GM Rinaldo's Ruins of Azlant (Inactive)

Game Master The Great Rinaldo!

Campaign Journal | People and Places of note | Maps and Images | Distance Calculator
Gervase's Loot Sheet | Aquatic Combat rules


101 to 150 of 1,316 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive

Can Arcilde identify the aura on the book? She'll study the clockwork later.

Arcilde tosses the bag with the clockwork into her dropsack and hefts it over her shoulder. Which building shall we check next?


The Midnight Mirror

Identifying auras requires Knowledge (arcana), unfortunately.

If you have specific targets in mind to search, let me know. Otherwise if you want to do a thorough inspection, we can do a sequential tour.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none
Gil wrote:
With that Gilstrom pushes for the next building over to the south with the intent of working through the walled-in buildings in a circle.

Gervase links arms with Arcilde. “Just follow that gnome, Ms Smith!”

“His legs are too short to run away from us.”


The Midnight Mirror

Somehow I missed Gilstrom's suggestion of going around the plaza. That works for me!

Walking south from City Hall, you see the name “Arkley” carved into a wooden sign nailed next to the doorframe of a log cabin. You recognize the name Arkley, or specifically Rayland Arkley, as the leader of the first group of colonists.

A single, closed door faces northwest, and the structure has two wooden-shuttered windows. The architecture is otherwise the same as many of the other buildings.

The door is shut and latched, but not barred. The inside of the house is relatively organized and tidy. It contains plain wooden furniture, with simple amenities such as wall racks for weapons and armor, a modest dining table and chairs, and a sitting chair with a makeshift cushion and footstool. A separate bedroom features a wooden bed frame and pallet mattress, a boot rack, and a large unlocked chest of folded clothes and other personal items. The entire house is a study in normalcy, though Gervase finds just enough dust to ascertain that the house has not been entered for 3–4 weeks.

GM Screen:

Gilstrom: 1d20 + 6 ⇒ (7) + 6 = 13
Gervase: 1d20 + 6 ⇒ (18) + 6 = 24
Arcilde: 1d20 + 3 ⇒ (13) + 3 = 16
Lily: 1d20 + 4 ⇒ (7) + 4 = 11

Glancing upward, Gervase spots the corner of a sheet of folded parchment resting on top of a crossbeam, nine feet above the floor. Pulling a chair over and helping each other up, you discover that the parchment is actually four sheets that have been folded together and tightly creased. When unfolded, it proves to be the Talmandor’s Bounty colony charter. This legal document declares the island and the colony to be under the protection of the nation of Andoran, outlines the colony’s relationship to the Bountiful Venture Company, and enumerates the rights and responsibilities of all colonists. It bears the sealed signature of three members of the People’s Council, representatives of the Bountiful Venture Company, and every colonist that came aboard the Liberty’s Herald. You signed a similar document before joining the colony.

Further search locates a silver pocket watch in the cushions of one of the chairs. Such timepieces are rare in the Inner Sea region, and this one also functions as a compass. It is quite intricate, and probably extremely valuable.

Finally, tucked under the mattress in the bedroom is a fifty page spellbook, about two-thirds used. Inside the front cover is an arcane mark that reads, “Hendrake.” Checking the charter, you find one of the colonists was named Una Hendrake. Additionally, a spell component pouch is tied to a brass ring bound into the spine of the book.

I've noted these items on the loot tracking sheet for reference. Let me know if you want to do anything else in the governor's house before moving on.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none

“The compass will come in handy if we have to travel overland to meet up with Ms Avandth at the ‘Plan B’ landing site.”

Gervase gestures at the inside of the governor’s quarters. “I guess this place will be hers.”

“Are we ready to check out the next building?”

Take 10 Perception: 10 + 6 = 16


The Midnight Mirror

Moving forward; if you have anything to say or do before leaving the Governor's House, go ahead and do so.
-------------------------

Moving south from the Governor's house, you pass a large gate set in the fence that can be barred from within. The gate is open, however, and the large wooden bar leans against the fence. Beyond the gate is an unpaved road where homes have been built or are in various stages of construction.

