Ruins of Azlant (Inactive)

Game Master Nathan Goodrich

Chapter 3: The Flooded Cathedral
Part 2: Exploring Zanas-Tahn

Ruins of Azlant Maps

Starting Day: Oathday, 3rd of Arodus 4717 AR


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|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Ashlyn and Elizar help explore the room.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Sorry for brevity. Busy weekend around here.


| HP 35/36, DR 5/magic and slashing, AC 18 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+5 R:+2 W:+4 | Init +3 | Perc +0, SM +0, Bluff +2, Diplo. +2, Intimidate +10 | Speed 30ft, Swim 30 ft | Active conditions: Ectoplasmic

Perception: 1d20 ⇒ 7


Apart from the orrery itself, which is marvel of engineering but impossible to move, there is nothing of value in the tower. Helekhterie appears to have been obsessed with the end of prophecy and much of her scribbling is in the form of cryptic messages which all have a vaguely ominous, but unspecific tone.

Aeroclyse, when freed, is pathetically grateful and doesn't resist as he is led out of the tower. On the shore outside is another raft, larger and better made than the one that brought you here and the crab seems unwilling to risk a second bout so the journey back to Talmandor's Bounty is uneventful.

You (read. Areoclyse) are spotted from some distance away and both Ramona and Carver are there to meet you at the entrance to the palisade.

"What on earth happened?" Carter asks, "How did you subdue such a creature?"


Chelaxian Bloodrager 8

"We didn't subdue him. We rescued him," Sarine says as she leads Aeroclyse up toward the gate by the hand. "The witch was tormenting him including tearing out his eye, and Aeroclyse has been properly grateful that we rescued him from her. We drove off the witch and killed her minions. Unfortunately, we weren't able to find any of our other missing colonists." Not alive anyway...but that discussion is better left for a more private setting.

Turning toward Aeroclyse, Sarine addresses the cyclops. "Aeroclyse, this is our home. Our friends live here. Please sit while we talk to them."

What have we learned about Aeroclyse on the return journey? Cyclopses in the monster manuals have an evil alignment I believe. Do we have a better judgment on that from him? Is he stupid or just bad at Taldane? Does he know anything about the island outside the tower or anything more about Helekhterie? I'm assuming that since we've handwaved negotiations that he's OK with coming to live in the settlement and helping where he can.

Also, how long has it been since we left the tower? Sarine has some ability damage to heal up.


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15

"We didn't subdue him. We are heroes, after all," Tettia says indignantly. "We rescued him. He was being treated awfully and needed a friend." She stands protectively near the hulking being with a hand stretched out to guide him.

"We need to find a place he can sleep and get him something to eat," she adds with a new determination. "He's going to be a great asset to the villagers."


Chelaxian Bloodrager 8

Jinx. Look at how close those last two posts are to each other.

During the return journey, Sarine finds some wands and a scroll among her belongings. "I'm not sure why I didn't think of this before, but here Tettia. You can probably use these better than I can."

Transferring a Wand of Flaming Sphere (8 charges), Wand of Color Spray (12 charges) and a Scroll of Burning Hands to Tettia.


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15

The young woman takes the wands and stows them in her backpack, but the scroll she clutches to her breast in excitement. "Oh, thank you!" she says throwing her arms around Sarine in joy. "I can add this to my collection as soon as we get back to the village."


It takes a day to return to the village, so you camp overnight on the lower slopes and arrive mid-morning. Aeroclyse originally comes from the Shackles and speaks bad Taldane. He'll basically do whatever you tell him but either leaving him or sending him away is a death sentence while he's blind. He doesn't know anything else Helekhterie and no sign of the missing colonists.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

"Yes, this is good," Aurelian says. "He has been freed, and now he can live in the colony while he heals, if he can be healed, and then afterward if he chooses." I'm assuming he's not evil, in which case he probably needs to leave when/if he's healed.

"We shall rest and recover and then go look again for the missing colonists and the witch. There are places we have seen where she or they may be..."

