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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Female Human Bard/7 | HP: 36/52 | AC: 16 FF: 14 T: 12 | F: +2*, R: +7*, W: +5* | Bardic Performance: 26/26 | Init: +6 | Perception: +10 | Spells - L1: 5/5, L2: 7/7, L3: 2/2

I like protection.


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

In spite of it falling squarely into the 'Damsel in Distress' trope, Tettia likes protection as well. :)


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

With nothing else to contribute other than lengthy theses, Tetta summons another rolling ball of fire and directs it to the line of creatures in the rear.

Flaming Sphere: 3d6 ⇒ (6, 4, 1) = 11 fire damage
DC 13 Reflex Save for half damage.

Starting with the guy on the left in blue.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

GM:

Ref: 1d20 + 4 ⇒ (7) + 4 = 11
Ref: 1d20 + 4 ⇒ (12) + 4 = 16
Ref: 1d20 + 3 ⇒ (20) + 3 = 23

Between Zay and Sarine they manage to put down one of the men, its green blood giving it away as a faceless. Aurelian tosses his dagger masterfully hitting one of the men coming up the side and not in melee. As the man (marked with a red dot), a duplicate of one of the other men still standing, the group quickly notes that the blood dripping from the fresh wound is in fact crimson and not the green you've been accustomed to when fighting the faceless. While Prim heals herself Tettia conjures another ball of fire that burns some of the enemies in the backline.

The men fill in the gaps and attack either Sarine or Zay.

Sarine Attack:
Attack: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Zay Attack:
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

While none manage to connect with Zay, the three on Sarine all hit. Interestingly while the ones fighting Zay are going all out, the ones on Sarine, including the one bleeding normal colored blood, seem to be fighting more defensively.

Group is up!


Female Human Bard/7 | HP: 36/52 | AC: 16 FF: 14 T: 12 | F: +2*, R: +7*, W: +5* | Bardic Performance: 26/26 | Init: +6 | Perception: +10 | Spells - L1: 5/5, L2: 7/7, L3: 2/2

Sarine said her AC was 23, so I don't think that last one hit her and she should have 7 more HP.

Prim sees blood fly out from Sarine as she is attacked. Knowing she was already injured, she groans in exasperation as she runs headlong towards danger again. "This was supposed to be for my emergency use only wand!" she complains as she uses yet another charge to heal her companions.

CMW: 2d8 + 3 ⇒ (3, 8) + 3 = 14


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 47/57; Hero Points 2/2
AC 22 (23 vs. evil), touch 15, flat-footed 18, CMD 21 (23 vs. disarm)
Fort +4, Ref +8, Will +2 (0/1 set mind; 2/4 charmed life; 0/1 defiant luck)
Panache: 4/4 (1/1 deed reroll); 0/1 inexplicable luck
Consumables: 1/1 swordmaster's flair
Effects: 3 Cha damage, +4/+4 inspiration, haste, protection from energy (sonic)

Aurelian steps up and brings his sword to bear against the red-blooded man, trying not to do anything to permanently kill him. "Don't make us kill you!" he shouts, trying to rattle the man.

Nonlethal, which with a piercing weapons means I guess I'm stabbing him in the legs? :) Includes inspiration

+2 relic rapier: 1d20 + 15 - 4 + 4 ⇒ (14) + 15 - 4 + 4 = 29
Damage (includes 7 precision damage): 1d6 + 7 + 7 + 4 ⇒ (6) + 7 + 7 + 4 = 24
Intimidate (demoralize as a swift action on a successful hit): 1d20 + 14 ⇒ (13) + 14 = 27
+2 relic rapier: 1d20 + 10 - 4 + 4 ⇒ (12) + 10 - 4 + 4 = 22
Damage (includes 7 precision damage): 1d6 + 7 + 7 + 4 ⇒ (2) + 7 + 7 + 4 = 20

Haste attack: 1d20 + 15 - 4 + 4 ⇒ (6) + 15 - 4 + 4 = 21
Damage (includes 7 precision damage): 1d6 + 7 + 7 + 4 ⇒ (5) + 7 + 7 + 4 = 23

Parry (DC=attacker's roll): 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27
Riposte (if parry succeeds): 1d20 + 15 - 4 + 4 ⇒ (18) + 15 - 4 + 4 = 33
Damage (includes 7 precision damage): 1d6 + 7 + 7 + 4 ⇒ (1) + 7 + 7 + 4 = 19
Riposte crit?: 1d20 + 15 - 4 + 4 ⇒ (6) + 15 - 4 + 4 = 21
Damage (includes 7 precision damage): 1d6 + 7 + 7 + 4 ⇒ (2) + 7 + 7 + 4 = 20
3 panache if parry goes off; 4 if riposte crits


Chelaxian Bloodrager 8

Had to look in Sarine's spoiler to get the damage against her. It looks like that third hit missed...Sarine's AC should be 23 right now (18 while raging + Shield & Haste). I'll record 12 damage after DR from 24 temps remaining down to 12.

Prim, if it changes anything for your action, Sarine only got hurt on temporary hp. She's missing ~20 real hp, so the heal wouldn't be wasted but Sarine isn't doing badly at all.

