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.
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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.

"Commin!" shrieks the small gnome as he stumbles into the room.

Shoving his way pass his companions, he turns around to assess the situation. "Ack! You don't look good at all Jader....uh....MEDIC!"

double move


All good Kar, that's why I mentioned it - found it a bit unclear...or my head was unclear...I appreciate the info

Kar slams into the creature, his hand flying in and shattering whatever passed for bones in the creature's weird, rubbery neck. It reels back, dropping Jader in the process.

That's enough that their morale would tend towards retreat, were there somewhere to retreat to. Alas...there isn't.

The creature turns toward Kar, its gangly arms up, though it lists to the side precariously. It's at 4/16

Everyone can act based upon Kar's call. Jader, since Kar went before you, you're actually free and can change your action if you like.


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

I’ll change and do inspire courage +1 attack, damage and saves

Jader still recovering from choking musters his courage to inspire his companions

On new round I’ll maintain the inspire courage as a free action. Then demoralize as a standard action
intimidate to demoralize: 1d20 + 14 ⇒ (13) + 14 = 27

Jader maintains the inspiring dance and adds a demoralizing display of prowess to the mix


All good! Tessamine and Kal are still up


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 rushes in after the call of her allies, and instinctively scans for the nearest enemy. Ah. Chokers.

Trident Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Tess rushes in and delivers a wicked slice to the choker on the left, cutting deeply into its slick skin. Even as she does, Kal moves in and rolls past Jader.

Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18

Amazingly, he does so, and thrusts his rapier at the choker fighting Kar. Alas, the roll seemed to have knocked the attack off, and it misses its mark.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The choker, about to respond, seems to be a bit taken aback by the abundance of enemies, and by Jader's fierce stare. Shaken It steps back slightly and swats at Kar.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11
Grab: 1d20 + 8 ⇒ (2) + 8 = 10
Grab: 1d20 + 8 ⇒ (18) + 8 = 26


The attack rolls above would be at -2, but still hits.

The other choker takes a step back and swings with its tentacles at Tessamine. She bats away the first, but the second slaps her and begins to coil around her arm. She is able to slap it away.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Grab: 1d20 + 8 ⇒ (2) + 8 = 10

7 damage to Tessamine; not grappled. Everyone is up, but I forgot the constrict damage on Kar - additional damage below

Damage: 1d4 + 3 ⇒ (2) + 3 = 5


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

Well that was unexpected. These things didn't seem that dangerous before and now I'm dying....again.

With this tentacle wrapped around his neck, his vision going dark, Kar desperately wants to attack his foe. But he can't because it is to far away and he is unable to move. So he attempts to break free.

CMB to escape: 1d20 + 4 ⇒ (14) + 4 = 18

Kar is at 0 hit points. So he is either:
1) Free of the grapple, unconscious and stable at -1 HP.
--or--
2) Grappled, unconscious, stable, and going to take constrict damage next round.

Here's hoping for option 1. But either way, Kar is out.

Stabilization check: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13


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

remember everyone has a +1 to attack and damage. Jader maintains his performance as a free action

Jader positions himself to cut the tentacle away from around Kar’s neck.
green sword: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
damage: 1d8 + 7 ⇒ (1) + 7 = 8
If Kar is already free then he attacks the creature that is closest. Trying to stay out of the creatures reach he uses his scorpion whip

scorpion whip: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
damage: 1d3 + 6 ⇒ (2) + 6 = 8


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.

"KAR!!!! Kar's down!" calls out the gnome, his eyes going red.

Reaching deep, he summons up some more of his magical skills. The familiar dragon shape pops out of his outstretched arm and it quickly finds a foe.

Fire Damage: 1d4 ⇒ 3
Targetting 'Red' --> Reflex DC 16 vs Dazzled


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

Undeterred by the beast's attacks, Tess pushes forward to corner the choker and strikes again!

Trident Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Kar breaks free from the grapple, then....falls unconscious. As soon as he does, Jader moves in and sends his whip across, but it just barely misses skimming the creature's rubbery skin. The creature looks about to refocus on Jader, but Posh's dragon slams into it, scorching its skin and sending it to its knees. The creature falls over face first, smoking.

Tessamine slashes at the stroker, trying desperately to stay inside it's funky long reach. Alas, her blade gets tangled up in the mess and misses.

Once choker down! Kar is still up before the Choker


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
GM Nayr wrote:

Kar breaks free from the grapple, then....falls unconscious. As soon as he does, Jader moves in and sends his whip across, but it just barely misses skimming the creature's rubbery skin. The creature looks about to refocus on Jader, but Posh's dragon slams into it, scorching its skin and sending it to its knees. The creature falls over face first, smoking.

