[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 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Due to the unfortunate capture of the colonists Kragg is needing to up his game and take this to a whole other level: Holy Vindicator!

+1 BAB
HP: +8
Stat: +1 Wis
Saves: +1 fort and will
4 skills: diplomacy, sense motive, spellcraft, know religion
proficiency with all marital weapons and all armor and shields except tower shields
Channel energy: cleric and Holy vindicator levels stack
Vindicator's shield: use channel to add +4 sacred AC to shield until hit


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

Starting multiclassing now the the core of the build is done.

First, prowler at world's end bloodrager stuff + spirit from the medium class.

+1 bab, +9hp, +2 fort

Skills arcane, perception, dungeoneering, Spellcraft, +2 nobility


Ruins of Azlant Maps and Info

Still on vacation for the Holidays, but should be able to post soon. I'll wait to put in another GM post until the party chooses what to do or where to go next.

Don't forget as you level up to update all your stats in the slide deck! HP, saves, armor, etc are all based off of what is written on those charts


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Hi folks,

I'm about to be away for 2 weeks - but with the usual "post-trip" recovery time, I think it's safer to say I'm away 'til Jan 16th (so we can all be pleasantly surprised if I'm online sooner).

Please feel free to bot Derym while I'm gone. Touch spells via Spellstrike, or stabby-stabby - depending on how bad things are. ;)


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Happy New Year everyone! This week I hope to be back to normal posting.

I hope being able also to level up Lolito through the week. I am trying to keep it simple, so straight monk to follow.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Level 8

HP +8
Stat increase +1 Str
Ki power Insightful Wisdom
Elemental fist Now can choose any energy type, not only cold
Skills
Perception
Acrobatics
K. nature
Swim
Background skills
K. history
Linguistics (Aquan)


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Female Human (Taldan) Bard 8 (archaeologist) Portrait

Okay, I believe Lara is leveled up.

Level 8: bard (archaeologist) 8

HP +6
Stat increase +1 CHA
rogue talent (canny observer)
+1 BAB, +1 Ref, +1 Will

+9 skill points (acrobatics, climb, disable device, knowledge [dungeoneering], knowledge [religion], perception, stealth, 2 ranks in swim)

background skills: Knowledge (history), Linguistics

added spells known: heightened awareness, haste


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

If you have them use piercing weapons as well to avoid serious penalties. I believe slashing and bludgeoning deal half damage.


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Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

This is where being amphibious and using a rapier are very helpful. ;)


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Time to shine :)

Although it is difficult to be noticed with the big dwarf in the battlefield xD


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Big dwarf means long reach . Plenty of space for you to move up in front of me.

Also who wants any of the loot we found in the previous room? I don’t think anyone claimed anything and none of it really helps me. Insightful scroll case is cool and will take it if no one else wants it.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m
Derym Morcant wrote:
I don't think we can get past Lolito to help without provoking? Can we tumble underwater?

Technically a corner gives cover (it is case 2 here in the figure), and cover prevents attacks of opportunity, so you should be good to go Derym, as long as you only get into the first square of the room.

That is, unless the GM overrules there is no cover for any reason I am missing here!


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Clearly my map did not refresh. Please disregard kragg’s second attack and have him move north 15ft to get his attack please.


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Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)
Lolito wrote:
Derym Morcant wrote:
I don't think we can get past Lolito to help without provoking? Can we tumble underwater?

Technically a corner gives cover (it is case 2 here in the figure), and cover prevents attacks of opportunity, so you should be good to go Derym, as long as you only get into the first square of the room.

That is, unless the GM overrules there is no cover for any reason I am missing here!

All right then. I'll give it a whirl.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Just following up on a a previous post…anyone claiming the loot previously found? If not I will take the ring and the scroll case for now just to claim the benefits.

Also remember that Kragg has a circle of protection around him if you are within 10 ft and new the bonuses.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

You should also take the pearl of power 3, Kragg.