Sarine is feeling considerably less inclined to take prisoners than Aurelian, and she sets into the enemy with fury.

7/18 rounds of bloodrage remaining, 5/7 rounds of Haste remaining, 12 temporary hp remaining. Target starting at the red-blooded guy if he is still up and continue around the circle clockwise.
Attack #1 (bloodrage, power attack, inspired, hasted): 1d20 + 15 + 2 - 2 + 4 + 1 ⇒ (9) + 15 + 2 - 2 + 4 + 1 = 29
Damage #1: 2d6 + 9 + 2 + 6 + 4 ⇒ (1, 5) + 9 + 2 + 6 + 4 = 27
Intimidate #1: 1d20 + 15 ⇒ (13) + 15 = 28

Attack #2 from Haste (bloodrage, power attack, inspired, hasted): 1d20 + 15 + 2 - 2 + 4 + 1 ⇒ (16) + 15 + 2 - 2 + 4 + 1 = 36
Damage #2: 2d6 + 9 + 2 + 6 + 4 ⇒ (4, 4) + 9 + 2 + 6 + 4 = 29
Intimidate #2: 1d20 + 15 ⇒ (10) + 15 = 25

Attack #3 from Iterative (bloodrage, power attack, inspired, hasted, iterative): 1d20 + 15 + 2 - 2 + 4 + 1 - 5 ⇒ (19) + 15 + 2 - 2 + 4 + 1 - 5 = 34
Damage #3: 2d6 + 9 + 2 + 6 + 4 ⇒ (5, 4) + 9 + 2 + 6 + 4 = 30
Intimidate #3: 1d20 + 15 ⇒ (13) + 15 = 28

Confirm Attack #3: 1d20 + 15 + 2 - 2 + 4 + 1 - 5 ⇒ (9) + 15 + 2 - 2 + 4 + 1 - 5 = 24
Crit Bonus Damage: 2d6 + 9 + 2 + 6 + 4 ⇒ (1, 6) + 9 + 2 + 6 + 4 = 28


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.

"No, no," Aurelian calls out. "Some of these are real, Aurelian thinks. Some are more body snatchers, but others are probably just enchanted!"


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

"I think it counts as an emergency," Zay remarks absently to Primrose as they start drifting over the head of one of the faceless. The cloudy shape strikes downward twice, gusts of wind battering the creature beneath it.

Attacking the bearded token directly below Zay

Fighting defensively and Prim's bonuses included: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d4 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Fighting defensively and Prim's bonuses included: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d4 + 5 + 4 ⇒ (3) + 5 + 4 = 12


Female Human Bard/7 | HP: 36/52 | AC: 16 FF: 14 T: 12 | F: +2*, R: +7*, W: +5* | Bardic Performance: 26/26 | Init: +6 | Perception: +10 | Spells - L1: 5/5, L2: 7/7, L3: 2/2

I'll keep the action if you were still down Sarine.


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 attempts to determine which are the faceless duplicates and which are mimicked humans - directing her magical sphere towards one of the faceless.

Flaming Sphere: 3d6 ⇒ (2, 2, 3) = 7 fire damage
DC 13 Reflex Save for half damage.


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.

Bumping, just to make sure the campaign doesn't go inactive while Dak recovers.


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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.

Dot, to get thread active again.


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Warhammer Game Notes & Maps

I've put up a link this game's Google Slides in GM Netherpongo's tagline. I'll try to add it to the top of the campaign page when I get control of the campaign.

If I try to take everything into account and write it up all fancy, this will take forever. So we're getting exposition instead. After looking at the map, I see that Hullhold is actually further away from the temple than your original landing, so I'll assume that you went there.

As the party retreats from the faceless temple on Zanas-Tahn with rescued colonists in tow, they travel back to the beach where they first landed on Zanas-Tahn. The trek back is long, and it is night before you arrive. A steady drizzle combined with the rough terrain and necessity to carry the colonists with you made the trip interminably long.

Fortunately, a relief force of colonists from Talmandor's Bounty is waiting on the beach by the time you arrive. The party's ship was sighted travelling to the island just before the storm hit, and Ramona gathered a group of volunteers from among the colonists and new arrivals to help with the rescue effort. Forced to wait out the storm, the relief force arrived at the island shortly before the party returned and began setting up a base camp.

As the newly rescued colonists started waking you find that they act savagely, straining against their ropes as they seek to escape and lash out at anyone who comes nearby. It seems they are not yet free from the control of the faceless ones.

Hopefully that description jives well enough with what people were expecting for their backgrounds. Go ahead and introduce yourselves. I'm assuming that the now-departed party members other than Sarine are still present but will fade into the background as generic relief forces/colonists on a permanent basis (unless the players return).


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N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Perfect is the enemy of good! this post gets us moving again, many thanks.

Zay doesn't mind the rain on the way. They never have. Primrose grumbles through the drizzle, but Zay turns their face up to it, and floats lightly in the damp sea air except when needing to check the vitals of the rescued souls.

