't worry - I ain't planning on burning anything, unless those damn bugs are rushing up on top of us; hopefully it won't come to that."

GM Ariarh of Azlant wrote:
Hearing words of thanks for the healing she performed on them, the druidess inclines her head politely and responds, "You are welcome. It would be foolish to permit you to move about gravely injured, especially when we know very little about Talmandor's Bounty. I do counsel you to be most careful now, as my healing magic can only go so far in a day."

He looks at her and nods.

"You're right; we got to be careful."

He pauses and looks down at the land before him.

GM Ariarh of Azlant wrote:
This vegetable patch does not seem to have suffered the ravages of any ankheg nymph. There are no holes/tunnels as were found in the previous vegetable patch. The vegetables found here are much the same as in the other garden patch (A15). Least your party will not grow hungry.

Daryl crouches and studies things.

"There's animal bones in there - and what looks like a skull to a monkey goblin," he says slowly, considering things.

Since the place is a good garden I don't think that the monkey goblin skull would be there before the villagers left; and I don't think that it would have been killed by the villagers - if they killed it, they would not have let the corpse in the garden.

Since we're only looking at a skull, it's either been there for a really long time or it's been devoured. My hunch is that it was killed and melted by "bug acid" (as the bugs can use acid). If this is the case, there would be signs of the acid on the crops adjacent; and probably the rows of crops would be disturbed by rows of bug tunnels - so far I don't see any of that, but I figure that's just the low Perception Check.

He looks at the others.

"If a monkey goblin came in there I figure there may be more..."

"Uzziah - you think you can find any tracks or signs of monkey goblins leading back and forth between this place?" he says, trusting the tracking skills of Uzziah and his bird more than the rest.

"If those whores got a lair near to here they're likely trying for easy picking in the crops," he adds and peers to the hills in the middle of the island.

I don't know about monkey goblins, but normal goblins live in caves and I'd wager caves would be close the hills in the middle of the island; but we may find out later.

Taking Morwenna's advice about advancing into the next garden he'll pause and then Take 20 on a Perception Check (for at total of 26) to see if he sees any signs of tunnels worn into the garden.

If we don't see tunnels in there; or any signs of crops being burned by acid, then I'm very, very confused at what's going on. Why would a skull be in the garden? What happened to the flesh on it? What devoured the meat from the bones in the past several weeks/months since the Colonists left if not the acid of the bugs?

Unless the Perception 26 reveals anything other than the bones then I guess Daryl's just going to move on as we don't need any more food right now - honestly I think this is likely a clue somehow but I'm not able to decipher its full meaning, yet; but I'm betting on the Goblin Monkey Skull being important somehow, I just don't know...

Moving on to the next area, he studies the tree and the fruit on the ground.

Can't beat a Knowledge 12 check, unfortunately. GM - this does beg a question; can we attempt a Knowledge Check untrained if the DC is 10 or under, of it is 10 + Int. Mod or under?

However, there are no corpses of dead animals, so I'm willing to bet that the fruit is not toxic or poisoned; but I can't tell via the lack of Knowledge Nature.

Seeing a spot on the ground with a small stone by it and a depression his eyes narrow and he draws his knife.

"I think I found a buried bug egg," he says slowly.

He kneels gently by the depression and pokes in to the ground delicately, trying to find if there is indeed a buried bug egg there.

It could also be a grave; maybe the grave of a child - the stone by the depression a grave stone? That's why Daryl will be gentle; despite his gruff attitude, he tends to be very sensitive to children and if it's really a child's grave, he doesn't want to disturb the body. But in all honesty I thin it's a buried bug egg...

Does his digging reveal anything? I'll post more when I know more...


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6

Ret-con

Perception Check on field to notice any other details
1d20 + 6 ⇒ (15) + 6 = 21


Male Wizard, Exploiter 1 | HP: 10/10 | AC: 11 (11 Tch, 10 Fl) | CMB: +0, CMD: 11 | F: +1, R: +1, W: +2| Init: +2 | Perc: +1 , SM: +0 | Speed 30ft |
Knowledges:
Knowledge (Arcana) +9 Knowledge (Dungeoneering) +9 Knowledge (History) +10 Knowledge (Nature) +9 Knowledge (Planes) +9

Just before the last body is placed in the fire, Aeracian looks a bit more closely at it, poking and prodding before saying "My apologies for being an alarmist, but it appears that we do not need to worry as much as I feared. There is still the possibility of an adult in the vicinity but these creatures are actually in their adult form but are just at the beginning of their molt cycles. Each cycle they will get bigger without end. That said, there doesn't necessarily need to be an adult as they are capable of fending for themselves. The tunnels could actually be a boon for us if they are there as they could provide quick access throughout the area once scouted. Still we should proceed with caution but we would hopefully do that anyway."

Aeracian stays close by the others as they move about, lending his help to anything they spy out.

K. Nature if the tree is pointed out: 1d20 + 9 ⇒ (12) + 9 = 21


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Aeracian wrote:
Just before the last body is placed in the fire, Aeracian looks a bit more closely at it, poking and prodding before saying "My apologies for being an alarmist, but it appears that we do not need to worry as much as I feared. There is still the possibility of an adult in the vicinity but these creatures are actually in their adult form but are just at the beginning of their molt cycles. Each cycle they will get bigger without end. That said, there doesn't necessarily need to be an adult as they are capable of fending for themselves. The tunnels could actually be a boon for us if they are there as they could provide quick access throughout the area once scouted. Still we should proceed with caution but we would hopefully do that anyway."

Daryl looks at him for a moment.

"If there is an adult, where's a place that it'd make its home?"

"Does it like caves, jungles, ocean - what?"

He pauses and decides to be more specific.

"If there's a mom out there, would it make its home by this place, or somewhere further in the island? And if so - where do you reckon that'd be?"

Aeracian wrote:

Aeracian stays close by the others as they move about, lending his help to anything they spy out.

[dice=K. Nature if the tree is pointed out]1d20+9

Daryl would certainly call your attention to the tree; but mainly because he's hoping to see your reaction to the buried egg (potentially). Also, it occurs to me that the tree is likely edible because if I was a mother bug I'd bury my baby near to a tree that has food to eat for when it hatches. On the other hand; they may not eat the same stuff as people - so who knows?

Meanwhile, I guess I'll have to wait to see what happens when I get the details on the Perception Check.


Know. Local DC 11 re habitat of Monkey Goblin:

Monkey goblins are an offshoot of the goblin race adapted for life in the high leafy canopies of tropical forests. Equipped with ratlike prehensile tails, monkey goblins are as at home in the trees as they are on the ground. They make their homes among the high canopies of trees.

===

Aeracian's Know. Arcana re Ankhegs:

The Ankheg dwell in partially collapsed burrows, usually around 40 feet underground. Hollow tunnel ends in particular are used for lair purposes - such as sleeping or hibernation. If there is a full grown, adult mother, she would be found in a deep burrow or hollow tunnel somewhere in the colony or near to it.

===

Aeracian's Know Nature 21 and Morwenna's Know Nature 20 re plum tree:

From the shape/pristine/unblemished form of the fruit and its clean smell, you are able to discern that the plump fruit is safe to eat. You can see no other plum trees in the vicinity of the colony, so this plum tree makes a worthwhile landmark.

===

Daryl's Perception 21 re signs of tunnels in current vegetable patch A16 and bones found:

Daryl cannot see any holes or tunnels in this vegetable patch - not akin to the size and number of those found in garden A15. Whatever ankheg disturbed the other garden has left this one untouched/undisturbed. As to the reason why, you have no idea at present.

Examining the monkey goblin remains, you do not note ravages by any acid discharge/burns or bites in what little of the skin remains on the bones. You do, however, perceive small, precise grooves in the small skin pieces as though the skin has been sliced open. What could do this? From what little remains of the dead creature, you cannot make an exact determination at this time (other than it is probably not an Ankheg).

===================

GM screen:

Morwenna's Know. Nature re plum tree (DC 12): 1d20 + 10 ⇒ (10) + 10 = 20

Morwenna moves closer to the plum tree thick with fruit and examines the plump plums and sniffs at them before stating, "The plums are safe to eat. We are lucky to find such a tree and it appears to be the only one in the colony. A worthwhile landmark."

