Ruins of Aztlant

Game Master Nayr Trebrot

Handout
Loot
Mystery

The lure of a free, open land, but what mysteries lie beneath the roots of a new frontier, or lurk deep below, in the darkest waters.
Froggy Map

Roll20 link


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The next buildings are the two long buildings in the northeast corner of the outpost.

You proceed to the east from the tool shed after marking the building as particularly useful. Ahead of you are two long, rectangular buildings constructed entirely from planks on a wooden frame, with a pitched thatched roof. Each building has two doorframes on the side of the buildings opposite the palisade, but lacks doors. Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped across the inside.

A partial view of the interior is possible from the doorways. Inside, the floors are had-packed earth, and along the walls are wooden bunk beds. Many of the pallet beds are covered with blankets that now gather dust. Those beds have sacks or tied bundles of clothes sitting at their feet.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"Looks like these might be temporary lodgings for the colonists, a place for them to sleep while their permanent residences were still being built."

Tess offers to sweep through the buildings on her own, noting that she can get out and ask for backup easily enough so the others won't be endangered.

She then moves into the first building and takes a good look around.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

"I'll go in as well."

Kalathiel moves in behind Tess, acting as support.

1d20 + 7 ⇒ (9) + 7 = 16


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar keeps a watch from outside.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader regrets not showing his ferocious courage in the face of possible danger, but his fresh wounds tell him to take it easy. At least until the real danger presents itself.

With this reasoning he elects to wait outside but to keep a sharp eye out for danger


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Posh steps towards the doorway and casts a spell. Glancing inside, he steps back again.

Cast Detect Magic

"Holler if you run into trouble." he advises with a wink. "We'll be uh...watching your backs."


Tess moves to the southern building and conducts a thorough search. The building is definitely a "longhouse" or perhaps a barracks. Among the material at the end of the beds, she finds 321 silver pieces and 87 gold pieces. Posh detects no magic in this building, and Tess with Kal's help searches it quite well.

Heading into the next building, Posh's spell does indeed indicate two faint auras - one in one of the sacks at the bottom of a bed and another inside a mattress.

Tess moves in to conduct a search, but as she walks towards the center of the room, something swipes out at her from under a bunk!

Surprise attack! Tess is flat footed till her init

Bite attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d4 + 1 ⇒ (4, 3) + 1 = 8

The creature misses Tess by a mile, and scurries back under the bunk.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"We've got some trouble here, there's... something under that bunk over there."


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

"Indeed, I saw it too," Kalathiel nods, raising his blade and preparing to move forward. "Shall we get help, or take care of this ourselves?"


Sorry! Didn't include the initiative! Those outside of the building didn't hear anything unusual so are largely unaware unless they were standing with a view of the room.

initiatives:
Init mystery creature: 1d20 + 1 ⇒ (4) + 1 = 5
Jader: 1d20 ⇒ 3
Tess: 1d20 + 1 ⇒ (19) + 1 = 20
Posh: 1d20 + 2 ⇒ (1) + 2 = 3
Kal: 1d20 + 3 ⇒ (15) + 3 = 18
Kar: 1d20 + 4 ⇒ (15) + 4 = 19


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar continues to keep a watch on the surrounding area outside.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader looks inside the room casually and sees the others preparing for battle. So as not to throw off concentration he casts the message spell between him and Tess to try to quietly find out what is happening


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Tess immediately responds. "There's something under this bunk here. It tried to lash out at us but failed."

She then grabs her trident and prepares to strike as soon as the unknown opponent strikes again.

Readying to attack as soon as it appears from under the bunk.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader whisper to Tess
”I will use a spell to try and get the creature to come out. Maybe it will come out
Jader will attempt to cast ghost sound on his next turn


Assuming Kal will do the same - ready action.

Tessamine and Kal use their presumably superior intellect and higher ground to their advantage, and wait out the little creature, leaving a booted foot or two out and in view as a tasty morsel to entice the creature out.

True to form, a creature just like the ones found in the garden slips out from under the bunk to try and snatch away Tess's boot and the slim foot within.

You remember that Posh called these things "Ankhegs", though they, like this one, were undersized, perhaps young.

