GM Kate's Ruins of Azlant (closed) (Inactive)

Game Master Kate Baker


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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.)

Purpose Creche examines the wand, holding it in hands covered in dust and mattress filling. His coat is similarly dirty.

"Hidden away like the spellbook. And the medallion resonates, but I don't know with what."

He takes in the abandoned bunks and remnants of a more hopeful time. "Neither yet help us answer your question, Cedar. Maybe there are more clues in the cottages."

If Karl's sitting pretty and the barracks have been scoured, on to A14?


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)

"Like they weren't planning to leave, or thought they'd be back soon."

A14 sounds good to me.


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Silt grips his singed hand and fondly waves goodbye to Karl, who makes a threatening gesture from atop the pile of corpses.

On to A14!

I added a Karl to the map, to show his location.

Grand Lodge

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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

A14 sounds good to me too! BTW did Toby ever open the clockwork spy? I don't remember what happened with that. But I'm hoping there's a clue in there because things aren't coming together yet for me and we're running out of locations to check!


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)

I have not attempted to open it yet. I didn't have Disable Device when we got it. Being first level, I'm not that great at DD, and I'm worried about breaking the thing, but I can try if you all don't mind the risk of destroying it.


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.)

We can hold onto it until we meet up with the other colonists, and I feel like that'd still be in character for Toby. Presumably somebody on the boat's got a decent Disable Device!


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)

Yeah, the Alchemist or someone. I feel like Toby has already forgotten about that thing, given how much has happened since he put it in his pocket.

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

Haha he forgot about it?! My worry is that it might provide a clue that is useful while we're still here in the colony. Can you take a 20 on it? I don't want to push you though. No pressure. Do what you think is best. But otherwise, anyone else have theories about what's going on? We seem to be getting a lot of the same in terms of clues.


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.)

Possibly related to Arkley? The ghost was screaming about him, and the left behind valuables seem like they belong to the non-Arkley faction. Not sure who the Feltons cleft (cloved? cleaved? inclieven'd????) to, but if they didn't support Arkely that'd be another piece of evidence against him since there was that wedding ring left behind.


Shadow of the Vault Lord || Extinction Curse

I don't want to spoil anything, but I will point out that I don't like "gotchas" as a GM. If there's something in particular that you need to find, or a connection that you aren't making, I promise I will nudge you in the right direction. This adventure will definitely keep you guessing for a while, so don't worry too much about piecing everything together right away.

You explore the cottages lining the crossroads of the town. There are no signs of struggle or violence, but chests are full of clothes, kitchens are full of cookware, and nothing seems to have ever been packed.

Is anyone on the lookout for any particular mundane items?


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'm not—just want to do my due diligence and make sure we've searched every area of the settlement before we had out to meet up with the others.

Purpose Creche picks up a few items from each of the buildings through which the group passes. He holds them for several seconds, absolutely still, searching for some sort of resonance or remnant of its owners.

"More unanswered question."


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)

No particular items Toby is looking for, but he will definitely sample any delicious-looking food he finds, like that awesome salted beef.


Shadow of the Vault Lord || Extinction Curse

There is definitely some food in the cottages.

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

Cool, thanks Kate. I just want to make sure I didn't miss anything.

Cedar detects for magic as he walks through the cottages, and pokes around in the various crates.

"I just don't understand why they all left. I mean, where would they even go?"


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Silt isn't looking for any mundane items in particular.

Strange… it feels strange being here too, in these peoples' homes and not their guests.

Doug H wanted to hit up A13, so I say we go there next! Karl's mom might be there! I'm sure she baked us a cake and can't wait to meet our brave crew.

Grand Lodge

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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 agree with Doug H. Let's check out the holes!


Shadow of the Vault Lord || Extinction Curse

Two dozen holes in the ground contain small fragments of leathery eggshells. One hole contains a human skeleton, bereft of clothing or equipment.

Purpose:
Based on your earlier knowledge check, this definitely looks like an ankheg breeding ground.

Cedar:
You spot a faint abjuration aura coming from a ring on the skeleton's finger.

DC 20 Perception or DC 15 Heal:
The bones of the skeleton are pitted, as if exposed to acid.

DC 18 Perception (different check):
Burrowing tunnels connect some of the holes.

Logistics note: the holes fit a Small sized creature. You can enter a square with a hole, but I'm going to count them as difficult terrain. Purpose can get in a hole if he wants, but everyone else is too big.


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.)

****************
The group walks north through weed-choked paths watched over by vacant, sightless windows. Purpose Creche speaks up when they approach the ruins of the chapel.

"One moment."

He enters the dim space, unaware of the lingering scent of blood and ash, and picks his way through the splintered pews scattered like an angry child's playthings. Kneeling over one pile of ash, he picks up a piece of the Parables of Erastil's charred and tattered cover. Guidance from vestiges.

