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

Game Master JankInTheTank

Maps and stats
Loot Tracker
Handout 1
Colonists


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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:

"Kaldan!" Trieste gasps as she sees the half-orc impaled. Raising her own spear, she stabs at the enormous grindylow.

Longspear: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Figuring that the creature probably speak aquan, she yells at her:

Aquan:
Your mother was a squid!

ack, I accidentally moved the terrain map. Sorry about that. I think it's back where it's supposed to be


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

Hoping Kaldan can last another few seconds Kragg bolsters the group with a further blessing from Abadar. Mighty Abadar. Unlock the secrets to defeating our enemies!

Cast bless


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

Gritting his teeth Kaldan tries to return the favor.

Longspear + Bless: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage?: 1d8 + 4 ⇒ (6) + 4 = 10

I hate the RNG, this time it gives me an almost hits. Just to make me suffer.


Fixed the map, it was close no worries.
Round 1

Brinetooth - lets out an angry wail and rushes forward at Kaldan running him through with her spear!

Thame - Casts Color Spray Willd DC 14: 1d20 + 2 ⇒ (8) + 2 = 10
The bright burst of colors leaves the beast blinded and stunned for 1d4 ⇒ 3 rounds. She drops her spear.
Lara - Hits
Trieste - Hits
Kragg - Casts Bless
Kaldan - Hits

Round 2
Brinetooth -20 Hp - Is too stunned to move...
Thame -
Lara -
Trieste -
Kaldan -
Kragg -


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

Thame smirks cockily as he sees his spell leave the leader of the grindylows as helpless as a lamb at the slaughterhouse. Feeling confident that his companions can put down the beast before it recovers, the wizard takes out his crossbow and loads it, just in case.


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

As someone with a gaping wound I thank you Great Wizard Thame Smythe.

Blinking in surprise at the burst of color in front of him Kaldan appreciates the results, again driving his spear into the Grindylow leader.

Longspear + Bless: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 Of course it mocks me now!
Longspear + Bless (Crit confirm): 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Really, really mocks me.
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


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

with it stunned Kragg moves up to Kaldan but holds off no healing him. Kill it quickly and swiftly Kaldan and I will see that Abadar heals those wounds it inflicted upon you.

Thame, Kragg turns to the wizard. You are indeed blessed and powerful indeed to overcome such a creature so quickly. With such potent magic at your disposal and Abadar's grace upon us we will do quite well I think.

Once Kaldan kills the creature Kragg heals th mighty warrior for 1d8 + 2 ⇒ (5) + 2 = 7 converting his air bubble spell that is no longer needed at this time with the flask of air.


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 cackles in glee as Thame's spell stuns the creature. She stabs at the creature again, just in case Kragg's blow didn't put it down.
Longspear: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d8 + 3 ⇒ (6) + 3 = 9

The spear (pretty sure) slides off the creatures scaly hide. Apparently, Trieste was laughing too hard.


Round 2
Brinetooth -20 Hp - Is too stunned to move...
Thame - loads cross bow
Lara -
Trieste - Misses
Kaldan -hits
Kragg - Heals Kaldan for 7hp


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

Thame grins at the dwarf before noticing him healing Kaldan, leaving the menacing-looking fish-woman-thing still standing. "Ummm, Kragg...that spell won't incapacitate her forever. Let's finish him off then talk about how fabulous my incantation was."

You're welcome! :)


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara stabs past Kaldan at the grindylow leader again.

Lucky stab: 1d20 + 3 ⇒ (19) + 3 = 22
confirm: 1d20 + 3 ⇒ (7) + 3 = 10
1d6 + 3 ⇒ (3) + 3 = 6
crit: 2d6 ⇒ (3, 2) = 5

Archaeologist's luck 3/9, lingering 1/2


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

if it is stunned can't we coup de gras it?

Hearing Thame talk about the relative short timing of the spell Kragg steps up with his spear and stabs the creature through the neck.

Crit with spear 3d8 + 6 ⇒ (3, 5, 5) + 6 = 19


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

It isn't considered defenseless, so we still need to beat it down the natural way. Two more free whack-a-mole rounds should do this gal in, though, I'm thinking.


That round left it at 2hp, its ac is down to 9... its tost. With a final thrust of the blades, the beast is slain.

Treasure:
ring of ferocious action, +1 spear, amulet of natural armor +1

A rusted sea chest, stolen from a sunken sailing ship decades ago, is tucked behind the stone hand that serves as her throne. The lock is rusted beyond use, so the chest must be broken open (hardness 5, hp 15, break DC 23).