Back until I leave for PaizoCon on Thursday.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Over the night's rest, Jenner will beseech Abadar for the ability to do something about Sarine's weakened condition...

Prepping a lesser resto to toss on Sarine:

1d4 ⇒ 4 Woo! So you should be healed 5 ability damage, Sarine, what with the night's rest. Jenner had a lot of unused spells after that first day so with GM permission those were all sacked into cures and everyone should be full on HP when we return

Also on the return journey, Jenner tries to talk to the maimed cyclops, though with the poor wretch's near-broken mind, the going is arduous. Jenner settles for merely spending time near Aeroclyse, usually, speaking in a calm and steady tone of voice of nothing in particular-- commenting on the warmth of the sun, the sound of the birds or the water-- and occasionally pressing a piece of jerky into the cyclops's hands. In short he treats him much like a wounded animal that he is slowly trying to put at ease; if nothing else, Jenner does not lack patience.

Once back at the camp, after reports have been given, Jenner beelines to check on Alba. "Ma'am? How are you feelin', now? Any better?" he asks anxiously whilst knocking on the door.


Aeroclyse seems to respond well to Jenner's kindness, although he's still skittish and unsure of himself. You'll have to use appropriate magic to pick up his alignment.

"Oh, hello dearie." Alba greets Jenner. "I'm feeling a bit better yes. Found some herbs that help but the cough hasn't quite" She turns aside for a hacking cough. "...gone. But don't you worry, I'll be right as rain soon - I'm just taking it easy and not opening the shop every day."

~~~~~~~~~~~~~~~~~~~~~~~~~
"Quite a tale." Carver says approvingly after the expedition to the tower is explained. "Do you plan to stay here for a while or head out again? I'm sure you have plenty of other places to explore?"


Chelaxian Bloodrager 8

Thank you Jenner! That's enough to take care of Sarine. I think some others had Strength damage as well.

Sarine tries to guide the discussion with Carver and Ramona to the town hall building, where they can lay out some maps and gain some more privacy.

"Unfortunately, we also found this cuff link in the tower," Sarine says grimly. "It looks like some of our missing colonists were taken there and probably eaten by the scrags. We don't know how many and we weren't able to find anyone else. Also, the hag managed to fly away from us before we could bring her down. There's a good chance she's somewhere on the island still. We need to be cautious."

"You will probably want to investigate the tower more closely when everything settles down, Carver," Sarine addresses him directly. "The murals there are worth a more intensive study than we were able to pull off. Until the hag is found that's probably too risky, however, and we also were attacked by a giant crab in the water surrounding the tower."

"As far as future plans, it would be nice to spend more time here but I think we need to head out again immediately. There is too much about the island that we don't know, and we still haven't searched everywhere for any remaining colonists. The building we saw crumbling into the sea on the east coast would be a good place to look into. It might even be the sunken laboratory that Durvin Gest wrote about. After that, we should probably check the cave in the north that Jenner noticed: caves are places where dangerous creatures might hide and it would be worth surveying the area for precious metals as well. On the way back, we should probably tackle that red-tainted forest and see what might be in there. Along the way, we might be able to sight some more locations, possibly some of the other places that you asked us to look for."

On the map, I'm thinking red colored A -> B -> H and then return by going over the orrery mountain to use it as a vantage point to look for other sites of interest?

Do we have a name for the mountain yet? I'm tempted to start naming places we go if the scenario doesn't call them anything.


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

"Oh, I'm SO glad you came with us Aeroclyse! You're going to love it here! I'm not sure we have any buildings big enough to fit you in right now... Hmm... Why don't we see if we can get a nice big tent made for you until there's a home big enough for you? What do you think?" She pauses moment then asks, "Actually, did you want to stay in a place by yourself or with one of us? Or did you want to stay in a big group room? There might be room for you in one of the communal bunk rooms, but I'm not sure if you'd be comfortable with that yet. What do you want?"