The next building is is a long, rectangular building that also appears to be a home, though larger than those beyond the palisade to the south. It has three windows, all covered with wooden shutters, and a single door facing northwest, which is unbarred and slightly ajar.

Simple wooden furniture is in disarray throughout the 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.

GM Screen:

Gilstrom: 1d20 + 6 ⇒ (15) + 6 = 21
Gervase: 1d20 + 6 ⇒ (20) + 6 = 26
Arcilde: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Lily: 1d20 + 4 ⇒ (16) + 4 = 20

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. In the main room, Arcilde find a gold wedding band left sitting on a windowsill. “My dearest Livvy” is engraved on the ring’s interior. There are no other direct clues as to who lived here, but there is only one “Livvy” listed on the town charter you found.

Gilstrom, close to the ground, notices 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. This prompts Gervase to look more closely outside, where she sees an odd set of tracks that appear to be about a week old. One set is wide, heavy, and flat, as if something were pushed or rolled; set within that track is a set of odd, starfish-shaped prints. The tracks lead south down the road, where they become harder to see. Let me know if you want to follow these further now, or just note them for later.

In the bedroom, Lily spots a small metal chest shoved far under the bed and against the wall. The chest is locked.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none
Outside Livvy’s house wrote:
An odd set of tracks ... One set is wide, heavy, and flat, as if something were pushed or rolled; set within that track is a set of odd, starfish-shaped prints.

“I’m going to assume the person that left these tracks wasn’t wearing novelty slippers.”

“Could unconscious people have been carted off by a marine aberration? Though I note the tracks head south, rather than directly back to the sea.”

Is that right, GM?

Gervase frowns. “It’s starting to look like foul play was involved. I think we should speed up our search for resources, in case there are people that need rescuing.”

Have we slowed a little? Or is everyone busy with Thanksgiving/holidays?


NG Female Human Kineticist 4 HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

Sorry guys, I haven't been getting updates for some reason! Super weird. :(

Lily calls out.

Hey guys! Found another lock box! Gilstrom, you mind using your hammer?

She brings it to her friends in the main room and looks at the starfish shaped footprints.

Star shaped feet? I'm guessing more tentacles.


The Midnight Mirror
Gervase Goldhawk wrote:

“Could unconscious people have been carted off by a marine aberration? Though I note the tracks head south, rather than directly back to the sea.”

Is that right, GM?

That is in fact what they do.

I suspect we are having "back from the holiday" recovery mixed with "paizo new message flags not happening".


LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive

It doesn't sound like we're seeing any evidence that people were injured--is that correct?


The Midnight Mirror
Arcilde wrote:
It doesn't sound like we're seeing any evidence that people were injured--is that correct?

Corect - so far you see no evidence of that.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none

Well that explains it! :)

Lily wrote:
Star shaped feet? I'm guessing more tentacles.

“Hoping, you mean.”

Gervase scurries over to help Lily carry the box. “Another nail in your larcenous coffin, Gil.”

“Once we’ve searched it (the inside I mean, Hayseed ;) should we move onto the next house? I’m hoping we'll get more info on what happened before trying to track something we know little about.”

“Thoughts?”


NG Female Human Kineticist 4 HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

Lily blushes blight red.

Why you.... ugh.

She shakes her head and bites down on her grass stalk for a moment.

We should finish searching the houses. Whatever made off with the barrels didn't do it so recently that we'll change things by running off now rather than in a few minutes.


The Midnight Mirror

You pull the chest out and realize it is mostly made of metal, which will make cracking it open much harder than the wooden box was.

The tools you have available will not be sufficient to do more than dent the box, unless you want to risk destroying whatever is inside.

Leaving the opening of the box for later, you move on to the next building. This large building is durably built in a log cabin–style construction with a thatched pitched roof and three gables. Its several open windows are uncovered, and the sole entrance on the east side of the building is bereft of a door. A small porch covered by a gable shelters this door, though the porch has not been swept and dirt and dust have started to accumulate, while one end of the gable is starting to sag from neglect.