Kal and Tess can take readied actions at the sight of the creature.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 ⇒ 4

Tess immediately jabs down with her trident to hit the ankheg!


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

As soon as it appears, Kalathiel lunges at the creature with his rapier.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Crit Confirm: 1d20 + 3 ⇒ (4) + 3 = 7

Lol figures, I roll a critical threat hit and do two damage.


As the creature shows its head, Kal and Tess slam down their weapons at it with wild abandon, perhaps driven by the very natural fear of something biting off toes. They both connect and the buglike creature lets out a wild shriek as steaming blood flecks the floor and bed above.

The creature bites out at Tess's leg in spite of its pain.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 2d4 + 1 ⇒ (4, 1) + 1 = 6
Acid damage: 1d4 ⇒ 4

It misses, being thrown off target by the new puncture wounds in its body. Hissing, it retreats back under the bed.

Those outside of the building can here the hissing screech and recognize the pained and angry sound as decidedly inhuman.

Initiative bold you're up:
Kar
Tess
Kal
Ankheg
Jader
Posh


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

At the sounds of his companions Posh moves closer and looks in. "I don't see anything." he remarks...though he raises an arm agressively nonetheless.

"Come on out here beasty." calls out the old man playfully.

Mechanics:

Prepare to cast Ray of Frost if/when the creature shows itself.

Ray of Frost vs Touch: 1d20 + 2 ⇒ (14) + 2 = 16
Cold Damage?: 1d3 ⇒ 1


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader make the incantation to create the ghost sound spell. He makes it sound like footsteps coming from spots away from the others but in locations they can see so the can make attacks when it pops out


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar will move up and try to flip over the bed, removing this creature's cover.

Do you want a STR check for that? Something else?


Jader makes the noises a small distance away, but within a few quick strides of the group. Posh readies himself, and gives Kar a small nod. At that, Kar, heaves over the bunk to reveal a small tunnel burrowed through the wooden plank floor and the ground below. The ankheg sits perched atop it, apparently having come out of it in search for food.

Posh immediately lets loose his attack, and the one of the little creature's think back legs crackles with a thin ice covering.

Creature revealed! It hadn't had a chance to move after Jader's sound before Kar revealed it; Tess and Kal are up before the creature.


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

Kalathiel lunges at the small ankheg, jabbing at it with his blade.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Right as the beast jumps out of the way of Kal's attack, Tess digs her trident into the beast.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Crit confirm: 1d20 + 4 ⇒ (2) + 4 = 6
Crit damage: 1d8 + 3 ⇒ (8) + 3 = 11


The little beast dodges aside Kal's attack, but seems to skitter right into the path of Tessamine's plunging trident. It hisses out in pain, and clatters away a few feet, then stands up on its rear legs. Green spittle flies from its open maw, aimed at its punishing assailant.

Damage: 2d4 ⇒ (3, 3) = 6

Ranged acid spittle attack - DC13 reflex save for half

Initiative bold you're up:
Kar
Tess
Kal
Ankheg
Jader
Posh


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Who is it targeting with the acid spit attack?

Kar steps close and quickly kicks out twice with his foot.

Flurry of Blows
Unarmed Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19
Unarmed Damage 1: 1d6 + 2 ⇒ (1) + 2 = 3

Unarmed Attack 2: 1d20 + 3 ⇒ (19) + 3 = 22
Unarmed Damage 1: 1d6 + 2 ⇒ (6) + 2 = 8


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

I'm guessing it's me, considering the 'punishing assailant' part!

Reflex: 1d20 + 1 ⇒ (2) + 1 = 3

AUGH!!
Some of the acid hits Tess's face, breaking her focus, and she reflexively throws her trident at the ankheg.

Thrown Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Dammage: 1d8 ⇒ 1


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

Kalathiel curses under his breath as he jabs again at the ankheg.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Sorry, Tessamine is indeed said PUNISHING ASSAILANT!

After the creature's last-ditch attack, Kar falls upon it with wicked blows, battering it into something resembling a slimy green pancake with twitching insect legs sticking out at odd angles.

DC15 survival:
You can see that the tunnel this creature came out of heads generally to the north and at some points northeasterly direction.