Tessamine slashes at the stroker, trying desperately to stay inside it's funky long reach. Alas, her blade gets tangled up in the mess and misses.

Once choker down! Kar is still up before the Choker

Kar is unconcious and stable. Did you mean Kal? I promise we didn't do this on purpose.


Lol, yes you did! And, yes...I meant Kal. I'll bot him to keep us rolling.

Kalathiel, seeing one choker down, tries to use Tess as cover in order to get close to the next beast. He attempts to roll into the area beside it to avoid the whipping tentacles. Unfortunately, he times it poorly, and a tentacle slams into him as he moves. Luckly, Kal slaps it aside with his blade, then slides the blade along to attempt to drive it into the beast. Alas, the choker moves at the last second and blade flies aside harmlessly.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Acrobatic fail, but he missed his AOO.


The choker, seemingly desperate, backs into a corner and whips its tentacles about at Tessamine, more trying to keep her at bay than trying to make her a victim.

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Yikes! 9 damage to Tess. Note that it is not grabbing...it's more whipping its tentacles about in an effort to keep you at bay. Everyone's up!


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

oh god

Tess falls to the floor, her last bit of adrenaline lost.

Stabilize: 1d20 + 2 - 8 ⇒ (10) + 2 - 8 = 4

oh god


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.

"NOT GOOD! uh....MEDIC!"

Summoning another red dragon, Posh sends it spiraling around the room to explode near the offending creature.

Fire Damage: 1d4 ⇒ 1
Reflex DC 16 vs Dazzled
Well...that's not gonna be a ton of damage...


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 dodges the flailing tentacles and attempts to reach Tess to utter the healing prayer he learned when he was very young

casting cure light wounds
heal: 1d8 + 2 ⇒ (5) + 2 = 7


Reflex save: 1d20 + 3 ⇒ (14) + 3 = 17

The choker moves aside as the fiery dragon slams into the ground near it. It avoids the majority of the blast, and seems intent upon continuing to try and save its own hide.

Jader dives forward and uses his timely ability to stabilize Tessamine, who was very rapidly bleeding out.

C'mon Kar and Kal!


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
GM Nayr wrote:


C'mon Kar and Kal!

Kar bravely drools into the dirt.


And he does it well!

Kalathiel moves in and once again attempts to roll inside the choker's guard. He does so gracefully, the rubbery tentacles swinging though air over his head.

AOO: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21

He then stabs at the creature, skewering it with his rapier. The choker, battered, bloody, and burnt, falls to its oddly bent knees, then flat on its face.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Deadliest choker team in the world down!


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

Tessamine lays on the ground motionlessly in celebration!


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.

Heal: 1d20 ⇒ 9

A final dragon soars out of Posh's outstretched hand spiralling towards the ceiling where it explodes in a shower of sparks.

"Huzzah! We did it!"

Somberly, the old man glances towards his fallen companions. "Though at what cost...what cost..."

Moving towards Kar, he gently nudges the prone man with his cane. "We should have a ceremony. They were brave souls. Brave souls indeed!"

:-P


Hehe

Kal wipes the...fluid...off his blade and sheathes it, then looks at the bodies. He nods. Indeed...this will take quite the pyre.


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

Save your pity and give me your muscles. Neither of our companions are dead. Look they are both still breathing. So if my healing isn’t enough then we will likely need to carry someone
Jader moves to Kar and casts cure light wounds. He follows that spell up with his final spell of his for the day to heal Tess some more
damage healed Kar: 1d8 + 2 ⇒ (4) + 2 = 6
damage healed Tess: 1d8 + 2 ⇒ (2) + 2 = 4


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 blinks awake, his wounds closing enough for him to be conscious and thinking once again. He stands, still obviously in pain. I presume we won. Thank you all for rescuing me. He nods to each in turn before surveying the room. I had hoped that being so far removed from their kind on the mainland, that a different society would have developed amongst the creatures of this island. With the evidence of the grindylows, the goblins, and now the chokers, I think it is safe to say that is not the case.


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 groans as she gets up, and listens to Kar's short speech. "It's regrettable. But we have our own people to defend."
She takes a deep breath.
"So... where to next?"


Kal nods, then turns to motion over his shoulder. And what do we do about those rocky crab things? Do you think Ramona will want them...well, you know. He does the "slitting the throat" motion to indicate his implied intention.


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

Personally I feel like I’ve been trampled by an orc raiding party. Tess, Kar despite my healing for you you both don’t look any better than me. And I know I’m ugly already. So with that said mayhaps we should see if there are clerics to heal our bumps and bloody spots. Before we do anything else


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 nods at Jader's words of wisdom, There are two priests at the chapel we visited earlier. And we should probably ask Romona what she'll want done with those rock crabs.


