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

Game Master JankInTheTank

Maps and stats
Loot Tracker
Handout 1
Colonists


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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 |

Alyn whispers, "Remember when I tried to sneak last time."


Ruins of Azlant Maps and Info

Thame quickly recognizes the plants on the ground and warns his companions about the leechvines. the group discusses options and examines th eplants a bit closer. you can tell that not all of the plants in the area are the leechvines, and once Thame shows you what to look for they are fairly obvious. Thame warns the rest of the group not to touch the leaves of the vine, as that is what triggers its grabbing reflex.

Lolito moves slightly ahead to scout out their options. he does not have the wilderness skills to plot the right course through, but he does make it a little bit further ahead of the rest of the group, and as far as he can tell has not drawn the attention of the trapped creature.

now that he is a little closer he can see the figure a bit better. it appears to be a Scrag, or aquatic troll.


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

Lolito tries to determine what the scrag is exactly doing and if there is a way to distract him for the others to approach. He takes particular note if the troll has range weapons. Considering it is better to inform the others and come up with a plan together, he heads back, trying to hide between the vegetation.
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

Once back, he explains what he has seen "There is an aquatic troll ahead. I have some acid flasks but no fire. If we attack all ensemble and from a distance we can later finish the job with the alchemicals"


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 |

"I have acid and fire here four vials of each. If anyone needs them to take them. Lolit is right we need to do damage fast and deal with the healing after."

Anyone have knowledge nature, I think?


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 shrugged, saying, "Seems like the vines will do our work for us, from the sounds of the fellow. Let's just go around and be on our way."


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

Nodding his head with Thame Kragg agrees. If we wish to save the scrag then ranged weapons are moot. If we don’t save the scrag then no sense wasting time and effort on something that nature is taking care of for us. While typically evil saving its life may render it willing to talk to us and aid us in information on what is ahead.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara gives Kragg an odd look. "Just as soon not save such a beast on the off chance it'd prove talkative, personally," she mutters.


Ruins of Azlant Maps and Info

sounds like the consensus is to not mess with the troll and just go around.

Thame helps the group pick their way safely through the vines and they move past this patch without incident. it looks like these vines grow in distinct patches and once you leave that clearing you do not see any mor ein the immediate area.

as you move through the forest, the tops of the trees tower above you, most over 20 feet tall. the branches allow very little light through the canopy, and there is much less vegetation on the ground here. you see some evidence of civilization that was once here, with several ruined walls and toppled pillars giving clues to the years this forest has seen.

Rising above even the other trees stands one massive white tree, nearly 60 feet tall and 10 feet around. desicated animal carcasses hang in its willowy branches, and skeletons of dozens of animals and even some humanoids lay around its base.

the worn path you have been following leads right to this clearing, but there is a smaller path that continues on towards the rise of the volcano that can be made out through the branches of the trees.

do you stop to invetigate this tree, or continue on your way towards the volcano?


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 |

"Let's take a quick look here. It seems like the home of some type of preditor, we might get some information that will help should we be ambushed. Trick fly up and check out the tree. Don't get to close."

Perception Alyn: 1d20 + 14 ⇒ (17) + 14 = 31

Perception Trick: 1d20 + 14 ⇒ (17) + 14 = 31


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

"And we should make sure the colonists have not fallen victim to whatever predator is there..." Lolito points out remembering the abducted colony.

The man will approach trying to identify the carcasses or the tracks of the predator.
K. nature: 1d20 + 5 ⇒ (3) + 5 = 8


Ruins of Azlant Maps and Info

Lolito moves slightly forward, to examine the remains.

before he gets close enough to tell much of anything, Alyn warns him back. both Alyn and Trick spot movement near the tree. it looks like more of those plant zombie things. they see you but are not moving closer, hanging out int he cover fo the willow branches of the massive tree


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 |

"Should we clear these creatures out? I worry about them spreading if we don't. But, it may be better to get them on the way back."


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

Lolito freezes as Alyn warns him. Halting and slowly stepping back he nods approvingly "In the Art of War tome one of the first lessons is to properly choose when it is the time to fight. I agree if we can avoid this for now and leave them for later, that will be the sagest point"
Survival to look for an alternative path: 1d20 + 8 ⇒ (5) + 8 = 13
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16

Happy to avoid repetitive combats!


