Ruins of Azlant (Inactive)

Game Master Kevin O'Rourke 440

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Feel free to dot here while we discuss characters.


After six long weeks, this morning the crew of the Peregrine sighted land to the west. You're only a few short hours from making landfall at your new home, the colony of Talmandor's Bounty. Named after Talmandor, an Avoral who is the Celestial Patron of Andoran, it is undoubtedly an Andoran affair but is still backed by commercial interests.

In time you too will own some land on these tropical islands. The whole situations brings to mind statues of explorers and colonists, perhaps one day someone on this boat... perhaps even you will be remembered so fondly and reverently!

These islands were once part of the lost human civilization of Azlant which though long gone casts a shadow over even the older human countries like Taldor. Ancient relic both magical and mundane may await you if you are lucky! But the land is riche in lumber, exotic good and warm sandy beaches. Many applied for this expedition but you managed to make the cut. You'll have to rough it in tents for a while but eventually you will have your own house.

A list of NPCs on the boat from the players guide! You know this much from just being on the ship with them. Feel free to approach any of them or each other:

Captain Jacob Markosi (LN male middle-aged human fighter 5/expert 2), a blue eyed man in his 40s, leads the Peregrine’s crew. He’s a fair man, and steadfastly loyal to his crew, even above his loyalty to the Bountiful Venture Company.

Directly below him is First Mate Naerath (NG female half-elf fighter 2/rogue 2), a half-elf from Andoran.

The Peregrine’s navigator is a woman with a powerful presence named Tyra Swain (N female human oracle 3)

A burly half-orc named Raerg (N male half-orc brawlerACG 4) serves as the boatswain.

The final officer on board is Bean Counter Brady (LN female halfling
expert 2/ranger 2) who serves as quartermaster.

The Peregrine also has 16 sailors who work the rigging and
keep the ship tidy.

The passengers on the Peregrine consist of all the colonists, the PCs included, who are part of the second wave of settlers to Talmandor’s Bounty. In addition to 6 colonial soldiers, the following people accompany you and 36 other colonists.

Alba Divenvaar (LN female middle-aged dwarf alchemist 4) has traveled the Inner Sea extensively in her years, and longs to one day make it to the shores of Arcadia to discover the alchemical secrets of that land.

Anya Sandstrider (CG female human ranger 3) is a Shoanti exile from the Cinderlands. She comes across gruff, but this is just a cover for her kind nature. The skills she displayed as a hunter and naturalist led to her inclusion on the expedition.

Carver Hastings (NG male human bard [archaeologistUC] 4) is an aloof and serious explorer who joined the expedition as a soldier despite his academic yearnings. He is incredibly interested in the history of the region.

Eamon Caranth (LG male half-elf cleric of Erastil 3) is a relaxed and friendly priest who can often be found joking and playfully arguing with his longtime friend Kurvis. He eagerly helps others out on the ship.

Harcourt Carrolby (LN male human aristocrat 4) came from a wealthy family of horse breeders and is a bit of a snob. He joined the expedition to Talmandor’s Bounty to establish a stable and ranch on the island.

Kurvis Nurpico (LN male middle-aged human cleric of Abadar) is the other priest among this second wave of colonists. He outwardly appears to be a curmudgeon, but at times his expression sofens.

Luetin Calewick (N male human commoner 1/expert 3) is a balding man with a bushy moustache who is traveling to Talmandor’s Bounty to serve as an assistant to the blacksmith who arrived in the first wave of colonists. He’s harmless enough, but often rubs people the wrong
way, and is prone to sizing people up to determine their attitudes and opinions, often adjusting his own in order to fit in with those he associates with.

Lyra Heatherly (CG female half-elf expert 3/ranger [guide]1) is a surveyor with a penchant for danger and is an employee of the Bountiful Venture Company.

Perrell Beys (LN female human expert 3/rogue 1), an employee of the Bountiful Venture Company, is a scholar and historian who plans to document the growth of the colony and provide advice on any ruins or ancient relics the colonists come in contact with.