Daryl wrote:

Seeing a spot on the ground with a small stone by it and a depression his eyes narrow and he draws his knife.

"I think I found a buried bug egg," he says slowly. He kneels gently by the depression and pokes in to the ground delicately, trying to find if there is indeed a buried bug egg there.

Daryl uses his hand to dig carefully into the soft ground near the stone.

Digging a few inches beneath the soil, he discovers not an egg as he first thought but a small, flat, leather pouch (like a wallet).

Survival check DC 14 to examine the pouch/wallet exterior:

From the appearance of the leather (it isn't significantly deteriorated), you can tell that the pouch has been buried beneath the soil for a few weeks.

If you open the unearthed pouch:

Inside the pouch there is only a folded note on parchment. You open it and begin to read.

Contents of Note


’Huh, a normal, if not cluttered shanty, looks like the guy just stepped out and never came back.’ Closing the door behind him, Taldo moves quickly across the field, towards where Daryl is investigating some bones. He asks, ”Did you say a Monkey Goblin skull? That’s more interesting than what I found in the shanty, Just farming stuff and a dirty shirt. Looks like the farmer went out for the day and just never came back.”

’Uzziah can track?’ When Daryl asks Uzziah to look for tracks, Taldo does a double take from the crossbowman to the cavalryman. Shrugging his shoulders, he also quickly looks around for any tracks that may have something to do with the skeleton.

any tracks? Other than ours, I mean.
perception: 1d20 + 5 ⇒ (11) + 5 = 16
survival: track: 1d20 + 6 ⇒ (1) + 6 = 7

After looking for any possible tracks for a moment, Taldo notices Morwenna move toward the plum trees. Approaching the tree also, he picks a plum, taking a bite. ”I hear they make a fine wine.”

Wiping the plumb juice off of his chin, he watches as Daryl draws the pouch from the ground. Looking over the crossbowman’s shoulder, he inspects the bag. He shifts the mouthful of plum into one cheek, speaking with his mouth full. "That leatherbag looks like it's been buried for a few weeks. What's in it?"

survival: 1d20 + 5 ⇒ (20) + 5 = 25


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6

Via Ret-con

Taldo the Tanner wrote:
’Huh, a normal, if not cluttered shanty, looks like the guy just stepped out and never came back.’ Closing the door behind him, Taldo moves quickly across the field, towards where Daryl is investigating some bones. He asks, ”Did you say a Monkey Goblin skull? That’s more interesting than what I found in the shanty, Just farming stuff and a dirty shirt. Looks like the farmer went out for the day and just never came back.”

Daryl looks at Taldo and thinks about that - that someone would leave their basic goods and gear and head off into danger without even the "shirt on his back".

He looks as if he may find this decision to be highly unusual, but a glance at Aecerin's seems to belay whatever he may say and simply shrugs at this information.

Then he bends down and studies the terrain for a bit before moving on.

"Ain't no bugs here - and whatever did the job on this wretch weren't no bug, neither," he says with a frown as he studies the skull.

He twists the skull and examines the base.

"See the slits? Something sliced this whoreson up real nice - like a sawbones might... Bug'd not be that slick; something else did this but I don't know what," he adds, then tosses the skull to Aeracian and hopes the scholar can guess more about what did it.

Untrained Knowledge Local
1d20 + 1 ⇒ (4) + 1 = 5

Taldo the Tanner wrote:
After looking for any possible tracks for a moment, Taldo notices Morwenna move toward the plum trees. Approaching the tree also, he picks a plum, taking a bite. ”I hear they make a fine wine.”

He looks at the tree for a little while and thinks about what Taldo says, realizing that the tree is common to their land, but certainly unusual here.

Morwenna wrote:
"The plums are safe to eat. We are lucky to find such a tree and it appears to be the only one in the colony. A worthwhile landmark."

He glances at Morwenna.

"Thank you, ma'am," he says to her, then thinks a bit and moves to the buried item.

He thinks a bit and looks at the tree.

"Begging your pardon, Miss Morwenna; you're handy with nature and all... How old do you reckon that tree is?" he says, looking at it, wondering - as it's very unique - how long it has been growing here and trying to gauge if someone besides the colonist planted it; how long ago it was planted - and, if he had that information, try to guess if someone before the colonists had been there before, and if so - when...

GM Ariarh of Azlant wrote:

Daryl uses his hand to dig carefully into the soft ground near the stone.

Digging a few inches beneath the soil, he discovers not an egg as he first thought but a small, flat, leather pouch (like a wallet).

Taldo the Tanner wrote:
Wiping the plumb juice off of his chin, he watches as Daryl draws the pouch from the ground. Looking over the crossbowman’s shoulder, he inspects the bag. He shifts the mouthful of plum into one cheek, speaking with his mouth full. "That leatherbag looks like it's been buried for a few weeks. What's in it?"

Survival Check to check the wallet

1d20 + 6 ⇒ (2) + 6 = 8

Without preamble he opens the bag.

Looking inside he pulls out a piece of parchment and opens it up and reads it.

GM - what is the condition of the Moon right now?

He looks up at the others and frowns.

"Damn..." he mutters and says nothing and merely thinks a moment.

He tosses the paper gently to Taldo so he can read it, too.

He then reaches and picks a plum and hands it over to Morwenna and then takes another one and takes a juicy bite out of it as he thinks and waits for the others to read it over.


Catching the piece of paper with his free hand, he places the plum in his mouth, holding it between his teeth. Wiping off his hand on his trousers, he holds the note open and carefully reads it.

’Dulin… Rayland… Liza … taking canoe… taking boat… holding up until we come. what mess have these people gotten themselves into?' Passing the note on, Taldo takes the plum out of his mouth. Smiling, ”Looks like the fire may have been a good idea, let the people who are hiding till we arrive know that were here.”

Taking another bite of the plum, ”A lot of names on that list, think that Romona will know who they are?”


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Taldo the Tanner wrote:
”Looks like the fire may have been a good idea, let the people who are hiding till we arrive know that were here.”

"Yeah... that's what I hear," Daryl responds with a dry voice.

Taldo the Tanner wrote:
Taking another bite of the plum, ”A lot of names on that list, think that Romona will know who they are?”

He grunts.

"Course she will," he says.

"Colony ship'll have a manifest of the crew and passengers, they should have a list from the last crew they brought so she should have the list of names of folk who came on the last journey."

"But hell - even if she don't got the full list o' names on board we all know that this ship's bringing goods and gear for the folk living here, so they'll have a list of who's getting what on the ship."

"You know; two new shirts for John Tailor or one set o' hammer and tongs for Jed Smith - that sort of thing... So they should got at least a list of who gets what."

He sighs as he considers the implications of the names on the paper.

"But that don't matter much now; we're a long way between this and that Romona lady..."

He shakes his head, still trying to figure things out, especially with the new information.

"Come on then; we're wasting daylight," he says to the others.

He lets Taldo keep the parchment and then swings his crossbow up and advances on to A:18.

Still curious on how old that plum tree is; if they're not native to this place, that means someone brought a plum sapling or seed and planted it. How long ago was that? Was it before the colonists came? If so - who planted it? I have no knowledge skills so I'll wait on our Druidess for that Nature Lore, but no rush.


'well, on we go then.' Finishing the plum, Taldo tosses the pit over to the other side of the southern road. As they follow it east, when Daryl begins to cross the northern road to head to the large field 'A18' Taldo nods toward the field beside them 'A16' and interjects. "I'll check this field real quick, if you want to go on." He turns to the others, then winking at Morwenna, "But I certainly won't turn down any help."

perception: 1d20 + 5 ⇒ (5) + 5 = 10


F Merg Tempest Druid |HP 12/12 |AC 17/T 15/FF 12 | F+3/R+5/W+5 | CMB + 0 | CMD 13 |init + 4 | Perc + 7 | Channel Energy 4/5

Daryl: The current time is roughly 11.30am (from the position of the sun) on the 12th Pharast. The moon is in the waning crescent stage from what you witnessed the night before.