When they see people waiting, Zay decides it might be better to resume humanoid form. They touch lightly down onto the sand with air and mist transforming into a bare, callused foot; the rest of them fills in like paint poured into a jar, and then there's one more person walking among the one party that goes to meet the other.

"Hello," Zay calls neutrally as they see fresh faces. "I hope none of you are shapeshifters. That would be awkward."

A snarl from one of the bound colonists causes Zay to peer down at the savagely contorted face. "Personally, I'm getting tired of these stalkers. Oh. I'm Zay."


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

The truth was, Tatienne Talbot never cared for rain. Perhaps it was years spent sequestered in the Leroung manor's attic, rarely getting outside. Or, once she finally did, that she spent years in the arid southern lands, amid desert heat and perennial blue skies. Regardless, under normal circumstances, dealing with this heat and humidity and drizzle, Taty would have been miserable. Thankfully, these weren't normal circumstances.

Azlant! Finally, after ten years and countless adventures, she'd touched down in the wilds of the shattered continent! Taty's opinion of the colony - Talamandor's Bounty - was that it wasn't much of a town, but it was exactly as expected; a flyspeck place, off the map of everything. The type of place one could make something of oneself.

Taty smiled and shifted her hat, pulling a wet black curl of hair back under it, and ran a soaked sleeve under her chin, a poor excuse for a towel to be sure, but fooking glorious none-the-less. She stood back and grinned - her tent was set up, she would dry-ish soon. And most importantly, surely, there was but a handful of people that had set foot on this island in centuries, and that feat alone made any discomfort worth it. And, judging by the commotion from the colonists, some of those handful of people approached now.

One of them, a slim human with sun-browned skin speaks first. Zay. Shapeshifters? Stalkers? Fascinating! Eying the straining restrained one, the explorer tips her hat.

"Tatienne Talbot, of Almas by way of Osiron, Leiptstadt, Magnimar, and the Belzken Tribes, and not a shapeshifter last time I checked. Nice to meet you, Zay. What's the matter with your captive?"

"Also, do you need us to find you some shoes?"


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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.

"Hello!" Aurelian greets the group with a flourish and wide grin. "Aurelian Fache is at your service, as long as you are here to join our colony, and not steal our colonists!"

He briefly allows Tettia to explain the situation, likely in more words than necessary, about how their friends disappeared and Aurelian led the group in a rescue attempt. They were somewhat successful, but more needs to be done, so Tettia and Primrose plan to escort them back to the colony (especially since this new boat is so handy), while Aurelian Fache and Zay will remain to continue to look for more people and determine what exactly is going on.

"I do hope just the two of them will be OK on their own," Tettia says, eying up Aurelian and blushing furiously.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

"Almas?" Zay echoes, a pair of vivid blue-green eyes glancing up from the bound colonist to more fully take in Tatienne. "Almas. Hello, Tatienne Talbot the well-traveled.

"Our-- captive, as you say-- shouldn't be one. He's a colonist. Or was. He is not in his right mind. None of these people are. They were captured by creatures called faceless stalkers. The experience seems like it has been..." a pause, Zay shifting position to stand in the position that is most comfortable for them, which is one foot's sole resting against the inside of their other knee, balanced accordingly on one leg, creating an effect rather like a shorebird-- "...bad for them, I think. I'm not the best at knowing what's wrong with people, always."

Zay's gaze slides back down to the bound men and women. "They haven't done anything but try and attack us since we rescued them from the stalkers, anyway."

Zay clasps their hands before them and twists their wrists until their palms face outward, a restless gesture. "Are any of you healers? They might need such. Healers of the mind, maybe."

Almost as an afterthought, Zay shakes their blond head once at the question of shoes, and then sinks down into a one-legged crouch, gazing down into the maddened eyes of the nearest bound cultist.

"What IS wrong with you," they mutter.

Heal?: 1d20 + 8 ⇒ (6) + 8 = 14

Rolling not so much because I feel it'll tell me anything beyond what you've implied already, GM, but mostly because I'd feel dumb if I didn't even try :P


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LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Tipping her hat to Aurelian in greeting, Taty watches the exchange between the blond woman and this Aurelian Fache. Lovers, probably.

"Indeed. We just arrived. My library is back at Talamandor's Bounty - I intend to stay awhile, and every burgeoning settlement needs knowledge. I admit to being a restless sort, however, and when I heard there were some colonists in trouble... well, it was an easy choice to head here, to... Zanas Tahn, is it? How can we help?"

Turning to Zay, Tatienne watches them crouch and gaze into the eyes of the maddened colonist. The explorer's mouth turns down in a small frown, her expression pensive, and Taty drops down next to Zay and colonist, one knee - clad in worn but well-kept leather breeches - landing with a plop in a muddy puddle.

"Almas, yes," Tatienne says, her voice far away, her eyes searching over the colonist. One gloved hand reaches up and turns the colonist's head to the right and left, and then lifts the man's chin, showing his neck.