Ramona Avandth (NG female human bard 5) is the Bountiful Venture Company’s designated leader for the colony, sent along in the second wave to relieve the leader of the frst wave of colonists.


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33

Near the front of the boat, a red-haired half-elf stands with one foot on a coil of rope, watching as hazy image of the ancient continent of Azlant loomed closer. His sleeveless shirt reveals muscular arms, one of which is holding a seven-foot tall lucerne hammer propped against his shoulder. It wasn't practical to keep the polearm out on a crowded ship, but with land having been sighted, Heiek Windrider finally had all his gear together for the first time in weeks.

In the six long weeks that they'd been on this ship, many of the passengers turned to talking about the great opportunities for settling down on Azlant. Owning there own plot of land and building a house, for example. Well, good for them, but that sounded like the end of the adventure to Heiek. He couldn't wait to get off the boat and explore these lands. It was this lust for exploration and the skills he had to support it that made him stand out to the Bountiful Venture Company.

He accidentally makes eye contact with Perrell Beys, and the two exchange an awkward, if excited, smile. Six weeks was a long time to spend in transition, and Heiek and Perrell grew close. They had an understanding that they each had different goals once they reached Azlant, and they both knew that their relationship was unlikely to last beyond this voyage on the Peregrine. They'd been avoiding each other for a few days, neither really wanting to deal with an awkward goodbye.

To keep himself from thinking about Perrell, Heiek remarks to the person standing next to him, "They've had plenty of time to plan while we sailed over. I hope they let us get to our duties pretty quickly, you know?"


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

A tall, muscular, and pale figure emerges from below decks. His long, black hair is shifted slightly by the breeze and his purple eyes gaze over the deck. He is equipped with chain mail, and carries a trident and several hurlbats on his back.

The figure sees a familiar face, and approaches. Uzziah has found Carver to be a good man to speak with, knowing both of military and historical matters.

"Carver! I have seen to Abiel and both of us are keen to set foot on Azlanti land. How fare you?"


Carver is a middle aged man with brown hair speckled with grey, he runs a gloved hand through his thick beard. "I've no doubt they'll have us chopping down tries as soon as they can get away with it."

Carver smiles at Uzziah as he approaches "I'm looking forward to it too, at least the weather is fine. We'll be in tents for a bit I know but it'll good to set foot on solid ground after all of this time. Maybe we'll get to build houses... perhaps while making foundations we'll turn up something interesting."


Aquatic elf Arcanist(BF Trans) 4 HP (26/26) Saves (2/4/4) CMD (12) AC (18/13/15) Init (4) / Arcane Reservoir (3/7)

A dark blue skinned elf in damp red robes smiles as he approaches the small gathering forming on deck.
"You may be looking forward to the land Carver, I'll just be happy to get a proper swim in again. The Peregrine is a fine ship but it takes quite some effort to pull up enough water to keep comfortable here."

Valto stares towards the land, trying to catch sight of Talmandor's Bounty.
"I wonder how the colonists who came before us are fairing?"


Valera followed soon after. Of all of the people aboard the ship she may well have been the most unhappy to see land. She had come from a long line of Undines, which was easy to see when looking at her. The ocean was as much home to her as land, moreso most of the time. According to her grandmother, her family’s blood had become tied to the ocean long ago in lost Azlant, though the reason itself was long ago lost in the waves. A story almost certainly false. But here she was, because all she had ever done with her life was go with the tides, wherever they would take her, and chasing an old story was as good a reason as any.

”I suppose we will be finding out soon enough.”


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Uzziah chuckles at Carver's quip.

"Aye, but I am sure the island is not yet so well tamed that our arms shall grow rusty. Even with my regular dips!"

He turns to the newcomers.

"Valto, and Valera, correct? On this voyage, I have taken to tying a rope to myself before taking a quick swim. It has worked for me, but it can be a chancy business. I will be most glad to be back on land - and near the sea."


You idle away the next while with small talk as your journey nears it's end.