====

Morwenna happily accepts the offered plum from Taldo and wiping the fruit on her britches, takes a bite and tastes/savours the warm sweetness. "It is good," she says with a smile.

When Taldo then hands her the parchment which Daryl discovered in the unearthed pouch, she places the plum between her lips and begins to silently read the message. When she is done, she hands it to Uzziah and takes the plum from her lips and takes another bite.

"Ramona is expedition leader and would know the names of the first colonists, I am certain of this. Keep the note safe and we can show it to her when we meet up with them again."

Taldo's Perception 16 & Survival to track 7:

There are no discernible monkey goblin tracks to be seen ... Perhaps the coastal wind and any rains brought by the Eye brushed/washed them away... You do note some very small holes in the softer soil of the garden - they appear like very small aeration holes and there are only a few. They are nothing like the holes/tunnels made by the Ankhegs and nothing that would cause you much concern.

Daryl wrote:

"Begging your pardon, Miss Morwenna; you're handy with nature and all... How old do you reckon that tree is?" he says, looking at it, wondering - as it's very unique - how long it has been growing here and trying to gauge if someone besides the colonist planted it; how long ago it was planted - and, if he had that information, try to guess if someone before the colonists had been there before, and if so - when...

Hearing and heeding Daryl's request, Morwenna turns her gaze back to the plum tree and examines its branches, trunk and ground housing its roots. "This tree appears to be grafted. A clever gardener, indeed. Such trees can bear fruit within a year after planting. If you, too, consider the tropical clime, it may have helped the fruit drop and ripen sooner than the common plum trees you are used to in your own lands. Possibly within six months. I have no knowledge of the soil composition or nutrients of this new land, but it has been said the soil is very rich and I suppose that, too, helped in the maturing process. We may be able to locate the farmer and they can give you a more definitive answer, Daryl Bohannon."

Taldo wrote:

Taldo nods toward the field beside them 'A16' and interjects. "I'll check this field real quick, if you want to go on." He turns to the others, then winking at Morwenna, "But I certainly won't turn down any help."

Morwenna's turquoise eyes look to Taldo and she smiles and nods, "Yes, of course, I will help you, Taldo," and makes to follow the ranger to the larger of the two patches.

I need to prep dinner, so I'll pause at this juncture and make a new post later tonight re the other garden patch at A16. :)


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Daryl Bohannon wrote:

He tosses the paper gently to Taldo so he can read it, too.

He then reaches and picks a plum and hands it over to Morwenna and then takes another one and takes a juicy bite out of it as he thinks and waits for the others to read it over.

As Daryl waits for Morwenna to take the plum, he glances at Uzziah and Aecarian.

Morwenna Blue wrote:
Morwenna happily accepts the offered plum from Taldo and wiping the fruit on her britches, takes a bite and tastes/savours the warm sweetness. "It is good," she says with a smile.

Noticing Morwenna takes one from Taldo instead, his eyes flick between the two of them; but he says nothing and merely puts the other plum in his pack.

Morwenna Blue wrote:
This tree appears to be grafted. A clever gardener, indeed.

Daryl seems relieved at this news. That colonists would bring a sapling with them on the last expedition seems unusual, but not unheard of; far better an explanation than the idea of some mysterious person or persons living on the island before the colonists - planting unusual trees and crops - and then, possibly, still hidden on the island somewhere to deal with the colonists.

He nods.

"Thank you kindly," he says.

To his eye it seems that the fields are likely the same with little to offer that is different and unique.

However, before they advance, Taldo interjects.

Taldo the Tanner wrote:
Taldo nods toward the field beside them 'A16' and interjects. "I'll check this field real quick, if you want to go on." He turns to the others, then winking at Morwenna, "But I certainly won't turn down any help."

He notes Taldo's blatant wink at Morwenna and wonders at that.

He looks at the field - to his eye it seems identical to the same field he had explored north of the plum tree - with no real difference at all.

Morwenna Blue wrote:
Morwenna's turquoise eyes look to Taldo and she smiles and nods, "Yes, of course, I will help you, Taldo," and makes to follow the ranger to the larger of the two patches.

He then notices Morwenna's response to Taldo.

He then looks at Uzziah and Ace and shrugs.

Shaking his head, he then follows Taldo and Morwenna to the field.

Standing by it he peers at the field.

Perception check
1d20 + 6 ⇒ (7) + 6 = 13

He scowls, clearly not sure of his observations and then looks again.

Closer look
1d20 + 6 ⇒ (8) + 6 = 14

Meanwhile, he waits for Uzziah and Ace to advance.


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Uzziah does look for tracks as requested, to the best of his ability.

Survival: 1d20 + 0 ⇒ (10) + 0 = 10

When he reads the note, his face tightens slightly in consternation.

"Divisions in the colony. So where did they go on this canoe I wonder?"


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Uzziah wrote:
"Divisions in the colony. So where did they go on this canoe I wonder?"

Daryl shrugs.

"Probably same place they sailed in whatever other boats they made," he says and jerks his head westward to the sea.

"Maybe they sailed to some other island - or maybe skirted the coast and berthed at the other place the colony was supposed to be made."

"But there weren't no boats in the bay anyhow, so I guess we won't know... unless we find out some clue when we do some more searching," he adds, then waves his hand at the buildings absently.


Morwenna's Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Taldo's Perception 10
Daryl's Perception 14

GM screen:

1d20 ⇒ 5

The three companions move to the adjoining vegetable patch (second plot in A16) and note that there are rows of corn planted in this patch beside the usual vegetable crops.

Daryl, on the ground, in the softer soil before him, notices the small aeration holes that Taldo noted in the other patch, however these are much smaller than the kind made by the Akheg Nymph.

A tiny field mouse lifts its head and peers at Morwenna; its whiskers twitching fast before it scurries away - across the patch as swiftly as it can. Ezekiel lifts his head then gives a deep *coo* and swings his bill at the creature as if pointing it out to Uzziah.

Amidst all the attention gained by the field mouse, suddenly Taldo feels something sharp striking at him. Fortunately his armour proves true and is not injured by the strike.

Slam attack on Taldo: 1d20 + 3 ⇒ (4) + 3 = 7 (Doesn't hit)

As your eyes turn on Taldo's attacker, you note a strange, tall plant creature, medium-sized, with razor-sharp leaves dripping in blood spanning the length of its cornstalk. Snakelike roots (long hook-like appendages) dig into the soft ground.

Know. Nature DC 12:

The plant creature is a Blood Maize. They look like common cornstalks, except their leaves are larger and more knife-like and their root systems are much more robust and mobile. In each specimen, the latter includes at least one long vine-like tendril that the plant can use to root itself deeply in the earth as it attacks its victim. Despite its fearsome nature, blood maize produces ears of sweet corn larger than those of traditional corn plants.

When a blood maize stalk strikes a victim, it roots into place while its leaves lash outward and slice into the victim’s flesh.

Blood maize plants absorb spilled blood through their root systems and can do so even while they are mobile. To aid their search for blood, they can uproot themselves to move without impediment, and they can use their roots to dig a firm purchase in the ground. Blood maize can both see and sense movement remarkably well; the plants migrate and search for food at night, and so they are finely attuned to the ground vibrations they use to locate prey. The blood maize's presence is difficult to discern (as it assumes the shape of the surrounding vegetables to await prey).

=============

Current Map

Uzziah, Ezekiel and Aeracian, I placed your tokens to the side of the vegetable patch as I wasn't sure if you guys followed the other three closer or into the other patch. You can move your tokens on your turn in the coming round. Thanks!

------------

I will need one of you to roll Group Initiative, please. It's at +2. Thanks!


group init: 1d20 + 2 ⇒ (18) + 2 = 20 will start working on a post
knowledge nature: 1d20 + 4 ⇒ (6) + 4 = 10


GM screen:

1d20 + 2 ⇒ (7) + 2 = 9

PCs win initiative and we go into Round 1! You're up, followed by the creature.