Inside:
Inside is a +1 mithral chain shirt, a ring of swimming, a wand of flaming sphere with 9 charges, and 470 gp minted in Cheliax before the ascension of House Thrune.


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

Well done all. Thanks again for the spell there Thame. It proved the difference in the fight.

Witnessing all fo the items the creature possessed Kragg let's out a low whistle. This is some impressive equipment here. Anyone have use for these items?

Kaldan can you break the chest open taking 20?

Seeing the chest Kragg calls upon Abadar's power to aid Kaldan in breaking open the chest.

Cast guidance on Kaldan


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 looked it up and you can take 20 on a STR check, as long as there is no danger around. So yes Kaldan can bust the chest open.

"That's a nice spear." Kaldan says thoughtfully. "At least it is when you wash my blood off it."

"That was some nice work there Thame." He say gratefully to the Wizard.

Kaldan studies the chest until he finds a spot he can get a grip on, digging his fingers in and straining with clenched teeth until the lid is opened.

Kaldan will do this so the chest opens out of any water.

Putting my hand up for the spear.


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 claps Kaldan on the shoulder. "Well done, indeed. You okay? That was a serious stab wound?"
I suggest Kragg takes the ring of swimming :)


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

The wizard swells with pride as he receives compliments for perhaps one of the first useful things he's done in a fight, beyond toss a fireball. Thame's eyes light up greedily as the group's loot becomes even more valuable as they pore over the contents of the chest. His eyes rest on each piece longingly, but he only reaches for the wand. "I think I'll take this, unless someone else can use it." Of course, he assumes they will split the gold evenly.

I am all for our front line people being well defended, so either Kragg or Kaldan for the amulet, is my vote. Trieste or Lara for the chain shirt, also. Cool with the ring for Kragg and spear for Kaldan. :)


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:

I can't wear metal armor, so no chain shirt for me. I can hang onto the furious ring if no one wants it, but I'm fine otherwise


Traveling back through the cave you easily bypass the trapped tunnel and return to the ship triumphant and burdened with treasure ready to return to the colony!

Anything else you want to do before setting sail for your new home?


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

Down to Kaldan, Kragg & Lara for the Mithral chain shirt + 1. Since I'm asking for the Spear + 1, I'll let the others go first on the shirt. Thame would benefit most from the Amulet of natural armor + 1. Second on the Ring of swimming for Kragg. 92 gp each when the gold is split.

Kaldan feels the satisfaction of both a job well done, and some healthy rewards for doing it. He's ready to sail back to the colony. "A small lair of Grindylow." He reports to Rowena, "We wiped them out, they won't be bothering the colony."


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Breathing a sigh of relief as the grindylow falls, Lara relaxes her guard as the group returns to the ship (but no sooner). She silently returns her borrowed longspear and retrieves her bow, happy to have a more familiar weapon in hand.

Lara will happily take the mithral chain shirt.


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After the Peregrine is released from the effect of the echeneises, the unrest with the colonists resolved, and the grindylows “discouraged” from raiding the colony, you all ride back to Talmandor’s Bounty with the ship. Upon arrival, the Peregrine drops anchor in the bay and both the ship’s crew and the colonists work together to begin unloading the ship using the ship’s boats.
Ramona asks you to show her around the settlement and point out areas of concern. The Peregrine stays the night and the crew replenishes their fresh water before departing in the morning. If you wish to send some treasures back to Almas for sale, as well as place an order for equipment and special provisions this is your chance. (12+ weeks turn around time)

Finally, you can choose one house for the group (assuming you choose to live together). The only buildings unavailable are community buildings and the governor’s house, which Ramona intends to move into in the absence of Rayland Arkley. Alternatively, you can choose to live in the barracks.

During the next day, the existing houses are assigned with the understanding that there may need to be compromises made if the original colonists return. Ramona also assigns work details and specialized crews. Fathers Eamon and Kurvis begin to restore the chapel (which they intend to share for at least the first year), and attempt to reach an accord with the restless spirit of Silas Weatherbee until his spirit can be laid to rest.

Dispite your efforts the poltergeist returned to the chapel about a week after you first encountered him and for the time being is a permanent fixture. Fathers Eamon and Kurvis, are happy to facilitate communication with the spirit if you want to try and communicate with him.

You have two weeks of Downtime and settling in before the next series of events takes place.

Next event will be on Oathday, 31st of Arodus 4717AR. If you want to do anything or explore further or follow your little clockwork machine now would be a good time.

Or I can introduce you to some of your fellow colonists and let you RP in the village.

Ship Returns Aprox 5th Neth 4717AR.


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

Happy to go with what everyone else picks for our residence?

Kaldan spends some of his newly found wealth and orders an Underwater crossbow to be delivered when the Peregrine returns.