The Peregrine sails into a natural bay with a sandy beach within rowing distance for the ship’s boats. As the crew begins to untie one of the smaller boats to lower it into the water, the sailors pass a spyglass among themselves and finally hand it back to the captain. Captain Jacob Markosi peers at the island for a moment before grunting and handing the spyglass to expedition leader Ramona Avandth. “You should see this,” he says quietly.

Ramona accepts the spyglass and peers toward the shore. When she lowers the scope, she is clearly distressed but trying to hide her worry. She approaches and motions toward the far side of the deck, away from where most of the other colonists have congregated. “Can I have a word with you?” she asks. Carver gives you some privacy to speak with Ramona.

“We have a problem,” Ramona says bluntly. She offers the spyglass and explains, “Something is wrong. Nobody’s in sight. There’s no smoke from cook fires or the smithy. Some of the buildings look burned out.”

If you look through the spyglass, they can confirm these observations
for themselves. Ramona continues, her voice low. “Sailors can’t keep their mouths shut. Soon all the other colonists are going to hear about this—if they can’t see for themselves already—and things could become… tense.”


Aquatic elf Arcanist(BF Trans) 4 HP (26/26) Saves (2/4/4) CMD (12) AC (18/13/15) Init (4) / Arcane Reservoir (3/7)

Valto takes the spyglass, breath held tight as he peers through searching for any sign of life on the island.

"This is dreadful... I want to go ashore and help look for the colonists, there must be some indication of what happened in the settlement."

His hand lowers slowly as he holds the spyglass out for the others, eyes still stuck to the island.


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33

"We'll need some excuse for why we're the ones being sent first," Heiek murmurs as he squints at the empty town with a worried expression.

"Otherwise rumors will start up and cause more worry than if everyone knew the truth. Maybe say that we had instructions from the Bountiful Venture Company to deliver private messages to the first colonists."

Heiek indicates that he's ready to go.


"I'll break the news to the others soon enough. I am going to ask Captain Markosi to sail north along the island’s coast to a secondary landing site determined by the expedition’s surveyors as an alternative spot to found a colony. The site was later designated as an emergency extraction point should any danger befall the first wave of colonists. After you have a chance to
check out Talmandor’s Bounty, the ship will rendezvous with them at this secondary location, whereupon I will make a final determination on where the rest of the colonists should disembark."

"I want the soldiers on board with her to help keep the peace if necessary. Returning home is not an option, as the ship lacks sufficient food and supplies for both the sailors aboard the Peregrine and the hopeful settlers to make it back to Almas."


”Well, with no way back I suppose we don’t have much of a choice.” She said, cheerfully. ”We should get going before it gets dark.”


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Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Uzziah nods and without hesitation replies.

"Of course Ramona. I am already equipped and I will get Abiel immediately."

He begins moving to where his companion has been waiting and returns - with a camel in tow.

The camel gazes at all others dubiously.

"Be nice, Abiel.", Uzziah quips, chuckling.

"He is a bit of a grouch, but a steady companion. We are ready to go."


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33

"...How did I not notice the camel for the past 6 weeks?"


Aquatic elf Arcanist(BF Trans) 4 HP (26/26) Saves (2/4/4) CMD (12) AC (18/13/15) Init (4) / Arcane Reservoir (3/7)

I've been meaning to ask about that, are you sure a camel is the most, the best... aren't they normally desert creatures?

Valto looks awkwardly at the others gathered around.

Sorry, not the time, I know. It's just quite unusual, I think


HP 17/48 | AC (16) 15 T 12 FF (14) 13 | F+6* R+3* W+6* | CMB +8 CMD 20 | Init +2 Perc +10 | Totem 5/5
Finn stats:
HP 15/47 | AC 18 T 12 FF 16 | F+8 R+6 W+2 | CMB +7 CMD 19 | Init +2 Perc +5 | bite +8 (1d6+6)

In contrast to Valera, the tiny strip of land on the horizon fills Iraska with a tingling excitement. It may not seem like much, but that speck of land in the expanse of the Arcadian Ocean is the gate to the mysteries of an age. His home nation of Lirgen has lost much of its own history, culture, at the onset of the Age of Lost Omens. Although unlikely, Iraska has come to reclaim part of that.