F Merg Tempest Druid |HP 12/12 |AC 17/T 15/FF 12 | F+3/R+5/W+5 | CMB + 0 | CMD 13 |init + 4 | Perc + 7 | Channel Energy 4/5

Round 1

Know. Nature (DC 12): 1d20 + 10 ⇒ (8) + 10 = 18

She looks at the plant creature near Taldo and it dawns on her what it is. "It's a Blood Maize! Careful of its leaves - they are so sharp they can rend your flesh deep and wide! They absorb spilled blood and can uproot themselves to move without impediment!" Morwenna warns her companions.

Morwenna carefully moves around and comes to stand on the other side of the creature (C8); flanking with Taldo. Thrusting her shortspear, she strikes at the creature,

Attack with M/W Shortspear and flank: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage, if hits: 1d6 ⇒ 3

managing to bypass its defences and hits it for 3 damage.

----

Current Combat Map

----

Round 1: Taldo, Daryl, Uzziah, Ezekiel and Aeracian are up!


ninja'd by Morwenna, will edit appropriately

Daryl Bohannon wrote:
Daryl Bohannon wrote:
He then reaches and picks a plum and hands it over to Morwenna and then takes another one and takes a juicy bite out of it as he thinks and waits for the others to read it over.

As Daryl waits for Morwenna to take the plum, he glances at Uzziah and Aecarian.

Morwenna Blue wrote:
Morwenna happily accepts the offered plum from Taldo and wiping the fruit on her britches, takes a bite and tastes/savours the warm sweetness. "It is good," she says with a smile.
Noticing Morwenna takes one from Taldo instead, his eyes flick between the two of them; but he says nothing and merely puts the other plum in his pack.
Humorously enough, Taldo never offered Morwenna a plum. Not that this isn’t just like real life, we remember events differently than how they actually take place, sometimes.
Morwenna Blue wrote:

"Ramona is expedition leader and would know the names of the first colonists, I am certain of this. Keep the note safe and we can show it to her when we meet up with them again."

Morwenna's turquoise eyes look to Taldo and she smiles and nods, "Yes, of course, I will help you, Taldo," and makes to follow the ranger to the larger of the two patches.

’I figured Ramona would have a list, so the note may be the best thing we’ve found so far.’ Smiling as Morwenna moves into the field with him, Taldo, calls back over his shoulder, ”Hear that Daryl, The note may actually be important. Good job finding it.”

’division in the colony?’ ‘Sailed to another island’ I never thought of that, I wonder…’ Obviously, paying more attention to his associates than to the field in front of him, Taldo flinches as he feels something slam into his shoulder. ’Is that my blood dripping from it’s cornstalk?” Seeing the odd-plantlike thing, it’s snake like root’s writhing into the soft ground. ”Beware!”

'A Blood maize, I've never seen this type of creature.' Seeing Morewenna step to the other side of the plant, Taldo Turns and faces the thing, dropping his bow. He draws his axe, and using both hands, swings it at the plant, similarly to a woodsman chopping a tree, but missing the thin stalk.

Flank, free action: drops bow, Move action: draws axe, attack: axe, two handed
attack: 1d20 + 3 ⇒ (4) + 3 = 7 for damage: 1d8 + 3 ⇒ (2) + 3 = 5


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Uzziah and Ezekiel are both bemused by the mouse.

And then the sounds of Taldo being injured shake them both from that pleasant mood.

They move to circle and flank the creature, heeding Morwenna's warning.

Both Uzziah and Ezekiel move (not charge) into positions, then attack.

Trident: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Damage, Piercing: 1d8 + 3 ⇒ (6) + 3 = 9

Bill Slam: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22

Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Taldo attempts to hurt the Blood Mazie with his axe; however the swing goes wider than he'd calculated and he misses the stalk.

Uzziah and Ezekiel move to flank the plant creature and coordinate their attacks. With fortune on his side, Uzziah just manages to hit the Blood Maize and then Ezekiel's bill slams hard into the reedy creature.

It takes 17 points of damage. It is still up.

----

Combat Map

Round 1: Daryl and Aeracian to go.


Male Wizard, Exploiter 1 | HP: 10/10 | AC: 11 (11 Tch, 10 Fl) | CMB: +0, CMD: 11 | F: +1, R: +1, W: +2| Init: +2 | Perc: +1 , SM: +0 | Speed 30ft |
Knowledges:
Knowledge (Arcana) +9 Knowledge (Dungeoneering) +9 Knowledge (History) +10 Knowledge (Nature) +9 Knowledge (Planes) +9

Aeracian speaks quickly at the creatures appearance, conjuring a ball of viscous green acid and hurling it at the plant.

Acid Splash: 1d20 + 1 ⇒ (3) + 1 = 41d3 ⇒ 2

He apparently moved too fast as he shoots the glob into the sky.


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6

Slight Ret-Con

Taldo the Tanner wrote:
Humorously enough, Taldo never offered Morwenna a plum. Not that this isn’t just like real life, we remember events differently than how they actually take place, sometimes.

Oh believe me, Daryl's very aware of how that went down ;)

Taldo the Tanner wrote:
”Hear that Daryl, The note may actually be important.”

He turns and looks at Taldo for a while.

"Yeah... if we survive," he says eventually.

Fast Forward -

Taldo the Tanner wrote:
”Beware!”

Daryl moves a bit closer and then drops the torch at A:9 and swings up his loaded crossbow and fires.

Attack on Creature -
1d20 + 3 + 1 + 1 + 1 ⇒ (8) + 3 + 1 + 1 + 1 = 14

If it hits -
1d10 + 1 ⇒ (8) + 1 = 9

EDIT: If that hit it did 9 Damage... Game's to you GM...


Daryl fires his crossbow at the Blood Maize and his aim is true and manages to hit the creature in the upper part of its stalk.

Creature takes a further 9 pts of damage and is still up, but badly wounded.

PCs have all taken their turn in Round 1. Now it's the Blood Maize's turn. I'll make a new post with its action very soon.


Round 1: Blood Maize

Suddenly, a 20 foot high cloud of fine pollen is released into the air in a 20-foot radius centred on the Blood Maize. (The pollen cloud obscures all sight, including darkvision, beyond 5 feet. Any creature 5 feet away has concealment (any attacks have a 20% miss chance) and any creature farther away has total concealment (50% miss chance and an attacker cannot use sight to locate a target.) A creature in the cloud when the pollen is released or that moves into the cloud before it dissipates must succeed at a DC 13 Fortitude saving throw or be blinded for 1 round.)

Standard action: Blinding Bloom in 20ft radius burst. Does not provoke an AoO.

And the Blood Maize immediately disappears from sight.

End of Round 1. Starting Round 2: PCs are up! Everyone but Aeracian are caught in the Blinding Bloom (Pollen Cloud) and I will need the folk in the cloud to first roll a Fort Save (DC 13) or be blinded for 1 round before they take their action. Thanks!

Combat Map


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Uzziah Fort: 1d20 + 4 ⇒ (15) + 4 = 19

Ezekiel Fort: 1d20 + 5 ⇒ (19) + 5 = 24

Both Uzziah and Ezekiel close their eyelids in the nick of time and almost immediately afterwards resume striking at the hostile plant creature. Uzziah has difficultly seeing past the clouds of pollen, but Ezekiel hammers on the stalks.

Trident: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Miss Chance 50%: 1d100 ⇒ 35

Damage, Piercing: 1d8 + 3 ⇒ (7) + 3 = 10

Bill Slam: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

Miss Chance 20%: 1d100 ⇒ 62

Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Ezekiel critical?: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15

Total Ezekiel Critical Hit Damage: 11 + 1d8 + 4 ⇒ 11 + (7) + 4 = 22


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6

Daryl's Fortitude Save -
1d20 + 4 ⇒ (4) + 4 = 8

He then steps back and reloads his crossbow.


fort: 1d20 + 4 ⇒ (12) + 4 = 16

'What the blazes?' Seeing the pollen cloud released, Taldo throws his arm in front of his face, covering his eyes. The pollen still gets in his nose, and he gives a violent sneeze. "Aaacccchhhhoooooo" Squinting his eyes he grasps his axe with both hands again, and swings it toward what the thinks is the base of the plant "Blast" cursing as he feels the axe bury in the soft dirt.

