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

Game Master JankInTheTank

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Colonists


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

As soon as the light goes out Kragg casts the spell again. The monsters before him were evil and denizens of the dark. They had to put them down for the safety of the colony. Thank Abadar that they were dispatched quickly. However Kragg grabs one of the remains and drags it out with him to show the colony what they were facing.

I agree Trieste. Let's get out fo here. I have had enough fo this place for tonight, or today, or whatever it is. Are we taking the long way out or climbing up the well?

How much did we get for the split of the gems and minerals? Never mind found it. 1200 total so 240 each right?


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 stretches sourly, still displeased with his poor showing. 'I need to get more sparring.' He thinks to himself.

"Aye, it's all clear down here now." Kaldan agrees, "Lets head back and let them know the problems gone. They should be a bit happier now? A source of gemstones will help the colony. Though I wouldn't mind a few minutes with whoever scouted the location in the first place!"


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara follows the party back outside, happy to be back out in daylight. "This whole area has such a fascinating number of aberrations of nature. I wonder why?" she muses.


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 frowned as Kragg ignored him and agreed with Trieste (who also happened to have agreed with Thame, but that wasn't the point). Still, he was eager enough to leave the gem-filled hell-hole, so he held his tongue and followed the others out into the bright sun-lit day.

The wizard nodded sagely at Lara's question. "Indeed...if this area was uninhabited for quite some time, what were these creatures doing here? I suppose it could just be happenstance." Thame shrugged.

At Kaldan's comment the illusionist perked up. "Yes, that's right! A source of wealth for the colony and another threat eliminated. We ought to be living like lords and ladies before long!" The wizard let his thoughts wander to a dream of his own house and plenty of research material.

I guess back to the settlement, unless anyone has anything else?


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 smirks as they walk out. Our arcane friend seems to be a little over-enthusiastic about profit. It's not like there are any merchants nearby anyway.
She looks down and notices her familiar carrying the corpse of one of the aberration in his mouth. "Come on, Jobert. Don't dawdle."


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's eyes keep darting to Trieste's hands on the way back to the compound, and finally he addressed the elephant in the room. Or the monster...whatever she was. "Ummmm, not to say that I'm not pleased to be in your company, Trieste. I'm actually more inclined to be on your good side, all things considered now. But did you just tear apart some of those monsters with...claws? On your hands? I mean, I'm good with it and all, but that's something you shouldn't just spring on someone, you know?"


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:

You haven't known her for that long, so you aren't sure if it's from rage, embarrassment, or some combination, but her face flashes bright pink. She stares hard at Thame. The color in her normally pale face accentuates her different color eyes, and not necessarily in a good way.

The veins on her neck and forehead bulge visibly as she speaks through a mostly clenched jaw. Her voice drops an octave, coming out low and dangerous.
"We didn't get to talk to each other much on the ship. So I'm willing to let this pass. We don't get to choose our parents, Thame. I'm gonna ask that you NEVER bring it up again, least not if you enjoy being able to walk."

With that she turns her back on him and quickens her pace, stalking ahead of the group. She notices Jobert having trouble keeping up and scoops him into her arms. Every once in a while, she raises a hand to her face and wipes her eyes.


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 gives Thame a strange look. "All this time she's never ever brought up she has claws, and you just blurt it like that? You'll be asking me why I'm green next."

He gives Trieste a pat on the shoulder and carries on walking.


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

Tired and sore from the underground excursion Kragg is oblivious to the fact that he may have slighted Thame by responding to Trieste and not him. However he would have to have been unconscious not to notice the exchange on the way back. Fatigue forgotten for the while Kragg hastens up to Trieste.

Approaching the woman gently Kragg lowers his voice to speak privately to her.
Trieste, do you mind if I walk with you or would you like some solitude right now?

