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 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 takes the offered stones and brings them into the mud brick pantry, he drops two of them near the back of the building to try to force them out towards the sunlight, and holds the third in his hands, to try to herd them.


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.

Wait, let's just force them away from the food! We don't need to fight these things/use up our alchemist's fire/acid. (Alternatively, we all get out of the way and let the roaches scurry off to wherever they want to go.)


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

I think you can only have one light spell going at a time, second casting negates teh first, and so on... but multiple people with the spell can cast it on sepoarate items.


Chelaxian Bloodrager 8

Sarine will offer one of her alchemist's fire bottles to the first person that takes one. If the swarm is willing to disperse without us killing it that would be nice. I doubt that will prove to be the outcome, however. If the light-rock plan doesn't work, let's consider trying again in the evening if we're still 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

That's fair. If we can let them scurry off, that's cool, but I doubt it. And that sounds right, Fleur. My bad. We'll need some other light sources for Elizar cause I don't think one will cut it.


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

No light spell here.

Jenner listens to the discussion, his grapnel still at the ready. "I have string, and some jerky in my pack. Could just try and lure the ugly little bugs out, then someone else can grab the crates," he suggests as a third plan.

"But Aurelian's notion sits best with me. If we can just move the light as we need to scatter 'em back from a crate, grab that crate, get it outside, repeat as necessary, I've no problem with that."


|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

Yeah, if Elizar luring them out with the light doesn't work, let's try using bait and jerky. And if that doesn't work let's try using the light to make them back off so we can carry out the food.

Ashlyn keeps an eye on the bugs as Elizar heads down there with his light stone. As Elizar tries to herd the bugs out, Ashlyn watches to see how the bugs react, trying to judge if Jenner's plan to scatter the bugs so we can drag the crates out might work. And she's still ready to throw an acid vial if the bugs swarm out with Elizar's urging.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


The cockroaches crowd away from Elizar with the light, but none climb up the stairs or come out of the building. Your plan to ferry goods out using the light to create a 'safe space' might just work.

Ashyln - Elizar's DR does apply so he could just bring it all out and would be unlikely to take much/any 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.

Let's do that then.

"Ah, we have solved it. Aurelian will go in and kill those bugs later. Now, where should we store this food, and where should we go next?"

I assume we can put the food in one of the other empty buildings, and then let's continue on as planned.


|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

Awesome.

Elizar moves all the food and crates that look usable outside for us while Ashlyn hangs around nearby, pointing out which barrels and crates he should bring out.

If no one moves them to another location by the time he's done, Ashlyn and Elizar start moving the boxes to a nearby empty building.

Does anyone care which building? We're currently in A3, right?


Chelaxian Bloodrager 8

Sarine looks relieved to not have to face the cockroaches yet and grabs some of the supplies to help move them. She'll have to leave her mundane greatsword behind in the new storage building as well if she needs to use both of her arms, sheathing the new sword the party found.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

FLeur will help move some of the lighter items while the cockroaches are held at bay by Eliazar and his light.


Unused

Evie, still repulsed by the crawling bugs, stays outside and volunteers to hold Sarine's greatsword. She looks inside with a mix of fascination, scholarly curiosity and repulsion.


|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

Is there anything of note among the boxes we move?

Where next? Do we just have A4, A12 and A13 left?


You find various dried foodstuffs which will be off good use to the colony as a whole. There is also a teakwood box containing a wand.

Spellcraft DC17:
a wand of goodberry.

You still have A4, A5 and A13 to look at.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

spellcraft, with det magic: 1d20 + 6 ⇒ (14) + 6 = 20

"This is a wand of goodberry with um...charges... some charges..." how many?


Chelaxian Bloodrager 8

"Let's finish exploring the stockade. Maybe we'll find a clue about where everyone went."

Absent any objection, Sarine will head for A4.


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, lets!" Aurelian agrees, joining Sarine, his sword drawn and ready for cockroaches or anything else he might be able to skewer.


|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 pats Elizar on the shoulder, making a schlop sound. "Good job, pal."

She and Elizar then move to follow Sarine and Aurelian.


Unused

Evie looks interested at the wand and agrees with Fleur's appraisal.
"That wand may come in much more useful that we may have hoped as we may not have all the food we were hoping for with the lapse in regular agriculture! I presume they brought this with them to use until they set up there settlement effectively."
spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23

Evie follows the rest of the party.
Moving towards A4


Chelaxian Bloodrager 8

For bookkeeping purposes, Sarine's mundane greatsword is being left behind with the food supplies.


49 charges in the wand

The next building you approach is built of mud bricks, has a door facing east and one shattered window. Above the door is a wooden sign saying 'Tool House'. Inside the building you find a wide range of neatly stored tools. Hammers, hacksaws and all the other tools of the builders craft, as well as a wide range of farming implements, a few makeshift ladders and a couple of large barrels which prove to be filled with tar. One box on a high shelf has a small parchment tag saying "Emergency Only". It is locked.