_________________

"I like him." Iraska says simply. A man of few words, he secures his armor and weapons while the others talk.

Below, in the foam recoiling from the ship's bow as the vessel cuts through the ocean, a lone shark's fin can be seen.


The bay’s waters are calm, with only a gentle rocking of the ship’s boat. The shore is approximately three hundred feet to the east, where a lonely dock is built off a sandy beach.

It's not challenging to row the boat and soon the water gets shallower, only five foot deep.

Uziah and Valera spot two murky figures moving beneath the surface of the murky waters...
They can act in the surprise round

Stealth: 1d20 + 14 ⇒ (8) + 14 = 22
Iraska Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Valto Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Heiek Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Uziah Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Valera Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Valera: 1d20 + 4 ⇒ (3) + 4 = 7
Uzziah: 1d20 ⇒ 19
Heiek: 1d20 + 1 ⇒ (6) + 1 = 7
Valto: 1d20 + 2 ⇒ (3) + 2 = 5
Iraska: 1d20 + 2 ⇒ (10) + 2 = 12
Monster: 1d20 + 2 ⇒ (4) + 2 = 6

Uziah
Iraska
Valera
Heiek
Monster
Valto

Fighting the monsters from inside the boat is challenging. PCs who remain seated take a –2 penalty on attack rolls. A character can negate this penalty by standing up and attacking, but anyone standing in the boat must attempt a DC 10 Acrobatics check each round in which they attack. Success means they remain standing until they attack again (or another effect threatens their balance, such as a trip attack by way of the grindylow’s tentacles). A PC who fails must attempt a DC 10 Reflex save. If successful, the PC immediately sits back down as a free action (standing back up is a move action, as normal), but a PC who fails this save falls overboard into an adjacent square. PCs fighting in the water follow the normal rules for aquatic combat however do not have to worry about suffocation if you are medium size as your head is above the water.


Surprise Touch: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2

Rnd1 Touch attack: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Confirm Touch attack: 1d20 + 1 ⇒ (17) + 1 = 18
Crit: 1d6 + 2 ⇒ (6) + 2 = 8

Still sitting in the boat Valera’s eyes went white. She reached out a hand and a swirl of icy air formed. It shot out, literally freezing the water where it hit. The wave sat there, frozen solid for a moment before being consumed by the rolling tide.


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Without hesitation, Uzziah stands and launches a sling bullet at the nearest attacker, while mentally ordering Abiel to stay put. He wobbles briefly but remains standing.

Sling vs monster: 1d20 + 1 ⇒ (10) + 1 = 11

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Acrobatics: 1d20 + 0 - 2 ⇒ (9) + 0 - 2 = 7

Reflex with shake it off: 1d20 + 0 + 1 ⇒ (20) + 0 + 1 = 21


Without hesitation, Uzziah stands and launches a sling bullet at the nearest attacker, while mentally ordering Abiel to stay put. He wobbles briefly but remains standing.

Still sitting in the boat Valera’s eyes went white. She reached out a hand and a swirl of icy air formed. It shot out, literally freezing the water where it hit. The wave sat there, frozen solid for a moment before being consumed by the rolling tide.
Success but not by as much as you'd expect. "Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land." I also believe half the cold damage becomes piercing damage as it freezes the water enroute!

One of the creatures already dead before they even get to the rowboat the other tries to flee. It propels itself two hundred feet away into the murky waters in a few seconds.

You allies on the ship fire a few arrows but it is a tough shot with the distance already made.

Let me know if you want to fish out the dead ones body to get a proper look at it or just proceed to the docks.


”Keep going, I want to get a look at it.” With a splash she leaned over and fell into the water, intent on seeing what it was that plagued these waters.


Aquatic elf Arcanist(BF Trans) 4 HP (26/26) Saves (2/4/4) CMD (12) AC (18/13/15) Init (4) / Arcane Reservoir (3/7)

"I'll stay with her, in case the other one returns" He dives in and follows Valera.