He tucks the sad little scrap into a coat pocket and walks outside, back into the light of day. He pats his pocket with a small, sinuous hand, sending a puff of ash floating onto the light breeze.

"Memento and evidence of what happened here." He gestures northwards. "Let's continue."
****************


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.)

"Ah. Ankheg breeding ground," says Purpose Creche, getting a closer look at the field's numerous holes. He buzzes softly. "We'll need to think of more strange names."

He puts a hand on his sword's scabbard and walks carefully along the nests' southern perimeter. He stops for a bit when he spies the skeleton at the bottom of one the holes, tightens the straps on his shield arm, then hops into the depression.

He begins searching the remains. "Another colonist? But I doubt Karl's family disappeared them all."

If he can, he lifts the skeleton so that other scan pull it out of the hole.

Heal: 1d20 + 1 ⇒ (6) + 1 = 7
Perception vs. DC 18: 1d20 + 5 ⇒ (11) + 5 = 16

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

Cedar steps up to the skeleton.

"Poor guy, but he's got a magic ring he's not using," Cedar says as he pulls the ring off the skeleton's finger. Does Cedar need to enter that square or can he be adjacent?

"Looks like some burrowing creatures made these holes. Some of them are connected by tunnels." He turns toward Silt and raises an eyebrow.

Perception 1: 1d20 + 2 ⇒ (4) + 2 = 6
Perception 2: 1d20 + 2 ⇒ (20) + 2 = 22


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The origin of the Karls.

A breeze knocks Silt's hat over his eyes while he looks about; Llyu-Llyu scuttles into Silt's backpack.
Perception 1: 1d20 + 6 ⇒ (9) + 6 = 15
Perception 2: 1d20 + 6 ⇒ (2) + 6 = 8

One Karl is a good thing… many Karls may need to be moved along, with a big stick.

Silt draws his driftwood club and casts Shillelagh.


Shadow of the Vault Lord || Extinction Curse

Purpose:
When you enter the church, you hear a loud rapping, as of someone tapping on the wall. Nothing stops you from taking the scrap of book, nor do you see or hear anything else odd.

Cedar, adjacent is fine.


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.)

The clattering bones of the skeleton's elevation spark Purpose Creche's memory.

"Ah. I heard a rapping sound in the chapel. Like someone tapping the walls."

He lifts himself from the hole. "Maybe my rites weren't enough. Maybe Weatherbee's soul." He indicates the skeleton. " Hopefully this person's spirit rests more easily."

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

"Wait, what?" Cedar says, concerned. "When you were in the chapel just now? On our way here?"


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.)

The wyrwood brushes dust from his coat. "Yes. But such manifestations take time to return." He shrugs. "If that even is what it was. As Erastilian funerary rites, my understanding of hauntings is incomplete. Time will tell."

He kneels by the skeleton. "Was the ring engraved? Do we know who this was?"

The wind picks up, pulling the end of Sil'tchaak's incantation along with it. Purpose Creche lifts a hand to catch the locathah's hat.
"A good stick. Careful of your surroundings." He buzzes. "Be careful of your garments, too."

Grand Lodge

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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

Cesar's mis-matched eyes flash. "Time will tell?! How much time do you think we have?"

Waves crash against the shore and Cesar's hair, where it's unbound by his bandanna, blows in the wind.

"I guess it's not up to us to make this place hospitable on our own. We merely need to collect info and report back."

Ramona smilles, nodding her head in approval, telling Cedar what a good job he's done.

"I guess we don't necessarily have to make sure it's absolutely safe first, or even figure out what went wrong"

Ramona, hands on her hips, frowns in disappointment.

"But that would sure be nice." Cedars turns the ring over, looking for an inscription.


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.)

Purpose Creche's featureless face is as impassive before Cedar's anger as it was before Silas Weatherbee's savaged corpse, the colony's abandonment, Toby's exuberance, and Sil'tchaak's disgust. He holds the battered hat, errant straws twitching in the wind, and listens to the bearded man's words.

"We are making the site more hospitable. We've dispatched thieving aberrations. Swarming vermin. Goblin ransackers. Active threats are contained or removed. We've done much." He leans over the skeleton and uses one hand to push himself to his feet, turning towards Cedar. His voice is as quiet as ever, whispering like the Ancorato breeze.

"We only know so much. The other colonists have skills and context to help us turn what we know into a clearer picture of the situation. If the knocking is the spirit, it will continue to knock. It will manifest as it will. I'm not certain how to stop it. Caranth or Nurpico may."

His neck cranes backward, semiconical head and blank countenance turned upwards in the subtropical sun so that he can look at the angry man.

"For now, the colony is almost as safe as we can make it. But I understand your frustration. Before we head to the landing site, we can check the chapel. Add to our limited knowledge. Report a more complete situation. Be more likely to find the help we need. More likely to figure out what went wrong."


