Ruins of Azlant

Game Master pauljathome

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


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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

Eariler

As Kowal looks around at the scene of Carnage around him he thinks to himself, The only gift to help against the unknown if a way to bolster ourselves though it, I suppose a way to heal those around me would be best Wishing for a wand of Cure Light Wounds

later

"If there are 2 main nests as it appears then we probably ought to clear the one that attacked first before we go after the more distant one, I think the south-east nest is the best starting point"


male halfling arcane trickster 1/unchained rogue 3/wizard 3 | ♥️41 | ⛨22 t17 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 17 | F+4 R+12 (evasion; avoid traps +1) W+7; +2 vs. fear | Init +9 | Perc +15 (avoid surprise +1, locate traps +1), SM +8 | Speed 20ft | Spells 2nd ☑☐invisibility ☑mirror image 1st ☑color spray ☑comprehend languages ☑hydraulic push ☑touch of the sea | Arcane bond☑ | Hand of the Apprentice☑☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Vexas looks over the edge of one of the holes dubiously.

Makes sense... just on thing: How do we know these things won't cave in while we're down there These creatures are so used to making new tunnels; we'd just be stuck, or buried alive!

Would that be a knowledge (nature) check?


sorry if I was unclear. You will not need to go in the tunnels. Sho and Malakar's Survival Checks gave enough information to provide a general direction. You can follow from ground level.


male halfling arcane trickster 1/unchained rogue 3/wizard 3 | ♥️41 | ⛨22 t17 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 17 | F+4 R+12 (evasion; avoid traps +1) W+7; +2 vs. fear | Init +9 | Perc +15 (avoid surprise +1, locate traps +1), SM +8 | Speed 20ft | Spells 2nd ☑☐invisibility ☑mirror image 1st ☑color spray ☑comprehend languages ☑hydraulic push ☑touch of the sea | Arcane bond☑ | Hand of the Apprentice☑☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Oh sure, but even then we eventually have to go into them, no? Even at the source it would be harder to recognize which tunnels are more temporary. Given your response though, I suspect I'm over-thinking it :)


M Human Ftr7 | AC 27, T14, FF24, CMD 26 (33 vs Grapple, 28 vs Disarm, 31 vs Trip) | HP (72/72) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +8 (low-light) | Hero Points: 3

@Vexas, I think it is intended to be simpler and you are perhaps over-thinking it.

"Let's go southeast as Kowal says."

The warrior switches to his ranseur and starts walking overland in that direction.

Just trying to nudge things along... we all seem to be in agreement on this.


Some of you are injured. Did you want to do anything to heal your wounds before you continue?

Traveling south-east takes you along a once well-used north/south path to the west of the colony. Malakar and Sho’s tracking then takes an easterly turn, and you find yourselves approaching what looks like a garden. The crops have gone wild and are in need of weeding and a gardener's attention.

There is evidence of the ankheg nymphs in this plot of land due to massive holes in several spots. Digging in the loose soil, you find many bones with a pitted nature to them. You do not notice any more of the garden’s unwanted residents.

There are also more tunnels leading east towards the colony’s Main Street. Following these other tunnels, you see rows of small cottages lining the crossroads of two streets formed by months of regular foot traffic. The scene is silent and still. The houses were recently built, but there is no sign of life or activity. Many of these simple homes have no proper shutters, and in some cases even lack doors. Nearby, once-cut grass has begun to regrow undisturbed.

Eventually you reach another garden plot that looks very similar to the one you just investigated. Large holes dot the piece of land. Pitted bones can be found in the soil, but there is no sign of more ankheg nymphs.

Survival or Knowledge: Nature DC 10:
You believe that the ankheg nymphs were evicted from its mother’s nest and they were attracted to these garden plots due to the loose soil.

Survival or Knowledge: Nature DC 15:
The bones you found are too small to be human remains. They come from various animals: domestic chickens and wild boar from the island among other vermin.

Survival or Knowledge: Nature DC 18:
You believe the pitted nature of the bones were caused by the acidic spittle from the ankhegs.

Survival or Knowledge: Nature DC 20 or Perception DC 23:
During your travels from one garden to the other, you noticed another garden plot, but no tunnels led toward this area. This makes you wonder why the ankhegs avoided this area. Also, you noticed a plum tree on the south side of this plot. on the map, the garden plot is A16 and the plum tree is A17.

