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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Chelaxian Bloodrager 8

Could Ashlyn give up some hp to keep Elizar around?


|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

I could. But it's a lot. And I'm not.


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 mutters a brief prayer to Abadar, and his skin-- where it can be seen in the gaps of his armor-- takes on a metallic sheen. (Casting ironskin as a swift action)

"Come on then, yeh ugly dead lads," he intones, backing up a little with the others and readying his axe.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

"Now what's with this water then...." (Any check that pertains to that? Kn Religion if it is a haunt, I imagine:)

Kn Rel: 1d20 + 6 ⇒ (8) + 6 = 14

Readied attack if a hostile approaches: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d10 + 6 ⇒ (6) + 6 = 12


The undead shamble forwards a little further, one staggering slightly as Tettia's bolt strikes it.

"Go back!" The captain intones in a gargling voice full of sea-water. "Leave us in peace! Jorvaskarr is ours!"

The water continues to churn around their bony legs.

Distance is now 20ft - they're in the water, you're out.


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

"This isn't peace," Tettia says with a frown. "This is torment. You need to move on to your final judgement." She glances around at the others. "Right?"

She targets another bolt at the same figure.

Disrupt Undead - Ranged Touch: 1d20 + 3 ⇒ (10) + 3 = 13
Disrupt Undead - Damage: 1d6 ⇒ 2


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: 5/5 (0/1 deed reroll)
Effects: protection from evil

"Yes," Aurelian Fache agrees. "But you should back up. Let them come out of the water if they are brave enough to face Aurelian Fache."

He tries to lead his companions back 30 feet from the water's edge, and casts protection from evil on himself, using his sword's power.


Chelaxian Bloodrager 8

Sarine backs up alongside Aurelian but not as far, moving 20' away from the water.

"You have no place here anymore!" she shouts back at the undead creatures.

At least it isn't like that ghost. These things, I can fight.

Readied Attack:

Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13

Do they appear to be armored?


|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's magical trident continues to attack the nearest undead.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Force Damage: 1d8 + 1 ⇒ (4) + 1 = 5

(Spiritual Weapon, 2/5 rounds used)

Meanwhile, Ashlyn backs up alongside Aurelian and the others.


Chelaxian Bloodrager 8

For the record, if it would end up leaving Tettia exposed, Sarine doesn't back up past her.


They do appear to be armoured.

Tettia lands another bolt of energy, but Ashlyn's trident is blocked by the haft of an axe.

The draugr captain barks an order and the draugr retreat into the ocean, having apparently interpreted Aurelian and Sarine's retreat as obeying their orders. They disappear beneath the waves in short order.

Combat over, unless you choose to pursue into the water.


Chelaxian Bloodrager 8

"You won't get away that easy," Sarine growls at the undead.

Voting to stop dancing around this and pursue them into the water. Not actually taking that action unless others agree, though. If we decide to pursue, Sarine will move into the water (should be the first square) and kick at it to get their notice.


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.

Aurelian nods, and joins her.

Though do we have any more information on the haunt? That's what really concerns me, but it's something Jenner could potentially handle if we have confirmation on it.


Anyone with Knowledge Religion can roll to try and identify it.


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 ⇒ (9) + 13 = 22


Without a chance to examine it without danger and the chance to conduct tests Tettia can't be sure, but it seems likely to be linked to drowning, given the situation and the presence of undead in the water. Going into the water would likely be the trigger.


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.

Assuming Tettia tells us that, let's go to 10 feet from the shore? Assuming that will still draw the draugr out to us.


|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

"Hey, get back here!" Ashlyn calls out to the undead. She marches right back to the water's edge and gives the water a kick with her foot.

Yeah, let's see if getting closer makes them come back out.

If any come back out within the next three rounds her trident will attack it.


Chelaxian Bloodrager 8

We could also shove positive energy into the haunt. That's supposed to turn them off. If we don't do something like that soon, Sarine is just going to march into it. We're taking too long dancing around this thing.


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

The problem with positive energy whacking is that my channels, and the cures available to us at this level, do not do that much at a go. A haunt of our level's appropriate CR -- or higher, if we're off in the land of 'you weren't supposed to tackle this level yet'-- is going to have more than enough HP that we're not going to manage to kill it before its actual effects trigger. (I hate haunts~) Even my channels might have to be in the water to be effective, since water will block line of effect. And I already failed my knowledge check to ID it as a haunt so I'm not getting a chance to act in the triggering round, anyway; as far as I know the only other person who can throw positive energy at it is Ashlyn.