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 wood carving behind the altar represents the deity Erastil.
DC 15 Knowledge (religion) or Knowledge (planes):
The wooden statue near the smaller shrine is the agathion patron of Andoran, Talmandor, also the namesake of this colony.

Things you can note just from glancing around inside the entrance:

DC 15 Survival:
A trail of dried blood runs between the altar and the front entrance.
Make above check by 5 or more:
Nothing has entered this place in the last few weeks, or possibly a month.

Let me know what you want to inspect or where you want to go.


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

Sorry guys not sure how I msised a post yesterday.

"Ransacked... strange tracks. Beg your pardon ladies, but despite the horrific disappearance of our fellow colonists is this ever exciting, wowee! I can't wait to tell Peresphone about this!"

He thinks. "Maybe we should go look at the gobpus and see if the tracks match. Later though, more to explore. And it's Gilstrom, I've already shortened my name more than is reasonable for human consumption."

Gilstrom pushes southwards on to the next building in the circular community.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none

What the heck could ‘Gilstrom’ be short for? Gilstromboli??

“Can anyone detect magic? I’d like to have a quick look at the longbow please, Gilstrom.”

Untrained Knowledge (religion): 1d20 ⇒ 11
Survival: 1d20 + 6 ⇒ (7) + 6 = 13

“I know from school that the stag-headed statue represents the deity Erastil. His favored weapon is the longbow.”


LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive
Gervase Goldhawk wrote:
“Can anyone detect magic?

Aye, Hawk, I can see magic today, thanks t' Arqueros.

Casting Detect magic. Can we assume that Arcilde uses Detect Magic every time we're searching an area, or do you want me to specify each time?

Knowledge religion: 1d20 + 4 ⇒ (1) + 4 = 5
Erastil? Oh, right--he never interested me much. One story was enough.

Survival: 1d20 + 3 ⇒ (20) + 3 = 23

Hm...this blood 'ere is sev'ral weeks old--maybe e'en a month. Wha' 'appened, I wonder?


The Midnight Mirror

Detect magic SOP is perfectly fine.

You enter and begin looking around. Arcilde casts a spell, and quickly notes from across the room that the bow has a strong magical aura on it.

Knowledge (religion) DC 18:
The bow also appears to be consecrated as a Holy Symbol of Erastil.

GM Screen:

Attack: 1d20 + 3 ⇒ (20) + 3 = 23 Confirm: 1d20 + 3 ⇒ (18) + 3 = 21 damage: 2d3 ⇒ (2, 2) = 4
Alphabetical Target: 1d4 ⇒ 2

You spread out a bit, checking things out, when suddenly the silver chalice flies upfrom the floor and slams into Gervase's back critical hit, doing 4 damage. The sudden noise causes you all to turn and look, at which point you are confronted with a frightening specter.

Will saves from everyone, please. Feel free to mention any situational bonuses you feel might apply.

At that point, everyone can act! The apparition is floating above the altar table.


NG Female Human Kineticist 4 HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

will: 1d20 + 2 ⇒ (1) + 2 = 3Well... That's not good...

Lily yelps in surprise and shock before holding up her hand, forming up the wooden lance in her hand and firing it!

Wood Blast: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

If it's incorporeal like I expect:
Lily gives a small scream as she scrambles back.

A GHOST? A REAL THRICE DAMN GHOST?

She looks over to Hawk and gulps.

How exactly does one kill a ghost?! Aracile! your priest right?! Can you do something?!

Apparently, ghosts are scary. Who knew?

If it is corporeal:
She takes a few steps back and prepares to aim again. Come on! I don't know what you are, but If you bleed I can kill you!


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none

Gervase turns around to face the phantom, more surprised than pained by the blow. Though she knows the pain will come …

Will: 1d20 + 3 ⇒ (16) + 3 = 19 +7 bonus for wearing a holy symbol of Erastil in one of His chapels :Þ

“I am considering a tried and tested battle tactic, Lily.”