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33

"Well, I'm not rowing this boat all by myself," Heiek says to Uzziah as he picks up one oar and indicates the other. They row the boat towards the shore.


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

"I will also row."


Valto and Valera:

With a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below.
DC10 Knowledge Local
Spoiler:

While grindylows resemble goblins, they are not humanoid creatures. Nonetheless, these aquatic monsters are just as wicked as the most sadistic of goblins, and take immense pleasure in others’ misfortunes and the spread of mayhem. Thanks to this twisted desire, grindylows have a nasty reputation among both other intelligent water-dwelling creatures and most land-dwelling beings.

Grindylows eat whatever they can kill, giving them a rather wide selection of meals. High or low, no one is safe from the brutish assaults; tribes of merfolk have been overwhelmed by bands of grindylows, as have galleons full of experienced sailors. While obvious predators such as giant eels or sharks evoke great fear from grindylows, no enemies are more hated than the squid, be it common or giant. None are sure where this disdain stems from, but it is speculated that a squid is to an octopus for a grindylow what a dog is to a goblin dog for goblins. Incredibly fond of their similarly designed kin, grindylows believe octopuses to be the epitome of beauty, with squids being regarded as hideous freaks in comparison. There is no greater insult to a grindylow than being called a squid.

Everyone Else:

A solitary dock extends from the beach into the bay. The construction is solid and looks recent, suitable for tying off a small boat, although no watercraft are visible. The beach inclines to the east before giving way to grass and trees. Further on in that direction, buildings and a palisade wall stand on the rise.

Give me a perception roll and let me know where you are looking if you want to investigate anything.


Untrained KLocal: 1d20 - 1 ⇒ (2) - 1 = 1

Aquan”Ooh! Squidly goblins! If it wasn’t for the teeth they’d be cute.” She swam over and poked at the corpse, enjoying the feeling of being in the water. It then hit her that goblins usually came in large numbers, and she wasn’t a particularly fast swimmer. Turning to Valto she said Aquan”Let’s go back to shore before more come.”


HP 17/48 | AC (16) 15 T 12 FF (14) 13 | F+6* R+3* W+6* | CMB +8 CMD 20 | Init +2 Perc +10 | Totem 5/5
Finn stats:
HP 15/47 | AC 18 T 12 FF 16 | F+8 R+6 W+2 | CMB +7 CMD 19 | Init +2 Perc +5 | bite +8 (1d6+6)

Iraska would stay in the water with Valto and Valera.

K(local): 1d20 - 1 ⇒ (20) - 1 = 19

Iraska pokes the corpse with the head of his spear. "This ain't no goblin, it's a grindylow. They're worse than their goblin cousins, more sinister. You're right Valera, they travel in numbers. Let's hope they aren't the reason for the desertion."

Or massacre.


Aquatic elf Arcanist(BF Trans) 4 HP (26/26) Saves (2/4/4) CMD (12) AC (18/13/15) Init (4) / Arcane Reservoir (3/7)

K(Local): 1d20 + 9 ⇒ (14) + 9 = 23

Valto scrunches his nose in disgust.
"Ugh, grindylows. Even if they aren't related to the current problems we won't want to ignore them. You're both right, best hurry to shore before more show up."


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33
GM Kevin O'Rourke wrote:
A solitary dock extends from the beach into the bay. The construction is solid and looks recent, suitable for tying off a small boat, although no watercraft are visible. The beach inclines to the east before giving way to grass and trees. Further on in that direction, buildings and a palisade wall stand on the rise.

"There's no watercraft at the dock," Heiek says to Uzziah as they approach. "Maybe they all fled for some reason. Maybe there's a note or something in the town to tell us where they relocated."

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 <--He's got the sun in his eyes.

Heiek looks at the water beneath and around the dock as they approach, looking for wreckage or signs of an ambush. If that seems clear, he'll look towards the town for any sign that anything in the town saw or heard their brief battle in the boat.