On the Map, these garden areas investigated are labeled A15


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

Feel free to use my wand as you like that's why it's here, out of combat I use it on anyone, go ahead and roll for the healing yourself then just tell me how many charges you used.

Knowledge nature: 1d20 + 10 ⇒ (14) + 10 = 24

I assume its one roll for all of them?

"Hmm, these bones aren't human, they look like domestic animals and boars so I think we can rule out the Ankhegs killing off the last colony. I also wonder why they came here and not to the garden we passed a ways back A16


male halfling arcane trickster 1/unchained rogue 3/wizard 3 | ♥️41 | ⛨22 t17 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 17 | F+4 R+12 (evasion; avoid traps +1) W+7; +2 vs. fear | Init +9 | Perc +15 (avoid surprise +1, locate traps +1), SM +8 | Speed 20ft | Spells 2nd ☑☐invisibility ☑mirror image 1st ☑color spray ☑comprehend languages ☑hydraulic push ☑touch of the sea | Arcane bond☑ | Hand of the Apprentice☑☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Survival: 1d20 ⇒ 16

The halfling walks into the grounds of what was likely a well-tended garden. He leans down and scans the grounds, taking stock of the observable holes.

So, the young came here when they were kicked out of the nest.

He then notes the general smaller size of the bones.

And thankfully the ones that tunneled out here only got ahold of animals. I see no humanoid bones here.


M Human Ftr7 | AC 27, T14, FF24, CMD 26 (33 vs Grapple, 28 vs Disarm, 31 vs Trip) | HP (72/72) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +8 (low-light) | Hero Points: 3

Does Kowal's single check reveal all the information in all the spoilers? Or are they separate checks? I was waiting to see what the smart people know.


Unless specified otherwise, I would gather that all of the information is shared and open to everyone. My goal with the tiered spoilers is to open up potential dialogue Role-playing opportunities.


Kowal Intelligence Roll DC 10:
When Kowal notices the plum tree, he remembers the Arcane Mark he found on the log-book with the missing pages. The Arcane Mark said Plum Tree.

I'll pick up tomorrow with you all following the mother's tunnel system, unless someone wants to do something else.


Half-Elf Bard 7 | HP: 67/67 | AC: 20 (T: 13, F: 18) | CMB: +8, CMD: 20 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Performance:20/20 | Hero Points 3

Noticing the tunnels don't travel in the direction of the sea, Fenna throws out an idea. "You think maybe the water table is too high in that direction?"

Then Fenna recalls something from earlier.

"Hey Kowal, didn't that one book you found have an arcane mark in it that read 'plum tree'? There's a plum tree over there..."

K Nature: 1d20 + 3 ⇒ (19) + 3 = 22


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

Intellegence: 1d20 + 4 ⇒ (18) + 4 = 22

"Oh yes, thank you Fenna I almost forgot! I wonder if the torn pages are nearby it?" Kowal will say as he moves closer to it "I suppose there's only one way to find out." Kowal will go over and inspect the tree, look for any nooks or weird patterns on and around it.


I will assume you all follow Kowal and venture toward the plum tree.

GM Screen:

Perception or Survival DC = 17

Kowal Survival Check (around plum tree) w/ Circumstance Bonus: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Other Perception or Survival Checks (around plum tree) if needed

Brannart: 1d20 + 3 ⇒ (4) + 3 = 7
Fenna: 1d20 + 7 ⇒ (17) + 7 = 24
Malakar: 1d20 + 7 ⇒ (14) + 7 = 21
Sho: 1d20 + 8 ⇒ (17) + 8 = 25
Vexas: 1d20 + 7 ⇒ (14) + 7 = 21

As you reach the spiny-branched plum tree, a few plums have fallen to the ground to spoil in the heat and birds have pecked at others. Nevertheless, there are still many fruits still fit to pick and eat.

Kowal inspects the plum tree with the assistance of Fenna and Vexas. After a few moments, they notice a large stone that seems to have been placed there within the last month or so. Removing the stone, shows earth that has been disturbed within the same time frame. Digging into the soil a few inches yields a small, flat yellow pouch. Inside the pouch is a note.

