GM Kate's Ruins of Azlant (closed)

Game Master Kate Baker


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Ruins of Azlant || Acts of Association

It has a Swim speed and a high bonus, so it can't fail against the DC 17 attack roll, which is what I imagine the target is in lieu of a trip attempt.

Grand Lodge

CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin

I’m not trying to hold things up. Cedar will go through either door, once there’s a consensus. I can write something that makes sense for him either way. Obviously, going through the cave will be more dramatic for him and someone else will probably have to lead the way.


Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
Cedar Cruise wrote:
I’m not trying to hold things up. Cedar will go through either door, once there’s a consensus. I can write something that makes sense for him either way. Obviously, going through the cave will be more dramatic for him and someone else will probably have to lead the way.

I think Purpose's reconnaissance makes good sense and we can decide our next step once it's resolved.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I'd also be totally fine if Cedar did "hold things up" for a while - it sounds like confronting a hag is a Big Deal for him, so to me it makes sense to spend time working through that!
Purpose is just ignoring his "care about other people" training because he's confronted with intriguing historical and religious stuff, so he's selfishly suggesting the front door.


Ruins of Azlant || Acts of Association

Yes, Cedar is fine! I wasn't trying to get you to hurry up, just making sure that the party isn't waiting on me.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Just making sure errbody knows that Andrew's totally fine with rushing to unchain the cyclops, and I think it's a great character moment. Purpose is just calculating and only intermittently empathic!


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Same with me; I'm good with it, but Toby is a scaredy-dog.


Ruins of Azlant || Acts of Association

Chronicle Sheets for Book 2 are here. We're not totally done wrapping up, but the end of this one basically runs right into the start of the next one, so go ahead and start leveling your characters up to 7!


Silt's Level up

+1 ride
+1 perception
+1 sense motive

Feat: furious Focus

Level 4 spell and domain spell.


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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Sil'tchaak wrote:
Whale are not owl. The extra pieces come out the other end, Riku.

What, Silt's never heard of ambergris? And here I took him for a perfume connoisseur :P


Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)

Toby's all leveled up. not much new at 8th: BAB +1, new skill points, and a new utility wild talent that lets him effectively hold monster on water elementals and such.


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

I now have iterative attacks, a 14 Wisdom, and put 3 additional skill ranks into Knowledge (dungeoneering)!
I also got the magic circles and outsider contact class features, which I'll probably switch out for story reasons at some point!


N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Questions about the mind eye scouting! I'll summarize what I understand, then ask specific questions.

GM Kate wrote:
C7: The smell of oil and grease fills this room, where armorplated statue heads, limbs, and torsos as well as gears of all sizes have been placed on stone shelves. A nearly complete body consisting of similar gears and armor plates lies face down on a stone table with a large key embedded in a clockwork mechanism in its back.

C7: The room northwest of us, with a clockwork creature inside.

GM Kate wrote:
C9: Gears, hammers, shears, springs, tongs, and plentiful other tools and components lie scattered on shelves and on the floor of this room. The room’s main features are a large hearth with a darkened metal hood and exhaust duct above it, and an anvil placed in front of it. A single steel gear is lying on the anvil, and right next to the anvil is a stack of metal tablets with cogwheel-shaped indentations of different sizes on them.

C9: A forge/smithy for making clockwork parts.

—Are the metal tablets with cogwheel indentations some kind of jig/pattern, or are they something else?
Possible Knowledge (engineering) to know more: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18

GM Kate wrote:
C2: Finely crafted but timeworn marble furniture adorns this spacious office.

C2: Just an office!

GM Kate wrote:
C10: The walls of this gear-shaped room have seven alcoves, each five feet deep and fitted with a horizontal metal shaft. Each of the hollow, cylindrical shafts has six notches cut around the outer edge. In three of the alcoves stands a trio of intricately sculpted metal statues, one in each alcove.

C10: A gear-shaped room. Three metal statues, seven alcoves with horizontal shafts.

—The shafts span the sides of the alcove, basically crossing from one wall to another?
—“...six notches cut around the outer edge.” What’s the orientation? I’m picturing six notches on the outward-facing surface of these horizontal shafts such that a gear, oriented perpendicular to the floor, would “slot into” the shafts and maybe turn them.

GM Kate wrote:
C11: Three fifteen-foot-tall cylinders of polished bronze each stand on a dais in this long, curved room. The bronze shells look sturdy and heavy, and sizzling arcs of lightning can be seen and heard dancing along the surfaces of the containers. Silvery lines set into the floor connect these containers, and tiny embedded crystals pulsate with a dim light every few seconds.

C11: Long, curved room. Three 15’ tall bronze cylinders with lightning dancing across their surface. Silver tracery in floor connects the cylinders.

—Is the lightning confined to each cylinder? Or is it jumping between them like a Tesla coil?
—“Tiny embedded crystals pulsate with a dim light every few seconds.” Are these crystals embedded in the silver tracery, the cylinders, or something else?
—Do I know what the crystals are? Possible Knowledge (engineering): 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24

GM Kate wrote:
C12: Two stone cabinets stand against the south wall of this chamber. A few ancient robes lie crumpled in the room amid fine, colored dust and other debris.

C12: Two stone cabinets, some multicolored dust, and crumpled robes.

—Would I know of any significance to the fact that the dust is multicolored?
—Could I tell if someone was disintegrated here?
Possible Knowledge (arcana): 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Possible Spellcraft: 1d20 + 16 ⇒ (4) + 16 = 20

GM Kate wrote:
C13: Stone shelves on the walls of this storage room are full of jars and vials of different sizes. A sweet but musty smell hangs heavy in the air.

C13: Stone shelves, lotta jars and vials, sweet and musty smell.

—Could I identify the source of or reason for the scent? Possible Knowledge (nature): 1d20 + 6 ⇒ (11) + 6 = 17

GM Kate wrote:
C6: Many long bookcases of fine marble stand side by side in this room. Some of the shelves have been smashed to pieces, and countless marble fragments and remains of ancient documents are strewn about the floor. The few surviving books and other documents on the shelves look wrinkled and fragile. The air in this room is stale and reeks of mold.

C6: Lots of marble bookcases, and stale air that reeks of mold. Many bookcases are smashed and many documents destroyed. The few intact books seem fragile.

—Could I identify the source of or reason for the smell? (assuming it's not just damp getting to the paper) Possible Knowledge (nature): 1d20 + 6 ⇒ (13) + 6 = 19
—Could I identify the subject matter of the books?
—Would the books disintegrate even if we handled them delicately?

GM Kate wrote:
C5: The steep stairs in this wide hallway connect the upper temple to the lower temple 30 feet below. Purpose thinks he sees some creatures lying in wait in the water.

C5: Lurking creatures, wide hallway w/ steep stairs.

—These are the stairs in the wide hallways just around the corner from us, correct?
—They head downwards and to the east?
—Assuming the above is correct, which hallway are the creatures lurking in: north or south?

GM Kate wrote:
C4: Battered steel chests lie scattered across the floor of this vault, their contents strewn throughout the room. The thick stone walls are reinforced with steel bars and look nearly impenetrable, but the door to the vault has been torn off the hinges.

C4: A vault! The door has been torn off its hinges, steel chests inside.

—Are the steel chests are unopened?
—Does the battering look like the result of someone trying to open them?


Ruins of Azlant || Acts of Association

Purpose recognizes that the colored dust in the robe room is the decayed remains of multi-colored robes. He surmises that the robes that remain are magical in nature.

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