Trieste if she wants to talk:

i want to thank you for what you did back there in the cave. Without you I would probably be dead right now. I say this both as heart felt thanks and to make a point. At this point though Kragg ramble off and starts talking about something else. Pulling a dagger from its sheath he holds it up. Take this knife for example. Is it evil or is it good? Does it have to a be one or the other or can it be both? What if the maker of this dagger was a murderer and used it to kill helpless people? What if it was used to safe a life?Kragg pauses a moment to look her in the eye. Trieste, the answer to every single question is irrelevant except the last. The last question deals with the intent of the current wielder of the dagger. You and your claws are no different Trieste. It matters not to me who or what your parents are or what you may have done in the past. What matters to me is that you are a good person and did what you could to save my life. You do not need to be ashamed of who you are or what you have.. He then offers her the dagger before taking it back. Yuo don't need this. You already have your own daggers and have the heart to use them correctly.

Kragg falls silent then waiting to see what Trieste says if anything.


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, never a master of social graces, just screwed up his eyebrows quizzically as both Trieste and Kaldan responded to him negatively, muttering as they walk ahead. "But I didn't even mention anybody's parents..."

The wizard just shrugged and carried on...he'd never been one to worry much what other people thought of him. He thought of apologizing to the young woman, but then he replayed her response and rejected the idea. She had just threatened him...so they were even, as far as he was concerned. If there was anything he even needed to be sorry about...he had just asked a simple question. He figured if they'd just been wandering about for weeks with one another and he just suddenly started casting magic that at least some of them would like to know why he'd never mentioned it.

He pondered it some more as they walked, looking thoughtful. Then again, if he was some kind of monster, he might be inclined to not advertise the fact. Prejudices and whatnot were everywhere. He'd think about it some more when they got back.


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:

At first, Trieste hesitated, like she was going to ask Kragg to give her some space, but she relented when she saw his earnest face. With a nod, she let him walk beside her. In the end, she was clearly glad that she did. "You're a hell of a guy, Stoneheart," she says, playfully punching his shoulder. "Thank you."


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

Kragg shakes his head no, Thanks for the compliment Trieste but, really, i am just telling you how I see it. Maybe it comes with over 100 years of life and not wanting to see young whipper snappers like you get worked up over things beyond your control.

Kragg tries to play off the compliment but you can see him smiling in appreciation as he turns away from you to look at the sky on the way back to the settlement.


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

Are you blushing Kragg?" Kaldan teases, trying to lighten the atmosphere a little.


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

Kragg turns to Kaldan with a twinkle open his eye but trying to hold onto a serious expression. Ah, well, I would not call it blushing myself. Rather i try not to let compliments go to my head. Unfortunately I could not restrain myself in this instance so I tried to turn away. Too much praise leads to large inflated egos. Inflated egos leads to trouble which is the last thing we need at a time like this. Thank you for pointing it out Kaldan. I will strive to do better next time.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara giggles quietly. She adopts a stern, stony, unyielding expression and says gravely, "'Yes. Can't afford to show emotion around the rabble. They might think I'm sentimental.'" Breaking into a crooked grin, she winks at Kragg.


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

Kragg turns to Lara stroking his long white beard as he does so to hide his own expression of amusement. Yes, exactly my point. Sentiment has its role with the younger impetuous generation but for those advanced in years like myself, wisdom prevails. Not being to hide the merriment any longer Kragg smiles broadly, However I am not so old as to not have my fair share of sentiments. Life would be so boring after all.


Several of the colonists are surprised by your appearance as you treck back from the north, having been expecting you to climb back up the well. Ramona eagerly listens to your report, especially interested in the find of semi-precious gemstones. [b]"To think we settled right on top of caves like this, it makes me wonder what other hidden dangers our predecessors must have encountered. FOrtuenlty it seems most of the 'natives' are reluctant to approach such a large group as ours. There really is safety in numbers."[b]

You have the rest of the day and about half of tomorrow to rest and work on your own projects before the next event.


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

As the colony comes into view Kragg breathes a sigh of relief. Well it seems that we are back safe once again. Hopefully it is sometime before we are needed to solve problems like this again. As the get closer they can see Ramona heading out to meet them. Weariness forgotten for the moment Kragg hurries forward to speak to her. After the group gives their report Kragg pulls Ramona off to the side for a semi-private conversation.

ah, Ramona, I was meaning to talk to you about this earlier but you may have noticed me making plans recently for a building of my own. I have spent some time talking to others and have gotten their help already and the promise of aid as well. You see, I am thinking of building and opening an alehouse here. I am telling you this as I hope that it meets with your approval. If it does I would also like to know where I could make a claim to some land for the building to stand on. Now, before yo answer let me tell you that I do plan on having some stringent rules in place. In particular I would have a 2 drink policy to start. The last thing we need is drunkenness in the colony. I would use the ale we found to start the alehouse and then supplement that with some of my own creations. Give the word and those that I have talked to can have it down in their down time withing the next 2 weeks or so. Then, should the alehouse do well then I would expand the building into a full brewery and inn.