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

When close to shore, Uzziah stands up in the row boat and steps off into the water, immersing himself entirely. He then grabs the side of the boat from underwater and helps guide it in.

As Uzziah emerges from the water, Abiel stands and exits the boat onto land. Swiftly, the warrior mounts the camel, lance now in hand. He says:

"Not the most graceful marine landing, but it is effective. We need to investigate the settlement. I advise that a stealthy person aim for high ground first. I will keep an eye on the beach for now."

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Everyone can see a path heading east from the docks to Talmandor's bounty which seems eerily quiet. Around the buildings of the settlement are even the beginings of a palisade.

Helek can't see much as the sun shines off the surface of the water.

Uzziah can see some tents to the south and the more permanent structures down the path leading from the docks to the east. He notes a field to the north of the settlement and several others to the south of it.


HP 17/48 | AC (16) 15 T 12 FF (14) 13 | F+6* R+3* W+6* | CMB +8 CMD 20 | Init +2 Perc +10 | Totem 5/5
Finn stats:
HP 15/47 | AC 18 T 12 FF 16 | F+8 R+6 W+2 | CMB +7 CMD 19 | Init +2 Perc +5 | bite +8 (1d6+6)

Iraska slides a hand over Finn's sleek body, reassuring his fish and reminding him to stay in the shallows. Then he wades ashore, the warm salt water cascading from his armor. Pieced together from broken fragments of ships, even his own, thrashed against the rocky outcroppings surrounding Hyrantam, his armor provides him a degree of buoyancy. Gripping his spear, he must appear as some sort of tropical pirate.

Wiping the water from his face, he examines their position with a calm, serious expression. "Aye. Best start with the settlement."


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33
Uzziah wrote:
"Not the most graceful marine landing, but it is effective. We need to investigate the settlement. I advise that a stealthy person aim for high ground first. I will keep an eye on the beach for now."

Hauling his polearm out of the boat and hoisting it to his shoulder, Heiek remarks, "I don't think any of us here are the stealthy type, although I can do it in a pinch. But there's not much cover on approach to the town, so I don't think it will do much good. Safer in numbers, I think."


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

"I am inclined to agree, Heiek. Let us advance then, and unravel this ill mystery."


A5
There is an L-shaped building to the south as you enter the settlement. It is constructed of mud bricks on a wooden frame. The western portion is of the structure is enclosed by four walls. This section has a single open window on the south side, with a canvas curtain hung across the opening. The single entrance is a wooden door, standing slightly ajar, on the southern end of the eastern face of the building.

A5
To the north is a mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”

A12
The path continues to the square where you can see a stone well. Southwest of the well is a wooden scaffold with a set of steps.

Map put into encounters


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33

As they approach the first building, Heiek stops the others.

"Soooo, this is the sort of situation where my family would be super paranoid about an ambush. Zombies or cannibals or whatever lying in wait in the houses. What they would tell us to do is to check each house we pass to make sure nothing comes up behind us."

Heiek goes to the side of the south-facing window of the L-shaped building and stands with his back against the wall, listening.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

If he doesn't hear anything, he'll peek in the window or carefully go through the door around the corner to check the house. If there's nothing of interest, he'll nod to the others that they should move on to the next building.


”Your family sounds smart! Are they pathfinders? They sound like pathfinders.” She said, cheerfully. The water on her fell away, leaving her completely dry as she walked. ”But wouldn’t zombies smell bad? I think this place just looks abandoned.”

Perception Assist: 1d20 + 6 ⇒ (12) + 6 = 18

She walked with Heiek, nevertheless, helping him keep an eye out for any danger.


A ten-foot extension connects to the building on the east side. This extension has only a northern wall and is otherwise just a roof sheltering the space below, which is open to the outside. Underneath this cover is a forge with an exhaust flue directly above it, a worktable covered in metal scraps, a small tub of black water, and a partially sheltered anvil.

