[GM Striker's The Ruins of Azlant] Table 2

Game Master JankInTheTank

Maps and stats
Loot Tracker
Handout 1
Colonists


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Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

I am thinking against communal protection from evil as my domain power grants an aura giving +2 deflection bonus to all allies within 20ft. Agree with bulls strength on Kaldan and hold person if it works.


Ruins of Azlant Maps and Info

So are you guys thinking of staying in the woods for a day or two and going right back in, or goign back to the village, report what you learned about the tribe you originally went to investigate and come back in a day or two?

I believe we had decided if you rowed around the south of the island you can make it back to the colony by nightfall and have proper bedrest rather than being in the woods risking a night encounter.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

ooo, given how low most of the group is, we should probably head back. We can omit the part where we lost and focus on the sahaugin we defeated so the colonists morale isn't damaged


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Definitely head back to the colony if it is only a partial day travel!


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

re:spells-I'm gonna go ahead and grab a couple more touch of the sea spells (swim speed 30). If anyone is interested, I can memorize aboleth's lung which would allow all of us to breathe water, but not air, for about 45 mins (I assume I can cancel the spell when we no longer require it). I could also do like bull strength or something like that


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Is that spell allowed? I ask as I am never sure what ruling people have on spell from advanced races. It lists for me as a spell that only gillman can take. If it is an option than awesome as I could take it as well!


Ruins of Azlant Maps and Info

Spells with a racial subtype are only usable by that race.

Also, that spell for whatever weird reason doesn't seem to have the Dismissable (D) indicator on it, so it would last for the full duration.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

ahh, my bad, didn't realize it was restricted


Ruins of Azlant Maps and Info

I will be traveling overseas for work over the next 2 weeks. I plan on still posting regularly, but the timing will be a bit off because of the time zone difference


Human Wizard (Illusionist) 5 | HP 27/27 | AC 12 T 12 FF 10 | F +2 R +3 W +4 | CMB +2 CMD 14 | Init +2 | Perception +0

Thanks for the heads up!


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

travel safe. Watch out for sahuagin!


Ruins of Azlant Maps and Info

Hey Kaldan, I think you may be adding too much to your attack from enlarge person.
if you're normally a +7 to hit, bull's strength makes you a +9. enlarge person doesn't add anything on the to-hit since it is a +2 str and -1 attack, so that washes to +9. favored enemy makes it +11, PA makes it +10. I think your total should be a 21 to hit, unless I am missing something.

your damage roll also is one point too high, should total to a +15 i believe. please check me on my math.

probably won't make much of a difference, but I like to catch little math errors as early as possible since I imagine this won't be the last time we see this combination of abilities in play


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan is normally +8 to hit with the glaive. +7 when power attacking. +4 str thanks to Bulls strength gives +2 so you're right.

I was adding to attack and damage using both Enlarge and Bulls strength.

So damage when using Power attack while enlarged and Bulls strengthed with a two handed weapon would be ?

1d10 + 7 base.
1d10 + 10 base + Power attack.
1d10 + 13 with the +6 to strength from EP & BS.
1d10 + 15 with all the above and Favored enemy.

I've looked over my sheet and I think the problem is that PCGen which I"m using has screwed up PA and Two handed weapon damage. I'll go through it and audit the problems.


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Don’t forget that the +6str from bs and ep equates to +3 damage for a 1 handed weapon. Since you are using it 2-handed it would turn into +4 damage.

Another way to think about it is your new strength is 24 or a +7 modifier. That would give you a +10 damage. Add in power attack, favored enemy and magic weapon and I have you at 16 damage.

Don’t forget about bless on the to hit either!


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

hey folks, having some computer issues, hope I can clear it up in the next few days. Hope it won't be too long. Bot as needed


Human Wizard (Illusionist) 5 | HP 27/27 | AC 12 T 12 FF 10 | F +2 R +3 W +4 | CMB +2 CMD 14 | Init +2 | Perception +0

I am definitely going after red, though my description pointed out yellow, I know. The big one with the ranseur is my least favorite sahuagin.


Ruins of Azlant Maps and Info

ok, sounds good. you had a clearer line of sight from where you started. your new position would give him cover. do you want to be back where you started the turn?

in response to Lara, the bow is not magical. the arrow fired was a +1 human-bane arrow

Luckily for Kaldan's player, there is no shortage of new people in the fledgeling colony, and more coming on the boats every few weeks. go ahead and put together a new level 4 PC, using whatever the initial construction rules were. roll your HP in this thread.

for equipment, count up Kaldan's current total wealth and use that number for your starting gold and equipment. you can reuse any gear on Kaldan, if for example you want to keep the glaive.