"Thirty-four years ago, in Caliphas, in the accursed lands of Ustalav, over a period of a month, thirteen residents of that city were admitted to Wellsworth Sanitorium. They were mad - beyond the ability to communicate - and they were gripped with a fever of almost feral violence. Each one was given a padded cell, and wrapped in a straightjacket, lest they harm themselves or the Sanitorium's workers. And yet, they were also seen within the city, identified by neighbors, family, and friends, people who were aware they had been committed, seemingly stalking their old haunts - their neighborhoods, pubs, churches. Thirteen murders happened that month, each ascribed to one of the mad, who seemed to be in two places at once. There's no record of the mystery being solved, but as to their affliction..."

Hoping to get some idea of the colonists' affliction. If it will last, or if they will get better. If there's a way to cure them, etc.

knowledge: 1d20 ⇒ 20 arcana=30; dungeoneering & history=32; local, nature, planes, & religion=29; don't think any other knowledge would matter but they're also at least 29.


Warhammer Game Notes & Maps

In case it isn't clear somehow, the party has four human prisoners/colonists. All of them look like they'd be alright in a fight were their circumstances different. Whenever conscious, they've been struggling against their bonds incessantly and lashing out to any degree possible given half a chance. They are capable of speech and in order to keep them quiet, I'll assume the party gagged them.

Heal check: Zay doesn't note any injuries on the prisoners that aren't easily identifiable as the result of their capture (self-inflicted and otherwise) in some form.

Tatienne & assuming she uses Detect Magic as part of her assessment: the problem is clearly magical in nature. You are able to determine that they are afflicted with a strong enchantment and (since you could get DC 20+level) that the enchantment is a domination effect.

GM Rant (at the rules):
The rules are frustratingly vague about how to identify a spell or spell effect in place. Spellcraft is great for identifying spells but (RAW) only while they are being cast. Knowledge (Arcana) says in a table that it can identify a spell effect in place but has no descriptive text to tell me what that ought to mean. I won't promise to do the same later but this is my current compromise: you'll get more information about the spell or magical effect, but definitely not which spell it is. In the instant case, knowing that the effect is a domination (rather than say, Heroism) explains most of the situation. If you have a remaining general question that Knowledge (Arcana) might be able to answer, feel free to ask. Spellcraft is more like knowing lots of spell trivia, so in the current case a Spellcraft roll could tell you more about commonly used domination spells or effects but you still wouldn't know exactly which had been used or its precise parameters.


Chelaxian Bloodrager 8

A young woman approaches carrying one of the bound prisoners. Though wearing a breastplate and carrying her gear kit alongside, she doesn't seem particularly burdened after their long trip, speaking to a physical strength greater than her size would suggest. She sets down the prisoner carefully in the sand before coming to greet the newcomers.

”Good to see new hands around here. Welcome to the farthest you'll get from home. I'm Sarine. Did Ramona send you?” she asks.

After hearing about Tatienne's assessment of the prisoners, Sarine looks about the shoreline. ”We'll probably need a base camp on Zanas-Tahn, then. I'm not sure it is a good idea to bring these people back to Ancorato while they remain enchanted. Some of us should stay behind to keep watch and maybe do some hunting while we're here. If Desna graces us further, more of our people will still be alive in that temple and we can bring them here until it is safe to go back to Talmandor's Bounty.”


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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.

"That sounds horrible," Aurelian says to Tatienne. "It is too bad for them that Aurelian Fache wasn't there. He would have solved this mystery, but perhaps after we have finished colonizing this place. We still have missing friends, so Aurelian must get back to finding them!"

"Do you want to set up this camp here, Sarine, and keep them safe? Perhaps Prim and Tettia can help, or they can go back to Ancorato and work to find a solution to help them."


Chelaxian Bloodrager 8

”I'll stay behind and keep the area clear then,” Sarine agrees as she surveys the beachside again. ”There's no telling when we might be attacked again.”

Trynig to avoid saying much about what Tettia & Primrose do since their players aren't here. I'm assuming that they fade into the background of present & helpful NPCs.

Whenever you guys feel like you are done with introductions and other RP, we can have a rest cycle & the party can set out again. Just let me know where you would like to go! Aurelian mentioned exploring the watchtower at one point. Since we've been talking about base camps, it would be a good place to set one up if it was deemed safe.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Farthest you'll get from home. Huh. The more distance I can put between my childhood home, the better. Taty declines to offer her thoughts up publicly, instead asking a question to Sarine. "Who's Ramona?" Sorry if I missed something here.

Turning to Aurelian, Tatienne smiles, a smile that it at once winning and bemused. "Aurelian Fache would have been welcome I'm sure, were he more than a glint in his mother's eye at the time. Perhaps, some day you will solve the mystery, which is still outstanding, as far as I know."

Her expression turning more serious, Taty shifts her hat back. "I'd be happy to help find the colonists. Let me know when and where I can help. As for the enchantments these colonists are bound by..."

I agree with your rant, GM. PF is wonderfully crunchy, but sometimes I wish the crunch was a little more flexible. I'd like to use Arcana if possible to know more about the duration of domination effects; if the colonists are likely to come out of the effects over time, or if this is permanent. This may be difficult of course not know what effect they are exactly under! If Arcana is possible, Taty will use Lore Master for a roll of 30. If spellcraft is more suitable...

spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18

Also, the watchtower sounds fine to me!