Ashlyn spends some time trying to find a place Aeroclyse fits in and is comfortable with so he can rest. If she can't find anywhere she'll ask around to see if anyone can make a big tent for him or something until he gets a proper place built.

At the meeting, Ashlyn grins at Sarine. "You're SO clever! That sounds great! To the crumbling building it is!"


Most of the locations have names, random features like the mountain dont - so feel free to name them. :)


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Does Jenner have any more lesser restorations for Ashlyn and Elizar? Or do either of the priests have the ability to cast it?


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

We can take a day or two to rest and recover if need be. Let's plan to head out at full Strength (and strength).

"No, you cannot keep Aurelian Fache here forever, Carver," the swordsman replies with a rueful shake of his head. "As Sarine said, there is much still to investigate."

He agrees with her plans for their next explorations, ready to go whenever the others are.


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15

Tettia splits her time in town between chatting with Aeroclyse and transcribing the burning hands spell into her spellbook. She also joins in the discussion pushing for a separate tent for the cyclops. Since she has no permanent residence yet either, she argues that it wouldn't take much more to add something for her if the village assists in creating something for the giant.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

missed that other people had STR damage; I could easily have prepped two more lesser restorations the night I prepped Sarine's, so:

Lesser Resto Ashlyn: 1d4 ⇒ 1
Lesser Resto Elizar or Ashlyn: 1d4 ⇒ 4

After the first prayer he says over Ashlyn is not incredibly successful, Jenner asks if she wants him to try again... or focus on her 'friend.' It's a Sense Motive DC of zero to recognize he'd really rather spend it on her and not try and 'touch' the wailing-and/or-angry ghost, but either way, he does as she wishes. Just one way with more sighing.

Will try for a longer post later but wanted to get the ability damage sorted


Chelaxian Bloodrager 8

"If everyone is agreed, then, let's head out in the morning. That will give us the rest of the day to rest up and make sure that Aeroclyse is settled in," Sarine said, looking around at the assembled gathering.

Feeling largely recovered from their journey after receiving magical aid from Jenner, Sarine spends some of the day helping with the construction work around town. She seems withdrawn after dinner and moves out to the beach, where she maintains her gear by the falling light and seems to have a long conversation with Narue.

Roleplaying a bit while we're here, but ready to go!


There are no buildings large enough for the cyclops but a tent is jury rigged for him and he seems content enough with it.

The next morning the group sets out eastwards across the island. By now you are all used to the winding footpaths and the major natural hazards so progress is slow but safe. After a couple of days you have crossed the whole island and arrived at the sunken buildings Tettia saw. From the clifftops above you can see that it is not just one building but an entire settlement, nestled into a sheltered cove. A single large building of old river stones stands slightly out of the water on a small rise, surrounded by tidal pools and crumbled ruins beneath the surface. Nearby another ruined building stands on a headland overlooking the bay.

Searching this building turns up a threadbare bedroll, a rusted iron pot and other evidence that someone camped here - long ago. There are also some strange markings on one of the walls near the fire.

Knw Local DC20/Linguistics DC25:
The glyphs convey undead in the water, no safe shelter here.

Knw Dun/Geo, DC15:
The cliffs here are basalt, a good building material. This would be a worthwhile spot for a quarry in future.

Just for clarity you're up on the cliffs at the moment and haven't ventured into the sunken village proper.


Chelaxian Bloodrager 8

Narue Knowledge (Local): 1d20 + 2 ⇒ (6) + 2 = 8
Narue Knowledge (Dungeoneering): 1d20 + 6 ⇒ (4) + 6 = 10 - the familiar keeps its lack of understanding to itself

Sarine looks through the old campsite and kneels down to examine the old equipment. "Hard to tell how old this is. Do you think this could be a campsite that Durvin Gest used?"