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

I would agree with you Lolito but we can also just take them out at range. That way we eliminate a potential threat to the colony. However if the others wish to move on I will gladly continue on as well.

Can anyone tell me anything about the tree itself? it seems the plant zombies are guarding it. That might be the source of the threat.

know nature 1d20 + 4 ⇒ (4) + 4 = 8


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 |

Arcana: 1d20 + 12 ⇒ (19) + 12 = 31

Alyn tries to determine if the tree or the changes to the tree are arcane in nartue.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

"I can't help but think that's the case, Kragg," Lara replies. "I'm still not sure I want to tangle with the thing, though. Especially since the plant-zombies aren't attacking us. Yet, anyway."

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


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 |

"It seems the wise move is to pass this too if we can. Let's mark it on the make as a to do."


Ruins of Azlant Maps and Info

the group is hesitant about fighting more of the plant zombies, though the tree does look interesting. Lara and Kragg are unable to identify anything special about the tree. they have clearly never seen one quite like this before.

Alyn tries to recall anything in his studies that would cause the plant mutations they have seen in this area. Nothing immediately comes to mind, and there is nothing about this forest that makes him think it was caused by magic. it is likely some sort of natural process, possibly enhanced or altered by chemical contamination at some point.

After some discussion the group moves away carefully, keeping an eye on the plant zombies. they do not follow.

the group makes their way through the forest, and the trees gradually thin out and give way to rock. past where the forest tapers off, you see the mountain slopes become steep and rugged, leading to a circular ridge enclosing the sunken part of the volcano's peak.

you see a worn trail leading up from the edge of the forest towards the crest


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 |

"The trail looks fine for now. I have rope and a climbing kit if at any point we require further precautions. "

Alyn will keep his eye out for dangers and have Trick fly up and view further a head than they can see from the ground.

Alyn Perception : 1d20 + 14 ⇒ (2) + 14 = 16
Trick Perception : 1d20 + 14 ⇒ (12) + 14 = 26


Ruins of Azlant Maps and Info

Alyn:

Alyn does not see anything from his lower vantage point, just the sharp climb.

Trick returns after a few moments to report back
"something above. no creatures, but there is a lake. with a building in the center


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 |

"I believe there is a structure above so we are on the right track."


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

Unfortunately there doesn’t seem much in the way of cover so anything will see us coming. We might as well get to it while we are here.

Alyn it’s good that you have rope along. Not sure if we will need it but always good to have. I do have a miracle of fly ready for today if we need it in a pinch but it will only work for one of us for 6 minutes.

Lolito and Alyn why don’t you lead while I take the rear. That keeps Thame and Lara in the middle and protected should anything come upon us.


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 |

"Sounds good."

Alyn uses his polearm as a walking stick and leads the way.


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

"Yes, sounds good" Lolito nods "The rope will sure come to be useful"

Then looking up the crest, the man tries to find which path might be the less dangerous for the party "Mountains can be dangerous, let's try to find the safest path up"
Survival: 1d20 + 8 ⇒ (18) + 8 = 26


Ruins of Azlant Maps and Info

Lolito skillfully leads the group up the slopes. luckily, their is a path that has obviously been walked a lot, and by the looks of it by large humanoids. the group is able to trekk up this path easily.

they reach the top of the ridge and see the view spread out before them.

The high caldera rim gives way to a rugged, rocky slope bristling with shrubby vegetation leading down to a large, steaming lake. At the center fo the crater lake is a small, rocky island upon which a stone octagonal tower rises to a height of 100 feet, its peak lying just below the caldera wall.

The top of the tower consists of a dome of plated copper, long ago turned green. The crumbling stone columns of a long-collapsed bridge are all that remains of a land route to the tower.

the lake exudes a faintly eggy smell


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 |

"Please tell me someone has a better idea than walking over and making our way up the tower. I hope the water is not deep."


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

]How wide is the caldera and how far away the tower?