If the party is not out on a mission he spends his time helping with building and repairing structures.

If there is no pressing repairs needed he spends his time fishing the shoreline to bring in some fresh food.


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

Arriving at the colony Kragg helps out where he can with unloading all of the supplies.as he does so he makes certain to gather his own that he left on the ship and stow them in whatever building Thame selects. He had no preference as to the location of the building but could tell Thame was delighted every time the subject came up.

When everything was put away Kragg showed Ramona what was discovered upon their first arrival. Of pressing concern was the rotten stores that needed to be purified. To that end Kragg prayed to Abadar as soon as possible for the minor miracle to restored the supply shed rations. I will make sure to pray for this blessing each day to prevent any other supplies from spoiling.

-----------------------------------------

The following day Kragg asks the others if they wish to determine where the clockwork creature came from. I am thinking a quick expedition to see where it leads might be in order. It could lead us to captured colonists. If not at least we would know who else is here with us.


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

Thame is delighted to be chosen for the important job of picking a house for the group of 'trouble-shooters'. Predictably, he picks the small cottage closest to the partially finished walk around the main buildings of Talmondor's Bounty. "We don't want them having to walk too far to come get us if needed, do we?" Settling in, the wizard carved out a small portion of the home for himself, and surprisingly makes a decent roommate.

The illusionist follows a rigid schedule when not checking out abandoned buildings and trying not to die. He tends to remain quiet, poring over his spell books and working on his parchments to make more backup Spells should they be needed. He also thumbs through the spell book of Miss Hendrake, attempting to copy the Spells he likes into his own. The wizard suspects the woman will want her spellbook back if she ever returned.

Gonna craft another scroll of Touch of the Sea and another Color Spray, also going to Spellcraft some spells into my wizard grimoire

When Kragg asks about the clockwork creature the wizard grimaces, but ultimately nods his head. It was better to know the adversities you faced than to live in dread. Or at least that's what he told himself.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara happily shows Ramona around when the colonists arrive back at Talmandor's Bounty. Given the choice, she actually chooses to live in a separate cottage near the one Thame chose. (She also wouldn't be averse to Trieste rooming with her, but she avers that the one cottage is too small for the entire group.)

When the subject of the clockwork spy comes up, she is quite in favor of tracking it to its creator.


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 very interested to find out where the spy wants to go. "This may give us information on what happened to the fist expedition."


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Wealday, 16th of Arodus 4717AR
With the departure of the Peregrine and the colonists beginning to settle in now seems as good a time as any to see where the small clockwork creature was instructed to flee too after being discovered.

Following your command, the clockwork spy will happily lead you north from the colony partially across the island to area L.

The Harbinger’s Dais
The trees thin out around this field of shattered stones and fragments. Toppled marble columns jut haphazardly from the ground and are partially covered with moss. These rocks are the only evidence that buildings once stood here, but the passage of thousands of years has left little but their broken stone skeletons. One remnant remains incongruous with the ruins: a circular marble dais carved from a distinctly lustrous pinkish stone, perfectly preserved but surrounded by a crumbled stone rotunda that has not weathered the ages nearly as well. The Spy walks straight to the dais stopping right in front of it. Turing to you and canting its head/body slightly to the side as if waiting for a new command.

When a creature approaches within 15 feet of the dais (Like the clockwork spy does) , the image of a humanoid figure flickers into existence on the dais and begins to address a nonexistent audience.The figure wears black robes befitting an academic or a spellcaster, and wears a peculiar metal helm that obscures all the wearer’s features except the mouth, which is partially covered by chain links. The front of the helmet is decorated by three upward-pointing tines, like a fork or a trident. The figure’s words are clearly audible but are spoken in Azlanti, and it gestures with its hands as if to calm or reassure.

"Lojalaj civitanoj de la imperio - ne timas. La blotado en la ĉielo estas nur bruo de vualitaj malamikoj por eviti nin distriĝi en ĉi tiu tempo pri muntado de kaoso. Tendu viajn regulajn devojn, kaj fidas je la Ioun Imperative kaj via imperiestro teni vin sekura. Ne malsukcesu nin, kaj ni ne malsukcesos vin."

Azlanti:
“Loyal citizens of the empire—fear not. The blot in the heavens is but a ruse by veiled foes to keep us distracted in this time of mounting chaos. Tend to your regular duties, and trust in the Ioun Imperative and your emperor to keep you safe. Do not fail us, and we shall not fail you.”


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 looks hopefully at the others in the party?

It's all Azlanti to Kaldan.


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 looks around. "Anyone have any idea what he said?"