@Lara, I think you are the only one able to use the page of spell knowledge containing dispel magic, I think it is a good addition for you.

The extend metamagic rod also someone must use it, I propose Derym for he has claimed less so far, but Kragg and Lara could do good use too.

Please, register what you claim in the loot sheet so we are all in sync.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I will never say no to a pearl of power especially as a cleric when they can mean more healing for someone in need. Yet I don’t want to be taking everything either. Other people chime in and let us know your thoughts


Female Human (Taldan) Bard 8 (archaeologist) Portrait

I actually didn't even know that we still had treasure unclaimed. Lara will take the page of spell knowledge and the scholar's ring, if no one objects.

As for the pearl of power, I'm fine with Kragg taking it.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

All your's Lara!


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Ironically, as an Arcanist, Serum is enough of a prepared caster to not benefit from the page of spell knowledge but he uses spell slots so he can't use the pearl of power.

The extend rod is certainly useful, but I don't want to claim something others might find very useful.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

I could see Lara using it for buff spells like haste, but if Derym has any buff spells at all, he’s probably better served by it.


Ruins of Azlant Maps and Info

Derym, for the water type this is salt water. it is coming in to this ruin from the sea, and would indeed trigger your racial trait.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Hei GM, no biggie, but you missed Lolito's attempt at a stunnig fist on Red last round ^_^

I have checked Stunning Fist feat and style strike (Defensive Spin) and I think they can be combined in the same attack.

While checking style strike, I noticed I can only use this when performing a Flurry of blows, which is a full-attack action which Lolito could not take last round. Sorry for that, I think it is fair to just forgive ourselves and let things stand as they are.

I have avoided using defensive spin this round and will try to remember myself it cannot be used as a standard action.


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Ruins of Azlant Maps and Info

sorry, definitely missed that. probably easies to just move on and not count it as one of your stunning fist uses for the day, and not redo the spinning kick or the stunning blow


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

As a single move even hasted Kragg would only be able to move 15ft unless he is able to use his domain ability to negate difficult terrain while walking on the ground. IF so then he would be able to move 60ft but even then some of that would be reduced as squeezing on the steps.

GM strikes back just please put Kragg where you think he should be and let me know how many uses of his movement ability to mark off until we get down the steps and he is healing Alyn.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m
Lara Evangeline wrote:
Are we still hasted? If not, Lara will cast haste again.

I think so Lara. We pressed on to profit the remaining rounds of your haste, thus, you should be able to do something more before there is need to refresh the buff.

Anyone knows if it is possible to perform an Acrobatics check to tumble while swimming?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

IF you have a swim speed I think you can Lolito.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

What other action where you thinking about Lara? I suggest you throw it in Gameplay, so if the GM confirms about the haste, we do not need to wait for another days go back and forth to have the round progressing.


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

Hey all,

I will be away for a week and a half for vacation. I will see you all when I get back. Bot me if need be.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

please say the giant skum's AC is only a 23. If so then that means 78 damage to it for shooting Kragg with a large crossbow!

Botted Alyn as well


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Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Apologies for the late notice -- I'm on vacation, but the internet availability isn't terribly good. I'll be back on August 8, but it's probably best to bot Derym and not hold things up.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