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

Kragg looks over the rim and sighs at the sight before them. Honestly Alyn I don’t know exactly where we should head first. The tower seems obvious but what else is around that we are not seeing? We saw signs of large humanoids but that is it? Where are they unless the su are under the small lake or in the tower.

He looks at the party as if sizing them up. How much do you all weigh with your gear? It might be possible with some divine help that I can fly and ferry all of us to the tower if need be. Enlarge person with any haul and fly spell allows me to carry 1400lbs at a speed of 40ft but uses up 3 of Abadar miracles he grants me. I would prefer to scout and search first before we try that route.


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 |

How steep is the slope into the caldera?

"With ant haul Trick could carry one of us. That will save your blessing. "

His base strength is 17. 780lb capacity is enough to carry Alyn and gear.


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

"Wow" Lolito contemplates the incredible landscape from the crest "Have you seen that? The sea from here is an astounding view"

"And that tower is an impressive vestige of ancient times. I wonder what Apsu might have left there for us to discover" the man smiles showing his crooked teeth "Do you all feel that horrible smell to eggs? Sulfur maybe?"
K. nature (trying to id the reason of the smell): 1d20 + 5 ⇒ (3) + 5 = 8

"It would be convenient if we could all fly ensemble, isn't it? Maybe Thame can make us all grow wings?" Lolito looks at the scholar and smiles again "We do not want to split leaving some people alone to be an easy target"

"I do agree we must explore the area first. Let's have a walk through up the crest and around the lake before deciding our final approach" Lolito tries to find a way around the crest or around the lake below.
Survival: 1d20 + 8 ⇒ (6) + 8 = 14

As the group advances he also tries to find out if there are any remarkable tracks that hint to some lair in particular.
Survival (tracking): 1d20 + 8 ⇒ (6) + 8 = 14


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 |

"Thank you for the reminder. Sometimes I forget to appreciate what is behind me. That is very wise and the sea is quite beautiful. Trick fly up and look for shadows in the water a head. "

Trick Perception: 1d20 + 14 ⇒ (5) + 14 = 19


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara continues to keep a lookout on their surroundings as they walk, offering nothing to the group but tense silence.


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

Lolito smiles at Alyn "The beauty of the world inspires us and removes the weight of these times of sorrow. Let's engage our exploration of the lake and the tower with shadows expelled away of our spirit. Rejoice at the sea and this volcanic landscape"

The man does a quick but steady gesture of meditation with his arms and slowly breathes the air in preparation for the group's descend into the lake environs "Do not worry Lara, for we are blessed by Apsu's goodness. Breath with me and doubt will disappear"


Ruins of Azlant Maps and Info

The group spends some time scouting out the crater lake from the safety of the rim.

Some details about the crater lake itself:

the slope down to the water is fairly steep, but not steep enough that ropes would be required. there is a switch-backing trail leading from where you crested the rim down to the water's edge. there does not seem to be any sort of dock there, the trail just ends at the water.

there are columns of what looks like the remains of an ancient bridge, but it is no longer useful for crossing.

the whole lake is roughly 1,000 feet across. the island with the tower on it is about 400 feet wide. the tower itself is a octagonal design, and is about 70 feet across.
adding an exterior map of the tower to the slide deck now

the water of the lake looks quite deep. hard to tell how deep from where you are right now, but from the size of the lake you would assume that it is too deep to ford by foot.

Lolito has no success finding tracks or additional trails in his efforts to track.

Trick reports back to Alyn that he sees no creatures moving anywhere in sight.

as the group walks around the rim, they see two potential entrances to the tower. there is a massive stone door on the northern face of the tower. the double doors have carvings of two women in their faces. on the right is a humanoid woman with long hair and butterfly wings, who is holding a single star. the other door depicts a stern-looking woman with a blindfold over her eyes, holding a knife above her head pointed towards herself. the center where the doors connect is a spiral with a 5-pointed star in its center.

the second possible entrance is on the eastern side where a fifteen-foot-high flooded cave mouth cuts into the steep cliff face. old wooden scaffolding props up the cave mouth, reinforced with wooden beams and metal brackets.