Knowledge: Nature DC 12:
You can determine that the fruit is ordinary and safe to eat.

See Slide 2 to view note.


Half-Elf Bard 7 | HP: 67/67 | AC: 20 (T: 13, F: 18) | CMB: +8, CMD: 20 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Performance:20/20 | Hero Points 3

Since she thought of it, Fenna tags along with Kowal to see if there's any connection between the book and the particular tree. She grabs a plum to munch on while waiting for Kowal to let them know about the contents of the note.

K Nature: 1d20 + 3 ⇒ (12) + 3 = 15


While the plum tree (which is in close proximity to the undisturbed garden plot) is inspected, Sho and Malakar are weary as to why the ankhegs appear to have left this area of loose soil alone. There are no pitted holes to speak of, but while scanning the perimeter, they find several piles of small animal bones and a small, humanoid-shaped skull hidden in the soil.

Survival DC 20:
Due to the structure of the skull's inscisors and large sagittal crest, you believe the skull is from a monkey goblin.

Dark Archive

Female Half elf Ranger 7 Ini+3 HP 72/72 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

survival: 1d20 + 6 ⇒ (5) + 6 = 11

Something is odd here.. I don't know what, or why. My only idea about why we don't find ankhegs burrows here, despite what seems to be soft soil, is that this place might be the territory of another predator. Or maybe they found nothing to eat here. I really don't know, I must stress that. It's the first time I fight ankhegs, and insects aren't the easiest animals to understand

Just the player's theory, Sho should know way more about animals than me. But at least it seems logical ^^


male halfling arcane trickster 1/unchained rogue 3/wizard 3 | ♥️41 | ⛨22 t17 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 17 | F+4 R+12 (evasion; avoid traps +1) W+7; +2 vs. fear | Init +9 | Perc +15 (avoid surprise +1, locate traps +1), SM +8 | Speed 20ft | Spells 2nd ☑☐invisibility ☑mirror image 1st ☑color spray ☑comprehend languages ☑hydraulic push ☑touch of the sea | Arcane bond☑ | Hand of the Apprentice☑☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Survival, DC20: 1d20 ⇒ 7 may as well try

Vexas partakes and soon finds himself wiping the juices from his chin.

Mmm, yeah, the plums aren't half bad!

He turns to Sho, offering (weakly) Maybe the ankhegs don't prefer fruit? I suppose something else got to these smaller animals. Maybe there just wasn't much left to draw them to this spot. He shrugs and buries his face in a second plum.


M Human Ftr7 | AC 27, T14, FF24, CMD 26 (33 vs Grapple, 28 vs Disarm, 31 vs Trip) | HP (72/72) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +8 (low-light) | Hero Points: 3

Brannart takes a look at the note.
"More things that don't look good for Rayland Arkley. I hope we can get to the bottom of this.
It seems there was dissension in the ranks... this 'Eliza' taking power or something.
I don't think we have the full picture, but something went wrong with the colonists."

Brannart also eats a plum.

"If there are no more Anhkeg nymphs to deal with, should we check out the rest of the sites around here before following the mother's tunnels?"

Meaning to check out A16, A17, and A18. Then back up north to A13.


Before we continue, is anyone using Kowal's CLW wand or other means to heal. Unless I missed something, Kowal and Fenna have been injured.

Sho feels that she might be on to something regarding another predator in this overgrown garden plot that even the ankhegs decided to avoid. This would be perfect soil for the ankhegs, yet they avoided this area. Still finding these bones and the humanoid skull gives her pause. She also notes that the bones and skull she found did not have any pitted marks due to acid burn.

If you plan to investigate areas marked A16, let me know what/how you plan on doing it.

FYI: I reached out to Malakar over PM. I hope we hear back from him soon.

Dark Archive

Female Half elf Ranger 7 Ini+3 HP 72/72 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

You should heal your wounds before we continue, because those ankhegs were numerous, and a tough lot, but they didn't dare going here. So if something was considered a danger by ankhegs, we should be cautious before we enter its territory.See that skull, Malakar, no acid drops on it, so its probably not an ankheg's prey. But I can't figure what else it could be. Any clue?