Kragg looks around that the colony, I know that there are not many people here now but when we find the others and should others come from overseas then we will have a proper place to host them.


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 in agreement with Ramona's statement about safety in numbers, hoping the woman would hesitate to send the small group out again for precisely that reason.

Thame makes sure to tell Ramona of the gemstones found in the cavern and the potential for mining, but otherwise is very eager and happy to retire to his home, ready to make a habit of doing very little. Well, even less, unless research and reading counted as activities to help the colony.


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"Kragg such a building is one of the reasons you were selected for this endevor! Now that things are going well enough I'm certain we can set up a small plot of lad for you to begin construction. "

She looks out to the small dock smiling slightly.

"In a few weeks the ship will have reached the mainland and we'll have a full crew returning here. I think some fresh ale and other spirits will do a lot to improve their outlook of our settlement. Sailors can tell so,e frightful tales of places they don't like.

@Thame
"Gems like that will certainly help us make this a profitable venture. I'll have to send someone down there to do a more detailed inspection. As fair as I belive it would be to grant you rights to it, unfortunately mineral rights belong to the Bountiful Venture Company, you may keep the stones you found and I think an appropriate finders fee could be to grant you access to any stone you mine yourselves. At least until something more permanent is set 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:

Trieste feels like she could use a bit of time to herself. She and Jobert go for a quick swim to wash off the dirt and blood of whatever might cling to her. She tosses a coin into the sea to give thanks to her deity. And then she gathers enough water to make herself a bath. She doesn't mind salt-water, as long as it's hot. She pops her head in on Kaldan. "If anyone needs me, I'll be in my hut."
Finally she slides into the tub, stretching her sore and tired muscles and promptly falls asleep.


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

Kragg claps his hands together, Excellent, I will then have the work started immediately. It will definitely be a surprise for the sailors when they arrive to have a place to quench their thirst. If you need me I will be out working on getting the bar ready as well.


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

AFter taking some time to recuperate from the expedition below ground Kragg goes out and talks to the people in the colony that agreed to help him with the brewery. While he is giving the order he also makes preparations to get supplies and work for the building of the bar as well.

Capital goods check with guidance day 1 1d20 + 11 ⇒ (12) + 11 = 23
Capital goods check with guidance day 2 1d20 + 11 ⇒ (8) + 11 = 19

30 gp spent. Purchase the remaining goods for 190gp. Total spent is 220gp

After the second day Kragg decides that time is of the essence to get the brewery and bar built by the time the sailors return. Instead of working towards earning the Capital needed Kragg purchases the needed resources and has the construction started on the bar as well.


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 in acquiescence at Ramona's statement of the charter, the distribution of goods well understood by the studious wizard. Thame longed for the day when the colony would be fully established and would start unearthing Azlanti artifacts so that he could put his skill set fully to the test.

In the interim, the young illusionist re-established himself with both his magic and his studies, taking his meals in his home and giving Trieste plenty of space if he could. People were sensitive...and sensitivities were magnified out here on the outskirts of civilization.


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:

just wait til lvl 4 when I can sprout tentacles! :)


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

Coughed up some drink when I read that Trieste. That is going to be an interesting conversation.


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 nods when Trieste calls to him, he's back to gathering food for the colony at the moment.

Profession Fisherman: 1d20 + 5 ⇒ (17) + 5 = 22

Which means he's found a comfortable spot on the beach out of the wind and is fishing the deeper waters with a long line.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara wanders in and does a double-take when she sees that Trieste has fallen asleep in the tub. Recalling the claws, she decides not to play a practical joke on the druid, and goes about her business.