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 |

History : 10 + 11 + 2 = 23

Alyn pulls out his book and starts trying to recall things he may have come across about such towers, the women or the obvious azlanti insignia.


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

"Mmm... does the octogonal tower remind you of the one at the strixs island?" Lolito observes carefully the tower as the group borders the rim.

"Think one of the women is Desna herself, isn't it? Never thought she was worshiped at Old Azlant" covering his eyes from the strong Sun, he focuses his sight for more details "The five pointed star... isn't that a symbol from Thassilon? That is a bit confusing"
K. religion: 1d20 + 4 ⇒ (5) + 4 = 9
K. history: 1d20 + 8 ⇒ (14) + 8 = 22

"The bridge is fully destroyed, it seems we should get our feet wet here my hard travelling friends" the man points to the two entrances beyond the lake "There are no tracks and the waters seem very calm, thus I think we should be safe"

Lolito unfolds the upper part of his tunic and uses his nine-tail whip to bind everything together at the height of his hips "The only choice is between the norther door and the one in the water"

"As the hag was serviced by aquatic creatures, I think it is more probable the land door is trapped and blocked, thus I propose we venture through the watery entrance" the man starts heating up as the group descends the switch-backing trail and finishes deciding on swimming and what entrance to take.


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 |

That's right Thassalon not Azlant. I'm running shattered star so that is embarassing.

"Wait... the Thassilonian star is the Sihedron and is 7 pointed. This is different. The wings do suggest Desna but this worship is far a field from what modern scholars would recognized."


Ruins of Azlant Maps and Info

Lolito and Alyn try to recall anything they can about the symbolism they see on the doors. one of the women definitely seems like Desna, with the butterfly motif, but as Alyn mentions, it looks very different than any modern interpretations of the goddess.

the tower itself, the two men realize is a mix of ancient azlant styles, and those of certain tribes of Cyclopes. it appears to be an orrery of some kind, merging the technology of azlant with the style of the cyclops allies.

a good knowledge religion roll would give more info about this combination of styles/religions.


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

I already rolled religion, thus I guess no retry on that regard for Lolito

"The merge of Azalant and Cyclopean styles is curious. Maybe Ghol-Gan civilization?" Lolito shrugs appreciating the interesting monument "I guess it is an orrery of some kind. I am curious to discover what stars they gaze"

Unless further discussion points into another direction, Lolito affixes his meager possessions around his belt and slowly enters the waters, trying to reach the bridge remains. From there, he will try to jump from rock to rock until reaching the tower's island.
Swim: 1d20 + 9 ⇒ (19) + 9 = 28

Acrobatics (jump): 1d20 + 19 ⇒ (11) + 19 = 30

Of course he will hold back to help if needed.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara taps her chin in thought. "That does seem a bit off compared to contemporary depictions of the Song of the Spheres...."

Knowledge (religion): 1d20 + 9 ⇒ (20) + 9 = 29


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

Caught up in the diorama before him it takes Kragg a moment to get free from being tongue tied. The water way may be more open but likely more inhabited. I am good to go with you though to the water entrance just we need to be prepared.

As for the different styles of the place well who knows how many years this has stood here. Renovations may have happened from the original occupants that that could explain it.

If they proceed into the water Kragg takes his time (take 10) to make it across.

Swim check of 12


Ruins of Azlant Maps and Info

Lara:

your studies have told you a bit about ancient Azlant religion. this appears to be a relic of a fairly rare and controversial sect that blended the worship of Pharasma and Desna (known by different names back in those times, but the same dieties).

during the time of Azlant, Pharasma was worshipped primarily as the goddess of prophecy, and Desna as the goddess of the stars. the philosopher-priests of Nal-Shakar saw a union between these faiths and incorporated astrological predictions with their prophecies.

they were seen as heretics by many, but they divined and cataloged a staggering number of prophecies (most of which are lost now), and created a whole mythos about the connection between Pharasma and Desna, believing that they were involved in a relationship that spanned the very concept of time.

While Lara muses on the meaning of the carved doors, Lolito and Kragg start to make their way across. Lolito shoots out quickly, making quick progress towards the first pillar and climbing up. Kragg takes the slow and steady approach, making sure he carefully makes progress.