Flank? attack: axe, two handed
attack: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 for damage: 1d8 + 3 ⇒ (4) + 3 = 7
concealment<20: 1d100 ⇒ 18


Uzziah, Ezekiel and Taldo are able to shield their eyes from the tiny pollen grains and are not blinded. Uzziah cannot pinpoint the cornstalk to strike with his trident and Ezekiel attempts to slam his bill into the cornstalk only to discover thin air and no solid stalk.

Taldo swings his axe at what he believes to be the base of the cornstalk, only to encounter nothing more than air and his axe buries in the dirt by his feet.

Daryl does what he can to shield his eyes but the pollen grains prove too considerable and his eyes are covered, making him blind for a round.

Daryl, under the rules of a 5ft step and also from what I've read on the forums, a person cannot take a 5ft step if blinded due to the "darkness" aspect under the ruling. I know you realise that loading a heavy crossbow is a full round action that provokes an AoO, and in this case, I'd say it would take you longer than a full round due to your blindess (say double the rounds as you don't have blindsight to be able to use nonvisual senses) ... What would you like to do this round?


F Merg Tempest Druid |HP 12/12 |AC 17/T 15/FF 12 | F+3/R+5/W+5 | CMB + 0 | CMD 13 |init + 4 | Perc + 7 | Channel Energy 4/5

Round 2

Fort Save (DC 12): 1d20 + 3 ⇒ (12) + 3 = 15

Lowering her head and shielding her eyes/face with one arm, Morwenna does not succumb to the blindness created by the floating pollen grains in the cloud around them. She positions herself in a total defense stance (as a standard action) until she can orientate herself better and see the Blood Maize.

=====

Round 2: Aeracian is up! You don't need to make a Fort save as you're outside the pollen cloud, but the view to your companions and the last position of the blood maize is obscured.


Male Wizard, Exploiter 1 | HP: 10/10 | AC: 11 (11 Tch, 10 Fl) | CMB: +0, CMD: 11 | F: +1, R: +1, W: +2| Init: +2 | Perc: +1 , SM: +0 | Speed 30ft |
Knowledges:
Knowledge (Arcana) +9 Knowledge (Dungeoneering) +9 Knowledge (History) +10 Knowledge (Nature) +9 Knowledge (Planes) +9

Aeracian readies himself to hurl another globule of acid when the creature presents itself.

Ready action to attack when the blood maize comes into sight, Acid Splash ranged touch: 1d20 + 1 ⇒ (15) + 1 = 161d3 ⇒ 1


Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
GM Ariarh of Azlant wrote:
Daryl, under the rules of a 5ft step and also from what I've read on the forums, a person cannot take a 5ft step if blinded due to the "darkness" aspect under the ruling. I know you realise that loading a heavy crossbow is a full round action that provokes an AoO, and in this case, I'd say it would take you longer than a full round due to your blindess (say double the rounds as you don't have blindsight to be able to use nonvisual senses) ... What would you like to do this round?

Daryl would have moved back at least 25 feet to reload outside the range of the pollen. He couldn't have reloaded in one round, but he wouldn't have lingered in the pollen. That was his move; and he starts to reload at this time.

Acrobatics check to move the 25 feet, here it is -
1d20 + 6 ⇒ (12) + 6 = 18

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The Andoren government recently founded a joint expedition with the Bountiful Venture Company to organise another expedition to the ruined islands that were once the legendary continent of Azlant to try to gain a foothold on the shattered land. They first sent a small fleet to survey the westernmost of the rocky islands that jut from the Arcadian Ocean. One ship discovered an island with fresh water, thick forests with plenty of animals to hunt and plants to forage, and an easy landing. They named the island 'Ancorato' after the captain who discovered it and it seemed to be the ideal location for a settlement.

The Bountiful Venture Company
offers a most excellent opportunity
for Laborers, Farmers, Soldiers, Explorers and Scholars
in the new Andoren colony of Ancorato.
Apply for the lottery now!

The expedition's funders put out a call for colonists to help build and populate the settlement. After a selection process that involved a lottery for general settlers and a more focused vetting process for the expedition's specialists, the first ship, 'Liberty's Herald', set sail to found the new colony, which was named 'Talmandor's Bounty'. Six months later, a second ship, the 'Peregrine' has been commissioned to follow and resupply the colony and bring new settlers. This is where the PCs' story begins...

==========

To the four players I've invited to join, welcome and let's have some fun! As I have mentioned to each of you, this game will not officially start until the second week of June. In the meantime, please feel free to post your concepts, ideas etc and ask questions here and on the discussion thread once I open it up. You may create backstory connections or you can be complete strangers - I leave that up to you.

Now, let's start with the character creation guidelines.

Creation Guidelines

• Starting at Level 1
• 20-Point Buy Build
• Allowable Races: Human, Halfing, Half-Elf, Elf, Dwarf, Gnome, Half-Orc, Undine, Changeling, Gillmen.
• Allowable Classes: Core, Base (exceptions: Summoner, Vampire Hunter) and Hybrid. No Occult Classes or Unchained Classes, please. No 3rd Party Publishers. The Player's Guide has some great archetypes for this AP.
• Max die roll for HP at first level. From second level onward, average rounded up.
• Max starting gold for your class.
• No evil alignments or reverence of evil deities.
• 3 Character Traits (must match background) and one must be a Campaign Trait. No Drawbacks.
• Using Background Skills: 2 per level.
• No ability stat less than 9 (after penalties).
• Level Progression Rate: I'm of a mind that when I feel the players have done enough in game to warrant a level, they'll gain a level. I advise players when it's levelling time.
• Posting rate: At least 1 to 2 posts over the week days. Weekends we'll play it by ear as I'm generally tied up on weekends with family and carer duties. I'm on an opposite time zone to my players and am aware of this fact. My Saturday and Sunday is your Friday and Saturday. As I said, we'll work out a nice, workable posting rhythm. :)
• I do like a good backstory and will use elements from each player's story in game in some way. It doesn't have to be a novel, but give me something to sink my teeth into, please (a few paragraphs is good). ;) Can you also provide me with the age of your character, physical description and a personality blurb on your profiles.

---

• There's a Free Player's Guide found here: Ruins of Azlant.

• Note: A thriving colony needs a wide range of settlers and each character class will have something to contribute to this campaign. Ideally, classes that don’t rely on urban settings are encouraged. This doesn’t mean that they can’t survive this Adventure Path, but cosmopolitan characters won’t have as many chances to shine as they would in an urban campaign. Classes that are best suited to exploration and dealing with natural hazards can find great success in this campaign, and ones that can use magic or guile to eliminate some of the hazards and challenges can excel as well. Your characters are going to get wet during the course of this Adventure Path. Most of Azlant lies beneath the Arcadian Ocean, so be mindful of this when selecting skills and talents to aid your character and party. The main focus of this AP is exploring terra incognita, delving into ancient ruins, and uncovering strange and archaic magic that the world hasn’t seen in thousands of years. It is in your best interest to future-proof your character into being good at dealing with some of the restrictions of fighting underwater.

General Notes:

• Please try to minimise player vs. player conflict in game. Working together is a must in this AP. I do realise that not every character will immediately get along; however keep in mind that it has to be appropriate or constructive "drama" and add to the story. ;)

• I like using Group Initiative for combat as it keeps combat moving with less 'wait time'. Saves can be rolled by each player.

• I enjoy proactive players. It is good when GM and players can work together to propel a game forward and not let it go idle and die. I will do what I can, too, to help keep the game moving.

• During important moments in game or in combat, I will give a player 24 hours to post and then I will bot them. If players are going to be away for more than a day, please let me know on discussion (or via PM) and I can take that into consideration and not bug you via PMs etc. I like communication and it makes for a less stressful game.

• Please keep bulky OOC to the discussion thread. This just helps keep the main game board free of clutter and people can find posts and GM responses more readily.

• I like rewarding great role playing or effort in game. Those who know me, know I prefer role play over roll play. That's because I come from a writing background. If I require certain checks to be made, I'll ask for them specifically in game. If players want to make checks, of their own volition, to gain more information or solve a mystery, then please feel free to roll to your heart's content. I'll try and provide as much information as I can.

