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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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

What could it be? Sentient insects? I don't think it's ankhegs again, they live underground, mostly, coming to the surface only to hunt..Do yuou have a spell that could help us identify these tracks, Malakar?

Know nature?: 1d20 + 6 ⇒ (14) + 6 = 20


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 can check for magic. But given what we have learned about the Azlanti while here I am guessing something man made or more aberrations."


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 replies to Nymbleth, "I'd be happy to help, but it would be best if I had samples to bring with me for comparison, or at least some very detailed sketches. My knowledge of herbs and alchemy is extremely limited."


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 pauses carrying buckets of water over for her bush to listen to Nymbleth's request.

"Oh, I'm sure we could Nymbleth."

Vexas brings up a point she pursues, although she's less sure Nymbleth means industrial production amounts of the plants.

"About how much do you need? Is it stuff that grows in abundance?"


Nymbleth smiles at Vexas’s question, ”That all depends on if you want a job or if you continue with your heroics.” Nymbleth then turns to Brannart, ”Alba and I can provide some sketches of what we are looking for, and I am sure that Malakar and Sho would also be very helpful with this aspect of the task.” Nymbleth pauses to look around, ”Where are our two nature-loving companions anyway?”

Nymbleth smiles again as he grabs his swishing tail in his right hand, ”That is the beauty of plants Fenna,” he says looking down at the just planted rose bush. He kneels down and takes a deep breath, enjoying the fragrance. Looking up at the Bard at an angle, he smiles, ”They can be quite potent in small doses and by the time most alchemy is ready, the plants have regrown.” Nymbleth then stands back up and explains, ” Alba and I are also working with the glassblower Sanch Celan with plans to build a greenhouse. We plan to use the seeds from the initial harvest to grow more plants right here in the colony and to avoid depletion of the islands’ natural resources. A few ounces of each plant is all that we will need, but our harvest and your reward will continue in perpetuity.”


Examining the path, Sho is certain that nothing natural created this.

Druid and Ranger follow the path for a time. It eventually leads towards a beach where the trail disappears into the bay. Both Malakar and Sho come to the same conclusion that whatever created this path either entered the bay or moved along the beach at low tide. When the tide returned, it washed the trail away.

Looking toward the West, Malakar and Sho notice that the sun is closing in on the horizon and realize that the day is waning.


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

Ah, yes! That makes sense. So you simply need sufficient samples to get a cycle of seeds going. Very efficient. Very well then, we'll collect your specimens.

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 Arcana: 1d20 + 5 ⇒ (4) + 5 = 9
Know Dungeon: 1d20 + 5 ⇒ (5) + 5 = 10

Without any more clue, it's hard to tell what did these tracks.

No animal known by me, that's all I can say. Maybe we should go back to the camp? Soon the night will fall


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 agree lets get back and report in, there is more happening here than we can figure out on our own."


Sho and Malakar’s return is uneventful and they make it back to the colony after nightfall, using moonlight to guide them home.

The next day, everyone feels well rested and refreshed. There is a new layer of scars on some, but the wounds have healed.

After listening to Sho and Malakar’s description of events from the previous day, it is decided to view the trail with fresh eyes. Looking at the maps that Nymbleth provided, the requested flora can be searched for along the way by adding only a small detour.

Not too far outside the colony, there is a plea for help coming from deeper within the jungle. It is a female’s voice spoken in common.

Took the liberty to move things along based on assumptions. If you want to RP any conversations or evening / morning activities, feel free.


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

Is it obvious the direction it's coming from, or need perception/survival to follow it?

Vexas halts when he hears the cry for help and, listening to where it is coming from, switches to more stealth movement as he heads that direction Unless somebody objects/stops him.

Stealth: 1d20 + 13 ⇒ (14) + 13 = 27


No Perception or Survival Check needed. The plea-for-help's general direction is easily determined.

I'll post later today to advance the story. Giving others a chance to add anything, if desired.


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 hears the cry for help.
"Let's move!"

Then he sees Vexas slipping off slowly and quietly... while Brannart's instinct is to rush to the danger to help the colonist, he is at least aware that it could be a trap... he is torn and looks to the others for guidance.


Vexas finds his way through thick bush and brambles and finally reaches a more open area.

For Vexas and others who follow:
As soon as Vexas reaches the open area, he stops himself from moving forward. He recognizes Lyra Heatherly, the source of the plea for help, buried waist deep in the ground. As he looks closer, the ground around her seems to be somewhat liquified. Beyond Lyra is another colonist, but he is buried up to his shoulders. They are both struggling to reach solid ground.