When I was a child, that very idea would have thrilled me to no end. I guess that when you are walking on the bones of Azlanti civilization, though, that an old copy of Pathfinder edition 1 doesn't seem quite as impressive anymore...


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

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

Aurelian nods, willing to entertain Sarine's notion.

"And did he leave these markings, or are they even older?" he asks, assuming Tettia or the crying ghost would let them know as soon as they interpreted them.

He looks over the village, wondering what will be down there that he will likely have to prove his swordsmanship against.


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15

Tettia continues her sketches as the group travels, appending with notes as she muses on the nature of the various flora and fauna. When they arrive at the ruins she seems surprised. "It looked like just one building, but it's ... it's not."

Her interest is piqued when the markings are found.

Linguistics: 1d20 + 12 ⇒ (2) + 12 = 14

Knowledge (dungeoneering): 1d20 + 14 ⇒ (8) + 14 = 22

Unable to interpret the writings, the young woman squints as if unable to see them from this distance. She pulls her spectacles from her bag and after donning them, takes another look.

I always feel like I'm a fraud when I use these.

Her eyes widen as the meaning is magically revealed to her. "Oh, my," she says, storing the enchanted eyeglasses. "It's a message warning us that there's undead in the water and not to stay here." She looks around at the others. "I mean, this would be a good spot for a quarry with all that basalt around," she says with a gesture towards the large stone outcroppings nearby. "But if there's undead here we should leave, right?"


Chelaxian Bloodrager 8

Sarine clenches her jaw when she hears about the presence of undead. Like that ghost we met, right? That...did not go well... She tries to shake the thought from her mind before she has to explain her embarrassment.

"I'm not sure, Tettia. Undead are dangerous, but I imagine we'll need this quarry if we're ever going to have more than the wooden shanties that Talmandor's Bounty is made of now. And there isn't a cavalry coming to take care of things for us. It's one thing for an explorer to skirt around the edges of a threat, but we intend to live here. Also, we still haven't gotten a good look at those sunken buildings."

"On the other hand, I'm not sure I want to jump into the water without knowing something about what is down there. Do we think Elizar can take a look for us safely, Ashlyn?"


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

"Yes, if they are undead that can be hurt by weapons, you do not need to worry. Aurelian Fache will take care of them for you. If they are cheats, then he will need magic on his sword to deal with them properly!" Aurelian declares.


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15

"Um ... Ok, I guess," Tettia answers. She doesn't seem to be keen on the idea of taking on undead.

If we're close enough to the buildings ...

"Here, let me do something first," she says and begins a quick spell. She then turns her gaze towards the nearest buildings.

detect undead

She'll also case mage armor upon herself.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

"Damned if you're not right, that is pretty good stone," Jenner says, pleased, as he studies the basalt face (wondering how he missed it himself (it's because you get crap for skill points, Jenner)).

"As for undead.... they'll need dealing with sometime, aye. If we have more folk working in the area here in months to come, which we hope to, then even if the water were left strictly alone we'd have them to tussle with eventually. They'd come round sniffing. If there's any even still here," he adds on optimistically. "But if Elizar can give us a look-see I'm not opposed."


From where you are you get nothing Tettia. You could go down towards the beach and try again?


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15

"I don't sense anything undead from up here," Tettia says after a moment of scrutinizing the ruins. "I think I'm too far away." She eyes the beach nervously. "I might have a better chance down there if someone will go with me."

If someone accompanies her, Tettia will head down to the beach and attempt her spell again from there. I have a feeling she won't need the spell at that point. ;)


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

"Yeh, we don't want you the closest to the water. Aurelian, how about you and I go with her and stand betwixt her and the waves, eh?"