• I am relatively new to this GM role. I will make mistakes (although I will try to minimise this as best as I can). If you feel I have erred in a rule etc then feel free to send me a PM and we can discuss it.

• I don't want to get overly bogged down in rules to the detriment of the game flowing and affecting players' fun. Fun is a high priority for me.

• My style of communication is direct. I tend to just say things in a straightforward manner while remaining respectful. Please do not take any of my words as a personal assault - for I never mean them in that way. I believe in mutual respect and understanding.

• I prefer a medium paced game. My life is full and hectic and I suspect other peoples' lives are too. This isn't a race and I don't want anyone feeling as though they are being pressured to post/game when they have other RL responsibilities to attend to. As I mentioned earlier, if a player can't post for whatever reason, then drop me a line and that character will be covered for that period of time. If I am unable to post, then I will certainly let the players know. Common courtesy is easy.

• I use spoilers for private conversations, responses to individual players, GM screens and lengthy posts. If you're someone who enjoys reading other people's spoilers, please do not use the info found within them to meta-game. If a player says it's fine to read and act on information provided in a spoiler, then go ahead.

Easy to view/Summary of Campaign Traits:

Campaign Traits

1. Athletic: You reduce your armour check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait.

2. Azlanti Scholar: You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition,you gain Azlanti as a bonus language.

3. Eagle Knight Recruit: You begin play with a breastplate, a longsword (or some other martial or simple weapon), and an additional 100gp of gear. In addition, you gain a +1 trait bonus on saving throws against mind-affecting effects.

4. Employee: You begin play with an additional 150 gp of equipment and know (at least in some capacity) one of the other company employees: Lyra Heatherly, Perrell Beys, or Ramona Avandth. Due to your association with the Bountiful Venture Company, your words and ideas may carry additional weight with the other employees
of the company. (Your GM can grant a +1 circumstance bonus on Diplomacy checks in regards to these people in certain situations.) In addition, you gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

5. Expert Explorer: Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.

6. Following in the Footsteps: Whenever you use the aid another action to aid an adjacent ally, increase the bonus you grant your ally by 1. In addition, due to your positive and helpful nature, you gain a +1 trait bonus on Diplomacy checks.

7. Healthy: You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score.

8. Pathfinder Recruit: You begin play with a standard wayfinder (see sidebar on page 11 of Player's Guide) and you gain a +1 trait bonus on initiative checks.

9. Resourceful: Choose one Craft or Profession skill when you gain this trait. You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.

10. Seasoned Hunter: Pick one of the following creature types: aberration, animal, magical beast, or vermin. You gain a +1 trait
bonus on attack rolls or damage rolls (choose one; once chosen it can’t be changed) against creatures of that type.

11. Set Mind: Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately re-roll that saving throw as a free action. You must take the second result, even if it’s worse.

12. Skillfull: Once per day when you fail an Acrobatics, Climb, Spellcraft, Stealth, or Use Magic Device check, you can immediately re-roll that check as a free action. You must take the second result, even if it’s worse.

Info on Machetes:

A machete is a light martial weapon that deals 1d6 points of slashing damage. Cost 10gp. This tool is a wide, single-edged blade about 2 ft in length and weighing 2 pounds. Most often used to hack through dense vegetation, it works equally well as a weapon. A character proficient with a machete gains a +1 circumstance bonus on Survival checks to get along in the wild.

====

If I've forgotten to include anything in this initial post, I'll cover it in subsequent posts.

Okay, it's time to create! :)


I'm headed out of town tomorrow for a christening and a birthday. I'll be able to check the boards in my evening and reply to any questions here and via PM.

Just a small addendum to the above: If someone is truly passionate about a certain race or class that isn't on the allowable list, then I am willing to hear them out and then make a decision whether to allow it or not. I won't make any guarantees, but I do want people to make a character they would enjoy playing.

I have opened the discussion thread for players to use as they brainstorm and such.


Bot


Cheers Ariarh for inviting me. :)

I'm thinking a Gillman, excited for the opportunity to explore and reclaim their ancestral homeland. Mechanically, one of two brothers:

* A sorcerer with an aquatic bloodline.

* A cavalier with the Oceanrider archetype, charging around on an orca.


Hey folks, nice to see a few familiar faces.

My original idea for this particular AP was a human barbarian 'moon cursed' archetype useing the were-crocodile curse.

Since there are four of us, and we will need to fill a couple of rolls, I don't know if he is the most suited or not.

Looking at other archetypes. I prefer playing combat or skill/stealth characters. Possibly something that could fill both, so slayer or ranger.

I'm hoping we can sort it out so we aren't missing any of the basic party needs.


Heyo. A slayer or ranger would cover those roles nicely. I'm still mulling over those two options I mentioned.

@Ariarh, a question. Would you be open to a cavalier taking leadership or monstrous mount feats for a replacement mount later in the campaign?


Is a lot of this adventure going to be underwater? I don't know the campaign very well; I had assumed it was more akin to something like Last of Mohicans? I vaguely remember reading through the game books; for clarification, is it heavily an underwater campaign, or just partially?

The style will play a large part of how I build my character at this time...


Hey Dain GM,

The players guide infers there is a lot of underwater exploration later. It recommends a lot of archetypes that involve swimming.


@Decimus: I'm fine with taking Monstrous Mount feat for a replacement mount later in the campaign. It'd be interesting to see if there will be a Hippocampus to be found, for example. ;)

@Dain: There is both overland and underwater exploration. I would suggest to all players to take both into consideration when building your characters. Swimming is certainly a skill worth investing a rank in, for example.


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Underwater Gear to handle life under the sea:

• Air tank (1 gallon), 5 gp, 1/2 lbs
• Air tank (pressurised), 25 gp, 30 lbs
• Bottom-walkers's anchor, 5 gp, 50lbs
• Hippocampus, combat trained, 750 gp, 1,300lbs
• Hippocampus, common, 500 gp, 1,000lbs
• Jellyfish, luminous, 2 gp, 1 lbs
• Masterwork flippers, 50 gp, 1 lbs
• Poison sealant, 20 gp, - lbs, Craft DC 20
• Pressure pill, 75 gp, - lbs, Craft DC 25
• Scent salts, 1 sp, - lbs
• Sureseal bladder, mundane, 1 sp, 1 lbs
• Sureseal bladder, potion, 8 gp, -lbs
• Underwater goggles, 5 gp, -lbs
• Wet suit, 8 gp, 4 lbs

Air Tank:

AIR TANK PRICE 5 SP/gallon
WEIGHT 1/2 lb./gallon
Tanks full of normal air don’t last long as breathing devices,
but a large air tank is excellent for ensuring a character has
a swiftly rising buoyancy, and a savvy diver can adjust her
air tank just enough to give her a neutral buoyancy, making
it much easier to explore underwater. Every 6 gallons of air
is enough to breathe for roughly 1 minute underwater; it
takes far less air for a Medium creature to achieve neutral
buoyancy unless it’s carrying a significant amount of metal
and other dense material.

Air Tank, Pressurised:

AIR TANK, PRESSURIZED PRICE 25 GP
WEIGHT 30 lbs.
An air-breathing adventurer would need to bring over a dozen
tanks full of air with her to have enough to breathe for even
a single hour. Since this is impractical, alchemists developed a
technique to store greater amounts of air in a smaller volume
using pressure. Each pressurized air tank is a little smaller than
half the size of a tank, but it contains enough air for a swimming
character to breathe for 1 hour (the pressurized air itself weighs
7 pounds, so an empty tank weighs only 23 pounds). When
a small crank is manipulated as a standard action, the tank
releases just enough air for a breath, which the diving character
breathes in through a straw-like tube with a semipermeable
end piece that allows air out but not water in. The process of
refilling the air tank requires 5 gp of materials and a successful
DC 20 Craft (alchemy) check (failure destroys the tank) or the
services of a kineticist with basic aerokinesis.