Jenner scowls at the water, not liking the fact that they're dealing with critters intelligent enough to stay in it. "Well, they damn well aren't mindless zombies," he points out. "I don't care to wade in after them-- who knows what sorta ambush they might be clever enough to rig? If they're gonna stay tight in the water mayhap we can mark the spot, come back when we've got a decent plan?"


Chelaxian Bloodrager 8

"Pull me out if I start drowning," Sarine says as she marches 5' into the waves. "There's no reason to drag this out."


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.

Let's say we wait at 10 feet out and see if they come back; if that doesn't work, only *then* do we go into the water. Aurelian will maintain the front line with Sarine.


Chelaxian Bloodrager 8

Eh, as a player I'm starting to get impatient. I'll accept some risk.

Sarine enters her bloodrage, hoping to resist whatever is coming. Since Tettia mentioned drowning, she holds her breath as well.

13/14 rounds of bloodrage remaining


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.

Not one to be shown up, Aurelian follows Sarine into the water, though he's not quite sure why they're going into the enemy's territory. He may be the finest swordsman on this side of Avistan, but part of his lessons were to not cede the advantage when you don't have to. Fortunately, he's sure his training will be enough no matter what they might face.


As Sarine and Aurelian enter the water it roils around their legs and both feel their lungs filling with water as cries of panic ring out!

DC11 fort saves or be staggered.

Ahead of them the draugr rise again from their watery beds, murder in their eyes.

Party Up. Draugr are fifteen feet from Sarine and Aurelian, who are five feet into the water. Depth is not an issue.


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.

As a reminder, I have protection from evil up, but I think I still need to save.

Fort save with charmed life: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12

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; 1/4 charmed life; 0/1 defiant luck)
CMD 16 (18 vs. disarm)
Panache: 5/5 (0/1 deed reroll)
Effects:

"Let them come to us now," Aurelian suggests, following suit unless Sarine heads further into the water. He readies his sword to thrust when they get close, hoping to winnow out the supporting zombies so he can then help Sarine end the threat of the captain. Prefer to target a non-captain

+2 relic rapier: 1d20 + 10 ⇒ (19) + 10 = 29
Damage (includes 4 precision damage): 1d6 + 12 + 4 ⇒ (6) + 12 + 4 = 22
Crit?: 1d20 + 10 ⇒ (5) + 10 = 15
Damage (includes 4 precision damage): 1d6 + 12 + 4 ⇒ (2) + 12 + 4 = 18

Parry (DC=attacker's roll): 1d20 + 8 ⇒ (16) + 8 = 24
Riposte (if parry succeeds): 1d20 + 8 ⇒ (5) + 8 = 13
Damage (includes 4 precision damage): 1d6 + 11 + 4 ⇒ (3) + 11 + 4 = 18
Use 1 panache if parry goes off


Chelaxian Bloodrager 8

Fort Save: 1d20 + 6 ⇒ (2) + 6 = 8 - sigh...lungs filling with water sounds like this could go badly

Despite her earlier bluster, Sarine begins coughing violently under the influence of the haunt. She still stands by Aurelian, however, preparing to attack the enemy as they come nearer.

12/14 rounds of bloodrage remaining, 10/10 temporary hp remaining, power attack
Readied Attack: 1d20 + 12 + 2 - 2 ⇒ (4) + 12 + 2 - 2 = 16
Damage: 2d6 + 8 + 2 + 6 ⇒ (4, 3) + 8 + 2 + 6 = 23


You are staggered Sarine - I'll let you know when (if) that changes :)


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

Again, Tettia targets the same figure as she had before and a single glimmering bolt of energy strikes out at it.

Disrupt Undead - Ranged Touch: 1d20 + 3 ⇒ (12) + 3 = 15
Disrupt Undead - Damage: 1d6 ⇒ 5


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

"Damnation," Jenner mutters into his beard as he wades within thirty feet of them. "Fache, lad, are you alright??"

Channel to harm undead, dc 15 save for half: 2d6 ⇒ (2, 5) = 7


|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's trident attacks the nearest undead!

Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Force Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Seeing the undead near them, Ashlyn focuses on a nearby rock and sends it flying at the nearest undead's head!

Ranged Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Bludgeoning Damage: 1d6 ⇒ 5

...Apparently she's too distraught over losing Elizar to bother connecting with an attack...


Will: 1d20 + 3 ⇒ (2) + 3 = 5 Will: 1d20 + 3 ⇒ (5) + 3 = 8 Will: 1d20 + 6 ⇒ (12) + 6 = 18

Both draugr recoil from Jenner's channelled energy and one collapses, it's body decomposing unnaturally as Tettia lands the killing blow with a final bolt of white energy.