Skill Checks are for Vexas and any who have followed him.

Knowledge: Nature, Knowledge: Geography or Survival DC 10:
You recognize that Lyra and the other colonist are trapped in quicksand. Quicksand is an area where the ground underneath is supersaturated, but the top portion can sustain some weight.

Knowledge: Nature, Knowledge: Geography or Survival DC 15:
The whole area may not be quicksand. You can test areas before you step on them allowing one to possibly get closer.

Knowledge: Nature, Knowledge: Geography or Survival DC 18:
To rescue them, you will need something that they can grab onto so you can pull them out.

Knowledge: Nature, Knowledge: Geography or Survival DC 22:
Some areas might seem stable, but adding additional weight could cause it to collapse.

Map is available in Slides. Slide 2.


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 ⇒ 20

Vexas eyes widen like they never have... at least since getting on that boat in the mainland. He immediately yells out to them.

Stop struggling! It only makes it worse!

He turns back to his party, pleading Who has rope? I'm going to need it pretty soon.

The halfling begins inching forward, looking for solid ground that puts him in reach of Lyra and the colonist.


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 follow the sound of screams.

survival: 1d20 + 7 ⇒ (13) + 7 = 20

Malakar doesn't have any rope but he does have some spears he holds out the shaft to a colonist to grab.

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

Malakar, can you create some vegetation they could get a hold on?

Survival: 1d20 + 6 ⇒ (11) + 6 = 17

She tries to find solid branches or, even better, some creeper vines to cut with her machete and use as ropes or poles.


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 likewise does not have rope, but he does have his polearm.

Fenna has rope, it looks like.

He will get as close as he can, lay flat, and hold the ranseur at the top of the haft (just below the blades) and reaching the bottom of the haft out to the colonists.


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 could cast entangle but I am not sure that would help.

GM input?


Looks like the highest Survival Roll is 20 so far. Assuming this information has been relayed to pc's rolling under Survival 18, the pc's now know that they should test the area before moving into it. Treat the Slide as a grid w/ alpha columns A-L and numeric rows 1-12. (I added notes identifying Lyra's and Milo's positions). When moving into a square, roll a Survival Check DC 15. A success will give you information on whether that square is safe for 1 pc. A success over 5 might give a pc information on perimeter squares. Let me know where you would like to move on the grid.

Sho can find vines to use. Another Survival Check will be needed to see how fast she is securing the needed supplies.

Malakar can do an Untrained SpellCraft Check DC 16 to determine if his Entangle Spell will work in this situation. Malakar can use half of his Knowledge: Nature modifier as a circumstance bonus.

Malakar SpellCraft Check DC 16:
Malakar believes that his Entangle spell might work to allow him and his companions to move through the area with less of a chance to fall in the quicksand. Also, placing the spell in a good spot will capture both victims. It might Entangle them which will stop them from moving, but it will probably also stop them from sinking further. Also, if they are strong enough to move, they may be able to use the plants as a ladder to pull themselves closer to the surface.


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|

Spellcraft: 1d20 + 0 + 3 ⇒ (19) + 0 + 3 = 22

Malakar ponders the workings of his magic.

"My spell won't free them but it will stop them from sinking and may provide a sort of net for the to craw on or us to pull them up on. Anyone whi wants to be close to the pit do so now because it will be harder to do so once my magic has taken hold."

Malakar will wait for everyone to be in position before casting his spell.

Survival to best position self and spell.: 1d20 + 7 ⇒ (9) + 7 = 16

Entangle Reflex DC 12:
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.


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 is sitting outside by her newly planted roe bush, admiring it with a last cup of tea before their hike when she hears the call. She's slightly slower to respond due to having to put her cup down and grab her pack, but not by much. It's just as well, everyone else but her seems to understand what they're seeing when they get there.

She fumbles through her pack for the rope, asking "What is that?"

She hands the rope over to Vexas.

K Nature: 1d20 + 3 ⇒ (8) + 3 = 11

Survival: 1d20 ⇒ 15


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 drinks his potion of Enlarge Person. He now has 20' reach with his Ranseur.

He now takes up A9, A10, B9, and B10.

If he gets caught in the quicksand, his Swim is +9 when Enlarged and he can always Take 10.

He reaches the haft of the polearm out to Lyra.


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 drinks his potion of Enlarge Person. He now has 20' reach with his Ranseur.