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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)

Perception 1: 1d20 + 5 ⇒ (15) + 5 = 20
Perception 2: 1d20 + 5 ⇒ (20) + 5 = 25

Do these holes smell similar to Karl?

Toby looks back and forth from Cedar to Purpose as they talk, his ears lowering a bit. I don't like it when my friends argue. Maybe I can change the subject.

"Those bones are weird, all pitted like that. Like someone dumped something caustic on them. What could have caused that, you think?" AKA me telling you about what was behind the first spoiler tag.


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Silt eyes the burrows and considers the eel lurking inside crevices of coral, waiting to strike from the dark.

He quickly ties a fist-sized rock to the fishing pole's line, then winds out a good length of line. He underhands the rock out into the field. After it finishes rolling, he starts reeling the line back in, attempting to mimic the vibrations of an injured animal on the ground.


Shadow of the Vault Lord || Extinction Curse

Silt, can you show me on the map where you are dropping the rock?


Silt would probably throw it as far up the middle as he could… let's see if he can actually hit his target square with a ranged attack!

[dice=Ranged "Attack" vs AC5, -10 for 5 range increments @45 feet]1d20+4-11[/dice]

Where did it Land?: 1d8 ⇒ 8

There is now a rock placed on the map in the position determined by the attack roll and dice.

He would then try to reel it in towards his square, avoiding the holes by angling the rod or yanking the rock over them.

Grand Lodge

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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

Cedar drags a heavy hand down his face, sighing. But then he laughs and turns to Purpose Creche.

"Did I not eat breakfast today or what? You're right. We did more yesterday than most people do in a lifetime. We should be proud of that. I'm proud of that. Thank you for reminding me. I just don't want to let Ramona and the others down. It's a lot of pressure I guess."

Cedar tightens the knot on his bandanna and gives a nod toward Silt.

"Now what's this shenanigans?" he asks, laughing.

I didn't mean to imply that Cedar was angry earlier. (Or that his name was Cesar). Well, maybe he had a flash of anger. But I certainly enjoy the way the scene played out!


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.)

No worries, anger's quite alright and a perfectly reasonable reaction to the situation! Also whoops, I'd forgotten who Ramona was~

Purpose Creche nods. "We have a responsibility. With your employment, you more than the rest." The wyrwood reaches up to pat Cedar's arm. The fine grain of his wooden hand is cool to the touch. "Don't worry over much; these are unusual circumstances, and reactions unusual in other circumstances are reasonable here."

Realizing he's still holding it, he drops Sil'tchaak's hat onto his head, where it immediately lists to one side thanks to his slightly conical cranium.

"As to the shenanigans. Toby, look at Silt's hand. Karl singed it. I expect his family singed these bones." He reaches into his coat and pulls out the dark wooden splinter. "We may meet them shortly."


Shadow of the Vault Lord || Extinction Curse

GM screen:

Purpose Creche: 1d20 + 5 ⇒ (2) + 5 = 7
Cedar Cruise: 1d20 + 2 ⇒ (4) + 2 = 6
Toby Hawthorn: 1d20 + 5 ⇒ (14) + 5 = 19
Sil’tchaak: 1d20 + 6 ⇒ (7) + 6 = 13
rumble: 1d20 + 10 ⇒ (1) + 10 = 11

Toby and Silt, you each start to notice a rumbling under the ground.

Initiative:

Purpose Creche: 1d20 + 3 ⇒ (8) + 3 = 11
Cedar Cruise: 1d20 + 0 ⇒ (13) + 0 = 13
Toby Hawthorn: 1d20 + 3 ⇒ (2) + 3 = 5
Sil’tchaak: 1d20 + 1 ⇒ (6) + 1 = 7
Mama Ankheg: 1d20 + 0 ⇒ (8) + 0 = 8

The source is immediately clear as a much larger version of Karl bursts through the pitted ground. She glares with disappointment at the rock, but then turns her gaze to the intruders.

Surprise Round Intiative

Mama Ankheg
Silt
Toby


I am assuming with the Ankheg fishing shenanigans Silt's buff isn't up anymore (it's 1 minute long). That seems fair to me.

Intoning in Aquan, Silt slowly trickles a pinch of pale coral-dust into the wind.

He is spontaneously casting Enlarge Person (full round action), using his final spell slot for the day.


Shadow of the Vault Lord || Extinction Curse

That's up to you and however long you think you would have spent checking out the body before trying to lure it out.


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Yeah, I think Silt lost the buff; I mean, everyone knows that Ankheg fishing takes time and patience, right!? :)


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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)

"Woah, it's a giant Karl!"Toby rushes along the edge of the holes, trying to get close enough to shoot.