The draugr captain seems unphased, even as Aurelian rams his rapier through the eye of the surviving draugr and ends its miserable existence for good. Re-acting with unnatural speed the captain blocks Sarine's blow with his axe haft and whirls the blade into a counter-blow, which hits home with terrible force!

Attack: 1d20 + 12 ⇒ (19) + 12 = 31 Damage: 1d12 + 14 ⇒ (11) + 14 = 25 Sarine - DC14 fort save or suffer one negative level.

Party Up! Anyone entering the water (i.e. anyone but Aurelian) needs to make the DC11 fort save against 'drowning'. Sarine is still affected.


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

"If it's all the same to everyone," Tettia says nervously. "I'll stay back here out of the water."

With a gesture, she flings another silvery bolt at the same figure she's been targeting.

Disrupt Undead - Ranged Touch: 1d20 + 3 ⇒ (4) + 3 = 7
Disrupt Undead - Damage: 1d6 ⇒ 6


Chelaxian Bloodrager 8

Sarine staggers under the heavy axe blow, striving to keep her feet while struggling to breathe.

Fort Save vs Negative Level: 1d20 + 6 ⇒ (13) + 6 = 19 - whew. Negative levels would be really tricky to get rid of in this environment.
Fort Save vs Haunt: 1d20 + 6 ⇒ (17) + 6 = 23

Shaking off the worst of the blow, Sarine strikes back at the draugr.

11/14 rounds of bloodrage remaining, 0/10 temporary hp remaining, power attack
Attack: 1d20 + 12 + 2 - 2 ⇒ (8) + 12 + 2 - 2 = 20
Damage: 2d6 + 8 + 2 + 6 ⇒ (1, 4) + 8 + 2 + 6 = 21

My understanding of energy drain is that it applies immediately with no save, and the saving throw comes at the end of 24 hours. I'm happier with this interpretation (or if this isn't standard energy drain), but if the other should be right, -1 to both the haunt save and the attack roll, plus the draugr would get 5 temp hp I guess.

That was a good round to not have my dice betray me. Sarine's AC should be 22.


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; 1/4 charmed life; 0/1 defiant luck)
CMD 16 (18 vs. disarm)
Panache: 5/5 (0/1 deed reroll)
Effects: protection from evil

"No, foolish creature," Aurelian taunts the captain. "Come try to fight me!"

He thrusts again with his rapier, catching the undead in the throat as he tries to end the creature before Sarine can suffer any more harm.

+2 relic rapier: 1d20 + 10 ⇒ (18) + 10 = 28
Damage (includes 4 precision damage): 1d6 + 12 + 4 ⇒ (2) + 12 + 4 = 18
Crit?: 1d20 + 10 ⇒ (18) + 10 = 28
Damage (includes 4 precision damage): 1d6 + 12 + 4 ⇒ (6) + 12 + 4 = 22

Parry (DC=attacker's roll): 1d20 + 8 ⇒ (6) + 8 = 14
Riposte (if parry succeeds): 1d20 + 8 ⇒ (19) + 8 = 27
Damage (includes 4 precision damage): 1d6 + 11 + 4 ⇒ (1) + 11 + 4 = 16
Riposte Crit?: 1d20 + 8 ⇒ (5) + 8 = 13
Damage (includes 4 precision damage): 1d6 + 11 + 4 ⇒ (5) + 11 + 4 = 20

-1 panache if parry goes off.


Sarine and Aurelian stab, smash and skewer the undead captain until he too decomposes into the water, unable to stand up to their brutality.

Combat Over!

Searching the underwater village locates a +1 seabourne greataxe, twelve corroded longswords which might be fixable in time, a +1 light steel shield, a masterwork handaxe, a ring of swimming and 210gp, 76sp and 310cp. There are also the mortal remains of a number of dead humans - which Jenner and Tettia suspect might be the cause of the drowning haunt.

After spending a little more time at Durvin Gest's campsite Tettia is able to determine his course from some of the glyphs he left - he appears to have headed north up the coast.


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 very good," Aurelian says. "We should bury these people properly, when we can."

Any sign they were colonists? Maybe from jewelry/clothing that might have survived however long they were underwater?

Other than possibly the ring of swimming (which all of us can presumably use), Not much of that looks good for me, but maybe Jenner can use the greataxe? As for the ring, I can use panache to boost my Swim, so might be more useful for someone else at this point.

Once everyone else is ready, he will be happy to move north following the route Tettia determines.


Jorvaskarr was clearly an ulfen settlement, based on the style of building, the armour and weapons you find and the sheer amount of time it would have taken for the settlement to be consumed by the sea as it has been. No sign of colonists here.