100 XP added


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"Did we get it?" Tess lets out a sigh of relief. "Stormy sea, that really hur- Ow." she winces when she instinctively touches her acid-induced wound.

"Well, I think that's another building cleared, but just to be sure..."

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Survival: 1d20 ⇒ 6

"I...I guess we so Tess...That looks painful. We're gonna need a weak to rest when this is all done!" remarks the gnome, eyeing the tunnel. "You guys think these things burrowed through the whole camp?"


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

"I certainly hope not," Kalathiel replies. He sighs. "It's possible that they have done so, though. Something to look into after we've made sure the rest of the buildings are safe."


Tess makes her way about the barracks, and comes up with quite a haul - 321 sp and 87 gp. Also among the mundane possessions is a talisman that radiates magic.

Spellcraft DC22 with detect magic:
This is a lesser talisman of good fortune.

Perception DC17 or successful aid to assist Tess:
You also find a wand hidden inside a small tear in one of the mattresses. It bears the initials "U.H"

DC16 spellcraft + detect magic if you succeed on perception:
This appears to be a wand of color spray with 12 charges

Next building?


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

On to the next building!


You head to the south from the two barracks buildings, towards a large two story building to the east. As you do, you pass through what looks to be the "square" or central gathering space of the colony. At the center, in front of the large house, is a public well, and the bucket and rope seem to be intact. Just southwest of the well is a wooden scaffold with a set of steps. It looks suitable for use as a platform to address a large crowd, though it would take minimal effort to convert it into a gallows. North of the scaffold is the remnatn of a well-used community fire pit surrounded by stones, large enough for a reasonably sized bonfire. It's clear that no fire has been lit here for weeks.

Two buildings to the East remain unexplored - one large and stately, the other smaller and plain.

Colony outpost map updated


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar points towards the smaller of the two.
Quicker to finish and leave us with only one left.


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
Aid Tessa: 1d20 + 2 ⇒ (12) + 2 = 14
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12

Eyeing the talisman, Posh shrugs. "Well it's magical but...I dunno what to tell you beyond that, sorry.... Oh! Tess, look over there." states the gnome, pointing ahead. Quickly inspecting the new item, he sighs. "Maybe they were right...perhaps I'm just too old for this stuff...I'm not seeming to be much use in determining what we found."

A bit disheartened, he slowly turns to hobble after Kar. "Yeah...I agree. I'll keep an eye open outside..."


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Tess rests a hand on the old gnome's shoulder. "There now, Mister Nanjet. I can imagine this isn't exactly a comfortable situation in which to study the arcane, this abandoned colony. I'm sure once tomorrow comes and peace has returned, you'll be able to pore over it all in peace and figure it all out with ease."

She then follows Kar. "Let's be off. I'm eager to finish up. This day has been challenging for all of us, I imagine."


The name "Arkley" is carved into a wooden sign nailed next to the doorframe of this log cabin. You recognize the name from your briefing - a Rayland Arkley was the leader of the first group of colonists who arrived on the Liberty's Herald.

A single, closed door, faces northwest, and the structure has two wooden-shuttered windows. The architecture is otherwise the same as many of the other buildings. Kar finds the door to be unlocked, and walks inside. The inside of the house stands in contrast to most of the other buildings in the settlement in that it is relatively organized and tidy. It contains plain wooden furniture, with simple amenities such as wall racks for weapons and armor, a modest dining table and chairs, and a sitting chair with a makeshift cushion and footstool.

There is an open door into a separate bedroom, which features a wooden bed frame and pallet mattress, a boot rack, and a large unlocked chest of folded clothes and other personal items.

Survival DC10:
You find just enough dust to ascertain that the house had not been entered for 3-4 weeks

Are you conducting a thorough search? Please include perception checks if so


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Survival: 1d20 ⇒ 19
Tess tracks her finger along the table to see how dusty it is.
"Judging by the dust, this place must've been abandoned for the better part of a month, or a full month. It's noticeably... untouched, especially compared to the messes we've seen in other houses."


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Jader joins the group in a thorough search of the building. Hopefully no more swarming pests are about to eat him alive

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar will leave the building while the others search and take up his customary post as outside watch.