I do this instead of using standard WBL since the party is larger than normal, and APs don't always follow the WBL track 100%. I'd rather keep things relatively on-par rather than inflate the party gold when people die.


Human Wizard (Illusionist) 5 | HP 27/27 | AC 12 T 12 FF 10 | F +2 R +3 W +4 | CMB +2 CMD 14 | Init +2 | Perception +0

That sounds wiser, so yes. Thanks!


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Not try to rules lawyer you but trying to save Kaldan. Does the Sahuagin have deadly aim to get the damage that high? If so then his to hit might have dropped by 2 which is why the point blank shot and magic weapon looks like it may have been forgotten. I have missed that many times running my games as well.

On the flip side if Kaldan is still good with the results and making another character then just ignore this post.

Also I think Kragg attacked. Did he hit and if so please let the dolphins hit and kill this thing so I can stay alive.


Ruins of Azlant Maps and Info

no, no deadly aim. the damage was 1d10 + 2 + 2d6 because it had a bane bolt. as mentioned I forgot the base +1 enchantment of a bane bolt and PbS, so the damage would also have been 2 higher than originally posted, but that wasn't worth pointing out.

no worries about asking questions, especially when a death is on the line. I am happy to explain my rolls because I will surely miss things. Especially with the sporadic nature of PbP and the number of games I am involved in. Clearly I didn't catch everything in this combat, so please keep me honest.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

And I'm having troubles with the new character. We need a front-liner, which calls for a high AC, but we have a lot of swimming to do, which means armor is going to be a problem.

It's even got me thinking of making a *shudder* Monk.


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Don’t worry about the swimming aspect. Once we level up again Kragg will have water breathing and we can craft potions of touch of the sea to aid in swimming.

Thanks GM for answering the questions.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

hey now, I love me some monks :)


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Unless Trieste and the dolphins 12 damage put down the big guy I might be join8ng you Kaldan in another character creation.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

if you fall, we may all join you :)


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Stay strong guys! You can do it!

Kaldan slowly sinks to the bottom as he supports you from the great beyond.

In other news I have found a good fit for my new combat character. A Bloodrager with the Aquatic bloodline. Swim speed 30' and water breathing at 4th level.


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Blood rager...have to look into that. Sounds really cool.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

And I don't have any penalties for using slashing and bludgeoning weapons in the water as well!

Character is all built, just need to equip him and flesh out his background.

@GM Strikes Back, as for Traits is a campaign trait required at this stage?


Ruins of Azlant Maps and Info

No, I don't generally require campaign traits after initial charcater builds. in a lot of campaigns they would make no sense after the first characters. they are available if you want one, though


Ruins of Azlant Maps and Info

sorry for the delay, I had less internet availablility during my travel back to the states than expected. I am back now though, and things should go at a smoother pace now


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

The HP rolls for Hengeist Karlsson.

HP: 1d10 ⇒ 6
HP: 1d10 ⇒ 5
HP: 1d10 ⇒ 9

With the Con bonus and the FC extra HP that goes to 9, 8, 12. He starts at 4th with 41hp.

I won't take the Glaive, it's a martial weapon if someone wants to use it. Goes for 8308gp, as it's about the only magic item Kaldan had it's nice it was so valuable. :)


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

if the sahuagin tells us everything we want to know and agrees to tell other sahuagin to stay away from here, and away from the locothah, Trieste would be okay with letting him go. well, not okay with it, but she'd go along with it


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Reposting here for discussion purposes...

2 potions 1d20 + 9 ⇒ (17) + 9 = 26
studded leather armor 1d20 + 9 ⇒ (16) + 9 = 25
Magical ransuer 1d20 + 9 ⇒ (11) + 9 = 20
a masterwork underwater heavy crossbow
12 crossbow bolts
a magical necklace 1d20 + 9 ⇒ (3) + 9 = 12
400 gp worth of gems and coral pieces in a small sack

if you disarm the remaining sahuagin:

8 magical crossbow bolts 1d20 + 9 ⇒ (17) + 9 = 26
10 mundane crossbow bolts
underwater crossbow
masterwork trident
feather token (anchor)
theives' tools
53 gp

From Kaldan...
Possessions glaive +1 (seaborne); glaive +1 (seaborne); studded leather; outfit (explorer's); handaxe; dagger; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); ]; Canteen ; Belt Pouch [ Sewing Needle; ]; Crossbow, Light ;

Who wants what of this stuff. Kaldan you ar first as far as I am concerned.