C1. This fountain looks like it was a religious cleansing fountain. Priests who lived in houses within the temple complex must have entered the cathedral through this corridor. Before going to the sacred areas of the temple, the priests likely washed their hands and faces in the fountain. In many religions this kind of ritual of cleanliness and spiritual purity represented leaving behind the secular outside world. Sturdy, ornate columns line this wide corridor, but cracks mar their surface and a few of them have fallen into pieces on the once fine marble floor of the cathedral. At the south end of the corridor, water spurts out of a broken fountain.
C2. Finely crafted but timeworn marble furniture adorns this spacious office. built into the wall is a metal strongbox. it looks like someone or something has tried to pry it open but with no success. Lara has much better luck and the box opens, though it make a rough noise as the slightly damage door slides open on bent hinges
Inside you find only two items. a rod and a pair of silk slippers. Both items are magical.
Kragg doesn't know what the slippers are used for, but the rod is an extend metamagic rod. you notice that the way the coins and other valuables are scattered suggests that whoever looted the place must have grabbed only the most obviously valuable items but was in too much of a hurry to be thorough, leaving a considerable amount of treasure strewn throughout the room.
[need to identify slippers]
C3. Lolito leads the way to the secret room and goes in cautiously. He finds a small isolated room.
This small storage room, crammed full of jars and scientific equipment, smells of salt and slime.
You see what looks to be a fully stocked alchemist’s lab with a variety of prepared alchemical items. Most are easily recognizable by seasoned adventurers:
three vials of antitoxin,
one vial of alchemical glue,
three vials of armor ointment,
5 doses of bloodblock,
and four sunrods.
There are also 15 full jars of some sort of thick translucent mucus. Raiding the alchemical supplies, the group quickly works together to identify the goop. It does indeed seem very similar to the Aboleth slime that coated Eliza when she was discovered. It seems that this stuff is alchemically treated aboleth mucus

C4. To the north is a room that appears to be an ancient vault. Battered steel chests lie scattered across the floor of this vault, their contents strewn throughout the room. The thick stone walls are reinforced with steel bars and look nearly impenetrable, but the door to the vault has been torn off the hinges.
Kragg takes some time to look over the room before they move on. it looks like most of what is in the room is coins of various types, but there is a pair of magical auras coming from a box in the top right corner of the room. it looks like a small pewter jewelry box.
Kragg opens the box, finding two pearls. he identifies one as a level 3 pearl of power, but the other pearl is not clear to him yet.
[Need to identify]
C5. Hallway
C6. Many long bookcases of fine marble stand side by side in this room. Some of the shelves have been smashed to pieces, and countless marble fragments and remains of ancient documents are strewn about the floor. The few surviving books and other documents on the shelves look wrinkled and fragile. The air in this room is stale and reeks of mold.
The group begins looking through the remains of the library carefully. They see that while many of the books have been damaged beyond repair, there are some that are relatively intact. Given time, you might be able to piece together information on various topics that were deemed important at the time that this place was built.
Kragg sees that there are several magical auras spread around the room, coming from various shelves, and one coming from the ground between shelves (marked with an x on the map)
Derym finds that there are symbols on the edges of the bookshelves, possibly giving some hint as to the contents.
The closest to the door has a symbol of two interconnected gears. The next has a symbol of an eye. Next a symbol of balanced scales. The next in line has a symbol of three circles. The final image is a watchtower.
Alyn determines that the symbol with the three circles is likely a section on magic, and how magic interacts with the divine. He also thinks the watchtower symbol might relate to wartime history, but doesn't know enough about the timeframe to guess what wars it might focus on.
Trick spots some danger, realizing that there is something in the spot marked 'x'. it appears to be a magically infused mold! if you keep your distance it shouldn't cause too much trouble.
Lolito and Kragg spend some time collecting items from the room.
insightful scroll case which contains a scroll of resist energy (electricity),
a scroll of water breathing,
a page of spell knowledge containing dispel magic,
a blessed book,
and a scholar's ring.