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

Thame listens to the image speak, frowning in frustration that he hasn't managed to learn the Azlanti tongue. But he had been intent on studying Azlanti artifacts, not conversation, so hadn't made it a point to pick up any proficiency with the dead language. At Trieste's question he shakes his head in a negative.

Once the image is done, the wizard turns to the others. "Seems like that fellow might have been trying to calm some folks down. Turns out he probably should have been worried, too, since they're no longer here. Let's head back."

Anxious to get into the cottage and a semblance of comfort, routine, and normalcy, the illusionist starts to head back unless anyone brings up a strong objection.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara nods in agreement with Thame. "Something about the Ioun Imperative and an emperor...." she muses, rubbing her chin in thought. She looks to her clockwork spy.

"Do you know anything about the Ioun Imperative? Show me what you know."


The clockwork spy looks disappointed and sags a little unable to comply.

Meanwhile, there's the sound of angry chittering goblin coming from nearby bushes before 4 monkey goblins carrying spears burst out wailing and screaming at you as they attack. Despite your surprise, the fierce creaturs provide little more than a distraction and are easily subdued. If you want to capture or Kill that's up to you, they only speak Goblin the seem to be from tribe that had a couple of guys in the Smithy

Tresure
buckler(4), daggers (12), shortspear (4)


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

Kragg had no immediate idea what the Ioun Imperative meant. Though he tried to remember any brief mention of such a phrase in many of his long years of travel.

know history? 1d20 + 4 ⇒ (18) + 4 = 22

From the state of this place it seems that it has been abandoned for decades if not longer. Once the colony is settled in some of the more adventurous might want to come here to see if there are any relics that are buried here. Surely something this pronounced would have had other stuff nearby as well. Before he can go further they are ambushed by the monkey goblins.

Quickly overcoming the little nuisances Kragg resorts back to the area at hand. If we do wan to make this place a archeological dig site we might have to erect some sort of defenses though from thses monkey goblin attacks. Should be simple enough though as this place is an easy enough travel to and from the colony. It would only need to be protected while they are here. a simple few barricades and a few on watch should suffice.

That will have to be for another day though. Until we find out what happened to the previous colonists I am not sure that we should let any of the others go off wandering around. thame you are right. If there is nothing more to do here then we should go back, report what we found, and figure out what to do next in the matter of the disappearances.


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

"Looks like the man might have been referencing Starfall, actually.". Thame rubbed his chin thoughtfully, sifting through his memory. "If I recall correctly, I believe there was a foiled plot in Riddleport not too long ago to bring about a second Starfall. Thankfully it was overcome by some adventuring types."

Thame looks at the goblins with disinterest, barely stifling a yawn. "That seems very prudent, Kragg. Now can we get back? We might make it back in time for a hot dinner..." The wizard sounds hopeful that this is the case.


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

Kragg takes some time to pray to Abadar for guidance as he asks for the blessing of the comprehend languages spell. Once that is granted to him then he will cast the spell and head over to the monkey goblin. Waking the goblin up he listens in on the monkey goblin talking and points back the way they came from.

pantomime ? +1 for guidance 1d20 + 1 ⇒ (13) + 1 = 14 Not sure what the skill or check is for that


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:

"I'm not sure what you can get out of one of those creatures, but perhaps you could convey that they should stay away from the colony if they know what's good for them." While not a fan of goblins, Trieste is uncomfortable with the idea of wiping out a large group of them.


Goblin:
"Stupid longshanks ruinings the rituals. We never be adults now... Ghosthater's cant hate ghosts with evil longshanks beatin uses..."

Returning to the colony goes smoothly and reporting the finding of the Azlanti Dias piques the interest of Carver Hastings, one of the soldiers tasked with keeping the colony safe.

Panthfinder Agents:
You know Carver Hastings to be a Society field agent. Carver was instructed by Venture-Captain Brackett of Almas to insinuate himself into the ranks of the hopeful colonists. However, there is a growing concern among the venture-captains that the Aspis Consortium may be spying on Pathfinders as a shortcut in their own research. For that reason, Hastings has been instructed to hide his status as a Pathfinder, so he masquerades as one of the colony’s soldiers.

He would be quite happy to accompany the group back another time in the future.

What would you all like to do for the next 14 days of game time?


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

With the little bit that Kragg can understand from the goblins it turns his perspective from them being a slight nuisance to one of dread concern. I may not be able to follow their train of thought but we may have stumbled upon something bigger then we imagined with them. They mention some ritual for ghosthater to become adults. The only person I can think of as ghost hater is Rayland. We need to bring them back for bettr questioning from someone that can speak goblin! I hope the ritual is not one that r quire the other colonists!