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

Uh oh...that could be really good or really bad.


DC 10 Knowledge (local):
The house designated as A7 was initially slated for the two clerics, Eamon and Kurvis. The clerics have since decided that for their friendship and sanity’s sake, it is best they live apart and have given up their claim on the house. Luetin, who is now the settlement’s only blacksmith, wants the house because it is close to the smithy and he expects for his son and daughter to arrive in the colony on a future trip. Harcourt wants it because he’s wealthy and intends to bring his fiancée to Talmandor’s Bounty to start a family. The wealthy Carrolby family also plans to extend its business interests to Ancorato once the colony is on its feet, which gives Harcourt speAker of the dAisa sense of entitlement. Ramona gave Luetin first rights to the house so the blacksmith could keep an eye on the smithy, even though the smithy has its own quaint living quarters. She told Harcourt, however, he could have it if the blacksmith changed his mind. The two are now at odds.

Later while Ramona is inspecting the possible mining site Luetin Calewick and Harcourt Carrolby draw your attention as what seems to be a heated dispute begins to devolve into a shouting match at near the fire pit in the "square".

Harcourt shouts " You don’t need all that room for yourself!
Luetin refuses to budge, whereupon Harcourt begins to insinuate that a “working class” man wouldn’t understand the demands placed upon people of business.

Luetin fires back[b] "Ya richr little prick, ye only wanr that house cause its inside the palisade... scarde somethig grey and lankey might sneak up on ya in the night I reckon. Prissy coward ye are and without even the balls to own up to it! that the wealthy man wants a house inside the palisade only because he’s a coward. This is enough to start a fight.


DC 10 Knowledge (local):
The house designated as A7 was initially slated for the two clerics, Eamon and Kurvis. The clerics have since decided that for their friendship and sanity’s sake, it is best they live apart and have given up their claim on the house. Luetin, who is now the settlement’s only blacksmith, wants the house because it is close to the smithy and he expects for his son and daughter to arrive in the colony on a future trip. Harcourt wants it because he’s wealthy and intends to bring his fiancée to Talmandor’s Bounty to start a family. The wealthy Carrolby family also plans to extend its business interests to Ancorato once the colony is on its feet, which gives Harcourt speAker of the dAisa sense of entitlement. Ramona gave Luetin first rights to the house so the blacksmith could keep an eye on the smithy, even though the smithy has its own quaint living quarters. She told Harcourt, however, he could have it if the blacksmith changed his mind. The two are now at odds.

Later while Ramona is inspecting the possible mining site Luetin Calewick and Harcourt Carrolby draw your attention as what seems to be a heated dispute begins to devolve into a shouting match at near the fire pit in the "square".

Harcourt shouts " You don’t need all that room for yourself!
Luetin refuses to budge, whereupon Harcourt begins to insinuate that a “working class” man wouldn’t understand the demands placed upon people of business. "You would be far better or sleeping in your shop. Closer to your work... we're you belong. A business man such as myself has ceartain, needs. Nothing that some one of your kine might grasp."

Luetin fires back "Ya richr little prick, ye only wanr that house cause its inside the palisade... scarde somethig grey and lankey might sneak up on ya in the night I reckon. Prissy coward ye are and without even the balls to own up to it!" This is enough to start a fight.

The two men as approximately 20 feet apart and looking as if they want to kill each other. Their boisterous shouts are attracting a lot of attention from the other colonists. Neither is carrying a weapon.

what would you like to do, if you care to get involved. ..


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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

As Thame is wandering around the small colony, he happened upon the disagreement between the smith and the nobleman, seeing that the commotion was causing a stir. Remembering his rather undiplomatic approach to Trieste's...situation, the wizard journeyed to where Lara would be, knocking at the door in a hurried manner.

When she answered, he smiled, speaking hurriedly, "Good morning, Lara. How are you doing? Oh, before you respond, I think you should come to the square. Seems Luetin and the young poppycock are at arms about a house near the smithy. Your charming looks and soothing voice might be just the thing needed to calm down emotions. I seem to only exacerbate them, these days." The illusionist grins wryly, then proceeded to head back, whether she accompanied him or not. He'd just magic them into oblivion until Ramona got back, if needed.