So....back up through the well, or do you want to go out the cave's back exit and see where it leads?


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 vote the well, I feel pushing our luck further might screw us over.


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
Tessamine Oceancalled wrote:
I vote the well, I feel pushing our luck further might screw us over.

Bingo! I vote the well and go the route we know in our weakened condition


You proceed back up the well, and find an anxious Ramona awaiting your return. She stands with Eamon Caranth, the half-elven cleric of Erastil. You can see a few guards standing a distance off, crossbows at the ready and pointed at the well. Ramona clears her throat and motions towards you, particularly to those helping the wounded crawl out of the well. Well...help them!

The guards rush forward, with Eamon, and help you the rest of the way. Eamon begins tending to your wounds. Eamon is a L3 cleric with tons of 2d6 channels, so safe to say you'll all be at full.

Ramona watches his ministrations, interrogating you while she does. Do we have anything left to worry about? Please, what happened down there?

800 XP added


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.

"Nope. All good. Got us some mining ter do...dun worry though I'll take care of that as it's needed. Them choker-hugger deals we handled though." announces Posh with a smile, glancing towards his companions.


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

When Jader realizes that Posh left out mention of the crystal eating creatures he briefly looks at his other companions. Being torn between duty and honor. Thinking that he told the creatures he and his companions wouldn’t hurt the creatures.

If Ramona notices and she presses him about it he will confess that other creatures are still there


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

HUZZAH!! Full HP for the first time since we started the game!

Kar unknowingly takes away Jader's dilemma. After Posh finishes, he mentions the crystalline bugs, presuming Posh forgot about them as he has shown that his mind isn't as sharp as it used to be.
We did encounter a small group of semi-intelligent bugs that seem to be made of crystal. They claimed to be content to eat the crystals in the caverns below, crystals that Grandfather claims are very valuable. Icon Stones, perhaps? He looks over at Posh for confirmation on the name before continuing. They didn't seem to pose a threat, but I do not feel confident any longer on my judgement for such things. We thought to leave the decision to you.


Ramona furrows her brows, then nods. I see...thanks for bringing it to my attention; so...you think these things would stay down there, with the stones? What is their nature?

You know that these creatures aren't inherently evil. They just want to get their minerals to reproduce.

We can research these creatures and try and find the best way to deal with them. For now, you should rest and recover. Is there anything you need right now, aside from that?

As a reminder, you awoke and found out that one of these chokers came out and attacked poor Daib Joiner, then you went into the well. So...it's barely lunch time!


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

After that healing I’m feeling a lot better perhaps let’s have a good meal and the get on to the next task at hand


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 certainly fit enough to travel on a bit, but I'm afraid my healing is spent for the day. Might I suggest we stick close to the colony for the rest of the day? The boat near the pier and the nearby cave come to mind. Best make sure we can make a swift retreat if necessary."

That cave was relatively close to the colony, right?


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 simply nods his head to signal his willingness to continue exploring the area.


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.

"Oh yes, they are no bother to us. Just dun bother then. I will see to mining of the rocks myself as needed. I have plenty to start as it stands." replies Posh.

"After a good meal, I'm surely capable of proceeding."


Sure was...the well outside the farmer's house led down into it, so the cave network is precisely underneath the colony. Where di you want to go/explore?


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

I vote for the sunken boat just off the docks, and then the goblin tribe. Avoid the grindylows for the time being.


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.

"Well...the boat seems like a close and somewhat safe thing to investigate. Why don't we check it out?"

I'll second the sunken boat


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:

Finally caught up!

The elf nods thoughtfully. "I wanted to check out that boat at some point regardless," he agrees. "Shall we?"


Out here the the west, the solitary dock extends from the beach into the bay. The construction is solid and looks recent, suitable for tying off a small boat, though as you know, it is not above water. Standing on the pier, you can see the boat, which is little more than a very large canoe, under the water and upside down. The water is clear enough to see it, but not clear enough to make out any details beyond the shadowy form.


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 get out some rope and look to Kal and Tessa who have shown themselves to be the best swimmers.


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 nods to Kar and addresses the group as a whole. "What do you think the odds are of something hiding under that canoe? Call me paranoid, but after the chokers in the well I'd like to be careful. Do we have something of a game plan?"


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.

With a shrug, Posh nods to Tessa. "One way I've got to see..."

Without awaiting any further response, he flicks his wrist and the sounds of violent splashing rings out over the canoe.

Ghost Sound - Will Save DC 13 to disbelieve

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