The water is very warm, but not dangerously so. right around 90 degrees F. there is no sign so far of any creatures in the area


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 |

Alyn cast one of his scrolls of touch of the sea and starts making his way across.

Swim: 10 + 8 = 18


Female Human (Taldan) Bard 8 (archaeologist) Portrait

"Ah! Right! These must be the Nal-Shakari prophets!" Lara exclaims. "They were an old Azlanti sect that blended elements of the worship of Desna, the goddess of stars, and Pharasma, the goddess of prophecy. If I remember right, they went pretty in-depth in their cosmology--kind of controversial too, as I recall. They believed that Pharasma and Desna had a relationship that spanned the concept of time itself."

"I wonder what purpose this orrery served for them, and what prophecies it was linked to...."

Lara prepares her air crystal and starts stripping. Trying to rearrange her equipment to keep it out of the water as she swims, she then makes her way into the water and swims for the large Desna-Pharasma doors.

Swim: 1d20 + 7 ⇒ (4) + 7 = 11


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

"Pharasma and Desna had a relationship?" Lolito giggles at the idea, very interested and illustrated by Lara's explanations "So... the Nal-Shakari prophets! Mmm... do you know if they were actual Azlanti or other kind of race? Perhaps we are lucky and we can unearth some of those ancient prophecies"

With Lara at the island with the others, Lolito approaches the doors to examine them more closely and thoroughly while the others recompose themselves and decide at which entrance to try first.
Perception: 1d20 + 11 ⇒ (12) + 11 = 23


Ruins of Azlant Maps and Info

Lolito and Alyn move quickly in the water, but the others struggle a bit. Thame, in particular has trouble moving very fast at all, barely keeping his head above water.

Lolito looks back to see the progress the others are making, having skipped some of the swim by jumping on pillars. unfortunately, in addition to seeing his friends slowly make their way across, Lolito sees something moving in the water. something big

Initiative:

Initiative Thame: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative Lara: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Kragg: 1d20 + 0 ⇒ (19) + 0 = 19
Initiative Lolito: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Alyn: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative creature: 1d20 + 2 ⇒ (12) + 2 = 14

Luckily, whatever it is is moving slowly. but as Lolito points out the danger, people start to feel a bit of panick creep in and have that much more trouble staying afloat!

the whole party may act

you can't quite see what is under water, but it is indicated where it is on the map. you are all higher on initiative order than the thing, but the situation just got a lot more stressful and taking 10 is not an option now


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

Over the broken bridge Lolito points at the approaching shadow "Attention my friends, a big fish is coming!"

The man steps at the edge of the bridge and enters a Dragon Style stance. "Oooooooh" focusing his ki with this mantra, the man uses the knowledge of the qinggong and his skin suddenly hardens as if for barkskin.

"Quickly, move around the east of the pillars before it gets closer! I will hold him until you have a sure footing"

HP 40/52 AC 22 TAC 18
barkskin 60 min
Ki: 4/7

For Thame, I suggest he uses Touch of the Sea before getting into the water, and for this round, he can cast ray of enfeeblement if able to target the creature then move east, or if he cannot target, then double move east


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 |

Alyn uses his wrist sheath (swift) to pop out his wand of shield casts (standard) is on himself then taps into his Aquatic Combatant (Combat) training.

Alyn can still take ten because of touch of the sea.

Swim: 10 + 3 + 8 + 2 = 23

Trick while flying will try to help keep people afloat.

Aid Swim Whoever seems to need it most: 1d20 + 3 ⇒ (16) + 3 = 19

[b]"I will hold the line. Get ashore as fast as you can. Swim behind me."[/dice]

AC26


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Having disrobed of her armor and clothing in order to make the swim, Lara curses inwardly and tries to speed up.

Swim: 1d20 + 7 ⇒ (5) + 7 = 12

Lara swims as a full-round action.


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

Knowing this was too good to be true Kragg casts fly upon himself and exits the water to hover above it 5ft and follows Lara or Thame whichever one seems to be further behind in the hope that he can pick them up and fly off with them at the first opportunity.

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