He now takes up A9, A10, B9, and B10.

If he gets caught in the quicksand, his Swim is +9 when Enlarged and he
can always Take 10.

He reaches the haft of the polearm out to Lyra.


GM Screen:

Brannart's Strength Check: 1d20 + 5 ⇒ (11) + 5 = 16

Lyra's Strength Check: 1d20 - 1 ⇒ (7) - 1 = 6

Lyra's Swim Check: 1d20 - 1 ⇒ (13) - 1 = 12

Brannart drinks his potion and starts to grow, his head now closer to the tree tops. He still feels solid ground underneath him and extends his polearm toward the struggling strawberry-blond haired Half-Elf. Her hands reach out and grasp hold of the ranseur and she starts to rise out of the quicksand. Then she loses her grip and her momentum takes her under the liquified sand and dirt. Her hand is the last thing seen before she disappears.

As Milo, the other colonist, struggles several feet away, he screams, "No, Lyra! Please save her."


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

Back!

Vexas tests the next patch of Earth in front of him for quicksand. B12. If it's safe he moves forward...

Survival: 1d20 ⇒ 19


Vexas watches Lyra sink below the earth as he inches forward, testing each step.

Malakar, let me know when / if Entangle is being cast.


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|

Whenever everyone is in position cast entangle.


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

The problem is we don't know where we can position ourselves.

Fenna shrieks when Lyra goes under.

"There's no more time! Do something!" she screams to everyone.

Fenna grabs an end of the rope back from Vexas and ties it around her waist.

"Just hold on to the rope Vexas, and don't let go no matter what!"

Fenna starts walking toward Lyra's position, letting the rope spool out behind her as she moves forward.

The yellow line on the map shows Fenna's course of movement.

Survival: 1d20 ⇒ 12


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' eyes widen as Fenna boldly strides forward. He looks down at the rope she handed him and grips it as tightly as his halfling hands can.

Brannart, I might need help with this!


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

I wasn't posting because I wasn't sure if it was my turn to act. Brannart could hold the rope but would very much want to just dive in and try to grab Lyra.
Assuming that Swim works in quicksand, Brannart is a very good swimmer (obviously not like Malakar, but he still has a net +9 and can always Take 10).

Brannart grabs the rope.
"Shouldn't I just go in?"


Fenna moves forward, her first few steps finding solid ground. She can feel her chest pound with each step. Then the ground gives way.

Fenna finds herself chest-deep in the saturated ground, but she believes that she is near where Lyra went under.

Brannart, Vexas, Sho, and Malakar can take a turn. Fenna needs a Swim Check DC 15. If she succeeds, she can search for Lyra if she wants. Perception Check DC 15. If Fenna fails the Swim Check, she goes under.

Sorry, should have explained initiative. For this scenario, I am running a very loose initiative unless the PC is trapped by the quicksand. Now that Fenna is trapped, I'll get an initiative order later today. Running out of time before work. Have a great day, All.

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

Sho grimaces as she sees the grim situation evolving.

She gets her weapons down and dashes toward the quicksand

Fenna, get out, I might be able to help Lyra more easily than you! I'm used to water!

Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits. bonus to swim +10, so 10+10=20


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 she loses solid ground Fenna switches to a breaststroke to keep moving forward. When she reaches the place where she believes Lyra went under, Fenna switches to a dog paddle and starts feeling around under the quicksand for her.

Swim: 1d20 + 7 ⇒ (10) + 7 = 17

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Fenna's Swim bonus isn't quite as good as Sho's but it's not bad. There's probably a clock running on out actions now that Lyra's gone under, not much time for reshuffling what characters are doing before she drowns. In any case, Fenna made the Swim and Perceptions checks so she'll keep doing what she's doing. Sho could maybe help pull them out with the rope once Fenna has Lyra?


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 guess I didn't realize Swim was an option Malakar has a +16 so basically can't fail.

Malakar doesn't like the stress of the situation and in a panic he decides to jump in with Fenna. He doesn't know if he can save them but he can swim and breathe for a long time submerged so the best he can do is try.

Swim: 1d20 + 16 ⇒ (6) + 16 = 22


GM Screen:

Lyra’s Strength Check: 1d20 - 1 ⇒ (16) - 1 = 15

Fenna slowly treads with one arm while reaching down with the other. She feels something. It is a hand, and it grasps hers.

Moments later, Lyra's head bursts from the ground gasping for breath. At the same time, Sho and Malakar make it to Fenna to aid her.