Bottom-Walker's Anchor:

BOTTOM-WALKER’S ANCHOR PRICE 5 GP
WEIGHT 50 lbs.
This dense anchor is attached to a sturdy but easily detachable
chain (removing the chain is a move action). Wearing a bottomwalker’s
anchor all but guarantees an undersea explorer a swiftly
sinking buoyancy, though it also increases her armor check
penalty by 1 and decreases her maximum Dexterity bonus by 1
(or sets it at +6, if the wearer didn’t have a maximum Dexterity
bonus). Compared to simply carrying plenty of dense items, it’s
unwieldy, but the advantage is that the undersea explorer can
detach the anchor in a hurry in order to float to the surface,
while unloading a number of dense objects might be a slow
process (and could deprive the explorer of valuable gear).

Hippocampus:

HIPPOCAMPUS PRICE VARIES
WEIGHT VARIES
Common 500 GP 1,000 lbs.
Combat-trained 750 GP 1,300 lbs.
Though somewhat rarer than horses on the surface world,
hippocampi are roughly as easy to train as horses, despite
being magical beasts. Even combat-trained hippocampi
rarely wear barding, and even then nothing heavier than
leather, as it interferes with their swimming

Jellyfish, Luminous:

JELLYFISH, LUMINOUS PRICE 2 GP
WEIGHT 1 lb.
This tiny jellyfish has a crown roughly 4 inches in diameter,
and it glows with bioluminescence as brightly as a candle,
typically in a blue or green color, but various species allow
an array of possible colors (though generally this commands
greater prices). When trapped in a container with small holes
to allow in the plankton the creature eats, these creatures
can serve as living lanterns, especially for creatures with lowlight
vision. In some places, like Talasantri, they drift freely as
mobile light sources. A luminous jellyfish lives up to 1 year in
this stage of its life cycle before dying.

Masterwork Flippers:

MASTERWORK FLIPPERS PRICE 50 GP
WEIGHT 1 lbs.
These sleek and aquadynamic flippers grant their wearer a
+2 circumstance bonus on Swim checks to perform complex
maneuvers underwater or swim through rough waters. This
bonus doesn’t stack with racial bonuses on Swim checks from
having a swim speed.

Poison Sealant:

POISON SEALANT PRICE 20 GP
WEIGHT —
Applied poison generally washes off weapons underwater in
1d10 rounds unless the poison is contained inside the weapon
and injected, so undersea alchemists developed poison sealant
to circumvent this limitation. Applying poison sealant to a
poisoned weapon takes the same amount of effort as applying
a poison. Once applied, the sealant protects the poison from the
elements, keeping the weapon poisoned underwater. Poison
sealant dissolves in blood, allowing the poison’s delivery (and
also meaning that it doesn’t prevent accidental poisoning).

Pressure Pill:

PRESSURE PILL PRICE 75 GP
WEIGHT —
When you swallow this marble-shaped alchemical pill as
a full-round action, it instantly adjusts your body to the
surrounding water pressure, though you take 3 points of
nonlethal damage for every 100 feet of adjustment necessary.

Scent Salts:

SCENT SALTS PRICE 1 SP
WEIGHT —
Stored in a waterproof pouch, these salt crystals dissolve
slowly in water, producing a pleasing scent in the nearby
water for roughly 1 hour.

Sureseal Bladder:

SURESEAL BLADDER PRICE VARIES
WEIGHT VARIES
Mundane 1 SP 1 lb.
Potion 8 GP —
While potion sponges (Advanced Race Guide 177) are a
reasonable enough method for air-breathers like undines to
prepare to bring a potion underwater, aquatic creatures prefer
a solution that allows them to prepare potions, beverages, and
other liquids underwater to begin with. A sureseal bladder is
made of a thin membrane that won’t allow liquid through. By
passing a solid spout or tube through the membrane, you can
fill the bladder without allowing in any ambient seawater, and
the membrane seals behind the spout. Once the bladder is
full, the drinker can nip on the end of the membrane in order
to sip the drink at her leisure, slowly crumpling the bladder
for eventual disposal. The cheaper mundane sureseal bladders
hold about 2 cups of liquid and work best for enjoying a
favorite drink; the listed weight assumes the mundane
sureseal bladder is full. Potions rely on drinking the entire
dose, so potion sureseal bladders, while much smaller (just
large enough for a potion), are pressurized in order to expel
the entire potion at once without losing any of it, allowing the
drinker to drink them as a standard action just like drinking a
potion above the waves. Either type of sureseal bladder can
be used only once.

Underwater Goggles:

UNDERWATER GOGGLES PRICE 5 GP
WEIGHT —
These inexpensive, watertight goggles are essential protection
for land-dwellers’ eyes, particularly in salt water or water high
in particulates. Any land-dweller wearing goggles can use
visual Perception like an aquatic native.

Wet Suit:

WET SUIT PRICE 8 GP
WEIGHT 4 lbs.
This relatively aquadynamic wet suit is designed for surface dwellers
exploring the deeps, with waterproof pockets to
help keep important items dry.

Notes on Drowning:

Drowning is one of the most obvious dangers
of underwater adventuring. As creature can
typically hold its breath for a number of
rounds equal to twice its Constitution score.
Whenever a creature takes a standard or fullround
action, it expends 1 additional round
of breath, so practically speaking, if a creature
wants to fight or double move each round, it can
do so only for a number of rounds equal to its
Constitution score. Intentionally exhaling breath
expends 1 to 3 rounds for each exhaling action—
generally 1 round for a small exhalation, and 3
rounds for an extended exhalation like singing
a song or casting a spell. Certain magic, like the
suffocation spell from the Advanced Player’s Guide, can
expel all of a creature’s held breath.
Once a creature has used up these rounds
of safety, it lives on a knife’s edge between life
and death. Each round, the creature must succeed
at a Constitution check, with a DC starting at 10 and
increasing by 1 each round after the first. Once it fails this
check, the creature begins to drown, falling unconscious
(and dropping to 0 hit points if it currently had more),
dropping to –1 hit points on the next round, and dying on
the round after that. At any point, if the creature becomes
able to breathe (perhaps because someone dragged
it out of the water or cast a spell to assist it), it ceases
drowning but doesn’t regain any lost hit points. Note that
if a creature holds its breath in a situation where it could
normally breathe, it won’t fall unconscious if it fails its
Constitution check.

Because of the prohibitive limitations of holding
one’s breath, underwater explorers from the surface
use a variety of techniques to extend their ability to
breathe underwater. The most common is water
breathing, which is extremely long-lasting and
can protect an entire group with one casting. A
simpler, short-term solution is
air bubble from Pathfinder RPG
Ultimate Combat, which can
protect a single creature for a few
minutes—but not usually enough
for an underwater adventure. The
most powerful option is life bubble from
the Advanced Player’s Guide; while its
duration is half that of water breathing,
it also protects against many other
underwater hazards such as extreme
temperature and pressure. Those
who prefer a mundane alternative to
ephemeral (and dispellable) magic
tend to use air tanks to
store additional air, but characters
hoping to stay underwater find
that carrying around more than a
few extra breaths of air sets their
buoyancy to swiftly rising, almost
like wearing a giant life preserver,
so this solution is effective
only for a strong swimmer
or someone with access to
magic to alter buoyancy.


Cheers Ariarh.

What's tipping it towards cavalier for me is that my main idea for a Hell's Vengeance character is also a sorcerer, and the sheer novelty of a water mount. In a 3.5 game, I did have a shark animal companion but not as a mount.

So what I'm looking at is a gillman cavalier, an oceanrider and a member of the Order of the Waves, riding a giant seahorse so he can continue riding and charging underwater indefinitely.

His motivation? Like his sorcerer brother, he seeks to explore underwater and learn about the secrets lost to their people. And the colonists will surely face threats from the deep which he will do his utmost to counter.

I plan to have decent charisma and face skills along with both mounted and unmounted combat ability.


Ah - I guess what I meant to ask is more about "Theme".

So would the world feel more like something from Lord of the Rings, or (given the massive amount of water) more like Pirates of the Caribean? Or, would it feel more like something from the Disney movie "Atlantis" - (trailer found Here)?

I ask because - generally - I don't see having something like a Monk in something like Lord of the Rings; but I also don't know how well something like a grim barbarian might do in this world vs. something like - for example - a Swashbuckler?