Jenner unslings axe and shield to do this, seemingly taking this in stride. As they walk down, though, he asks aloud: "--Say, though, doesn't water itself block a spell like that? Yeh have to be casting in water to effect stuff underwater, and sech?"


Chelaxian Bloodrager 8

Tettia is using the widely-known spell called Blunder into Undead. Let's all go down to the beach.

Sarine draws her sword and casts Shield.

"They've waited a long time for visitors. Let's go see what they have to say."


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

The Night Before

"Gee, thanks Jenner! Do you think you can cast more of those tomorrow or the day after? Elizar won't heal without help."

Could any of the priests in the colony cast lesser restoration on Elizar before we left for the day or the night before?

---

At the Ruins

"Undead in the water? Sure, Elizar and I can check it out! He can't go far from me, though, so I'll have to go with him."

Ashlyn and Elizar traipse down to the beach with the others and have a look around.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception (Elizar): 1d20 ⇒ 10

When it's time, Elizar disappears beneath the water to take look around. He can go 100 ft. from her while near water before she has to focus on him.
Perception (Elizar): 1d20 ⇒ 11


The group heads carefully down to the beach and Elizar disappears into the water. Tettia scans the water with her spell and detects one, two, three 'life' signs just as Elizar slips into the water.

Suddenly there is a churning in the water and Ashlyn feels a wave of emotion from Elizar which has only one possible meaning - he's fighting!

Aurelian: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Ashlyn: 1d20 + 2 ⇒ (2) + 2 = 4
Jenner: 1d20 + 1 ⇒ (6) + 1 = 7
Sarine: 1d20 + 2 ⇒ (15) + 2 = 17
Tettia: 1d20 + 1 ⇒ (6) + 1 = 7
Foe 1: 1d20 + 1 ⇒ (2) + 1 = 3
Foes: 1d20 ⇒ 4

Elizar is in combat but he's some way out from the beach and currently underwater. You can try going to help him but you have no line of sight or effect currently.

Party Up! I'll try and sort a map out later, unless anyone has the pdf one?


Chelaxian Bloodrager 8

"Did Elizar pick a fight out there? Can you pull him back, Ashlyn?"

Maybe I shouldn't have suggested that he go out alone. Was Elizar in ectoplasm form or insubstantial? Waiting to see what we do with Ashlyn/Elizar before Sarine acts, I guess. How far is the fighting out in the water?


I'm assuming that he's ectoplasmic, although Ashlyn can correct me.


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

"Ouch! He's under attack!" Ashlyn exclaims, placing a hand to her head. She focuses on her connection to him, turning him from ectoplasmic to incorporeal.

Changing his form as a full round action.


| HP 35/36, DR 5/magic and slashing, AC 18 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+5 R:+2 W:+4 | Init +3 | Perc +0, SM +0, Bluff +2, Diplo. +2, Intimidate +10 | Speed 30ft, Swim 30 ft | Active conditions: Ectoplasmic

Elizar comes back to the shore to tell Ashlyn what he saw.


Chelaxian Bloodrager 8

Azlanti:
"Welcome back, Elizar. Thank you for that."

"Let's see what they do now," Sarine says as she waits with sword drawn.


Chelaxian Bloodrager 8

Are we all just waiting to see what crawls out of the water?


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

I think so. (Also, I'm back. Just need to recover now.)


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15
Aurelian Fache wrote:
I think so. (Also, I'm back. Just need to recover now.)

I'm hip. ;) Very glad to be in my own bed tonight.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

Jenner lightly shifts his axe in his hand, watching the water warily...

I defintiely would prefer to fight things on land if they will come out :P


Sorry - bank holiday weekend and this is a nasty post due to how everything played out.

Underwater
DC Attack: 1d20 + 8 ⇒ (15) + 8 = 23 Damage: 1d12 + 3 ⇒ (11) + 3 = 14
D: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d12 + 4 ⇒ (11) + 4 = 15
D: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (5) + 4 = 9

Well... Good thing it isn't the PC's taking that!

As Ashlyn reaches out for Elizar to shift his form she feels their connection broken off abruptly in a brief flash of thudding blades and pain.

Nothing emerges from the water for a few long moments then three tall figures, clad in rusting armour with long tattered hair down their backs and wielding huge axes, emerge from under the water in jerky motions. They walk forwards slowly as the water churns around them. Ghostly sounds of panic waver through the air.