And now I envision a Predator in the jungle..^^ Should we roll for Malakar's survival skill?


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

Sorry, my internet was out yesterday.

Survival: 1d20 + 5 ⇒ (14) + 5 = 19

"Hmm, seems reasonable Sho, I suppose there's also a chance the fruits are poisonous to them like Vexas mentioned."

Does this note look like it is a torn page?


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|

Just caught up with all the posts sorry.

survival dc20: 1d20 + 7 ⇒ (11) + 7 = 18dang
"I don't see what spooked them specifically but something in this plot kept them away. Only thing to do for it is to look closer. Brannart at my back if you will."

Malakar will raise his Buckler and Scimitar and trudge into the patch for a closer look.


Kowal, the note is not on the same type of paper as the logbook. You would determine it is not part of the missing pages.

GM Screen:

Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

Brannart: 1d20 + 3 ⇒ (18) + 3 = 21
Fenna: 1d20 + 7 ⇒ (7) + 7 = 14
Kowal: 1d20 + 2 ⇒ (20) + 2 = 22
Malakar: 1d20 + 6 ⇒ (15) + 6 = 21
Sho: 1d20 + 8 ⇒ (19) + 8 = 27
Vexas: 1d20 + 7 ⇒ (19) + 7 = 26

Malakar enters the overgrown garden with Brannart right behind him, ranseur at the ready. Dried tall grasses are shaded by taller weeds and vines. Taller still are the stalled, dried stalks of corn. Withered husks show signs of insect predation and lack of proper irrigation. Gnats, biting flies, and mosquitoes buzz around, finding Undine and Human snacks where they can.

Before either of the warriors can react, two of the stalks move toward them. As if an illusion fades, the dried husks become leafy daggers, and the sickly-yellow stalks turn a dark green and crimson red color as seven-foot tall stalks rush toward them on multiple root-like legs.

The stalks attempt to slam into Malakar and Brannart as they use their root structure to spin a whirlwind of razor-sharp leaf blades at them. The warriors sense this attack just in time and back away.

SURPISE ROUND

Malakar Slam Attack: 1d20 + 3 ⇒ (2) + 3 = 51d4 + 1 ⇒ (1) + 1 = 2

Brannart Slam Attack: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 1 ⇒ (3) + 1 = 4


Initiative Rolls:

Plant Creatures: 1d20 + 2 ⇒ (9) + 2 = 11

Brannart: 1d20 + 6 ⇒ (2) + 6 = 8
Fenna: 1d20 + 2 ⇒ (13) + 2 = 15
Kowal: 1d20 + 3 ⇒ (10) + 3 = 13
Malakar: 1d20 + 3 ⇒ (20) + 3 = 23
Sho: 1d20 + 3 ⇒ (14) + 3 = 17
Vexas: 1d20 + 4 ⇒ (16) + 4 = 20

ROUND 1

Malakar <----
Vexas <----
Sho <----
Fenna <----
Kowal <----
Plant Creatures
Brannart

out of time tonight, but I will get up a map and a picture of these nasties. Consider yourselves within 1 move action of the creatures. Except Brannart and Malakar, of course, since they have front row seats.


Half-Elf Bard 7 | HP: 67/67 | AC: 20 (T: 13, F: 18) | CMB: +8, CMD: 20 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Performance:20/20 | Hero Points 3

Um, I'll take a tap from that CLW wand if it's not too late...


M Human Ftr7 | AC 27, T14, FF24, CMD 26 (33 vs Grapple, 28 vs Disarm, 31 vs Trip) | HP (72/72) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +8 (low-light) | Hero Points: 3

Since Brannart has a reach Weapon and Combat Reflexes (can take AOOs even when flat-footed) does he get an AOO as they approach? Red wouldn't have moved out of one of Brannart's threatened squares, but Blue would have had to.

If so:
AOO: 1d20 + 5 ⇒ (1) + 5 = 6
Well, never mind.

Brannart will step 5' southwest and strike at Blue.
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14

AC 18.


male halfling arcane trickster 1/unchained rogue 3/wizard 3 | ♥️41 | ⛨22 t17 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 17 | F+4 R+12 (evasion; avoid traps +1) W+7; +2 vs. fear | Init +9 | Perc +15 (avoid surprise +1, locate traps +1), SM +8 | Speed 20ft | Spells 2nd ☑☐invisibility ☑mirror image 1st ☑color spray ☑comprehend languages ☑hydraulic push ☑touch of the sea | Arcane bond☑ | Hand of the Apprentice☑☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Vexas nods and gives a knowing look to the seen.

