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

Game Master Kate Baker


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They must be in hiding… or worse. These tools are the means by which they'll feed and clothe the community, worth far more than any treasure here and not something they'd leave behind. To the well?


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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)

"Yeah, let's go to the well! I'm pretty thirsty after all that delicious salted meat!"

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

To the well!


Ghost Level Delve || Extinction Curse

At the center of the colony, in front of the Town Hall, is a public well. It is one of two in Talmandor’s Bounty, the other being located at the Levin Farm. The well water is clean and potable, and the rope and bucket are still intact.

Just southwest of the well is a wooden scaffold with a set of steps. It looks suitable for use as a platform to address a large crowd, though it would take minimal effort to convert it into a gallows. North of the scaffold is the remnant of a well-used community fire pit surrounded by stones, large enough for a reasonably sized bonfire. Most of the ashes in the central fire pit have been rained on repeatedly and are now mixed in with the soil. It is clear that no fire has been lit here for weeks.

To be clear, the well where the choker tracks came from was the one on the Levin Farm. It is also now early evening.


Silt walks around looking for any more recent tracks, or anything else out of the ordinary. If he doesn't find anything he'll peer down into the well.

if needed, survival:

Survival: 1d20 + 6 ⇒ (3) + 6 = 9


Ghost Level Delve || Extinction Curse

You don't see any tracks around the well. You don't see anything interesting inside the well, either.


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, now feeling the desiccating effects of the salt in the meat, hauls up a bucket of water and drinks deeply, water spilling messily down the sides of his mouth.


Seems there's no squid-people in this one.

Silt draws water from the well, has a taste straight from the bucket, and leans against the stone, looking to see what the rest of the group does.

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

Oh, I thought the choker came from this well. I didn't realize there were two. Do we want to check the other one?

Cedar steps up and detects for magic in the well.

"Can't be too sure around 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.)

Oh, I missed that the choker came out of a well! Hmm.

Purpose Creche indicates the two buildings southwest of the group. (A6, the thrice-gabled log cabin, and A7, the long building with shuttered windows and a slightly ajar door)

"These two are more finished than many of the other structures. They may have hosted colonists of status. Their contents may be better preserved."

He partially unsheathes the Azlanti longsword, its pale green light glistening off the damp well stones and Toby's dripping muzzle. "It's not yet dark, but evening comes. Should we search these last two before heading back? We could recuperate and report our findings. If that creature came from the Levin well, it could be safer to search it when we're rested."
A7 since it's closer?


Ghost Level Delve || Extinction Curse

Moving on to A7 without a second so I can get this posted before work.

Simple wooden furniture is in disarray throughout this residence. Tables and chairs are knocked over and pushed aside, though none appear willfully broken. Articles of clothing and household items are scattered across the floor as if they were examined briefly and discarded. A large pallet bed is visible in a separate room through an open interior door. A third room with no windows is next to the bedroom but is completely empty.

Although the home has been ransacked, there is no evidence of foul play or personal violence. A casual search reveals any number of common domestic items, such as boots, spare cloaks hung on pegs, cookware, and plates and mugs—sundries that one might find in any dwelling. You spot a gold wedding band left sitting on a windowsill. “My dearest Livvy” is engraved on the ring’s interior.

In the empty room, you discover a few large circles on the floor where no dust has accumulated. The bare circles correspond to the size of an average wooden barrel, if set upright on end. No barrels can be found in the house, although there is a clear path to the door.

Finally, in the bedroom, you find a small metal chest shoved far under the bed and against the wall. It is locked.

Outside the building, you see the choker's tracks heading to Levin Farm.


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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 picks his way carefully through the disorganized scene. He points to the various items of note.

To the myriad mundane items: "Prosaic possessions"
To the ring on the windowsill: "Tender torus"
To the bare barrelspots: "Pilfered potables"
To the locked and hidden metal chest: "Preserved provisions-preferrer's prize."

The wyrwood freezes for a second, then shakes his head. "I'm sorry. This experience has put me in an odd mood." He puts a hand to the sheathe and another on his new sword's pommel, partially revealing the blade once more to light the dimming room. "Cedar, do you recognize the name 'Livvy'"? It was not in Una's note."


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)
Purpose Creche wrote:
"It's not yet dark, but evening comes. Should we search these last two before heading back?"

Toby scratches his head, a puzzled look on his face. "Head back where? I thought the ship was sailing around to the other side of the island so people wouldn't freak out about the missing colonists. Weren't we supposed to hike to meet them?"


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 shakes his head again. "You're right, of course. And a long walk is more reason to stop for the day after the next building."