The southern window has no shutters and is large enough for a small creature to move through easily without having to squeeze. Inside the smithy building, the space is divided between personal living quarters and an indoor tool storage and work area. A pungent animal smell lingers in the air and a tussled pile of blankets on the wooden cot is soiled. The room is in a state of disarray, with tools such as tin snips, pliers, and files carelessly strewn all over. A few Medium weapons and pieces of armor are strewn among the debris.

Examining the area you discover a small humanoid with a tale rousing two of it's sleeping kin. You're momentarily surprised and by the time you are ready to act these creatures are all getting to their feet.

Knowledge Local DC10:

These are monkey goblins are an offshoot of the goblin race adapted for life in the high leafy canopies of tropical forests. Equipped with ratlike prehensile tails, monkey goblins are as at home in the trees as they are on the ground. Monkey goblins lead a savage lifestyle. While spellcasting classes are almost unheard of among them, monkey goblin shamans in the service of demon lords or other dark gods are given a respect by other monkey goblins that borders on fear.

DC 20 Survival check or a DC 10 Craft or Profession check with a skill that relates to metalworking:

The forge was last lit about a week ago.

Valera: 1d20 + 4 ⇒ (17) + 4 = 21
Uzziah: 1d20 ⇒ 12
Heiek: 1d20 + 1 ⇒ (4) + 1 = 5
Valto: 1d20 + 2 ⇒ (2) + 2 = 4
Iraska: 1d20 + 2 ⇒ (17) + 2 = 19
Monster: 1d20 + 4 ⇒ (18) + 4 = 22

Valera
Iraska
Uzziah
Heiek
Valto

Monkey Goblins


Knowledge Local: 1d20 - 1 ⇒ (2) - 1 = 1

"What are those things? They look like...goblins?" Chill winds whipped around her outstretched hand as she attempted to freeze one of the creatures.

Touch Hit: 1d20 + 3 ⇒ (14) + 3 = 17
Cold Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33

"Maybe some kind of... monkey-man?"

The building's low roof made it difficult to swing a ridiculously long hammer, but fortunately, Heiek's lucerne hammer is equipped with a wicket spike on the top that he thrust out at the creature like a spear.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d12 + 2 ⇒ (10) + 2 = 12


Aquatic elf Arcanist(BF Trans) 4 HP (26/26) Saves (2/4/4) CMD (12) AC (18/13/15) Init (4) / Arcane Reservoir (3/7)

KLocal: 1d20 + 9 ⇒ (4) + 9 = 13
Craft Jeweler: 1d20 + 10 ⇒ (12) + 10 = 22

"Monkey Goblins, probably scavenging. It look's like its been abandoned by the smith for a while."

Valto begins chanting as a magical field encompasses him, once it settles he reaches for a small crossbow covered in decorative etchings.
Casting mage armor, using arcane point for +2CL


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

Knowledge Local (capped at 10): 1d20 + 1 ⇒ (19) + 1 = 20

Survival: 1d20 + 1 ⇒ (4) + 1 = 5

"Lucky for us, they have no shaman handy!", Uzziah quips even as he drives Abiel into a charge, lowering his lance towards one of the goblins. The camel takes the opportunity to snap its teeth at the nearest monkey-like foe.

Charge with Lance: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

Damage: 2d8 + 6 ⇒ (7, 4) + 6 = 17

Abiel's Bite: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

Damage: 1d4 + 6 ⇒ (4) + 6 = 10


HP 17/48 | AC (16) 15 T 12 FF (14) 13 | F+6* R+3* W+6* | CMB +8 CMD 20 | Init +2 Perc +10 | Totem 5/5
Finn stats:
HP 15/47 | AC 18 T 12 FF 16 | F+8 R+6 W+2 | CMB +7 CMD 19 | Init +2 Perc +5 | bite +8 (1d6+6)

"Wait! Do they even mean to hurt us? They might know what's happened here!"

Iraska grips his spear and moves foward, but doesn't yet attack...


Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 | Inspiration: 4/5 | HP 33/33
Iraska wrote:

"Wait! Do they even mean to hurt us? They might know what's happened here!"