“It’s called:

“Running away!”


The Midnight Mirror
Gervase Goldhawk wrote:
+7 bonus for wearing a holy symbol of Erastil in one of His chapels :Þ

Nice try. :-)

Also, forgot to add:

DC 13 Knowledge (religion):
Based on the flying object and the sudden appearance, this is likely a poltergeist: a restless spirit physically tethered to either its body or the location of its death. Its only attacks are its frightening appearance and throwing objects around.
Make above check by 5 or more:
Much like a haunt, while it is possible to temporarily subdue a poltergeist the same way you would any other invisible, incorporeal undead, the spirit can't be put to rest until someone determines why it is here and somehow sets right whatever is wrong.

I'll give the results of the will saves after I see the other two.


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

Will: 1d20 ⇒ 13

"GAHHHH!" Gilstrom shrieks as he sees the spirit. Quickly, he grabs his hammer, before he charges at the thing, taking a mighty swing!

Attack: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 + 2 ⇒ (1) + 2 = 3


LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive

Will save: 1d20 + 5 ⇒ (4) + 5 = 9
+2 vs spells and spell-like abilities (well, and poison, but I doubt that applies here)
Seriously, RNG?

Knowledge religion: 1d20 + 4 ⇒ (14) + 4 = 18

I think that's a poltergeist. They can't hurt ya too much, but we'd have t' know why it's here-- As Arcilde begins a detailed explanation about poltergeists, the specter turns and flies toward her face. Her composure shatters, and the gray-skinned dwarf runs to the door. Och! Get away from me, ye ghostie beastie!


The Midnight Mirror

...a-a-and the secret number was: 14! 14, ladies and gentlemen. Everyone who failed is frightened for 1d4 ⇒ 2 rounds.

As Gervase is about to suggest the time-honored tactic of running from the scary thing in the chapel, everyone else is already doing so.

Shortly thereafter, you all reconvene near the well. About a minute later, the noise of things flying around inside the chapel dies down.

Feel free to go back if you so desire. Remember, anything that was in hand when you were frightened got dropped, and is in the chapel. Since Gervase made the save, I'll let you decide whether or not you wanted to take the bow or not. If you do, you'll be subject to another attack by flying objects.

Meanwhile, there are many more buildings to explore. If you don't go back into the chapel, you can resume the clockwise inspection of the colony center.


LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive

There's a chance that Arcilde dropped the sack with the construct in it... I don't know whether it was "in hand" but that's her over-encumbrance weight.

I don' know wha' came o'er me. I can help us resist tha ghostie, if we want t' try again. Whate'er made that thing start hauntin' might be a clue t' wha' happened.

Arcilde can cast Resistance on everyone if we want to try again. She can also use her protection blessing for a another +1 sacred bonus to saves.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none

Gervase leaves the longbow and hightails it after the others, possibly overtaking Arcilde and Gilstrom on her way to re-joining Lily at the well.

”PHEW, Freefield! My father warned me about chasing fast girls.”

potion of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

She holds her potion vial on high and recites a traditional Gray Corsair toast. “Ladies and gentleman, President Codwin! Talmandor bless him.”

“I vote to search the next building. We can always go back to redeem our lost honor once we have some magic to fight the ghostie.”


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

"AHHHHHHHHHHHHHHHHHHHHHHHHH!!!"

Gilstrom does not take a swipe at the poltergeist but instead bolts, screaming all sorts of bloody chaos. When he finally recovers with the group, he peeks at the hosue.

"I'd like to get my hammer back, I only have five or six spare weapons after that one. Here, I'll see if I can do it again. To be honest, that was sort of fun."

Gilstrom makes his way over to the hosue and tries to run in to grab his weapon.


The Midnight Mirror

Flying plate: 1d20 + 3 ⇒ (3) + 3 = 6
Flying inkwell: 1d20 + 3 ⇒ (3) + 3 = 6

Gilstrom successfully runs in, grabs his hammer, and runs back out. Despite the flying objects, the spook remains unseen.