Also Thame can you identify the magic items if I miss them?


Human Wizard (Illusionist) 5 | HP 27/27 | AC 12 T 12 FF 10 | F +2 R +3 W +4 | CMB +2 CMD 14 | Init +2 | Perception +0

Of course!

Spellcraft (Magic necklace): 1d20 + 10 ⇒ (8) + 10 = 18


Ruins of Azlant Maps and Info

Kragg is able to ID the following:
the potions are cure moderate wounds
the leather armor is not magical
the ransuer is a just a normal +1 ransuer
the bolts are:
(1) +1 human-bane bolt
(2) +1 locathah-bane bolts
(2) +1 Strix-bane bolts
(3) +1 merfolk-bane bolts

Neither of you are able to determine the properties of the necklace yet


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Lol now we get the healing potions. Anyone want the magic items. Kragg is good with what he has for now.


Human Wizard (Illusionist) 5 | HP 27/27 | AC 12 T 12 FF 10 | F +2 R +3 W +4 | CMB +2 CMD 14 | Init +2 | Perception +0

The bolts seem useful, but I have no interest in them. Perhaps another crossbow wielder? The ranseur looks like money, to me. :)


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste will take Kaldan's dagger to remember him. I don't think any of us have proficiency with the glaive or the ranseur, although we may want to hang on to the former, since it is a pretty useful weapon. Maybe one of us can pick up the proficiency.
Druids aren't proficient with crossbows, so I'm not gonna worry about that.


Female Human (Taldan) Bard 5 (archaeologist) Portrait

Lara may as well take the crossbow bolts if Thame doesn't want them. Not really interested in anything else, either.


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

So it sounds like gather the rest and sell it off or have it be part of Kaldan's funeral trappings.

Kaldan...any burial requests from beyond the veil so we can do him homage once we get back with you?


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

so just a heads up to the GM: there's a good chance that Trieste and Thame are gonna start fighting again (verbally not physically). They've done this before and will do it again :)


Ruins of Azlant Maps and Info

no problem. I enjoy a good role playing tension in the party. I have read through all of the previous posts in this game, and enjoy the relations between party members here. I find that PbP really lets people explore that space better than in-person games because it's more of a written story and less feelings get hurt than when real life friends start going at each other.

If anyone has concerns about any verbal sparring getting out of hand, feel free to PM me and I'll try to find a good balance for everyone. but if no one is bothered by it, by all means keep it going


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

I think what happened is that I was looking at my starting languages and forgot to add the language from putting 1 sp into linguistics. You are right Thame. Thanks for catching that.


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan would like his body to be burned then toss the ashes to the wind and the waves. Gozreh was his primary faith.

Trieste and Lara have to wail about how the greatest man they ever knew is dead, and they'll never find a love that matches him. Just to give the funeral some class. :)

Will have my new guy up shortly for inspection.


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Hold on there buddy. How about they wail about the greatest half-orc they ever knew is dead. I think they would mourn Kragg more if he was lost as he has that special touch that keeps them alive.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

And here is the new guy. He arrived on one of the later ships. He intends to claim some land of his own eventually, and has been working as a carpenter while looking over the available areas.

Hengeist

Probably going to adjust his spells, but aside from that he's about complete.


Ruins of Azlant Maps and Info

I can't access your google doc, but the info in the alias profile looks good at a casual read-through.

while setting up your character please be sure to add your main stats to your alias' header, and replace Kaldan's saves, perception, initiative and HP totals in the maps and info slide deck with values for Hengeist.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Sorry, google doc should be viewable now, the profile is just a straight copy though.


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Ruins of Azlant Maps and Info

Sorry for the long post. there were a few items to handle on your return.

I wasn't sure if it would be better to dump them all on you and give you a lot to respond to at once, or to draw it out more naturally. I went with the dump method this time to keep things moving, but would be interested to hear what you all thought about pacing of these check ins with colony leadership. it's less exciting maybe than exploring, but good to tie you back in with the colony that you are doing all of this for.

I wasn't sure if you had gotten the side quests for resources yet. if you already knew you were supposed to be watching for useful natural resources I'm sorry for the redundancy.


Male dwarf Cleric 5 38, saves 8/3/9 AC 19/10/19

Better redundancy than missing something. Will respond tonight after work

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