DD DC15:
Inside is a neatly folded swarmsuit and two vials of alchemists fire.

Oddly this is possibly the most disturbing find so far. There is no way that the colonists could have relocated without all these tools. The Peregrine has bought some tools but always with the assumption that these would be available when you arrived - no-one could try and start a new village without them.

Perturbed by the connotations of this building you carry on to A5, the largest building on this side of the enclosure. It is an L-shaped building, also built of mud bricks on a wooden frame. On the north side, the side nearest you as you approach, you find only one wall supporting a thatched roof and a chimney. Beneath the chimney is a large forge, which connects with the chimney. The other accouterments of the smith's trade, a worktable, anvil, grindstone, and quenching barrel are all present. The western portion is enclosed by walls on all sides and has only a single window facing south and covered by a piece of canvas. The only door is on the eastern side and stands ajar.

Survival DC20 or appropriate Craft/Profession DC10:
Judging by the residue in the quenching barrel nothing has been forged here for two weeks or more.

A4 explored, now at A5


Unused

A4
Evie, searching around the tool house picks up a box from the shelf labelled "Emergency Only".
Take 10 on disable device for 18
"I'd say this all counts as an emergency, let's have a look shall we?" She asks, but does not wait for an answer and inserts her lockpicks, manoeuvring them until she hears an evident click and the lock opens. She opens the lid carefully and the hinges squeak. This clearly hasn't been opened for a long time, they mustn't have thought there was much need. "Oh...its a suit to protect against swarms. This would have been useful to protect us against hose vile bugs." She says as she visibly shudders.

She looks around herself again and ponders:
"If they have left all of these tools, our first theory is definitely out. They did not find a more useful place to move the colony to on the Island as they would have taken this all with them. We will need to get someone back on the Peregrine to make a resource list of all the tools here and what is useful if we decide to stay."

-------------------------
A5
"I presume this is where the first blacksmith was stationed and that Luetin would join him here. Not a surprise that noone is here. Can anyone figure out how long it may have been?"


Chelaxian Bloodrager 8

"You're right Evelyn, but I think that we'd long since passed the point where that was a possibility. It isn't just these tools: the food they left behind was too valuable as well as some of the ledgers. Talmandor's Bounty may have been falling apart before we got here. They might have even started killing each other. But something happened that no one expected. Otherwise we'd see signs of them leaving in some form of good order or we'd see more bodies."

"Whatever did happen to them, I think we have to assume that it can happen to the Peregrine colonists as well. Until we know what it was, we probably can't afford to bring anyone else to this site at least."

Survival: 1d20 + 1 ⇒ (9) + 1 = 10


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"I think SArine is right... this place has a pall lying over it... whether they died of disease, internal strife, external threats, or even perhaps some kind of magical influence.. we know far too little yet to allow more colonists to come 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.

"You do not need a suit," Aurelian remonstrates Evie in gentle manner. "Aurelian Fache will protect you against any bugs or anything else!"

He nods at the others' comments.

"Yes, we must figure this out. Let us see if there are any other clues to be found, and then we shall go tell the lovely Ramona what has happened."

He actually seems a little subdued -- at least for Aurelian -- by the situation. This is something he can't simply kill with his sword or win over with his incredible good looks, winning smile and unbelievable charm.

No skills to help at the forge, unfortunately.


Unused

"Why...thanks Aurelian." She says without knowing how else to respond. She thrusts the swarmsuit at him, trying to get rid of it herself, giving him little chance to decline. "It should be useful for you to help protect us from those vile bugs!As long as I don't have to go near them."

"You're definitely right Sarine, I'm just finding it hard to process this terrible situation!"

Nothing to help at the forge either
------------------

"We did see the other debris in the distance off to the north earlier. A13 Perhaps we should head there when we have finished searching this smithy and then carry on up the coastline to report to Ramona so she knows what to expect and we can all plan together?


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.

"Oh, yes, Aurelian Fache doesn't need any help, but he will take this off the lovely Evelyn's hands," he says. Going to add it to my gear, but it can be up for grabs if anyone else wants it.

"And, yes, that is Aurelian's plan too," he affirms.


|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

Survival: 1d20 + 5 ⇒ (5) + 5 = 10

A4

"You're right," Ashlyn replies seriously. "This wasn't just people moving on, or internal strife... Something horrible happened here. We need to find out what it was, and we need to stop it. Or the same thing will happen all over again to the people we brought with us."

She shares a look with Elizar, then says, "I won't let that happen."

---

A5

Ashlyn examines the smithy, but then shakes her head. "I can't tell how long it's been. Sorry."