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:

that was awesome Thame. I was thinking of calling on Lara myself

Trieste is out helping Alba setting up herb gardens when she hears the commotion. She groans to herself. Besmara's boots! This is no time for petty squabbles. We can build more houses! She doesn't really have the patience to deal with them and is about to seek out Lara when she spies Thame headed to their hut. Assuming he's seeking out Lara, too (At least he isn't fanning their flames), she jogs over to Kragg's work site. "Stoneheart. I hate to interrupt your endeavors, but it looks like a few of the colonists are about to be up in arms over some nonsense. I wish they would realize we have bigger problems than who gets the big house. Perhaps you can talk some sense to them."


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara glances up from the old tome she was reading in the shade of a large tree at Thane's approach. " I'm fi--oh!" the Taldan starts to say. She closes her reading with a satisfying thump and scrambles to her feet. Following after Thame, she tries to recall anything she can about the bickering folk in question.

Bardic Knowledge (local): 1d20 + 3 ⇒ (7) + 3 = 10

"What's going on here, you two?" she asks as she arrives, moving to place herself between the two potential combatants.


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

Kragg was found at the bluff just a short distance away from the holes where the ankheg burrows were located. He was instructing the people around him to bury the holes and then work on the foundation for the bar and brewery. Work had started already and was progressing well as everyone involved was eager for some of the refreshments that the establishment would provide. As it was it took a moment to hear what Trieste was saying. What was that? We need to take up arms? Oh someone is up in arms arguing, got it.. Calling out some,sat minute instructions over his shoulder as he leaves he follows Trieste back to the problem site.

Know local 1d20 + 4 ⇒ (1) + 4 = 5

Unfortunately Kragg had spent so much time in his endeavor that he was lost as to why there was a problem. However it seemed Lara knew what was going on so he listened to her first before speaking.


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

Knowledge Local: 1d20 + 5 ⇒ (10) + 5 = 15

Kaldan arrives and notes the situation, seeing Lara there already he moves behind her and whispers the cause of the situation in her ear.

He then crosses his arms and stands at her shoulder, keeping an eye on both parties, making it clear he will intervene if there is any violence.


While immediate violence seems to have been halted tempers are still hot.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara nods to Kaldan as he whispers in her ear, then listens patiently as the colonists air their grievances to her. "There really seems to be nothing to it. Ramona has promised the house to Luetin, so that is where it will go. Besides, Harcourt, this gives you the chance to build a house specifically to suit your desires. There's plenty of room for additional housing in the Bounty--especially larger houses and manors."

Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13


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:

um, aid another!
"Ooo, that's a good point, Harcourt. I bet you could build quite the manor house," Trieste adds.
Diplomacy aid: 1d20 + 1 ⇒ (19) + 1 = 20


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

I can do something right on occasion. ;)

Thame shrugged at Lara's attempt to placate the situation, nodding in agreement. Seemed like there wasn't much to argue about, honestly. Still, there was probably some noble money involved in this expedition, and noble money could go a long way towards accelerating the settling of the island of Ancorato. Best not to ruffle too many feathers. Any more, anyway.

After Trieste added her two cents worth, the wizard added, "Besides, with the house that close to the smithy, surely the smell of smithing and the noise would be rather abhorrent to a man of your obvious class. Besides, we five have worked hard to ensure that the colony remains safe, if safety were a factor in your decision, which it surely isn't."

Diplomacy Aid: 1d20 + 1 ⇒ (13) + 1 = 14


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

Seeing that the others have the situation under control at least from a violence standpoint Kragg takes the opportunity to speak with both of the affected parties. Moving first to the blacksmith Kragg whispers quietly to him in confidential tones. From my understanding you do have the better claim on the building. AS the others have already indicated they wish you to stay in the house. I will do what I can as well to convince Harcourt to relocate to another location. I can understand as well why you would want another location to have your family live. A smithy is noisy and dirty and not the best place for kids.

diplomacy with Harcourt and guidance 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

Turning from Luetin to Harcourt Kragg continues to lay the case for the blacksmith to claim the house. Mr. Harcourt, if you please how about we take a walk for a moment? I find that some distance gives a different perspective on the situation.