C7. The smell of oil and grease fills this room, where armor- plated statue heads, limbs, and torsos as well as gears of all sizes have been placed on stone shelves. A nearly complete body consisting of similar gears and armor plates lies face down on a stone table with a large key embedded in a clockwork mechanism in its back.
The body parts in the room once belonged to clockwork creatures. Beautifully crafted plates of platinum and intricately gilded steel covered their bodies like armor, giving them the appearance of roughly human (albeit emotionless) faces and musculature, but their exposed backs revealed hundreds of fine gears of chrome and steel.
Lara draws a connection between this device and the clockwork spy. However, she quickly realizes that this clockwork is much more complex than the one you previously found. she concludes that turning the key would wind up the machine and allow it to function, but she doesn't immediately find a way to change the thing's programming.
Lolito looks over her shoulder and tries to help, but unfortunately his knowledge of carpentry isn't enough to solve the gaps in Lara's ability to program a very complex watch.
Kragg looks around to see if there is a connection with the forge room, or some power source. He quickly deduces that this room is not meant to power anything, and looks like a storage room where broken pieces of the machines are stored. Likely pieces were held here until they were needed then brought to the forge to be repaired or added to new clockwork machines.
Having examined it, Lara is pretty confident that the construct could be activated by simply winding it. However, for now the group decides it is probably not a good idea to start it up until they have a way to change its programming.
It is mostly intact, but is missing a leg. it may have some difficulty performing whatever its current programming indicates without the leg.

C8. Hall way fight
C9. Gears, hammers, shears, springs, tongs, and plentiful other tools and components lie scattered on shelves and on the floor of this room. The room’s main features are a large hearth with a darkened metal hood and exhaust duct above it, and an anvil placed in front of it. A single steel gear is lying on the anvil, and right next to the anvil is a stack of metal tablets with cogwheel-shaped indentations of different sizes on them. the setup looks like it is designed for repairing and casting replacement parts for clockwork machinery.
The forge looks a bit odd to you. it does not look like it runs on coal, but right now you don't see a way for it to make heat to function.
there are a bunch of metal pieces scattered around the room. gears, springs, pendulums, etc. they may be worth something if you decided to haul them out.
you also spot a traveler's any-tool and a pair of blue gloves on top of the hearth:” Engineer’s workgloves
C10. The walls of this gear-shaped room have seven alcoves, each five feet deep and fitted with a horizontal metal shaft. Each of the hollow, cylindrical shafts has six notches cut around the outer edge. In three of the alcoves stands a trio of intricately sculpted metal statues, one in each alcove. this is an intricate contraption for winding clockwork devices. it would eliminate much of the manual work it would have taken to keep a large number of clockwork devices functional and powered. it looks like the winding station connections could also relay new instructions to a clockwork creature if they were programmed in to the system. There is a control panel on the central pillar. it looks very similar to the one found previously on this island that uses pins as a readout with azlanti characters to relay messages and take commands. No Power
C11. Instead there is a short flight of stairs, then Three fifteen-foot-tall cylinders of polished bronze each stand on a dais in a long, curved room. The bronze shells look sturdy and heavy, and sizzling arcs of lightning can be seen and heard dancing along the surfaces of the containers. Silvery lines set into the floor connect these containers, and tiny embedded crystals pulsate with a dim light every few seconds.
C12. Two stone cabinets stand against the south wall of this chamber. A few ancient robes lie crumpled in the room amid fine, colored dust and other debris.
Another double door stands opposite where you stand.
Kragg thinks these robes look to be used by priests of Amaznen, the primary god of magic in the ancient Azlanti empire.
he identifies three of the robes taking a little time before moving on
mnemonic vestment
a shocking robe
unfettered shirt
The fancier robe with silver trim is not as obvious to Kragg what its function might be

C13. Stone shelves on the walls of this storage room are full of jars and vials of different sizes. A sweet but musty smell hangs heavy in the air. (FAILED PERCEPTION CHECK)
Lolito moves ahead of the group and starts examining the shelves in the room. there is certainly a lot of stuff in here. almost two dozen containers are still intact and have their contents in them. Lolito doesn't know if they are magical or not, but each container has a variety of different oils in them.
the various oils are all radiating magic.
Lolito picks one at random and tries applying a bit to his skin and smelling it. he believes this one is an oil of magic weapon.