She stands and looks around the compound, gaze eventually resting on the area in the distance we've yet to examine. She nods.

"I'm with you. Lead the way."


As the group turns away and strange yammering noise comes from behind you and a volley of daggers strike the party.

Dagger, Aurelian: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Dagger, Elizar: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Dagger, Sarine: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Remember you will be flat footed against these attacks.

Out of the smithy come three goblin-like creatures, with short birstly fur and long tails. They all wield spears and jabber in high pitched tones. Two charge Elizar, screaming something in their tongue. The other leaps on Sarine, jabbing with his spear.

Attack 1 vs. Elizar: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack 2 vs. Elizar: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack 1 vs. Sarine: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Initiative:

Aurelian: 1d20 + 3 ⇒ (6) + 3 = 9
Ashlyn: 1d20 + 2 ⇒ (18) + 2 = 20
Evie: 1d20 + 3 ⇒ (4) + 3 = 7
Fleur: 1d20 + 2 ⇒ (17) + 2 = 19
Jenner: 1d20 + 1 ⇒ (15) + 1 = 16
Sarine: 1d20 + 2 ⇒ (14) + 2 = 16

Goblin: 1d20 + 3 ⇒ (3) + 3 = 6
Goblin: 1d20 + 3 ⇒ (5) + 3 = 8
Goblin: 1d20 + 3 ⇒ (20) + 3 = 23

Party Up - Map is on the second slide. (Ignore the walls on the edge - its just so you guys can move around the edge of the map.)


| 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 lets out an angry howl as daggers and spears fly past him. One of the spears stabs into his goopy back, but he's unharmed by the blow.

He turns and looks at the little beasts that struck him, face contorted in rage, and lashes out at the one in front of him twice. If the enemy falls after his first attack he attacks the middle one with his second attack.

Attack 1: 1d20 + 2 ⇒ (18) + 2 = 20
Damage 1: 1d6 + 1 ⇒ (2) + 1 = 3

Attack 2: 1d20 + 2 ⇒ (4) + 2 = 6
Damage 2: 1d6 + 1 ⇒ (4) + 1 = 5

If either of his attack strike their target, they must make a DC 12 Will save or take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotion effect. Penalties from multiple hits don’t stack with themselves.


|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

"Look out!" Ashlyn exclaims a moment too late.

She steps forward, much to Elizar's displeasure, and throws a punch at the little goblin-like creature in front of her.

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

"What are these things?"


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur pulls out her crossbow and begins to sing the rousing tale of the great Varisian goblin hunter, Mikhail Ravieni and his forays into the swamps and forests around Magnimar and Sandpoint.

inspire courage +1 to hit and damage and fear saves


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

Geh, sorry for my silence.

Jenner is probably absorbed in thinking about how creepy Elizar is for much of the walk through the other buildings, and jerks back only to the present when a crisis strikes.

"--salt and sulfur, what NOW," the dwarf grumps, and breaks into a dwarf-jog to try and circle around to the other side.

Just double moving, drawing weapon as I go


Chelaxian Bloodrager 8

Sarine is stuck by the dagger and turns around to face the goblins. She draws her sword and attacks the creature that tried to stab her.

Bloodrage active 2/2 temporary hp
Attack: 1d20 + 6 + 1 + 2 ⇒ (12) + 6 + 1 + 2 = 21 - includes bloodrage & inspire courage (competence)
Damage: 2d6 + 7 + 1 + 2 ⇒ (1, 4) + 7 + 1 + 2 = 15

Assuming that her attack kills her opponent, Sarine will 5' around, moving toward a flank.

Question: Is Sarine's greatsword flaring more brightly now? I'm still trying to figure out how that Light effect works.


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 moved my fig on the map. Assuming Sarine kills the creature she's attacking first, he'd move up another step to attack the next creature in line.

Quick stats:

HP 10/13
AC 16, touch 13, flat-footed 13
Fort +2, Ref +5, Will -1 (0/1 reroll)
CMD 14 (16 vs. disarm)
Panache: 3/3 (0/1 deed reroll);
Effects: Courageously inspired (+1)

Aurelian lets out an involuntary yelp of surprise more than pain as the dagger scratches him.

"Ah, new cockroaches! You have made a mistake, little bugs!" he admonishes the creatures as he advances with sword drawn. "You meant to drop your daggers and run away, and instead you threw your daggers away!"

He slashes at the nearest creature, trying to determine what exactly it is, and prepares to defend himself is somehow it survives.

Knowledge (local): 1d20 + 5 ⇒ (12) + 5 = 17

Rapier: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Crit?: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

If he's attacked:
Parry (DC=attacker's roll): 1d20 + 5 ⇒ (18) + 5 = 23
Riposte (if parry succeeds): 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Riposte crit (if parry succeeds): 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

That would leave him at -2 panache if he's attacked, possibly -1 if he kills a creature/confirms with the riposte.