Ah. So that explains the activity in this place...

He strides up alongside Brannart, his bare feet carefully padding the soft ground as if he expects more of these things to pop up out of nowhere. By the time he gets there his rapier is out of its sheath and in his hand.

Looking up from the ground he turns to his right at the first one, and his light arm seems to snap the blade forward towards the leafy creature.

[move] movement + draw weapon
[standard] attack blue
masterwork rapier, P damage (small): 1d20 + 7 ⇒ (1) + 7 = 81d4 - 1 ⇒ (4) - 1 = 3

He frowns at it. Hmm... I suppose you wouldn't stand still.


Knowledge: Nature DC 20:
You recognize these plant beasts as Blood Maize.

Knowledge: Nature DC 22:
The corn produced by a Blood Maize is quite tasty.

Knowledge: Nature DC 23:
The Blood Maize has an illusory ability where it can make itself look like another plant.

Knowledge: Nature DC 25:
The Blood Maize can release a dense bloom of pollen that can cause temporary blindness.

Malakar, Sho, Fenna, and Kowal are up


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|

K.Nature: 1d20 + 6 ⇒ (1) + 6 = 7
"I don't know what they are but we can figure that out after they stop trying to julian us."

Scimitar @ Closest foe: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 3 ⇒ (3) + 3 = 6


Half-Elf Bard 7 | HP: 67/67 | AC: 20 (T: 13, F: 18) | CMB: +8, CMD: 20 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Performance:20/20 | Hero Points 3

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Fenna edges up to within spear range of the nearer plant with a sigh.

"Murder plants. Anyone ever do something you thought was a really great idea and have it turn out to probably be a very bad idea. I'm starting to think that way about coming to this island."

Nevertheless she bucks up and begins to urge her companions on against the murder plats.

"Alright folks, we have to get this place under control! We've promised to do a job for all these people so lets get it done!"

Standard action to start Inspire Courage.

K Nature: 1d20 + 3 ⇒ (3) + 3 = 6

Dark Archive

Female Half elf Ranger 7 Ini+3 HP 72/72 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Know Nature: 1d20 + 6 ⇒ (8) + 6 = 14

Sho doesn't recognize the creatures, but focuses on the danger they represent.

She shoots an arrow, but fails to hit her target

IC, PS, msw bow, DA: 1d20 + 6 + 1 - 1 ⇒ (4) + 6 + 1 - 1 = 10
dmg, comp bow, IC, DA: 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8


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Today was quite a day. I'll give Kowal until tomorrow to post before I roll for him.


Brannart's combat experience has him moving before the danger reaches him. He thrusts out with his ranseur, but the tip and shaft get tangled in enough weeds that they deflect the thrust. Luckily those same weeds create enough of a barrier for him to avoid a whirlwind of leaf-blades.

The warrior senses something small to his right as Vexas and his rapier poke through the wild garden. The Halfling's blade gets tangled in the taller weeds and he misses the plant creature.

To Brannart's left, Malakar connects with his scimitar, slicing into the plants stem. Corn-like husks, filled with a reddish maize get sliced away with the assault.

Fenna's words reminds her companions that there is work to be done and these creatures stand in the way. Sho and Kowal both feel the power in her words, but those tall weeds are more of a deterrent for bolts and arrows than they expected.

Kowal Crossbow: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 91d8 + 1 ⇒ (6) + 1 = 7

Red (-6)

Plants will go after dinner


The plant-beasts continue to whirl their leaf-blades toward Malakar and Brannart, but they step back and block with their weapons. Brannart eventually sees a weakness in his beast's defenses, takes a step back, and plunges his ranseur deep into the red-green fibers. As if immune to pain, it continues to whirl back and forth.