NG Female Human Kineticist 4 HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

Lily gulps down air, panting from her panicked run.

I'm okay with Hawk's plan. No offense meant Arcilde, but don't things come back if you can't put them to rest? We don't even know who's in there, let alone how to put them to rest.

She creates a new grass stalk and chews on it, a panicked motion and she shudders.

Halcamora save me from a fate like that.


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

Gilstrom scampers back out. "Yikes, that thing is angry. What fun! I wonder if I can get it to throw food in my mouth." He listens to the others for a moment. "Well it's not going anywhere and we have a job to do. I'm sure the ghost will be just as cranky later on. We will need to get rid of it to settle the colony though. I imagine screaming and running around while a ghost throws plates at your head would get boring after a few days."

Next building!


LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive

Makes sense--it will still be thar tomorra--an' tha next day...an' tha day after...

Which building should we check next?


The Midnight Mirror

Resuming your clockwise inspection of colony center, you go north of the chapel to find an L-shaped building constructed of mud bricks on a wooden frame. The western portion is of the structure is enclosed by four walls. This section has a single open window on the south side, with a canvas curtain hung across the opening. The single entrance is a wooden door, standing slightly ajar, on the southern end of the eastern face of the building. A ten-foot extension connects to the building on the east side. This extension has only a northern wall and is otherwise just a roof sheltering the space below, which is open to the outside. Underneath this cover is a forge with an exhaust flue directly above it, a worktable covered in metal scraps, a small tub of black water, and a partially sheltered anvil.

The outdoor worktable is covered with a few blacksmithing tools and pieces of metalwork, such as weapons, tools, or farming implements abandoned halfway through being forged or repaired. The water in the tub is filthy with soot, ash, and charcoal residue. Arcilde can tell that the forge was last lit about a week ago.

Inside the smithy building, the space is divided between personal living quarters and an indoor tool storage and work area. A pungent animal smell lingers in the air and a tussled pile of blankets on the wooden cot is soiled. The room is in a state of disarray, with tools such as tin snips, pliers, and files carelessly strewn all over. A few weapons and pieces of armor are strewn among the debris.

GM Screen:

Gilstrom: 1d20 + 6 ⇒ (20) + 6 = 26
Gervase: 1d20 + 6 ⇒ (1) + 6 = 7
Arcilde: 1d20 + 3 ⇒ (12) + 3 = 15
Lily: 1d20 + 4 ⇒ (15) + 4 = 19
GM: 1d20 ⇒ 5

As you start looking around the smithy, Gilstrom turns a corner and finds himself face to face with a somewhat surprised creature that looks like a brown-skinned, simian goblin. The creature shrieks, disturbing two others that were apparently napping nearby.

DC 15 Knowledge (local):
Monkey Goblins are related to the goblins you are familiar with, but are natives of subtropical islands such as this one. Their simian feet and tails make them excellent climbers and brachiators, and they faster at climbing than running. They are typically less cowardly than those found on Avistan

Initiative:

Gilstrom: 1d20 + 2 ⇒ (13) + 2 = 15
Gervase: 1d20 + 2 ⇒ (8) + 2 = 10
Arcilde: 1d20 + 2 ⇒ (5) + 2 = 7
Lily: 1d20 + 4 ⇒ (1) + 4 = 5
Monkey Goblin 1: 1d20 + 3 ⇒ (9) + 3 = 12
Monkey Goblin 2: 1d20 + 3 ⇒ (15) + 3 = 18
Monkey Goblin 3: 1d20 + 3 ⇒ (18) + 3 = 21

Combat card:

Monkey Goblin 3
Monkey Goblin 2
----
Gilstrom
----
Monkey Goblin 1
----
Gervase
Arcilde
Lily

The two napping monkey goblins won initiative but lose their first round to waking up. Gilstrom gets a surprise round, then is first up for normal rounds!


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

Gilstrom pauses as he comes face to face with the goblin. He and the goblin stare at each other before they both scream. "GAHHH! GOBLAPE!"