Warhammer Game Notes & Maps

I'm going to go with Spellcraft as the correct skill for that check. Others could still roll!

Tatienne recalls...not much about domination spells. She hadn't brushed up on them lately and her references were back in Talmandor's Bounty. She knew that the most classic domination spell was Dominate Person and she couldn't remember hearing about any domination spells that were permanent, but she also knew there were more powerful ones in existence. Who knows what those could do?

Counting that as a near-miss on Dominate Person itself and just insufficient for anything higher.

You can also assume that you know the general nature of domination effects (control by another ect) without any expenditure of resources beyond the initial examination.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Ramona is the head of the colonists/closest thing we have to a "president" basically, I suppose. If you look in Campaign Info > Notable NPCs, she's the last person listed.

"I say we make a quick camp for the night before we try and explore the watchtower. We can learn more about our new faces. You and Miss Tettia both seem to know... many things... about many things," Zay says vaguely to Tatienne. They flick a glance over at the other woman, and offer the same neutral "Hello, I'm Zay," that they gave to Tatienne.

"We should adjust the bonds of our unfortunate prisoners for comfort now that we're not having to move with them. We can wait until they run out of energy to struggle in order to see if we can get them to take a little food and water. If the magical control is so thorough that we can't even do that, then we'll have to rush to break the control affecting them... the body cannot survive past about three days without water," Zay says, and unfolds from their crouch in order to start walking for the treeline and immediately gathering brush for a beach camp-- both to serve as firewood and to serve as a breakwind for the ocean air.

****

not trying to rush anyone's rp, just establishing that we will make a camp so that Aurelian and myself well get a rest and restore, someone correct me if I'm not understanding our order of operations

Later, when fresh fish that Zay has caught bake over the coals of the fire, wrapped in broad leaves from the trees, Zay lies flat on the cool sand and stares up at the starry sky overhead.

"My favorite river in Almas was the Tamuth," they remark to the night sky. "But that's several years now since I saw it. I suppose I likely won't again."


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Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

So much for a quiet semi-retirement.

Kassiani jumps into the small boat headed out from Talmandor’s Bounty to the probable cause of all the trouble. She hadn’t arrived to find a place like she expected at all.

Instead of a small, sleepy outpost where colonists were busy building a place where they could begin anew to scratch out a living, she found chaos. The colonists were fighting off and attack, and apparently the colony had been under siege from practically the very beginning. The town was on fire, even the ship she arrived on was almost lost to fire.

When she finally made it to shore, the situation was so confused it was hard for her to get a handle on what was happening. Before she’d left Almas, Kassiani had been given the name Carver Hastings, another Pathfinder agent who was supposed to be among the earliest colonists to arrive. At the time she’d been disappointed since she’d hoped to have some newly opened territory all to herself. But now she was glad there might be someone she could get a situation report from.

Finding Carver didn’t take too long. He was able to give her a very brief summary of events. Aside from the hazardous bumps and snags one could expect when founding a settlement in the wild unknown, Talmandor’s Bounty had been the target of a secretive campaign waged by shape shifters since almost its founding. The most recent violence and destruction was the culmination of a period during which the shape shifters, apparently a whole tribe or clan of them, had eliminated colonists and quietly replaced them so they could rise up and strike from within.

The news wasn’t all bad though. Carver also told Kassiani of several Azlanti buildings on the island showing extremely advanced knowledge of engineering and magic. There had also been a small number of still functioning constructs from that time discovered as well. All in all, the little island was far more tumultuous and richer in finds than she had ever imagined.

When word reaches her about a boat leaving for a nearby island thought to be the source of the shape shifter troubles, as well as where some of the missing colonists may have been taken, Kassiani volunteers to go with it. She quickly stashes her belongings in a building and gears up like she hasn’t done in more than a year.

Kassiani is pleased to find Tatienne aboard as well. She’s grown fond of her during the time they spent aboard the resupply ship. It started as an experiment on Kassiani’s part, socializing, making friends again. That was another thing Kassiani hadn’t done in over a year, have a social life. Kassiani had chosen Tatienne because she was also half-elven. She figured it was at least a conversation starter. As it turned out, they had lots more things in common.

On the boat over to the other island Kassiani braids her hair then pins both braids up to keep them out of the way. Lacking a hat, she takes a piece of fabric and wraps it around her head like a turban. It’s not as good as a brimmed hat, but it helps some in keeping water from dripping into her eyes. When they land Kassiani helps beach the boat.

She lets Tatienne take the lead on greetings and introductions with the colonists making up the rescue party there. Kassiani offers only her name and a brief smile that betrays some nervousness when greeting people.


Warhammer Game Notes & Maps

Apologies Kassiani: we left out an important detail about Carver. He was among the people snatched by the faceless stalkers from the colony at the end of Book 2.


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Aargh! I give up. Kassiani is there. Just moving forward.


Warhammer Game Notes & Maps

On the upside, it looks like Carver Hastings has five prestige points to spend on a rescue team/body recovery.

