Ruins of Azlant

Game Master Aldizog

Pathfinder Adventure Path: Ruins of Azlant

Set sail and join the expedition to colonize the lost continent of Azlant.

Slides

Character Perception Checks:

[dice=Brannart]1d20 + 5[/dice]
[dice=Fenna]1d20 + 9[/dice]
[dice=Sho]1d20 + 9[/dice]
[dice=Sosche]1d20+8[/dice]
[dice=Vexas]1d20 + 13[/dice]

Character Initiative Rolls:

[dice=Brannart]1d20 + 6[/dice]
[dice=Fenna]1d20 + 6[/dice]
[dice=Sho]1d20 + 3[/dice]
[dice=Sosche]1d20+1[/dice]
[dice=Vexas]1d20 + 8[/dice]

Character SpellCraft Checks:

[dice=Fenna]1d20 + 7[/dice]
[dice=Vexas]1d20 + 8[/dice]

Hero Points:
Brannart: 1
Fenna: 3
Malakar: 1
Sho: 2
Vexas: 3


451 to 500 of 1,409 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☑ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none
GM Mioki wrote:
Vexas Flamespark wrote:
Max or avg hit points on level up? (I'm assuming avg, i.e. d8 => 5)

For Hit Points:

1st 4 Levels: Max HP

After 4th: Player's Choice - Avg. or Roll

Ty! Adjusted. And leveled up already.

Nothing mechanically tricky, took a rogue talent that adds bleed to his sneak attacks. Perception up 1 to +7.


Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision

just finished mine, and I took Harrowed which lets me do tarot readings that can affect the world to some extent, and got deadly dealer to let me throw cards though I don't currently have a set that isn't my familiar and my familiar won't come back to me until next level


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/18 | Hero Points 3

Alright, 2nd level here.

Bard (Studious Librarian) 2

BAB +1
REF & WILL +1
HP +11

Bard Stuff:

Versatile Performance (Perform Oratory substituted for Diplomacy & Sense Motive).

Well Versed (+4 vs bardic performance, sonic, and language-dependent effects).

+2 rounds of performance.

Skills: 7 points +2 Background

+1 to Acrobatics, Escape Artist, K Local, K Religion, Perception, Spellcraft.

Background +1 to Perform Oratory, Perform Strings.

Spell: Read Magic

Fenna's Perception goes up to +7.

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Forgot background skills..

Done!
I have some basic Craft skills now (Bows, Armor, Weapons, Traps)


Kowal,

I will have to admit that I am not too familiar with the Witch Class. I did some reading on the class last night, but I do have a question. Why do you not have a Familiar right now? Will you be able to gain spells with leveling up without the Familiar?

Also, let me know if there are spells you want. I'll try to hide some scrolls throughout the adventure.

Thanks.

For everybody: After you all leveled up, do you want to continue in Map Order, Follow the tracks, something else?

Feel free to converse in game if you want.

With leveling up you also gain a Hero Point!


1 person marked this as a favorite.
male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☑ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Hello all. This is an FYI that I will be in the wilderness and away from computers (and so unable to post) starting this Thursday morning (7/9) and returning Sunday evening (7/12), in US/Pacific time. Feel free to bot me as needed during that time.


1 person marked this as a favorite.
Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/18 | Hero Points 3

Since Kowal is a Cartomancer Witch his Harrow Deck serves as his familiar.

Here's a helpful link to a discussion thread on witches gaining spells and adding spells to familiars.

Burned Scroll Tea!

None of it explains exactly how you feed a scroll to a deck of cards though so y'all will just have to make something up I guess. :)


1 person marked this as a favorite.
M Human Ftr6 | AC 25, T13, FF23, CMD 23 (29 vs Grapple, 25 vs Disarm, 26 vs Trip) | HP (64/64) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +6 (low-light) | Hero Points: 2

Cut up the scroll into card-sized pieces, shuffle the pieces into the deck, and the pieces vanish? With the deck having learned the spell?

Dark Archive

Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Nice idea, Brannart!


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

I have always interpreted the harrow as a force not just the cards. Curse of the Crimson Throne enforces this a bit. So I would assume similar to a wizard copies spells into a spellbook a Cartomancer would preform a reading as part of learning or copying a new spell.


Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision

Y’all beat me to the explanation but yeah, it’s the deck I have and I like both ideas as to how I would teach my deck spells.


Thanks for the Witch info. I like the ideas.

Kowal,take creative license on how you want to play this. Give me a nudge on what spells you are looking forward to. This AP has limited ways for you to learn spells. I might have to feed you scrolls for a bit. Maybe an interesting NPC will come along.


Vexas, I would like to hear more of your wilderness travel if you care to share.


Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision

for the moment due to my high int I'm not sure how many more level one spells I need, I'll draft up a list though for now and into the future. Thanks!