Sorry everyone - Inara and I have had a really busy last couple of days.

The party reacts with the speed and brutality that has so far characterised their exploration of Talmandor's Bounty. Sarine's greatsword cleaves a monkey goblin into two unequal parts while Aurelian drives his rapier through a goblin's eye - killing it just as efectively, but with rather less mess than Sarine.

Evie's new bow hums as she fires at the remaining goblin and between her, Elizar and Ashlyn the final goblin is defeated.
Attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

A warbling cry goes up and you all see two more monkey goblins flee from the forge and out of the stockade - clearly fearful of your combat prowess.

Combat over!

Sarine - the light effect didn't change at all, just a faint glow.

A thorough search of the forge building reveals a number of good pieces. A buckler, made of dark, remarkably light wood and mildly enchanted. A suit of chainmail made of of equally light metal and two well crafted machetes make up the total haul, until Evie comes out with a small bag filled with arrowheads.

You find a +1 darkwood buckler, mithril chain shirt, 40 arrowheads and 2 MW machetes.

Having cleared the forge you take a moment to rest. You have now cleared all the buildings in the nascent village. As a group you must now decide, continue to explore or head up the coast to rendezvous with the Peregrine? It has been perhaps three hours and the sun is high in the sky above you.


|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 only thing Ashlyn can use out of the gear is the mithrail chain shirt, but if someone else wants it they're welcome to have first dibs. She's not particularly interested in armour.

Ashlyn watches the monkey goblins flee in terror, watching to see which way they go.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

After they're gone, Ashlyn give the gear they've found a cursory glance, before letting the others pick through it. She leaves the forge and looks off into the distance.

"We should check over there next," she remarks, pointing off into the distance at area A13. 'When you're done in there."

You guys are also trying to use the tools in the forge to break into the box, too, right?

After A13 Ashlyn would like to explore the wilds surrounding Talmandor's Bounty before heading out to the rendezvous point. She wants to see if there's tracks or signs of what other dangers are around here, or if there are hidden survivors around. Thoughts?


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 wouldn't mind that buckler if no one else wants it.

"Ah, very nice," Aurelian says, cleaning and sheathing his sword. "But if you try thrusting more than slashing you will make much less of a mess.

"And of course, if they RUN AWAY," he says loudly toward the wilderness, "they cannot see Aurelian Fache in all his glory!"

He hskaes his head.

"They did not even take these things, though Aurelian supposes that saves us the trouble of recovering them."

Let's head to the field mentioned here. A13, I assume?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"That armor is really nice... if no one objects, I could wear that...I wouldn't mind being a bit more protected, especially if we're going into another field... After that though we should report back to the ship, so we can report our findings, meager though they are."

A13 is fine


|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'd like to check out the wilds just outside of town, before heading out to meet the ship. There might be signs of survivors, or a clue as to what happened here." Ashlyn remarks.


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

Fine with the various gear claims. I'm going to take one of the machetes.

"Aye, let's not forget about those tools and such. Do that, and then the field?"


Chelaxian Bloodrager 8

Sarine rolls her eyes at Aurelian as she loses her combat focus. "Of course. Why didn't I see that before? Killing them neatly is the imperative," she grumbles.

Sarine drinks her Potion of Cure Light Wounds to heal the dagger wound. Healing: 1d8 + 1 ⇒ (3) + 1 = 4

Fine with gear claims. Sarine will take the second machete. Let's explore A13. I guess my post assumed that Sarine had a CLW potion. Should we designate who has what for those? It looks like we have enough for 2 each or so?


|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

People did designate. There's one unclaimed, Aurelian took two, Fleur claimed one, and I have the six I was given on the bandolier, minus the one I drank. I assume you drank the unclaimed one, and you're welcome to have some of Ashlyn's if you ask. She'll share. You want two?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

With no one objecting, Fleur gets her leather armor off and slips into the chain shirt before proceeding.


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 offers to help.

"It would be my pleasure! I have helped many people out of their armor."


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"I'll bet you have!" He said people, not women... I wonder just how open minded he is. she thinks with a little smile to herself... She continues, "Your assistance is most welcome, Aurelian... there are so many straps and buckles on this leather armor."


| 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 watches Fleur intently.


|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

Suddenly, Ashlyn's eyes widen. She stomps back to where Elizar lingers near Fleur and gives him a swat on the arm, scolding him in

Azlanti:
"I don't want to hear those thoughts from you! She's my friend!"

She smiles in embarrassment at Fleur as she leads Elizar away.

"Don't mind us! Just go about your business!"


| 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 looks at Ashlyn and wails in

Azlanti:
"Heeeeelp undreeeeeeeeess!"

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