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 puts a hand to his bearded chin, thinking. ”Livvy, Livvy. Perhaps I’ll remember something.” I’’ll have to defer to Kate!

”But, yes, the landing party is in the next bay over, to the northwest of here. I know the way. But it’s about a six hour hike under the best of conditions, and as Purpose said, the sun is setting. I can see in the dark, but I’m not sure about the rest of you. Perhaps we should think about camping here over night?”


Ghost Level Delve || Extinction Curse

You check the charter, and Adran and Livvy Felton were listed as priests. Also, I missed answering you that there was no magic at the well.


Let's rest here and explore the remaining houses to,orrow. Silt will eat the last two magic good berries. Can we also get that chest open?

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

Thanks Kate!

Cedar walks through the house, detecting for magic.

”Are we assuming the choker ransacked this place? And if so, it must have been after the colony had already left. It probably had its run of the place.” He picks up an overturned chair. “I’m just trying to put together a timeline of events. Ramona is going to want some kind of explanation from us, or at least from me, and I’m not sure I understand enough about what went on here yet.”

Suddenly, he snaps his fingers, ”I remember now, Adran and Livvy Felton were listed as priests. Perhaps this was their home.”


To be clear silt is suggesting we hole up HERE for the night, or another house. Also, I think we have locations left to explore and would suggest we not head back until our investigation is complete. Also happy to push on if it's still pretty early, but Silt won't want to be dealing with fatigue and such.

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, I agree. Cedar doesn’t know enough yet to leave, and he’s worried about folks traveling in the dark. He’s happy to explore more and camp in the village.


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)

"Hm. Hope this box has something more exciting than a boring old suit in it." After a cursory examination, Toby sets down to opening the locked chest.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Disable Device: 20 + 7 = 27


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 holds his blade up in front of him and examines the ring in its light.

"I agree that this place's state is the choker's crime of opportunity. And as you've all said, we have unanswered questions." He tucks the ring into a pocket and sheathes his sword. He reaches into his coat and lays a hand on the fragment of dark wood.

He stands still for a moment. Progenitor, you have always been a metaphor. Shine your light on this situation.

Four silver flecks, like sparks from a forge, appear above Purpose Creche's head. They slowly drift to the corners of the room. By their light, he begins tidying up while Toby picks the lock.

"Good points. Best to do a complete search before heading to the Peregrine. This location is defensible. Let's check a few more places before it gets too dark and you all are exhausted. Then we can rest here. The Feltons won't mind."

Yep, let's search a few more places until we're out of resources or it makes story sense, then sleep chez Felton. And I don't think I'll ever play a caster who doesn't take dancing lights if they're able, the visuals are too fun!


Let's move on to A6, the log cabin next door with three thatched gables.


Ghost Level Delve || Extinction Curse

The small chest contains five bags, each of which holds 5 pounds of powdered silver (worth 25 gp each); four blocks of incense (worth 25 gp each); and a pouch with 100 gp worth of diamond dust.

DC 12 Knowledge (religion):
These are expensive material components for bless water, augury, and restoration, respectively.

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
Sil'tchaak wrote:
Let's move on to A6, the log cabin next door with three thatched gables.

Sounds good!


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 Toby remove the items from the chest.

"Ah, unsurprising for a priest's home. They're magical reagents: silver for holy water, incense for limited divination, and diamond dust to heal afflictions. Though there are usually inscribed bones or similar focus components for such divinations, which seem to be missing." (bless water, augury, and restoration)

He stands. "They may turn up in other places. Let's continue."
Seconding a move to A6!

Knowledge (religion): 1d20 + 8 ⇒ (5) + 8 = 13


Ghost Level Delve || Extinction Curse

The interior of this building suggests a modest place of worship—not quite a temple but more than a mere shrine. A table near the center of the west wall appears to serve as an altar, draped in a white but dusty cloth. Behind the table, a large wood carving of a humanoid figure with a stag’s head leans against the wall. Two rows of benches face the altar, although some have been knocked over and two piles of ashes are visible in the aisle between them. Scattered throughout the room are assorted objects related to public worship, such as a chalice and a ceremonial rod. An ornately carved longbow hangs on the wall near the altar, as if on display.

Against the north wall is a smaller shrine. Nearby is a wooden statue roughly three feet tall that depicts a male half-human and half-avian creature. One carved wing hangs partially broken from the statue.

DC 10 Knowledge (religion):
The carving with the stag's head represents Erastil.

DC 15 Knowledge (religion), separate check:
The avian statue represents Talmandor, the agathion patron of Andoran.

DC 15 Survival:
There is a trail of blood between the front door and the large altar by the stag's head carving.
DC 20 Survival
Spoiler:
The blood is old. No one has entered in a week.