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☑ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none
GM Mioki wrote:
Vexas, I would like to hear more of your wilderness travel if you care to share.

Wilderness plans:

Sure, socially distant hiking from this trail head. It's a big deal for me because I haven't travelled in a long time, and this finally seems like a safe, reasonable way to do so. Hoping the trail isn't packed (!)


1 person marked this as a favorite.

Vexas,

Looks beautiful and sounds awesome. Thanks for sharing. Crowds should vanish after the first lake. Enjoy the disconnection and the live streams. Have fun!

Cheers!


I'll pick things up tomorrow. (or later today, looking at the time)

I am going with that no body fired on the creature, correct?

The chase is on . . .

Reading through this AP, this part is really free-form and PCs can really go in many different directions. It is very refreshing compared to a dungeon crawl.


Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision

I do believe no one fired


M Human Ftr6 | AC 25, T13, FF23, CMD 23 (29 vs Grapple, 25 vs Disarm, 26 vs Trip) | HP (64/64) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +6 (low-light) | Hero Points: 2

@GM, PF1 does have Chase Rules.

I imagine the PF2 rules could work too. Either way it is a bit of work on your end to design the chase, think of obstacles, and set DCs, but hopefully you find it worthwhile.


Thanks Brannart!

I am just thinking 1 or 2 obstacles to make the chase seem real; therefore, probably will not get to detailed. But thought it could be a fun challenge.


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/18 | Hero Points 3

A couple of things that might make a difference if everyone's on the same page as Fenna:

Since the device is airborne, we don't need to track it so much as maintain line of sight with it. This might allow more flexibility in choosing routes to follow it depending on terrain.

Since we're tailing it rather than trying to catch it, we don't necessarily need to close distance with it. It's up in the air anyway so the idea is to follow until it lands, assuming it will eventually land...

Dark Archive

2 people marked this as a favorite.
Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30
Fenna wrote:

Alright, 2nd level here.

Bard (Studious Librarian) 2

Don't ask me why, but I just read "Studious Barbarian"... and it is an amusing concept i'll try to play on a new character (well, in fact, Terry Pratchett used a similar concept with Saveloy, an ex-teacher turned barbarian and member of Cohen the Barbarian's Silver Horde)


M Human Ftr6 | AC 25, T13, FF23, CMD 23 (29 vs Grapple, 25 vs Disarm, 26 vs Trip) | HP (64/64) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +6 (low-light) | Hero Points: 2

Man, everybody else is flying through this!

Don't worry if you get a bit ahead of Brannart. As long as he can hear you, he can follow. More important to not lose the flying machine.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Been a bit lax but finally got Malakar leveled up on the site here. The main change as far as things you have been rolling for us is my perception went up one. I used my other 3 skill points to diversify a bit so I now have ranks Climb, Survival and Stealth. My class grants me the ability to do temporary transformations now as well.

Totem Transformation (Su):

At 2nd level, a shark shaman may adopt an aspect of the shark while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:

movement (can breathe water, swim speed 30 feet)
senses (scent 30 feet, scent 90 feet in water)
natural weapons (bite 1d6 for a Medium shaman), or shark skin (+2 natural armor, creatures grappling the shaman take 1 point of slashing damage per round of grapple)
While using totem transformation, the shark shaman may speak normally and can cast speak with animals (fish only) at will.
Standard action useable for 2 minutes a day non-consecutive but must be in 1 minute increments.


Need to get a map together for you. Ran out of time tonight.

This will give Sho time to post.

Dark Archive

1 person marked this as a favorite.
Female Half elf Ranger 6 Ini+3 HP 64/64 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Sorry, I posted yesterday, but it seems my post got eaten by Fluffy Ninja Zombie Kittens from Outer Space


Vexas, I hope you had a good wilderness expedition.


1 person marked this as a favorite.
male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☑ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

I did. Usually I don't sleep quite as well in a tent, but I got the best sleep in a long time on this trip :) Maybe something about this unusual time and all of the working-from-home.


Sorry for the noob question, I just am not that familiar with the Bard. I had trouble finding information out about how long Inspire Courage lasts. Is this (Su) good for one round only and renewed if the Bard continues with Inspire Courage or does it last for a number of rounds?

Thanks for any assistance.

(a +1 on your next roll for the quickest, correct answer) :)


1 person marked this as a favorite.
Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/18 | Hero Points 3

I'll link you to the text below, but in short it lasts for one round per point spent, but you can't spend ahead. For example, Fenna started her performance last round, spending a point and a standard action to do so. In the current round Fenna can maintain the performance by spending another point, but now that the performance is underway it's a free action.

Fenna has 9 points of performance currently, so she could have a performance going for 9 rounds in a day.