Okay - any more details on "theme" would be great; I should have something soon, hopefully, though I have to admit that right now I am not doing my best so my posting may be a bit spotty for a day or so...


@Dain: I've mentioned some movies via PM, but you also know that's not how my mind works and I don't believe one movie will neatly cover the extent/essence of this AP.

Just keep this in mind from the Player's Guide:

While many of the character suggestions presented in the Player’s Guide bring up aquatic adventuring, know that this isn’t the primary focus of this Adventure Path and your character isn’t going to be thrown into the deep end immediately. The main focus of this Adventure Path is exploring terra incognita, delving into ancient ruins, and uncovering strange and archaic magic that the world hasn’t seen in thousands of years. However, that said, it’s in your interest to future-proof your character into being good at dealing with some of the restrictions of fighting underwater.


Looks like Robert is going for something like "Slayer/Ranger" and Decimus is looking at Cavalier/mounted combat...

With this in mind it looks like we could use either Arcane or Divine casting in the group. If Immrtl is playing I'm willing to be he'd be eager to do Arcane, and I've no issue with doing Divine.

However, those of you who gamed with me before know that - on rare occasions - I like to dabble in Multi-Classing - this game seems like one of the rare occasions in which I do that.

With that in mind, any concept I create is built to be self-sufficient; I do not typically "min/max" my stats to make "the best" healer, but (in this case) a healer that will help the party but at the same time one who can help in other ways.

With that in mind I will be focusing on not only healing, but also skills, melee combat and range combat, and probably some other things... possibly... but Healing will certainly be there on Level 1.

That said; what needs/niche's would you guys like me to focus on? As I said, I tend to cover most bases fairly equally for survivability - but I can focus more on one skill set vs. another.

Question for Ariarh

So the first part of this mission is that we're on an expidition looking to chart out an island and colonize it? From what I read about the backstory it seems like we're sort of like John Smith from Pocahontas or (if you prefer something more fantastic) Imagine Dragons from Radioactive :D

However, as we're colonists exploring an island my assumption is that we'll have to have a "base of operations" to work with. For now I assume it is our ship? But at some point we'll likely end up creating something like a fort and/or log cabins, watchtowers, palisade walls - basically things for explorers/colonists to survive in while exploring?

Of course, this is merely conjecture; we may not do that at all.

However, if we do any of that - do you know if we'll be making our ship the "base camp" to explore from, or make something on the island like a camp?

The reason I ask is that I'll likely take a secondary skill set for backstory purposes (perhaps Profession: Sailor, or possibly Craft: Carpentry or Knowledge: Engineering) to help make sure our colonists are safe while we explore.

Is there a specific recommendation you'd like to make for that? That is - will we even be making camps, or just sleeping in a tent and walking around? I'm not asking for spoilers, but I would assume the person in charge of the Expedition would be seeking those with certain skill sets for the mission and those skill sets would likely be telling us - "Yeah, if we could get some decent carpenters/smiths/farmers that would be great!" or - "We won't have time for building houses; this is a mission when we walk the islands, take notes on what we see, and record them in the log for the next crew to deal with later - so no need for folk who spend their time working a forge; there won't be one, except for the small forge we have on the ship to melt down crude iron for nails to fix the ship" - and so on.

Okay - that's all for now; when I know more I'll have more to offer.

Until then, I'll see you all soon!


Skills would be useful, and some means to find and disable traps. But the latter can be taken of through creative use of sandbags or summons. ;)

For in-combat healing, I find the "oradin" concept great, classically a combination of Oracle of Life and Paladin. The divine herbalist archetype is a way to do it without multiclassing as it gains a feature very similar to lay on hands.


so If I go Ranger or Slayer I will be able to deal with traps, survival/tracking and some knowledge. I won't go completely ranged, but dex. will be higher than str. I'm thinking ranger trapper to pick up an animal companion later.

Dain GM wrote:
With that in mind, any concept I create is built to be self-sufficient; I do not typically "min/max" my stats to make "the best" healer, but (in this case) a healer that will help the party but at the same time one who can help in other ways.

That makes perfect sense to me. I have difficulty with the idea of a character that is a 'heal-bot' or 'buff-bot' but that's probably just me. I have trouble imagining why they would be adventurers....

The players guide says that were aboard the second ship bound for the colony, so there is a 'town' there already, though it would be fairly remote and primitive. Of course when we are 'exploring' we will need the camp.


@ Dain: When the call for colonists was put out - those who funded the expedition were looking for laborers, farmers, soldiers, explorers, scholars, explorers etc - a wide range of settlers to grow the original settlement. So the PCs' particular skill sets could be very useful in helping to expand the colony of Talmandor's Bounty. For eg, tanners, blacksmiths, hunters, engineers etc could be useful to the emerging community.

Six months prior to the four of you answering the call for colonists, the original group of colonists sailed to Talmandor's Bounty and began setting up, building, establishing the first settlement there. The ship that is taking you to the island will drop you all off at the specified area and then turn around and return to Almas in Andorren. As far as you all know, there is a settlement there for you to make your way to and it could be your base. However, in saying that, if you do go to explore more of the island, then you will need to have gear and talents for such a purpose as it may take some time - as most of the island is still untamed wilderness (thick forests/vegetation, waterfalls, looming cliffs for eg). It helps to know what is on the island (a stocktake of resources and any pitfalls/dangers) if more people will be sailing here to live and work and if the four of you decide to stay and live among the community. So, my suggestion is prepare for anything. ;)


My original character idea for this grew up as a tanner, then became a pathfinder, then when cursed he retired from the pathfinders. Fear of the curse in civilization caused him to want to get away from civilization. I was going to use the original background skills in profession and craft.

I could go with a ranger who builds traps and tans hides, that way keeping the profession and craft background traits. The question becomes what 'craft'? Tanning leather would infer 'armor' that way we could make aquatic armor when the time came.

Before I decide ranger over Slayer, I need to go look at what animal companions will be available at fourth level and what archetype might be best. But I'm leaning that way.


What would help the party more on level 1 - someone who could heal, or someone who could fight?


@RH: I think Prof: Tanner and crafting armour from leather and/or hide works very well together.

Animal Companion:

Re animal companion, it says this in the SRD: A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead.

Sea birds could work well, also in an aquatic environment, and I'd allow them: such as a puffin or you could re-flavour it and call it a 'diving petrel' (still using the puffin stats) since they're in the same family of birds or a seagull (using the raven stats).

And you could always re-flavour the snake into a 'sea viper' (using the viper stats). I'm fine with that.

Sharks are cool. However, the reason I mention the above is because they can be viable options for both land and sea. (Some species of sea snakes can survive on land for a time as they can breathe air and have scaly skin, so they won't suffocate or dry out quickly).


@ Dain, if we have a cavalier and a ranger then someone who can heal, I would think.

@ Ariarh, that's what I was thinking of as a 'tanner' Also I was looking at the possibility of hunting certain types of creatures to then make armor of their hides, that way working in the 'favored enemy.'

Darn, I was hoping for a giant squid :-)

I think whether he goes with a land or sea animal companion, will depend on where we're at in the adventure on the fourth level.

I want to play him that he doesn't know he's aquatic until something odd happens. Maybe he's about to drowned or something like that. It could happen in game, or if it would be a distraction, it could have happened before he applies for the colony...

edit: Of course the archetype Beastmaster would allow both...


The almost drowning backstory angle and finding about his aquatic heritage sounds cool and organic. I like.

We can discuss the option of a giant squid. ;)


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Okay, I have been thinking about it and I'm happy to also allow the following third party - Tripod Machine - classes:

Beastmaster
Corsair
Hunter
Scholar
Scout.


I'm not very familiar with a lot of 3PP, but at first glance those look cool. I will have to check to see if any of them combine animal companions and disable device like a ranger (beastmaster/trapper archetypes) would.


Okay, after some general discussion, I've decided to award everyone a straight, one-off +3 bonus to their hit points at first level. Upon 2nd level and higher, it'll revert back to average HP per class rounded up.


wow, thanks! I'm working on my ranger, should at least have the crunch done soon.


Sounds good to me :)

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