Don't feel rushed, but it looks like the party is going to explore the watchtower first in the morning. Moving the date to 3 Lamashan 4717.

An ancient, square stone tower stands in the sand at the water's edge. The tower's battlements show few cracks and little wear despite the construction's apparent age, but the tower's upper stories have crumbled away, and only a broken stump and piles of rubble remain.

The battlements of the tower are 20' tall, but a steel ladder in the accessible inner courtyard seems to be intact.

Added a map.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Aurelian, did you still have outstanding ability damage? Determining spells for the next day


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)
Zay wrote:
"My favorite river in Almas was the Tamuth," they remark to the night sky. "But that's several years now since I saw it. I suppose I likely won't again."

Tatienne groans, inwardly and silently, when Zay reveals they're from Almas. A lifetime of pretending she wasn't Chelish taught Tatienne to be evasive, but in this case, there was very little chance that Zay was an assassin sent by the Leroungs. And they were right - she likely wouldn't see the Tamuth - or Almas - again.

Tatienne leaned back, laying in the sand, and licked her fingers. The fish was good - not unlike skate she'd had off the coast of Osiron - light and not too oily as some sea-caught fish could be.

"Honestly," Taty says, picking out constellations as she talks - The Warrior. Cayden's hound. Wailing Mother. "I'm from Almas in spirit, but I wasn't born there. My childhood home was an unpleasant place, and I prefer to not dwell on it." Adopting the tactic she always uses when talk turns to Almas, Taty steered the conversation towards things she knew intimately from her travels and readings. "I miss the Longshank Cafe. Finest chocolat in a city steeped in fine chocolat. Have you been?"

------

"Amazing," Tatienne murmers, nudging Kassiani with her elbow. "Azlanti, I assume? Late period?" The half-elf had shown an interest in architecture, it was one of the ways they'd whiled away time on the journey to Talamandor's Bounty.

Kassiani, not sure if you'd share that you're a Pathfinder with Taty yet or not.

Moving forward, Tatinne runs a gloved hand along the tower wall, looking up towards the sky, scanning the tower for any reliefs, unusual stonework, or other identifying information.

"Aurelian, I noticed you can fit a lot in that pack. A magic haversack, perhaps? Can I load it up?"

Will take 10 on a knowledge engineering check, looking to figure out anything she can about the tower - its purpose, origination, etc. Check result is 24.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

The night before:
Zay doesn't stir from their flat-on-the-sand position at Taty's answer. "No, I never went," they murmur to the question of the cafe. "I didn't... it wasn't... my sort of place. I stayed on the water. You probably know the city better than me... at least the land part of it." A quick flick of a smile, white teeth in the night, then gone again.


Now/Today

Zay peers up at the tower musingly, balancing again on one leg. They chewed at a long stem of grass and squinted for a bit. "As always, I don't mind scouting inconspicuously. But I -- hm, hang on."

They slung their sailor's sack around by its straps, and started rummaging through it. After a few seconds they held up a heavily tarnished brooch, shaped like a beetle, with little pits of rust forming. The other hand held a wand made from a driftwood twig.

"In case we run into bugs. If you put this on, you can actually fight vermin piles. And this stick has healing magic from Gozreh in it. If we get into a fight, someene other than me should be holding them."

(Swarmbane Clasp and a CLW wand, still sorting out charges)

[b]"On that note.... if we do get into a fight, I'll probably, um, change, into something else, sometimes an animal. Please don't stab me and call me a freak. Or even one of those two thingsm by itself. Neither is nice."

There's a pause, Zay staring steadily at the two new women with eyes that are very blue-green.

"--where was I? Oh. Right. What is your own experience in fights? Do you want to stay in the back behind Mr. Fache and myself? Should I expect anything strange?"


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Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Kassiani mostly spends her time sitting on the ground leaned against a couple of driftwood logs serving as a backrest. She watches the fire and listens in on the conversations around her.

Tatienne's question prompts her to give the watch tower another look.

"Azlanti no doubt. Late? That would be my guess. But I'm better with Jistkan styles than Azlanti."

As she had gotten to know Tatienne better on the ship, Kassiani had come to realize she shared an astonishing amount of things in common with the other half-elven woman. They were almost exactly the same age. They had both experienced unhappy childhoods. Tatienne hadn't said so, but Kassiani could tell. It was apparent by omissions and things that were glossed over. Her tone of voice and facial expressions anytime the subject was brushed against shifted slightly. She could read people well, and Tatienne was no exception.

Both of them had escaped into books as children, and taken up professions suggested to them by their favorite characters. Both and them well-educated but also self-made. They 'lived by their wits', a way of putting it that Kassiani found more palatable than the more commonly used and cruder 'adventurer' moniker. Both of them had retained their love of knowledge on into adulthood.

They used to be even more alike. Tatienne is self-possessed and confident, restless for the next thing to test herself against. She is still on an upward trajectory. But nothing had ever gone horribly wrong for Tatienne. It had for Kassiani. She could see her old self in the other woman, but she was no longer like any of those things. Mostly Kassiani felt tired, prematurely aged.