Knowing full well that it is probably stabby, Gilstrom tries to give it a whack with his hammer but being caught off guard his attack is pretty lousy, all things considered.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d6 + 2 ⇒ (2) + 2 = 4


The Midnight Mirror

Even taken by surprise, the goblin is able to dodge Gilstrom's initial swing.

Go ahead and take your first full round, Gilstrom.

For reference, the smithy is a 25' square with a 10' square bite taken out (see the colony map for a visual). The scattered items make moving around tricky, you can pretty much get anywhere you want in a move action.


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

After missing his first attack Gilstrom sets his feet, and realizes he has a colony to protect. No time to gape like an idiot at everything new that shows up.

"You there! You shall threaten these fair colonists no further! YAH!"

Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d6 + 2 ⇒ (4) + 2 = 6


The Midnight Mirror

Gilstrom recovers from his initial shock, and lands a solid blow on the goblin. The goblin responds with a jab of his spear, which comes close to Gilstrom's neck, but at the last moment glances off his armor.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18

Combat card:

Monkey Goblin 3 (flat-footed)
Monkey Goblin 2 (flat-footed)
----
Gilstrom
----
Monkey Goblin 1 (6 damage)
----
Gervase
Arcilde
Lily

Gervase, Arcilde, and Lily are up! The formerly napping goblins are still prone and flat-footed, though awake and aware of the situation.


NG Female Human Kineticist 4 HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

Standing outside the covered area, Lily holds up her hand and focuses for a moment on the one fighting Gil, breathing out slowly as the lance curls up to her wrist, ribbing itself with thorns, then launches out with a thin whine of speed.

Wood Blast: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Move so Gil isn't giving cover to goblin, then standard to shoot it.


The Midnight Mirror

Lily quickly shoots out a dart, which strikes deep into the goblin's shoulder. The small creature passes out from the sharp pain.

Goblin 1 is unconscious and bleeding.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none

Round #1: AC 16 ☤ 11/12 hp ☤

Gervase drops her bow (free) and quick draws her harpoon as she moves to engage one of the remaining monkey goblins.

harpoon + Power Attack (PA) on #2: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6 on flat-footed + prone
piercing damage: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16

Using my Pathfinder Hardcopy Folio re-rol... D'OH!


LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive

Arcilde steps up and attacks a goblape with her battleaxe.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


The Midnight Mirror

Gervase and Arcilde move up to engage the other two monkey goblins, one with more success than the other. The one Arcilde hit seems a little less enthusiastic than his unharmed companion but both jab their spears ineffectively at their foes.

Attack vs Gervase: 1d20 + 4 ⇒ (1) + 4 = 5
Attack vs Arcilde: 1d20 + 4 ⇒ (4) + 4 = 8

Stablize check: 1d20 + 2 ⇒ (19) + 2 = 21

Combat card:

Monkey Goblin 3 (9 damage)
Monkey Goblin 2
Monkey Goblin 1 (16 damage - unconscious, bleeding)
----
Gilstrom
Gervase
Arcilde
Lily

For convenience I am moving the unconscious goblin's initiative to join the others. He has stabilized. Everyone is up, though technically Gilstrom is first.


NG Female Human Kineticist 4 HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

Lily steps a little to the side, getting her angle again before taking a deep breath, the thorn spike forming around her arm again.

Wood Blast: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

As the goblins clang against her friends armor, she jumps however, her hand going to cover her face, and launching the thorn into the roof instead of into Goblins. Sheepishly she holds out her arm again, hoping that Hawk and the others are to busy killing goblins to notice her embarrassing mistake.


NG Female Human Ranger (Abendego diver) 4 | HP 40/40 | AC 17, T 12, F 15 | CMB +8, CMD 20 | F +5, R +6, W +4 | Init. +2 | Percep +9, Sense Motive +2 | Speed 30ft | Active Conditions: none

Round #2: AC 16 ☤ 11/12 hp ☤

“Is that mistletoe you’ve hung, Lily?”