C14. Kragg moves into the water, barely keeping his head above the water as he goes down the stairs. the door is completely submerged, and Kragg is able to swing it open. The room beyond is fully submerged, and pitch black. Luckily Lolito's floating stone lights up a small area around him.
A row of caryatid columns divides this long, flooded corridor. The sculpted figures are covered in spiny yellow coral and tentacled pink polyps, partially hiding their facial features and intricately detailed hairstyles, and gives them an eerily inhuman quality.

C15. the water is still, though cloudy from the blood. the secret room looks empty. it appears to have been a storage room, but whatever was stored here was clearly not waterproof, and very little of it remains after untold years. it was maybe being used as a guard post for the skum and little else.
C16. This domed chamber has multiple exits and large niches in its northeast and northwest sides. Three openings in the south wall lead to a ruined and submerged courtyard, and a staircase on the north side of the chamber leads down to a larger chamber.
C17. This otherwise round chamber has rectangular alcoves at even intervals, forming a shape reminiscent of a gear. At the center of the chamber stands a grandiose, four-foot high altar shaped like an eye with two cogwheel halves forming the eyelids. Two ten-foot-tall metal rods, each tipped with a silver-hued torus, stand on round platforms on either side of the altar.
the standard skum don't have much of interest on them, just masterwork weapons (underwater crossbows and long spears)
The giant skum has a good handful of magical items on him
4 potions
large-sized repeating crossbow
Amulet
2 rings
(NEED TO IDENTIFY MAGIC ITEMS)
Kragg examines it with an engineer's eye. This altar and the metallic orbs look like they would channel electrical energy between them, causing quite a light show. that combined with his knowledge of religious rites gives him the impression that this altar was used in some sort of religious ceremony where the electricity bouncing between the orbs would be used as some sort of symbol to evoke awe in gathering congregants.
The Ioun stone slot does not seem to control that, but seems to be some kind of a switch. if a stone was put in the slot it would complete a different circuit, moving some of the energy that created the light show into a device that looks like it would transfer that energy to something else. it looks like the line that would transmit that power feeds into the wall to the east.
While the others try to figure out what is going on, Lara decides it should be safe enough to just try it and deal with any consequences after they see how it works.
She places Lolito's stone in the device. it clicks in neatly, and the panel it is placed in rotates like a switch, but nothing seems to happen. So the stone definitely did something but it seems there must be something else needed in order to get the intended effect.

C18. At the far end of the side corridor stands a statue depicting a hooded figure with four arms. Her armor and mask are sculpted to give her the appearance of a woman, but the spaces between the plates of armor reveal that her body consists of clockwork gears. One of her arms is extended, pointing an accusing finger at a statue at the opposite end of the hallway, closest to the door you stand in. The other statue, standing in a semi-circular alcove behind thick steel bars, depicts a stern woman with no mouth.
Lolito cannot get a hand on the mask to fish it out.
Lara finds that the mask is indeed magical, with an aura of moderate transmutation.
She tries to fish it out with Mage Hand, but it does not fit through the bars. seems like you would need to break or bend the bars to get it through.
she instead puts the mask over the face of the statue. nothing seems to happen.
(NEED TO DETECT MAGIC ON MASK)

C19. On a large dais occupying the central position in the room is a statue of a man sitting on a throne and holding a hammer in one hand and a closed book in the other, but the statue’s head is missing. Beside it stands another statue, and four others yet remain standing among the crumbled remains of other statues that litter the floor.
The second statue on the dais depicts a muscular woman wearing a helmet with a Y-shaped opening for the eyes and mouth, wielding a nine-foot-long spear and a large, round shield adorned with a symbol reminiscent of a crescent moon.
The statue standing left of the dais depicts a beautiful Azlanti woman with a look of mourning on her face, carrying a harp and a knife.
The statue in the northeast corner depicts a bearded man in a flowing chiton, wearing a gilded laurel wreath and holding a large key in his hand.
The statue in the southeast corner depicts a distant woman with long, flowing hair and skulls hanging from her toga. Her arms are crossed defiantly across her chest.