Tess and Jader scour the home with keen eyes, seeming to have an unexplainable sense of the place. Jader's height also helps, as he spots the corner of a folded parchment resting on top of a crossbeam, 9 feet above the floor. He moves over a chair and climbs atop it to reach up and grab it.

You can see that the parchment is actually four sheets that have been folded together and tightly creased. When unfolded, it proves to be the Talmandor's Bounty colony charter. It's fairly straightforward and resembles the one each of your signed - it declares the island and colonly to be under the protection of the nation of Andoran, outlines the colony's relationship with the Bountiful Venture Company, and enumerates the rights and responsibilities of all colonists. It bears the sealed signature of three members of the People's Council.

Of particular interest is the fact that this charter could also double as a passenger manifest fo the Liberty's Herald. Oddly, there are small check marks drawn next to a few of the names.

Tess finds a silver pocket watch in the cushions of one of the chairs. It also appears to function as a compass, and appears to be of original Azlanti design. This would be worth a small fortune to a collector.

Additionally, tucked under the mattress in the bedroom is a traveling spellbook. Twenty-nine pages have been used with twenty-one blank pages remaining. There's also a spell component pouch tied to a brass ring bound into the spine of the book.

DC 10 Knowledge local:
You remember that Rayland Arkley was a former military man, not a spellcaster


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

K Local: 1d20 + 6 ⇒ (4) + 6 = 10

"That's an interesting find." remarks Posh, eyeing the spellbook. "You know Rayland was a military man...not a spellcaster. Intriguing he'd have something like that. Mind if I take a look? I believe I'm the only one here that really has a use for spellbooks."

So...GM...what spells praytell are in the book? (assuming my companions don't have an issue with me taking it. :-P


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

"Nice catch, Jader! Some curious finds here... I'd love to take a closer look at that manifest. Maybe we can gleam some interesting details from it."
In response to Posh, she nods. "It's all yours!"

Having finished Return of the Obra Dinn lately, I'm immediately tempted to turn that passenger manifest into a spreadsheet for clue-cross-referencing, ahaha! Any chance we can get the full list of names, GM?


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Kar returns to the room and looks over the shoulder of whomever has the passenger manifest. He is clearly trying to scan it for a name.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

The check marks on this manifest are of interest likely someone was using it as a “to-do” list. Hopefully it is not what I fear and these individuals are dead. It will be interesting to learn more about this


Spellbook:
0th level - Detect magic, detect poison, read magic, breeze, light, spark, disrupt undead, mending, arcane mark
1st level - alarm, protection from evil, mage armor, mount, snowball, comprehend languages, sleep, magic missile
2nd level - summon monster II, aggressive thundercloud, invisibility, aboleth's lung, whispering wind, mud buddy, slipstream, shackle

Passenger manifest to follow...takes quite a bit of page turning to find them;)


Liberty Herald manifest:
Rayland Arkley
Father Adran Felton
Livvy Felton
Silas Weatherbee
Una Hendrake
Dulin
Barnabas
Eliza Haniver
Edwin Fox
Farmer Levin
Mrs Levin + 2 children (names not recorded)
Raila Lyonhart
Antona Sedgewick
Faedwyr Trundlebrook
Daib Joiner
Geoff Tamor
Milo Cattenbury

Please bear with me if there are any missed in the future. The AP has no comprehensive list, so this was created from digging through the text


Male Aquatic Elf Investigator (empiricist) 2 | HP 13/18 | AC 15 (T 13 FF 12) | CMB +2, CMD 15 | Fort +1 Ref +6 Will +4; (+2 vs enchantments) | Init +3 | Perc +10 | Inspiration 3/3 | Extracts:

Kalathiel chimes in. "Ah, I may have use of a spellbook as well. Depending on what sorts of spells are contained within, of course." The elf grabs the remaining extract vial from his belt and holds it up. "I can use them to devise different formulae for alchemical extracts. Perhaps I can borrow it once things settle down?"

"Likewise with that watch you found, Tess," he adds. "I hope I might be able to borrow that some time in the future for further study."

I'm pretty sure I might be able to copy some spells into my formula book. Fortunately for Posh I don't have to actually keep it or anything. :P

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