She thinks the journey to Talmandor’s Bounty has helped some. Maybe it was meeting Tatienne and making a new friend. It could be the constant motion of the ship forcing her to be more present all the time, or being away from Almas. But whatever the exact reason, Kassiani did feel more awake and alert then she had in a long while. Her nightmares seemed to have receded some as well.

K Engineering: 1d20 + 5 ⇒ (15) + 5 = 20

No, Kassiani hasn't disclosed being a Pathfinder Agent to Tatienne.


Warhammer Game Notes & Maps

Kassiani & Tatienne are both able to determine that this tower was not built to be a shoreline structure. This is not a great surprise since this whole area used to be hills or mountains in the Azlanti era. The water inside the courtyard suggests that some part of the foundation is leaking.


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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.

OK, sorry all. I was caught up in trying to finish a project, but I think I'm back and fully present now. I did have 3 points of Charisma damage remaining, Zay, though that would reduce to 2 with the night's sleep.

Aurelian awakes, feeling refreshed and slightly more himself, though the strange dullness continues. Still, it's a new day and he's that much closer to getting his friends back. That alone is reason for cheer. The previous day felt like it had lasted months, and at times that they would never carry on. But now, it was like he'd been renewed. Even his sword and other gear felt fresh somehow, though he knew that was just silly. He shook his head to dispel himself of such notions -- such deep thinking wasn't his norm -- and gave a grin to the others.

"We will miss you," he says as he realizes his female companions would not heading back to the colony and staying with these folks they'd rescued, before smiling again at his newcomers. "So, Aurelian loses a Tettia and gains a Tatienne. This will not be confusing at all!"

He nods at her question.

"Yes, Aurelian Fache will be your beast of burden. He has quite the lot of stamina, and is up for anything you would like," he says, smiling again, an expression that carries to his brown eyes. Though he can seem a character, it also seems truly genuine. He is who he is, and lives his life without apology.

He gestures into the tower.

"This ladder, does it seem new or out of place? Aurelian wonders if something else has been here."

He draws his sword and looks around.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Warhammer Game Notes & Maps

Aurelian's examination reveals that the ladder is immobile & part of the watchtower. The thin layer of salt & detritus on the rungs of the ladder are worn unevenly, suggesting that the ladder has seen recent use, but probably not since your arrival on Zanas-Tahn.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

"My experience in fights?" Tatienne says, quirking an eyebrow towards Zay and reaching back, touching her the longspear strapped to her back, as if seeking comfort. "Someday I'll tell you about the alley ambush of Adeneth, but for now I'll just say I've been in some scrapes. Usually, I just try and poke things with the pointy end. I've got some facility with it, though I lost my family's fauchard to a Vudran honeypot. Loved that weapon."

"Anyways, you turning into a badger or whatnot is probably not even stranger than what awaits in that tower. I'll reserve Spear here - and yes, her name is just Spear - for things not Zay, whatever form Zay takes."

Turning to Aurelian, Taty beams, a genuine, enthusiastic smile. "Excellent, thank you!" Turning her attention to the wall, she finds a displaced stone lying on the ground, and hefting, it then slides it into Aurelian's pack, giving the haversack a quick pat. "It will be a lovely part of my home, once my home is built of course."

If she's even aware of the Aurelian's entendre, she doesn't show it.

Sense Motive DC 21:

She's aware :)
bluff: 1d20 + 2 ⇒ (19) + 2 = 21

Aurelian Fache wrote:
The previous day felt like it had lasted months, and at times that they would never carry on. But now, it was like he'd been renewed. Even his sword and other gear felt fresh somehow, though he knew that was just silly. He shook his head to dispel himself of such notions -- such deep thinking wasn't his norm -- and gave a grin to the others.

Hehe, this is really funny. Nicely done!


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

"So..." Tatienne says, looking towards the tower. "Who wants to go first?"


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Kassiani shrugs diffidently when the question of past combat experience comes up. "We avoided fights when we could, they couldn't all be avoided though."

She looks at the ladder and then up the tower. She volunteers to go take a look around.

"I'll go up and look around. That was always my old job."

She ascends the ladder quickly, with graceful expertise. Once she's reached a height sufficient to take a peek over the wall the ladder stands against she has a look around before completing the climb.

Stealth: 1d20 + 11 ⇒ (20) + 11 = 31

Perception: 1d20 + 12 ⇒ (14) + 12 = 26


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Warhammer Game Notes & Maps

The ladder is in full view of anyone on the wall or watching the courtyard, but it could be useful just to hide the sound of your climbing, assuming that any interested parties weren't listening to your conversation fluently.

Reaching the top of the watchtower wall, Kassiani is able to see the door to the tower proper. Though the collapse of the higher levels of the tower was visible below, she can see that at least the top remaining floor is accessible from the battlements. If there was a door leading inside, it rotted or crumbled away long ago.

In the interest of time I'll move you guys along. I don't think I've checked before: does anyone have Trap Spotter? (spoiler: it isn't relevant here, but it would be good to know before it becomes relevant)

Inside the tower, a large copper plaque mounted on the wall has detailed engravings detailing some sort of map. The table in the middle of the room has a backpack sitting on top of it. The stairs at the far end of the room are covered in rubble from the collapse of the floors above.