Toby:
You get a faint smell of rotting flesh, coming from somewhere near the large altar by the stag's head carving.

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

"What happened in there?"

survival: 1d20 + 1 ⇒ (1) + 1 = 2


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.)

"A choker wouldn't be interested in Erastil. Maybe the other figure? Or was this a more deliberate act?"

Purpose Creche kneels in front of the piles of ash and sifts through them, hoping to find some clue as to their source.

1st Knowledge (religion): 1d20 + 8 ⇒ (18) + 8 = 26
2nd Knowledge (religion): 1d20 + 8 ⇒ (4) + 8 = 12
Survival: 1d20 + 1 ⇒ (13) + 1 = 14


survival: 1d20 + 6 ⇒ (6) + 6 = 12

:/

Silt carefully moves into the center of the room.


Ghost Level Delve || Extinction Curse

As Purpose sifts through the pile of ash, he finds the partial cover from a book, which must have been burned. The title reads "Parables of Erastil." The other pile of ash doesn't have an intact cover, but as you sift through the burned pages, you've all spent enough time in Andoran to recognize "On Government," a political treatise written in a poetic style.

DC 10 Knowledge (religion):
"Parables of Erastil" is a common text of worshipers of Erastil.

DC 12 Knowledge (history) or (local):
"On Government" played a part in Andoran's People's Revolt and sparked the Red Revolution in Galt, allegedly inspired by conversations with Talmandor himself.

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 moves in and detects for magic.


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)

"Something smells funny in here, like rotting meat or something. Over by that big altar."


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)

survival: 1d20 + 1 ⇒ (11) + 1 = 12

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

At the mention of rotting meat, Cedar draws his rapier.


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Seeing the wisdom of Cedar's actions, Silt draws his club.


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 mutters to himself when he uncovers the burned books.
"Statue's vandalized, holy text burned. Intentional..."

When he notices others' tension, he stands and draws both sword and splinter. (sword mainhand, splinter offhand) He moves to the west, keeping some distance from the altar but hoping to get into a flanking position in case something attacks.
Knowledge (religion): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (history): 1d20 + 8 ⇒ (1) + 8 = 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

”Strange that they would vandalize their own place of worship. Is this more proof of infighting or could it be proof of an outside influence?”


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 priests' home was ransacked, and this temple's received similar treatment. Maybe they took sides in the power struggle between Eliza and Rayland."

Grand Lodge

2 people marked this as a favorite.
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

”Or maybe I’m wrong about people,” Cedar says, and the point of his rapier dips as his shoulders slump. ”Maybe people can’t live in peace and harmony, they can’t start over fresh and new, without violence and fighting. Maybe that’s what I should report back to Ramona. That there’s no point to any of this, that it all ends in death and blood anyway.”


Silt silently puts a webbed hand on Cedar's shoulder for reassurance, then walks over behind the altar.

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 lets out a sigh of laughter when Silt touches him.

”Sorry, I’m just tired. It’s been a long day. Let’s figure out what’s going on here.”

He follows Silt to the altar.


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)

That smell is off. Maybe someone left some food out? Yeah right, maybe that's all that is...

Toby seems to be having trouble shaking a bad feeling about that smell, but hesitantly follows the others as they approach the altar.


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Ghost Level Delve || Extinction Curse

As the group draws closer, you realize that the white cloth is covering a structure that’s not built like a table as you would expect, but more like a box.


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Hesitating a moment, Silt mutters desecrated is desecrated, and quickly rips the sheet off the "altar."

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

OK, hold on. Is this a square box, like the way some people might use a box as a table if they put a tablecloth on it? Or is this a rectangular box that’s more like a coffin with a white sheet over it? This could be an important distinction.
Oh, ninja’d by Silt. I guess we’re about to find out!


Ghost Level Delve || Extinction Curse

You remove the white cloth, and see a large box with religious carvings on the front face.

GM screen:

Purpose Creche: 1d20 + 5 ⇒ (1) + 5 = 6
Cedar Cruise: 1d20 + 2 ⇒ (5) + 2 = 7
Toby Hawthorn: 1d20 + 5 ⇒ (16) + 5 = 21
Sil’tchaak: 1d20 + 6 ⇒ (9) + 6 = 15

Silt, you see a sliding panel on the backside of the box. Toby, the smell is a little stronger with the sheet gone.


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: 1d20 + 5 ⇒ (2) + 5 = 7

"Unnhhh...whatever that smell is, it's coming from in there."

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

Did Cedar detect anything magical?


Ghost Level Delve || Extinction Curse

Sorry about that. The longbow up on the wall is magical (trasmutation). All the holy symbols and statues probably give you a faint aura of divine magic.

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