Slam Attack 1 Malakar: 1d20 + 3 ⇒ (10) + 3 = 131d4 + 1 ⇒ (4) + 1 = 5
Slam Attack 2 Malakar: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 1 ⇒ (1) + 1 = 2
Slam Attack 3 Malakar: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 1 ⇒ (3) + 1 = 4

Slam Attack 1 Brannart: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 1 ⇒ (3) + 1 = 4
Slam Attack 2 Brannart: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 1 ⇒ (1) + 1 = 2
Slam Attack 3 Brannart: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 1 ⇒ (4) + 1 = 5

ROUND 2

Malakar <----
Vexas <----
Sho <----
Fenna <---- (17/22)
Kowal <----
Plant Creature (Red) (-6)
Plant Creature (Blue) (-14)
Brannart


male halfling arcane trickster 1/unchained rogue 3/wizard 3 | ♥️41 | ⛨22 t17 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 17 | F+4 R+12 (evasion; avoid traps +1) W+7; +2 vs. fear | Init +9 | Perc +15 (avoid surprise +1, locate traps +1), SM +8 | Speed 20ft | Spells 2nd ☑☐invisibility ☑mirror image 1st ☑color spray ☑comprehend languages ☑hydraulic push ☑touch of the sea | Arcane bond☑ | Hand of the Apprentice☑☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Vexas is almost offended that the blade-plants don't bother with him in their attacks! His ego, not mine :P

[standard] attack blue
masterwork rapier, P damage (small): 1d20 + 7 ⇒ (1) + 7 = 81d4 - 1 ⇒ (2) - 1 = 1 aaaaarg
[5' step] S

He stabs again, and then steps back and away in preparation to find a better angle.


Half-Elf Bard 7 | HP: 67/67 | AC: 20 (T: 13, F: 18) | CMB: +8, CMD: 20 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Performance:20/20 | Hero Points 3

Fenna keeps up her words of encouragement while poking uselessly about the plants with her spear.

Attack (Reach): 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Sheesh!

Dark Archive

Female Half elf Ranger 7 Ini+3 HP 72/72 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

Sharp shooter

on Blue: 1d20 + 6 + 1 - 1 ⇒ (13) + 6 + 1 - 1 = 19
Dmg: 1d8 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11

Sho stays calm, even if her previous arrow missed.

She concentrates, aims at the most damaged plant, and lets the arrow fly, knowing it should hit this time.

Brining it down, out of the blue, would free Brannart, who will be able to assist Fenna and Vexas.


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|

Malakar will continue his assault on the nearest creature.

IC Scimitar @ red: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 251d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Critical Confirm Roll: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 That looks like a confirm so double damage drom 6 to 12


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

Kowal shifts forward before reloading and firing on red

Attack roll: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Damage: 1d8 ⇒ 4


The plants fall with the slash of steel and flight of bolt and arrow. Searching through the rest of the untamed garden, there seems to be no more danger or anything else of particular interest.

Moving back to the colony’s residential Main Street, there are homes in various stages of construction. While most lack doors and proper windows, many have strong foundations and roofs for protection from the elements There are also a few homes that appear completed. Some have small gardens that are in need of weeding. These homes seem to have been lived in, but you note that there are no signs of violence and any belongings appear to be intact.

Moving south along the main street, Sho notices distinct tracks and remembers that she has seen these before when first inspecting the gate. The tracks appear to be of a flattened area three and a half feet wide with starfish shaped footprints running down its center. The tracks take you south to a ‘T’ and head east away from the bay, then slowly disappear as the terrain gradually slopes upward.

In the distance, atop of a sloping hill stands a solitary cottage built apart from the rest of the colony. A stone well has been built not far from the house’s front door. A large stone near the entrance is painted with the words Levin Farm. Just south of the cottage is a tilted vegetable patch that grows wild with neglect.

The cottage appears to be completed with a thatched roof, a single entrance with a working door, and closed shutters.

Area A18


M Human Ftr7 | AC 27, T14, FF24, CMD 26 (33 vs Grapple, 28 vs Disarm, 31 vs Trip) | HP (72/72) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +8 (low-light) | Hero Points: 3

"Well done, all," says Brannart as the hostile plants are dispatched.
"Nobody hurt? Does anyone know what those were? We will have to warn Ramona, but... would there be more of those? Do plants have lairs? Did they grow from cursed seeds or something?"

The warrior wishes he had some sort of information to contribute.