Hopefully Harcourt follows putting some space between himself and Luetin. Eventually Kragg makes his way over to where the brewery and bar are being constructed. Looking over the work Kragg points out the surrounding area. Mr. Harcourt, I know the others have already stated excellent reasons why you should let Leutin have the house. I will add another...peacefulness. Look around. There is plenty of space to build a house to your liking away from the hustle and bustle of the colony proper. Listen to the sound of the people working here. Are you wanting to live in a place that sounds like a construction site year round or are you wanting to have a place that offers some privacy for you and your family? I myself would want to have a place that I can go to escape from the noise and the prying looks from the people.

Not trying to go rogue here guys just giving some space to let tempers cool. Others can follow along if they want...


Very nicely handled.

Harcourt seems to deflate a bit as you all work to calm him. "You've made some valid points. Perhaps a nice manor house would be more appropriate for someone of my standing..."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Lyra Heatherly, looking winded and distraught runs into Talmandor’s Bounty in search of help. Breathless, she explains that she and Milo Cattenbury were exploring and mapping the area near Talmandor’s Bounty when Milo fell into a patch of quicksand. He has so far managed to tread water, so Lyra ran back to the settlement to get help.


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 grabs his rope and grappling hook, then heads off at a run to where Lyra says they were.


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

Not really liking the idea of running anywhere, but loathe to be seen as lolly-gagging with someone's life in danger, Thame sighed and started off after Kaldan, hoping this Milo fellow isn't too far off.


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 it isn't one thing, it's another, Trieste muses as she runs to catch up with Kaldan. I hope we aren't too late.


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

Seeing the ruckus Kragg follows as fast as his dwarves legs allow. Thank Abadar he was blessed with some speed to keep up with the longer legged folks.


ITs a few minutes hike north of the colony you can see what appears to be a human form struggling in the distance. Map updated

If moving carefully Survival DC8:
The areas outlined are possibly quicksand

If hurrying Survival DC 15:
The areas outlined are possibly quicksand

For the purpose of thiis encounters it recomends that we enter a "soft initive" but due to the nature of PbPs we'll treat it as more of a RP encounter.

Milo Rolls:

Swim: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6 He is visably struggeling to stay afloat...
Swim: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Swim: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5He drops below the surface...
Swim: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12Struggels back up to the surface
Swim: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4He drops below the surface...
Swim: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11Struggels back up to the surface
Swim: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19 He manages to move forward towards solid ground.
Swim: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6He seems to be slipping deeper.
Swim: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4He drops below the surface...
Swim: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14Struggels back up to the surface

Quicksand Rules:
Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that might trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden patch before blundering into it. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him 1d2 × 5 feet into the quicksand.

Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).

Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface.

As you begin to move forward you see him struggling to stay afloat, clearly exhausted by his efforts!


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 sighed as the group approached the area, seeing the scene play out before him like a terrible drama. Poor Milo...hopefully they could help the poor chap out before he slipped under for good, which seemed increasingly likely by the minute. Seeing as how the 'sand' was more liquid than solid, the wizard stopped for a moment and cast a spell upon himself. His hands develop webbing between the fingers, and his booted feet elongate into rather icky-looking flippers.

He looked down at the appendages in distaste, seeing that they were still quite a ways from the area. Grimacing, he duck-waddled forward until he slipped into the quicksand area, swimming gracefully over to where Milo was. "Throw out a branch or rope or something, and I will help him back to solid ground!"

I realize that it would probably take multiple rounds for all this, so time it how you like, please. Take 10 on Swim for 18


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

Survival check hurrying 1d20 + 3 ⇒ (14) + 3 = 17

Kragg continues running ahead to save the unfortunate fellow. Ad he moves forward his long years of experience point out other areas that could be dangerous as well. Moving past them at a run it only takes 12 seconds for him to reach the edge of the quicksand where Milo is trapped.

run for 120 ft plus double move to get to each should be 2 rounds for Kragg.


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:

survival(hurrying): 1d20 + 11 ⇒ (11) + 11 = 22
"Step where I step guys. Let's try not to have anyone else wind up in a sand pit."

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