Don't want to assume, but Brannart can pull them to dry ground if he wants.


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

Giant Brannart pulls who onto dry ground whoever wishes to get out - knowing that some will dive back in to get Milo.


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 is quite happy to get out with Lyra and stay out. Malakar is much better able to rescue Milo.


GM Screen:

Milo Swim: 1d20 + 3 ⇒ (12) + 3 = 15

Lyra makes it to shore on her hands and knees, coughing and spewing up sand. She wipes some earth from her face as she looks to all of you with big, wide eyes, "Thank you. Please save Milo."

Looking across the area, Milo still has his head above ground.

Perception:
Milo looks like he is tiring.


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

Hey wow, that was amazing. Do you all think you could do that again for poor Milo?

The halfing continues to trudge forward if he finds solid ground.

Including rolls for two "rounds." If he is stopped at any point he'll turn North and try.

Survival: 1d20 ⇒ 6
Survival: 1d20 ⇒ 18

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

Sho half walk, half swim, toward the sinking Milo, and tries to save him from a sandy death

Take 10 in Swim for 20


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 stays where he is and throws the rope towards Milo.
It looks like he is 40' away so the rope should reach... but I would assume throwing an end of a rope has a 10' range increment like a net so that would be a -6 to the ranged touch attack. But then a square is usually AC 5.

Ranged Attack, 4th range increment: 1d20 + 4 - 6 ⇒ (10) + 4 - 6 = 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

Fenna intervenes to help.

"The rope needs to be weighted."

She ties her waterskin to the end of the rope.

"Now throw it aiming well over him so the line of rope falls on him."

Aiding Brannart: 1d20 + 3 ⇒ (5) + 3 = 8

I used Fenna's standard ranged attack bonus for the aid roll.


GM Screen:

Milo Swim Check: 1d20 + 3 ⇒ (2) + 3 = 5

Milo Swim Check 1st Round Under: 1d20 + 3 ⇒ (8) + 3 = 11

Vexas picks his way along the tree line staying relatively dry while Sho runs towards Milo, and Brannart and Fenna work on a throw-rope.

Sho nears her target, but then the ground gives way. She sinks to her waist and slides through the earth toward the surveyor. The Ranger reaches out her arm, but misses. She can only watch as Milo disappears under the surface. The throw-rope, just tossed, splats on the saturated ground where he just was. Vexas, a few feet away, can only watch in horror.

Sho can search for Milo with either a Survival or Perception Skill Check DC 15. Upon a Success, roll a Strength Check DC 15.

I am using a soft initiative, giving everyone a chance to do something. During this time, I'll continue to make behind-the-screen Swim
and Strength Checks for Milo as needed.


Lyra's eyes widen as she screams. "MILOOOOOOO!"

She drops to her knees and extends her arms, sobbing.


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

Sho! Reach down and feel around fast!

The halfing keeps attempting to inch forward North now, not really believing he can be of much help.

Survival: 1d20 ⇒ 19
Survival: 1d20 ⇒ 14
Survival: 1d20 ⇒ 16
Survival: 1d20 ⇒ 11

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

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

STR DC 15: 1d20 + 2 ⇒ (4) + 2 = 6

Hero point reroll!
STR DC 15: 1d20 + 2 ⇒ (16) + 2 = 18

Even with her elfic ancestry and the keen sight it comes with, Sho barely manages to locate the sinking man. She catches his arm, but can't muster enough strenght to get him back to the surface.

He even slips her grasp.

She doesn't panic-yet-and tries again, this time catching the man right under his shoulders and pushing back with her legs


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 remains with Lyra, trying to keep her calm and preventing her from doing anything unwise.

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12


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 aid in the rescue anyway he can.

Swim: 1d20 + 16 ⇒ (2) + 16 = 18
Survival: 1d20 + 7 ⇒ (8) + 7 = 15


GM Screen:

Milo Swim: 1d20 + 3 ⇒ (2) + 3 = 5

Malakar Strength: 1d20 + 3 ⇒ (15) + 3 = 18

Sho pulls on the colonist, but he is dead weight in her arms. Malakar joins to assist. Working together, Ranger and Druid are able to pull Milo to more solid ground.

Heal Check DC 8:
You notice Milo is not breathing.

Heal Check DC 12:
You believe sandy earth is blocking his airway.

Heal Check DC 15:
You provide First Aid and clear his airway. He starts coughing and hacking up sand.

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