Read the Performance Section

HOWEVER! Fenna has taken the Lingering Performance Feat:

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

So in her case She uses a point and a Standard action like she did last round. In the current round she won't spend a point to maintain the performance because the effect will "linger" for 2 more rounds. After that she would need to restart it by spending another standard action and point.

So in a long performance Fenna would do this: Round 1 Start (Standard and Point), Round 2, Lingering (Free), Round 3, Lingering (Free), Round 4 Start (Standard and Point), Round 5 Lingering (Free)... and on and on.

Having Lingering Performance Stretches Fenna's 9 points from 9 rounds per day out to 27 rounds per day.


Fenna, Thank You!

That was an awesome explanation. You get a +1 on any roll you choose whenever you want to use it. Also, you can decide to use it after the roll.

I'll add another bonus in the Game Thread.

Scarab Sages

1 person marked this as a favorite.

Thanks! I’ll also note that a perforce is ‘lingering” in my posts when I have the effect ongoing.

One thing you’ll want to pay attention to in the round a performance begins is initiative order. Party members who are ahead of Fenna will not get the bonus until the following round.


Congrats on the 1,000 post milestone!

I think you all deserve a Hero Point.


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/18 | Hero Points 3

Wow! 1000 posts seemed to come very quickly!

Thanks for the Hero Point. How many can we have at one time?


No limit to Hero Points, but if you don't use them, they are worthless.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Thanks for the Hero Point. It is a system I don't often use but with how bad my rolls have been this game I am starting to like them more bad luck sucks.


sorry for the delay folks. Growing Pains in the new position. Just a few long days. I have a post half-finished, but I'm just falling asleep at the keyboard. Going to call it a night and try again tomorrow.


Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision

No problem, Life comes firstTM


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/18 | Hero Points 3

Nothing to worry about at all.


Sorry again. This week was tough with fixing a lot of things at the clinics I am now responsible for. Put some long days in. I needed Saturday as a Screen-Free day.

Next post is up, and I hope to keep up on a mostly daily basis.

If I missed something in a post, let me know. I think I covered all your actions.

Cheers and stay safe. There are Goblins about


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☑ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

No worries, hope it settles down for you (for your own sake :) ).


Vexas is correct. There is an active spell on the dais. The dais itself is not magical.


I will assume that during the night, spells were prepared and prayed for, and wounds were cleaned and bandaged enough to return everyone to full HP.


So you all have a crossroads decision to make.

Ramona would be expecting you at some point today. Looking at the map provided of Talmandor's Bounty, you know the meeting point is somewhere along the same shore, but north of the colony. You do not have to cross the island to get there. I'll attempt to scan a map of the island in a bit.

You also know that the entire colony has not been investigated yet. There are the tracks you found that go through the gate, and the path through the gate leads to homes in various stages of construction.


Half-Elf Bard 6 | HP: 59/59 | AC: 20 (T: 13, F: 18) | CMB: +6, CMD: 18 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/18 | Hero Points 3

Is it possible for us to return to the colony, spend a half day there and then make it to the ship in a half day?


Fenna - sure. You estimate that you traveled about 5 miles from the colony. It is early morning. You can definitely get back to the colony and spend a few hours investigating further. You just have to decide how long you want to investigate.

I added a map to Slide 2. (still trying to figure out Slides. Cannot seem to get it right.)

So, let's assume Ramona would have given you a rough sketch of the coastline to reach your rendezvous.

Point A is the colony.

Point E is the rendezvous point.

Colony to rendezvous point is about 8-9 miles over unknown terrain.

Malakar's spell has told him roughly where you are according to your map. Use the blue highlighted dash as your current location.

Hope this makes sense. Let me know if you need further clarification.


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☑ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Assuming something like 3mph (hardy adventurers but carrying gear)
-2 hours back to colony
-3 hours investigating (1'ish -- depending on when you imagine we woke up)
-3 hours to rendezvous point.

Very doable, but probably very tired after 14mi total in the day, keeping that pace.


Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision

It's doable but I worry if we aren't at the rendezvous point until evening they may send a search party out. I think going back to search after we are accounted for at the rendezvous is a better idea


I'll be a bit busy the next day or two. With the hurricane moving up the coast, I'm in emergency preparedness mode since it will effect most of my clinics.

Decide if you attempt a straight line to the rendezvous point or if you return to the colony and then, more or less, follow the coast.

During your journey, you'll need to make three survival checks to navigate the unknown terrain.


male halfling unchained rogue 3/wizard 3 | ♥️37 | ⛨21 t16 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+4 R+10 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +15 (avoid surprise +1, locate traps +1), SM +7 | Speed 20ft | Spells 2nd ☐invisibility ☐mirror image 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☑ | Hand of the Apprentice☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Oh wow. Be safe! Well get some consensus in the meantime.

451 to 500 of 1,409 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Mioki Presents: Ruins of Azlant (Discussion) All Messageboards

Want to post a reply? Sign in.