Brannart actually does get Knowledge (Nature) as a class skill due to Heart of the Fey, so he just needs to get some skill points to put into it.

----

So the strange starfish-shaped footprints go towards the Levin Farm?

Brannart approaches cautiously.
"Whatever made those tracks could be in that cottage. Anybody have any ideas?"


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|

Malakar stoops down to grab a few ears off of the strange plants.
"Someone on the ship is bound to be an expert on agriculture, it would be crazy not to have someone when trying to start life in a new land. Hopefully these are eatable. If so finding a way to safely grow them could be good since they keep away their own pests."

After following the tracks.

"I don't think anything natural has a track like that. Be on alert something may have taken up residence in the farm house."

Before approaching the home Malakar will inspect the well

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


The well appears to be excavated by the colonists. It has a 5 foot diameter and seems to be at least forty feet deep. A well rope hangs down its center and its sides are made of uneven rock offering various crevices.


male halfling arcane trickster 1/unchained rogue 3/wizard 3 | ♥️41 | ⛨22 t17 ff17; dodge +1 vs attacks by traps | CMB 1, CMD 17 | F+4 R+12 (evasion; avoid traps +1) W+7; +2 vs. fear | Init +9 | Perc +15 (avoid surprise +1, locate traps +1), SM +8 | Speed 20ft | Spells 2nd ☑☐invisibility ☑mirror image 1st ☑color spray ☑comprehend languages ☑hydraulic push ☑touch of the sea | Arcane bond☑ | Hand of the Apprentice☑☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none

Vexas strides over to the well and pulls the rope up to see if there's anything interesting at the other end.


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 will now use the wand, before I forget again

Healing: 1d8 + 1 ⇒ (4) + 1 = 5
Healing: 1d8 + 1 ⇒ (6) + 1 = 7

Knowledge Nature: 1d20 + 10 ⇒ (12) + 10 = 22

It's a blood maize and if memory serves its corn is quite good, I suppose there's a slight chance that we could use them as a food source, though they'd be a very dangerous one.

Later

Kowal will drop a coin down the well to approximate if it goes deeper than it apears


Vexas pulls up a bucket half-filled with what looks like potable water.

While Vexas examines the bucket's contents, Kowal tests the well with a coin. Moments after dropping the coin, his elf ears pick up the plunk of water accepting the offering. Looking down and making use of his low-light vision, he see nothing out to the ordinary and believes that the well is about forty-feet deep.

GM Screen:
Kowal Perception: 1d20 + 2 ⇒ (6) + 2 = 8


Half-Elf Bard 7 | HP: 67/67 | AC: 20 (T: 13, F: 18) | CMB: +8, CMD: 20 | F: +5, R: +8, W: +8 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Performance:20/20 | Hero Points 3

When there's a moment to breathe after the murder corn is taken care of, Fenna uses the opportunity to complete a thought she'd been turning around in her head.

"I wonder if any of them got away. The note says there was a boat and a canoe, but they couldn't get the boat. We also haven't seen a boat. They were going to use the canoe. We've found the canoe and it was holed on purpose, like to keep anyone from using it."

++++++++++++++++++++++++++++++

Fenna wonders what it is about 'Levin' that earns them such a nice house so far along to completion when it seems so many will still sleeping in the communal barracks. She makes a mental note to check the name in the records they've found later.

While the others are giving the well a look, Fenna goes up to the cottage to see if any shutters are loose enough to allow a peek inside.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Fenna moves closer to the cottage. While the front has a closed door and shutters that do not offer a view inside, she does notice an open shutter on the south side. Peering inside, it is, or at least was, a large bedroom. The simple queen-sized bed has shredded and torn blankets on top. Vacant dressers look down at their drawers with clothes strewn everywhere around the room. Another oddity in the room are two large barrels in the room. One barrel is right next to the window where Fenna can only see the top. A stale-beer smell comes from it. The other barrel is in the middle of the room with the letters ALE on it. There is also vile, pinkish semi-liquid lump on the floor offering a sharp, putrid smell.

Dark Archive

Female Half elf Ranger 7 Ini+3 HP 72/72 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

How do we proceed? What might smell so wrong? A dead carcass?

Sho sniffs around and tries to recognise the odor

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

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