Iraska grips his spear and moves foward, but doesn't yet attack...

I was wondering about the same thing, as Heiek isn't the type to attack because he sees some humanoid squatters. But metagaming a bit, Kevin already rolled initiative, and with his comments about them waking up, I assumed that we are meant to assume that they're getting ready to attack.


"What are those things? They look like...goblins?" Chill winds whipped around her outstretched hand as she attempted to freeze one of the creatures.

"Maybe some kind of... monkey-man?"

"Wait! Do they even mean to hurt us? They might know what's happened here!"

Iraska grips his spear and moves foward, but doesn't yet attack...

"Lucky for us, they have no shaman handy!", Uzziah quips even as he drives Abiel into a charge, lowering his lance towards one of the goblins. The camel takes the opportunity to snap its teeth at the nearest monkey-like foe. He has to duck he head badly at the last moment and leans back... charging into houses while mounted might not be too wise he realises. It's worth it this time however, Abiel finishes off the injured one, and Uzziah runs another through!

The building's low roof made it difficult to swing a ridiculously long hammer, but fortunately, Heiek's lucerne hammer is equipped with a wicket spike on the top that he thrust out at the creature like a spear.

"Monkey Goblins, probably scavenging. It look's like its been abandoned by the smith for a while."

Valto begins chanting as a magical field encompasses him, once it settles he reaches for a small crossbow covered in decorative etchings.

The remaining goblin withdraws and shouts out in goblin as it clambers through the window. The creature moves nimbly but those with ranged weapons could finish it off or Uzziah on his mount if they desired.

Goblin:

Loose translation"The ghost invaders have allied with the salt water elves!"

Valera
Iraska
Uzziah
Heiek
Valto

Monkey Goblin -12


Touch Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Cold Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Valera sought to freeze the goblin, but merely encased the window sill in frost instead. ”Goblins are evil, right? Kill it before it brings more.”


Aquatic elf Arcanist(BF Trans) 4 HP (26/26) Saves (2/4/4) CMD (12) AC (18/13/15) Init (4) / Arcane Reservoir (3/7)

"It said something about ghostly invaders, they do know about what happened here"

His reaction is going to vary depending on if it's dead on his turn or not

The goblin is still alive:
Valto produces a pinch of fine sand and blows it in the direction of the goblin while muttering softly.
casting sleep, Will DC:16

"We should take it alive, maybe we can interrogate it."

The goblin is dead:
"If we are dealing with undead there would be a sign of them right? Blood on the walls or that sort of thing?"

He glances around nervously.

"It thought I was local, there may be other aquatic elves in the area. They might know something if they were trading with the settlers."


Male Gillman Cavalier, Order of the Waves 5 (Beast rider) | HP: 45/49, 15 nonlethal| AC: 18 (10 Tch, 18 Fl) | CMB: +9, CMD: 19 | F: +6, R: +1, W: +2 (+2 vs charm/com) | Init: +1 | Perc: +11 , SM: +1 | Challenge: 1/2 | Speed 30ft, Swim 40ft | +2 vs charm/compulsion Will saves | +2 racial against non-aboleth enchantment spells and effects, –2 aboleth sources. | Cond: Challenge vs Gillwoman | Abiel 18/18 HP, 14 AC

By this point, Uzziah has run down the shouting goblin.

Lance, charge: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Damage: 2d8 + 6 ⇒ (4, 1) + 6 = 11

Abiel bite: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Damage: 1d4 + 6 ⇒ (2) + 6 = 8


HP 17/48 | AC (16) 15 T 12 FF (14) 13 | F+6* R+3* W+6* | CMB +8 CMD 20 | Init +2 Perc +10 | Totem 5/5
Finn stats:
HP 15/47 | AC 18 T 12 FF 16 | F+8 R+6 W+2 | CMB +7 CMD 19 | Init +2 Perc +5 | bite +8 (1d6+6)
Valto wrote:
"It said something about ghostly invaders, they do know about what happened here"."

Iraska looks on with clear dissatisfaction. "So why are we trying to kill it?"

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