Gervase’s eyes flick from the ceiling onto the jungle goblin before her.

“Lovely thought, sweetie. But I don’t think he’s my type.”

harpoon + Power Attack (PA) on Arcilde’s goblape: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
piercing damage: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11


LN Female Dwarf Warpriest 4 | HP 32/32 | AC 21 T12 F19 | CMB +5, CMD 17 | F +6 R +3 W +9 | Init. +2 | Percep +4, Sense Motive +8 90 ft darkvision, light sensitive

'ang on, 'awk--let me 'elp ye line up yer shot. Arcilde moves around the goblape and eyes Gervase's harpoon. A little 'igher, an' a bit t' tha left.

Moving around the goblin into flank (taking the AoO if necessary). If Gervase drops this goblin, Arcilde will attack the other one.

Attack, battleaxe: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


The Midnight Mirror

AoO on Arcilde: 1d20 + 4 ⇒ (2) + 4 = 6
Arcilde moves around, and the goblin stabs, with just as much effect as before. She and Gervase both attack it, and with its attention diverted, Arcilde is able to hit it again, bringing it down.

Even with flanking, Gervase's attack doesn't hit, but Arcilde's does. Goblin 2 is down, Goblin 3 is looking nervous. Gilstrom is still up!


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

Attack+Flank: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Gilstrom tries to line up with Arcilde, but being unused to fighting with the dwarf their body language is all wrong and he completely misses with his warhammer.


The Midnight Mirror

Surrounded but undaunted, the two monkey-goblins chatter to each other and try to improve their positioning while continuing the fight. One of them manages to land a strong spear jab on Gervase!
Attack on Arcilde: 1d20 + 4 ⇒ (9) + 4 = 13
Attack on Gervase: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d4 + 2 ⇒ (2) + 2 = 4

Combat card:

Monkey Goblin 3 (9 damage)
Monkey Goblin 2
Monkey Goblin 1 (16 damage - unconscious, bleeding)
----
Gilstrom
Gervase
Arcilde
Lily

Everyone is up! They have improved their position such that at least one person will need to provoke an AoO to get a flank in.

DC 14 Sense Motive:
The injured one appears to be eyeing one of the windows, as if he is looking for an escape route.


LG Male Gnomish Oceanrider Cavalier 4 | HP 36/36 | AC 21 T15 F16 {+2 aquatic terrain} | CMB +6, CMD 18 | F +5 R +2 W +0 | Init. +2 | Percep +8, Sense Motive 0 | Speed 20ft (20 swim) | Challenges 2/2 | Tactician 1/1 | Gnome Magic: 4/4 | Active conditions: None

Sense Motive: 1d20 ⇒ 1

Gilstrom fails to appreciate the subtleties of his opponents tactical mindset, and instead shouts angrily at the gob-ape that stabbed Gervase. "Hey! Stop that!"

Angrily he sets himself and tries for another swing, which again misses terribly.

Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Rinaldo have you been sending me your dice rolls from the other games?


The Midnight Mirror
Gilstrom Noblewater wrote:
Rinaldo have you been sending me your dice rolls from the other games?

Hey, my rolls in this one haven't been that great either! And Arcilde can tell you that my rolls on the forum line up to how I roll in real life, too.


NG Female Human Kineticist 4 HP 43/43 4 NL I AC 14 T12 FF12 I CMB +2 CMD 14 I F +9, R +6, W +3 I Init +8 I Percep +8 Sense Motive +2

Blushing at Hawk, Lily calls back...

Yeah, not nearly enough slime to be your kinda guy. Or maybe if we gave him one of those poofy wigs?

She concentrates, forming the lance again and launching it at the injured goblin.

Wood Blast: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

This time the thorned lance sprouts a rose as it hits.

Better ways to show off a romantic gesture than holly anyway! Remember that man from the backwoods? He didn't seem to fond of my roses either!

101 to 150 of 1,316 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Rinaldo's Ruins of Azlant All Messageboards

Want to post a reply? Sign in.