Kragg will do whatever he can to bring the monkey goblin(s) with him even if it means knocking it/them out and dragging it/them along back.


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Any other downtime action can take place over in the discussion thread. Going to try and get things moving a little more smoothly now.

Oathday, 31st of Arodus 4717AR.

Early in the morning, you awake to shouts of alarm. One of the soldiers, Carver Hastings, knocks hard against your door. When you open it he relates a quick report. "In the early morning, Daib Joiner," (A carpenter who lives in one of the houses in the center of the settlement) "was attacked! And I be thinking that ye folks would want to investigate. "

Daib survived the attack and is recovering with a friend in the square if you're interested in interviewing him. A12


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

The wizard nods his understanding of the soldier's report, then closed the door. The illusionist was not happy about his beauty sleep being interrupted, but they had taken on the role of problem-solvers for the colony, so this sort of thing was kind of under their purview. Thame gathered a few things as the others prepare to depart, then makes his way with the group to the square.

As they made their way the short distance, the wizard thought about the location of the carpenter's house near the center of the settlement. If something attacked him there, it could slip through and attack anyone. Even Thame. That could not be allowed to pass!

Thame faded to the rear of the group, content to let the more personable Lara or Kragg speak with Daib first, preparing to ask follow up questions if needed.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

I am assuming that Lara has revealed her status as a Pathfinder to Carver, so she won't make any mention of it now.

Lara grumbles as she rolls out of bed and sleepily opens the door--but not before grabbing a dagger, which she hides behind her back until she sees who is at the door. "Wha--? Oh, Carver," she mutters. A jolt of adrenaline jars her awake as Carver delivers the news. "We'll be out momentarily." By 'we', she means Trieste and herself, since they're in the same cabin.

After having dressed and armed herself, Lara joins the others at the square. "We heard something happened," the Taldan starts, glancing between Daib and his friend. "Fill us in, please."


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 gets up quickly and grabs all his gear, which he lays ready to be used by his bed. He dresses and arms himself, joining the others as they head to see the man who was attacked.

He keeps a careful eye around them, but leaves the questioning to those with the gift of the gab.


After reaching the square and calming the distraught pair down you manage to get the story out of him. Daib explains that he awoke in the middle of the night to find someone trying to choke him to death. He sheepishly adds that he started up a shipboard romance with another colonist, Geoff Tamor. He explains that Geoff got up in the middle of the night to get a drink of water and returned to find some stranger in their bedroom trying to kill Daib. Geoff struck the assailant on the head with an iron skillet, but this only seemed to daze the individual, who staggered out the door and into the night. The pair describes the would-be killer as a “horrible little-naked man, with gray skin and long, rubbery arms.”

DC 7 Knowledge (dungeoneering) or DC 13 Wisdom:

This describes a choker like the drunk one you encountered and killed at the Levin house A18

Anyone looking for tracks: DC 16 Perception or Survival:

You find small, unusual footprints that lead in the direction of the Levin farm A18.

DC 16 Survival:

The trail of tracks becomes more difficult to follow up the hill but you manage to track them to the well by the farm.


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

Survival (Follow tracks): 1d20 + 7 ⇒ (13) + 7 = 20

"Bloody Chokers!" Grumbles Kaldan. "Knew the things would be trouble. Time for more pest stomping."

He shows the rest of the party the tracks and follows them to where the they lead.

Once they reach the farm, Kaldan takes a careful look down the well.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18


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

Thame looks between the two colonists in confusion for a moment before the light goes off. Hmmm, interesting. The wizard shrugged...a long trip on a boat was awful lonely without someone warm beside you. Not that Thame had anyone to warm his bed...ever. Something he never understood, truly. He supposed he was charming enough, and had a good enough gift for gab. The world was a mystery, truly.

Snapping out of his reverie, he nodded in agreement with Kaldan, not necessarily because he knew what was going on but because he never wanted to seem ignorant. Ready to go, he gives the farmers an awkward wave before following the ranger and the others out to the farm Kaldan leads them to.

As he peeked over the side he remarked, "Sure looks dark down there..."


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

Darkvision. :)


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Knowledge (dungeoneering): 1d20 + 8 ⇒ (16) + 8 = 24

Lara blinks at Daib's confession, and pays it no further mind. The Taldan nods in agreement with Kaldan's observation, and follows quietly along with the others as the half-orc leads them to a well. She stoops and picks up a small rock. With a muttered word, the stone glows with light--which she proceeds to drop into the well. "Let there be light?"


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

Thame nodded sagely at Lara's statement/question, certain that one of the faiths had that written in their holy texts. At any rate, it would illuminate the well, so whatever.

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