[GM Striker's The Ruins of Azlant] Table 2
Game Master
JankInTheTank
Maps and stats
Loot Tracker
Handout 1
Colonists
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 updated. Ranger2/Rogue1.
HP - 6 + con + FC.
Bab + 1.
Skills - 7.
Acrobatics + 1
Climb + 1
Disable device + 1
Knowledge Local + 1
Perception + 1
Stealth + 1
Survival + 1
Ranger combat style - 2handed weapons.
Ranger combatstyle feat - Power attack.
Fort + 1, Ref + 1
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Trying to get my timeline down but I show the brewery was started on the 26th and the bar on the 28th. Does that match up with you? If so then 10/24 days on the brewery and 8/16 for the bar.
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
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:
is there a movement penalty for hopping off the docks? and do those rocks count as difficult terrain? Trieste would like to run up to one and attack, and just want to make sure I can
No penalty for moving off the dock. there is a penalty to move from water to dock though.
rocks count as difficult terrain
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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Just for fun in my own down time. A brewery is 12-24 squares in size...
1d13 + 11 ⇒ (2) + 11 = 13
A bar is 10-20 square in size...
1d11 + 9 ⇒ (11) + 9 = 20
So the bar is composed of 20 5ft squares and the brewery behind it is only 13 5ft squares. Combined together that is 33 5ft squares for Traveler’s Rest.
A friend of mine has all of the map packs so I will see if i can borrow then to compose my own building and upload it. Eventually will have to add a common area and storage as well. But this is a good start.
Very nice, looking forward to seeing it.
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Where are we on funds? I see that there are 'party' funds on the Loot tracker, but what of the items we sent off to be sold? And who ended up with the Quick Runner Shirt, I might add? :)
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Thame I think you spoke up for it so all yours. I am waiting for some heavy armor myself now. As for gp, I have my own listed out on my profile what is remaining but that is it.
The merchants are willing to give up to 500gp credit. They know you sent some items back to the mainland and figure you will be good for it as long as the colony is successful. And honestly, if you fail its not as though they'll really miss it. ;)
So whats the plan here?
Based on the topography you will have to approach area P (The tower) from the south, passing through O as a minimum.
From what I've read of your dialogue it sounds like your thinking of taking the boat up to E then hiking over to D > N > O > P. Do I have the gist of it?
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
I am good with either option depending on what the others want. I just offered the 1 if by land 2 if by sea reference. throwing a vote out though I would take the boat.
Also Kragg will gladly take the credit to purchase items from the blacksmith!
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 is a sea girl. She'd take the boat approach
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 will take MW thieves tools if there are any?
And he votes for overland, there may be more Skum in the water.
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:
Yes there are some tools available.
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Thame at this rate I might suggest a few burning hands scrolls. At least until you can get a fireball, lightning bolt or some other area effect spell to take out swarms. They are my pet peeve at low levels.
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Ha, well, a wand might be better...Thame's prohibited schools are evocation and conjuration. LOL
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Didn't realize that. HMMM... wand might be better yes.
2250 for a level 3 burning hands wand might be steep investment right now but should pay off at this rate. Once we hit 5th level and take craft wand then fireball becomes an option as well.
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:
Kragg, hope you don't feel too much like I threw you under the bus. I didn't have time last night to post more and was hoping to have her look at Kaldan and ask HIM to swear an oath, whereupon you might hold him to it, but he could feel free to do whatever.
I think one of the colonists like Perell or someone would be super interested in this anyway. We might could even build a small camp over here for people who are interested in documenting this place (assuming we and the colonists survive that long :) )
Several of the colonists would be very interested in visiting this site and possibly bringing one fo the statues back to the mainland :)
So Kaldan Your roll was high enough to disable to trap but it will take you five rounds to do so. with the trap firing twice every round that puts you up to 8 more hits of being a pincushion unless you guys come up with a plan.
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Ehhhh...maybe we should just haul balls to the stairs. Unless anyone has a better plan?
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
Put something heavy on the trigger, stand back and wait for it to run out of bolts?
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Maybe we can throw a couple of those skum in there and let them soak up the bolts. I don't think they'll object.
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:
assuming they WILL run out of bolts. can you use one of the skum as a body shield? it'd be a very Die Hard kind of move
Up to you what you want to try, just thought I'd give ya a heads up on the time for that trap. Technically I should have made the rolls so you don't know if you made it...
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Yippie Ki-Yay Mother Skummers. Let's do this. And when I say that, I mean, let's do this, Kaldan and Kragg. LOL
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Trying to come up with an idea but outside of casting shield other and taking half the damage and healing at the end I don't have any other good ideas.
If you want that spell Kaldan just say so or make a run for it.
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
First Kaldan will fill a sack with stones until it's heavy enough to trigger the trap. Attach a rope and grappling hook to it. Set it on the trigger and wait a few rounds. If it doesn't run out of bolts he'll pull the bag back and we can try the Skum armor trick combined with Shield another.
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
A Druid with summon animal would buy you some extra time as well as there are more targets
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:
well, duh. I can do that. What do you think, d3 ponies?
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Whatever you can get the most of to save him some arrows
Alright, folks, this has the potential to be a very challenging fight, lost one player in my home game during it. THought I would give you a chance to say something cool or try something out of the box before diving right into the fight. Good luck, have fun, and don't die. ;)
I'll be having eye surgery on the 4th. Probably won't be able to see my monitor for a while after that so expect up to a week of me being down. We're almost through the first book, and I assume everyone is willing to continue with book 2.
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:
heck yeah! best of luck with the surgery
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Indeed, indeed, assuming I survive, of course! Thanks for running the game so far, Striker. Hope everything goes well with the surgery.
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
I hope all goes well for you.
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
Good luck Strike with real life and good luck to our characters as well after that ominous preamble.
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Trieste, I think you could cast the cure spell, hold it, then move up and deliver it to Kaldan without provoking, if I am interpreting the rules correctly. Assuming that is what you were planning.
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:
nod, that's what I was trying to figure out. thanks for the clarification.
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:
hopefully he'll fail his will save and we can surround him :)
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Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Don't forget your extra d6 of Sneak Attack damage, sir half-orc! :)
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
Whoops, thanks for that. :)
Alright, I'm off to get my eyes lasered be back soon.
Female Human Witch 5 HP: 41/41 hp AC: 12(16)/12/10(14) Saves: 4/3/4 perc: +0 Init +6. hex save DC 17 misfortune 19
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:
Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0
Best of luck! Have a friend who just had it done and he’s been very pleased.
Thanks for keeping things alive while I was recovering. THings are still a bit blurry but should start to get better over the next week.
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28
I think your eyes were playing tricks on you. I thought you typed a post that each of our characters got 10k gp just now ;p
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