As you move in to get a better look, the table says ”Come on, you're home. Time to drop your ridiculous disguises.”


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

GM, if it's not considered meta-gaming, is it cool if we assume we did the typical buffs we'd expect before a combat before moving in to explore this tower? If so, I'd like to have a barkskin of my own up (extended), as well as having asked Tatienne to try and activate the mage armor wand on me. If not, then I'll go in without the assumption of those buffs.

Zay's eyes widen only briefly when the........... table talks, but they move a moment later, striding forward towards it. "But I learned a new body! I like this one, let me show you."

As Zay moves, their body ripples and twists and folds in on itself until a bronze-hued deinonychus is approaching the table-- the dinosaur hoping that their ability to shift their own form will momentarily fool the speaker into accepting them further... and letting them get closer....

Bluff: 1d20 + 0 ⇒ (4) + 0 = 4 Hahahah. Sounds about right. I was going to say 'maybe some circumstantial bonus for being actually able to shift? but I don't think I can save that 4.

Zay statline if the prebuffing happened: AC 21/23 as dinosaur; if the buffing didn't happen: AC 14/16 dino


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 seems a bit thrown by the speaking table. Such a thing was about as far from what he expected as he can imagine.

"Speaking of ridiculous disguises, perhaps you should shed yours too," he says.

Bluff: 1d20 + 12 ⇒ (12) + 12 = 24 +2 if you'd prefer Intimidation, -2 for Diplomacy


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Taty moves forward circling around the table, as if to get a different vantage point of the map or if that is not logical, she'll feign interest in something else to allow her to move. Her demeanor is casual, but tension runs through her, like the air moments before one of the rare thunderstorms rolls across the Parched Dunes of Osirion - electric and fraught. "Look, we've been in Talamandor... there's something you should know."

Delay, delay, delay. Get into a better position. Taty had talked swordplay over many cups of grog with Kassiani, during those long seaborn nights. She knew her friend relied on misdirection in a fight, and splitting an opponent's attention would make Kassiani lethal. At least against a humanoid foe; their discussions had never turned to the arts of fighting furniture. This would make a fine tale.

No trap spotter talent for Taty, GM. Taty feels combat is inevitable, and will try to circle as far around the table as possible before a fight breaks out, hoping to end up in a good position to flank with Kassiani when it does. She'll stay at least 5 feet back from the table if possible, to take advantage of her reach weapon.


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Kassiani is also thrown for a second by the talking table. But, she quickly realizes the strange greeting from the table falls into place if there are shape shifters about.

She doesn't expect they will be able to talk themselves completely past the table, but maybe they can maintain a bluff long enough to get some information from it.

"No time for it, we're late and have to meet up with the others. Where are they right now?"

Bluff: 1d20 + 8 ⇒ (13) + 8 = 21


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Warhammer Game Notes & Maps

GM Dice:
Critter Sense Motive vs Zay: 1d20 + 16 ⇒ (6) + 16 = 22
Critter Sense Motive vs Aurelian: 1d20 + 16 ⇒ (9) + 16 = 25
Critter Sense Motive vs Kassiani: 1d20 + 16 ⇒ (12) + 16 = 28
Critter Initiative: 1d20 + 6 ⇒ (9) + 6 = 15

None of the rolled Bluffs worked. Combat will start before anyone can reposition. I may need to rejigger your battlefield positions.

"Boring conversation anyway," the table growls at it opens its toothy maw wide to bite you.

Aurelian Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Kassiani Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Tatienne Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Zay Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

Initiative Order:
Zay
Table
Rest of the Party

Edit: no one had actually moved their minis in. I've thrown you into the room, but you can choose your approach some. No circling around behind the table before combat, unfortunately. It looks like it has 10' of reach. The appropriate Knowledge check to identify the critter is Dungeoneering.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

I'm going to assume that if we didn't reposition, I also didn't get off the dinosaur shift. Were we able to do the pre-buffing I asked about, stuff we would potentially have done before entering the tower?


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Going to roll dungeoneering, will communicate out any findings on Taty's turn, if any.

dungeoneering: 1d20 + 12 ⇒ (3) + 12 = 15 Ha! Should have taken 10!


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Kassiani is thinking the same as Tatienne: know it, kill it.

K Dungeoneering: 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22

Includes +3 bonus for Monster Lore.


Warhammer Game Notes & Maps

Zay: replied about buffs in Discussion, also a lengthy bit on monster knowledge checks

Tatienne Knowledge Result:
You believe the creature is a mimic, a shapeshifter that can recreate the appearance of any object that is roughly its size. They are very hard to detect until they begin moving. This creature is substantially bigger than most you have heard of.

Kassiani Knowledge Result:
You believe the creature is a mimic, a shapeshifter that can recreate the appearance of any object that is roughly its size. They are very hard to detect until they begin moving. This creature is substantially bigger than most you have heard of. You also know that mimics are covered in a thick slime that is very sticky, even known to catch weapons striking it in place. The adhesive breaks down after the creature dies, or under the effect of strong alcohol or universal solvent.

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