Move action


Shadow of the Vault Lord || Extinction Curse

Cedar, did you put the ring on?

Regular Initiative

Cedar
Purpose

Mama Ankheg
Silt
Toby


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.)

"We don't have enough salted meat."

Purpose Creche points the splinter at Karl's Sr. the adult ankheg.
Burn.
The relic's warmth fills his hand once more.

A fiery beam streaks over the nests...: 1d20 + 4 ⇒ (11) + 4 = 15 vs. touch AC
...and sears its way into the creature's carapace, sending an acrid cloud of vaporized exoskeleton bursting into the air: 1d6 + 1 ⇒ (4) + 1 = 5 fire damage.
Hopefully that hit!

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

Yes, Cedar put the ring on!

Cedar moves forward and summons Hank, the celestial eagle!

”Hank, enemy to all bugs, give us your aid!”

Hank appears beside the mama ankheg and attacks! ”Skree!” Smiting, if evil, +1 on damage.

Talon: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d4 ⇒ 1
Talon: 1d20 + 3 ⇒ (7) + 3 = 10 damage: 1d4 ⇒ 2
Beak: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d4 ⇒ 2


Shadow of the Vault Lord || Extinction Curse

Purpose's ray of fire strikes true! Hank appears next to Mama Ankheg, but his attacks bounce off her thick shell.

She turns and bites at the annoying flying creatures.

chomp!: 1d20 + 5 ⇒ (13) + 5 = 18
crunch: 2d6 + 4 ⇒ (3, 4) + 4 = 11 and sizzle: 1d4 ⇒ 3 acid

grab: 1d20 + 11 ⇒ (12) + 11 = 23

She turns to move underground with her prize, but stands in bewilderment when the critter disappears, back to the celestial realm.

Everyone is up!

Cedar
Purpose

Mama Ankheg -5 hp
Silt
Toby


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)

"Oh shit! Look what it did to Hank! Maybe we oughta get out of here guys!" Toby says, nervously watching the ankheg while unleashing a torrent of water at it.

Kinetic blast, PBS: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
damage, PBS: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

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

Cedar laughs.

”Don’t worry Toby, the plane of celestial eagles is endless! Ralph, twin brother of Hank, help us!” Another eagle appears and attacks! Smiting, if evil, +1 DMG

Talon: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d4 ⇒ 3
Talon: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d4 ⇒ 1
Beak: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d4 ⇒ 1

Cedar is going to burn through all his summons at this rate...


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)

Even if all that does is buy us time for Purpose to keep burning it and me to hit 2 out of ever 5 shots or something, that's not so bad.


The last of the powdered coral tumbles away into the wind. Silt moves alongside Toby.
Standard: finish the full-round spell. Move: 15' to Toby.

I see where Karl learned bad manners. Maybe I should stand guard while you attack from far.


Shadow of the Vault Lord || Extinction Curse

Ralph, avenging his twin brother, bites the ankheg! Not evil.

Cedar
Purpose
Mama Ankheg -6 hp
Silt
Toby


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.)

Purpose Creche watches the ankheg's brutal jaws turn Hank into a quickly-fading pile of celestial feathers. "We may not have the chance, Toby."
From my previous Knowledge check for Karl, do I have any idea how fast an adult ankheg moves?

Sear. The splinter again pulses with heat and light, and another burning ray sends a brief.

Energy ray: 1d20 + 4 ⇒ (6) + 4 = 10 for 1d6 + 1 ⇒ (4) + 1 = 5 fire damage.


Shadow of the Vault Lord || Extinction Curse

Sure. Ankhegs have a land speed of 30 ft. and a burrow speed of 20 ft. They're very territorial, though, and there's a good chance she might not follow you out of her field.

Purpose's ray of energy strikes true once again!

The ankheg looks in utter confusion at the eagle identical to the one she just chomped. She bites at this one, triumphantly connecting, and again baffled when her snack disappears.

chomp!: 1d20 + 5 ⇒ (18) + 5 = 23
crunch: 2d6 + 4 ⇒ (4, 2) + 4 = 10 and sizzle: 1d4 ⇒ 1 acid

Cedar
Purpose

Mama Ankheg -11 hp
Silt
Toby

Grand Lodge

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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

”What did I say Toby? Endless.”

Another eagle appears, this one wearing a red scarf!

”It’s Jerome, distant cousin of Hank and Ralph!” I’m going to have an entire family tree drawn by the end of this encounter...

Jerome attacks! ”Skree!”

Talon: 1d20 + 3 ⇒ (2) + 3 = 5 damage: 1d4 ⇒ 3
Talon: 1d20 + 3 ⇒ (3) + 3 = 6 damage: 1d4 ⇒ 4
Beak: 1d20 + 3 ⇒ (19) + 3 = 22 damage: 1d4 ⇒ 3

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