Chelaxian Bloodrager 8

"Agreed Aurelian. We should set up a burial ground here. These souls have waited long enough for rest."

Are there checks we can make to determine if that will end the haunt? Or what else might?

Sarine has very limited spell slots, but she does have Touch of the Sea to aid in swimming. Maybe Tettia could use the ring?

Sarine will pick up the greataxe and light shield & handaxe for transport at least. We need all of the high-value items we can get to trade for our own gear at the next ship. Are we interested in fixing up the longswords? They aren't valuable for trade really, but perhaps we could arm some of the colonists?


|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 helps pack up the gear they've found, then helps bury the dead––including the undead.

"I hope you rest peacefully this time," she remarks. "I know it's scary. It's hard to move on. But, there's someplace better for you to go. I hope you find it."

Ashlyn's not claiming any of the gear for her personal use, unless for some reason no one worse at swimming than her wants the ring. As to the longswords, yes, we should bring them back to camp so someone can fix them up for the colonists. Every little bit helps.


As the bones are buried on the cliff overlooking their former home the patch of water that had churned so often stills, a sight even visible from the cliffs - it seems that the restless spirits have been sent on to the Boneyard.

Haunt destroyed!


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.

Agreed on bringing back the longswords.


Chelaxian Bloodrager 8

"May you find glory on the battlefields of Elysium," Sarine says as they lay the Ulfen to rest.

Sarine could use a heal, but she's otherwise ready to go. North following Durvin Gest's trail sounds fine. Just to check, though, can we see anything at C from where we are at? Perception follows in case it's useful.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16


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

Yes, definitely take the longswords, I can always mend them or make whole as necessary, given downtime!

Jenner looks impressed with how quickly his allies fell the dead and soon go about setting their souls to rest. "Now we did a good thing there, friends. Just as well we didn't walk on, eh?"

He makes sure to pat Sarine on the back-- with healing.

Sacking air bubble for CLW: 1d8 + 5 ⇒ (8) + 5 = 13


After a lengthy walk northwards, passing near Vriskirsa's grotto, the group eventually finds themselves following the path of a river - thoroughly overgrown, but easy to follow due to the sound of rapidly running water. Eventually the forest opens out into a clearing with a large lake, being fed by a mighty waterfall. Large rocks jut from the water, providing a dry (but slippery and potentially perilous) way across.

Perception from pool edge, DC22:
There is a cave behind the waterfall.


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

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Seeing the waterfall, Tettia opens her sketchbook and renders a quick study of the beautiful natural display before her.

"I wonder if there's anything in the cave behind the falls?" she asks to no one in particular as her hand moves over the paper. "In all the fairy tales there's either pirate treasure or a foul beast." Her drawing hand pauses for a moment. "Either that or that's where the heroine meets the hero to make love as the warm water splashes around them."

Her face almost instantly blushes as she realizes that she said that out loud. "Not that I ... I mean ... I've never ... " She shakes her head and returns her sketchbook to her bag. "Shall we move on?" she asks finally, hoping to change the subject.


|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

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

"Cave? Where? Back there?" Ashlyn strains to see the cave behind the waterfall. "I can't see it, but I want to check it out!"

Does it look like the rocks lead to the waterfall? or the rocks lead across the whole lake? Does it look possible to swim behind the waterfall, or does that look more dangerous than the rocks?.


Rocks lead across the lake mouth, other end from the waterfall. If you want to get behind it you'll need to swim or make a very slippery climb.


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 ⇒ (19) + 5 = 24
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

"Yes, it is there," Aurelian says, casting Tettia a look.

Still, he perhaps surprisingly holds his tongue, as he wouldn't want to be churlish after her earlier request.

He scans the water to see if there's anything in it, shaking out his cloak as he prepares to enter.


Chelaxian Bloodrager 8

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

"Let's get over there and take a look...this could be Durvin Gest's cave," Sarine says as she lowers herself into the water.

Swim: 1d20 + 9 ⇒ (6) + 9 = 15


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 looks up at Aurelian, meeting his eyes. She fully expects a comment filled with innuendo. When it's not forthcoming, she looks away, her flush spreading. After just a heartbeat, her eyes return and with a shy smile she nods a thanks at the swashbuckler.

"If we're swimming ... uh ... I'm going to leave this here," she says, indicating her backpack. She does pull from it a small waterproof bag and hangs it over her shoulder. "You ready to get wet, Wallace?" she asks, looking down at the pouch on her belt.

She slowly steps down into the water. "Ok, that's c-c-cold!" she says, clasping her arms around herself before dropping down below the surface.

Take 10 on Swim for 20

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