The draugr are forty feet away in the water, which seems to come up to their waists. Party up!


Chelaxian Bloodrager 8

Now I feel even worse for suggesting that Elizar go scout. One of the hits only barely got him too, it looks like. I'm delaying Sarine's action to see if we can find out more about what these things are from the party.

"What are those things?" Sarine shouts over the sound of the waves.


Elizar has terrible luck fighting underwater - that's three fights in a row where he's been destroyed. Sahuagin, Giant Crab, Draugr...One day he's just not going to come back!

Knw Religion, DC15:
These are draugr, undead who have died unpleasant deaths and reawake with a sense of vengeance. Their blows cause a strong sense of sickness and nausea in anyone unlucky enough to be hit by them.

Knw R, DC20:
The centre figure is a Draugr captain, a more powerful figure in both life and death. They are often capable of draining a creature's life force through their blows.

Perception, DC20:
The water is churning as though people are running the other way to the draugr... something isn't right here!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Aurelian prepares his fighting stance.

"They are ugly!" he replies.

Hopefully someone else makes those rolls (and I'll post more of an actual turn once that does/does not happen).


Female Human Wizard (Universalist) 3 | HP 26 | AC 16 | Fort +7 Ref +6 Will +8 | Perc +6 | Hero Point: 2/3 || Familiar (Wallace) AC 16 | HP 15

Knowledge (religion): 1d20 + 13 ⇒ (11) + 13 = 24

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

"Those are Draugr," Tettia calls out. "See the barnacles? They're usually sailors that died at sea in the midst of necromantic magic and are very angry about something. They often accompanied by a sickly stench that can make you sick." She points at the central one. "That one is a captain. They've been known to create mists and inflict people with ongoing negative energy."

She gestures and throws a bolt of white energy towards the one on the left.

Disrupt Undead - Ranged Touch: 1d20 + 3 ⇒ (20) + 3 = 23
Disrupt Undead - Damage: 1d6 ⇒ 4

"Oh, and don't try to burn them. They're all wet and fire doesn't work very well on them," she adds.


Chelaxian Bloodrager 8

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

"Watch out for the water. It's churning...the wrong way." Haunt-like? I'm not sure what to make of that.

"Thanks Tettia. I'll try to hold my breath," Sarine says as she faces down the opposing corpses. "Sounds like you lot are a real piece of work."

Warned of something odd about the tide, Sarine stays at the water's edge, hoping to lure the enemies nearer with Tettia's ranged attacks.

Readied Attack:

Attack: 1d20 + 12 ⇒ (5) + 12 = 17

Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16

Sarine's current AC is 23. (Shield)


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Quick stats:

HP 47/47; Hero Points 2/2
AC 21, touch 14, flat-footed 17
Fort +2, Ref +7, Will -1 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
CMD 16 (18 vs. disarm)
Panache: 4/5 (0/1 deed reroll)
Effects:

Aurelian steps back from the water, not wanting to be caught in whatever strangeness Sarine has spotted which is very likely a haunt.

"Bring them out of the water toward us," he urges, ready to stab one of the draugr should it come too close.

Step back 5 ft (or further if others retreat too), then ready action to attack:
+2 relic rapier: 1d20 + 10 ⇒ (18) + 10 = 28
Damage (includes 4 precision damage): 1d6 + 12 + 4 ⇒ (3) + 12 + 4 = 19
Intimidate (demoralize as a swift action on a successful hit): 1d20 + 12 ⇒ (9) + 12 = 21
Crit confirm?: 1d20 + 10 ⇒ (13) + 10 = 23
Damage (includes 4 precision damage): 1d6 + 12 + 4 ⇒ (1) + 12 + 4 = 17

If the captain is in melee with me, I'll wait to use parry on him.
Parry (DC=attacker's roll): 1d20 + 8 ⇒ (6) + 8 = 14
Riposte (if parry succeeds): 1d20 + 8 ⇒ (13) + 8 = 21
Damage (includes 4 precision damage): 1d6 + 11 + 4 ⇒ (3) + 11 + 4 = 18


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

"No! Elizar!" Ashlyn exclaims. She stands on the beach along with the others, more tears of mourning streaming down her cheeks over her dead companion. ...Again.

As the draugr appear she imagines a magical trident in the air, and thrusts it at the nearest undead. Spiritual weapon, 150 ft. range, 5 rounds.

Ranged Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Force Damage: 1d8 + 1 ⇒ (6) + 1 = 7

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