The group spends some time studying the statues, unfortunately their historical knowledge of ancient pantheons is not great. Lolito guesses these might be ancient gods, which sounds right to Derym and Kragg but the two struggle to remember the names or domains of these gods and goddesses.
Kragg does of course recognize one of the statues. Even in an older form, the man with the Wreath and key must be Abadar
The ancient Azlanti saw him chiefly as a god of cities and gold, rather than of law—Amaznen held that position in the Azlanti pantheon. According to a legend, Abadar acquired the Law domain from Amaznen after that god died.

C20. A statue of a warrior wrestling with a giant serpent stands on a two-foot-high pedestal in this columned hall. The serpent is coiled around the warrior and has locked its jaws around her upper body. The woman holds her sword high, ready to strike the serpent’s neck again. She has cut nearly all the way through, and only a thin piece of skin keeps the head attached to the long, sinuous body. Magical light radiates from the blade of the sword, illuminating the statue and the chamber. Jagged columns of coral stand among finely carved marble columns. The remains of the south wall lie in broken pieces, allowing full view of the ocean beyond.
Kragg identifies the statue, and finds that the sword she holds is indeed magical. A few moments later he determines that it is a +1 aberration-bane keen longsword, that also sheds light as per the light spell. The sword seems to be held by more than just rust or buildup from the water. you think perhaps if the right person were to pull the sword it would come with a bit more ease.


Ruins of Azlant Maps and Info

It has been a while since the last combat (in real time anyways), so I hadn't updated the status block. I believe it is all up to date now.

While exploring the several rooms since the last combat, the spells with durations less than 10 minutes have worn off. I have removed them from the status chart, this means mirror images, enlarge and bull's strength have been reset.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Shrunk my token down to medium size and moved just out into the hallway as that seems like the likely destination once Lara flipped the switch.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Boom up! Derym, Alyn, Kragg? :)


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I am here just trying to figure out what is best course of action.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

The blessing of fervor was very useful, thanks Kragg!

Here hoping the heavy cavalry arrives before it is too late :D


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

It seems we are rather stuck here, is there anything we have missed out?


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

I'd assume there's more to study now that things are running...


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

Hey all, I'm over seas for the holidays. I will be back on the 8th.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Been dealing with holiday family and weather myself. Hopefully will be able to post on Thursday.


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Hi folks,

I'm about to be away for 10 days- but with the usual "post-trip" recovery time, I think it's safer to say I'm away 'til Jan 14th (so we can all be pleasantly surprised if I'm online sooner).

Please feel free to bot Derym while I'm gone. Touch spells via Spellstrike, or stabby-stabby - depending on how bad things are. ;)


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

Back and catching up. A long flight from Japan so I'm a little jet-lagged, but I'm working on it.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

A week has passed since the GM opened the way for us to go. Is no one else going to push the party forward? Not even a slight reaction?

I am a bit concerned it is always me pushing the party to the next door, room, conversation, event, etc. It makes me feel no one else is any longer interested in this campaign.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Is everyone healed up? if not use my wand of cure light to top off before we head down


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Ruins of Azlant Maps and Info

Sorry for the delay guys, had some house issues that took a lot of attention with the weather over here...


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

So what is the party's thoughts movign forward on spells that Kragg should have prepared? With this being an island campaign do I just keep a 3rd level slot empty in case we need water breathing? Once we know what we are doing or going then use 15 min to prepare whatever is needed for the day? I already do that with a 2nd and 4th slot.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

From my experience with clerics, keeping a slot open on your higher spell level, or your immediately lower one, is usually more than enough to accommodate for sudden needs, as you can always prepare a lower level spell on it.

On this specific setting, we knew we would need another water breathing to continue exploring the temple. So it seems fair to me.

Derym, Alyn, Lara, we need your first round preparations, as per GM request (past Wednesday), to have this started.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

well kragg didn't do much but the octopi look like they have 2 of them grappled


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Will get a post up tomorrow once I get done with call shift and work. Bad week sorry

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