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 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|

"Rest for sure." Malakar unloads his burden. "This is Eliza unfortunately circumstances made her our enemy. The prisoner can vouch to that. I will meet up with the rest of you in a moment. I need a dip in the ocean to get rid of the blood and sweat and reconnect with the waves."


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 is heartened as the settlement comes into view, and even moreso when he hears the alarm bell ring.
Good. They are still on watch. Vigilant.

"It is good to be back, Ramona.
Yes, this is Rayland Arkley. We should discuss his situation, and what we found, with the Colony's leading priests and scholars tomorrow.
I believe we will be able to release Rayland from his bonds after that discussion. I would suggest we keep him under guard tonight, however."

Brannart does not want to say too much, for fear of starting rumors.


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

Ramona, before getting to far into it, we could use some help at the tower we explored over the next couple of days. Perhaps a cleric or two and anyone who might recognize original colonists by face...

He trails off, not really wanting to get into the grisly details yet. He'd hoped his statement of needs might provide a natural segue into the topic but when it came to it, he found he didn't have the heart. Funny, for a supposedly all-business halfling.


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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 dog-tired by the time they're back. She's more interested in rest than food, though both are welcome.

"I think it's best to get into all of it tomorrow, with the people mentioned present as well. Clear thoughts will help, it's been a strange and confusing day" she says, with more than a little self-benefit involved.

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

It has been a long and arduous mission, I agree. Grabbing some food and getting some rest will do us good. There will always have the sun rising tomorrow.


Malakar disappears into the night to reconnect with the ocean and nature. He is not out there alone for long. A familiar and welcome snout finds him. Razor swims past then circles back and starts swimming excitedly around the druid. Razor has grown significantly in the few days Malakar has been away. The waters around the island must have abundant fish for the shark to feed on.

-----------------------------------------------------------------

It is late morning. You find yourselves at the Government House. Ramona is there along with Rayland Arkley and Carver Hastings.

Ramona explains that Rayland has agreed to leave with the next supply ship that is expected to arrive within the next two weeks. He will face trial and hopefully have his memory reconstructed, with any pertinent information relayed back to her.

She then listens to your account of your findings from the last few days.

Busy last few days. I’ll get a more substantial post up tomorrow. Feel free to share your character’s view of the last few days or we can assume that Ramona has been brought up to speed. We are officially on Book 2, and I need to reread a few pages to get the opening right.


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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

"Good luck, Rayland. I will submit written testimony witnessed by Kurvis Nurpico, the priest of Abadar, detailing what I saw and how you cooperated once the evil spell was broken."

He is not sure about following up with Carver Hastings in the room, but the man is certainly no rank-and-file guard. Carver had previously alluded to years of experience in life-or-death situations, had displayed good skill at moving quietly, has quality equipment and numerous books, and is interested in mapping the island - though he is not the official surveyor or cartographer.

And, Ramona trusts him.

Carver Hastings has some role here that is being kept quiet. Perhaps he is a Twilight Talon? Well, it isn't Brannart's job to expose Carver's position.

"We have found quite a bit of information that, when it inevitably gets out, will draw a great number of treasure seekers here. Maybe even an organized invasion. All we would need would be for Cheliax or the Aspis or the Pathfinders to catch word of these sites.
I think we should keep it quiet for as long as possible. And, even without mention of the Azlanti ruins, Rayland returning home for a trial would be a spectacle and fuel all sorts of rumors.
If Rayland's return and trial could be kept secret as a matter of national security, that would help. The Twilight Talons could manage that. It would be even better to have Kurvis Nurpico hold the trial here, so that information would not spread back to the mainland."

"I know that open discourse and dialogue are important to Andoran, and I do not make this suggestion lightly. I am very hopeful that most of the first wave of colonists are still alive and in captivity. Letting rumors spread that they were all wiped out would be a crushing blow to their families and loved ones... but such rumors would spread."

OOC, I am pretty sure that the AP does not call for huge adverse consequences of letting Rayland go back and testify. Just in general Brannart wants to keep the information about the Azlanti ruins as quiet as he can.


GM Screen:

Perception Rolls:

Brannart: 1d20 + 3 ⇒ (9) + 3 = 12
Fenna: 1d20 + 8 ⇒ (11) + 8 = 19
Malakar: 1d20 + 9 ⇒ (11) + 9 = 20
Sho: 1d20 + 10 ⇒ (4) + 10 = 14
Vexas: 1d20 + 8 ⇒ (7) + 8 = 15

Rayland nods in gratitude when Brannart offers to submit written testimony on his behalf. His eyes mostly remain down-turned in shame and the hope for redemption.

Ramona and Carver share a look as Brannart lists his concerns.

”Your concerns are noted, heard, and well-articulated,” Ramona says, addressing Brannart. ”Before summoning you here, this morning, I spoke with both Kurvis Nurpico and Eamon Caranth. After meeting with Rayland, both have confirmed that neither has the Divination abilities to delve into his mind and memories. It was their suggestion for Rayland to return to Almas. There, Rayland will be given fair treatment and trial after the proper divination is completed. It is good advice that we keep this as quiet as possible. I will pass this suggestion on to the Captain of the next resupply ship.

Ramona and Carver share another look before she continues, ”While you were away on your mission, we also had some developments, as well. We have Perrell Beys and Lyra Heatherly on scouting missions of their own to document resources on the island, but we would find your assistance invaluable since you have already traveled quite a distance over this terrain. With the next ship arriving soon with resupply and a third wave of colonists, we need to find the necessary resources to expand Talmandor’s Bounty.

Ramona pauses for a moment as she eyes both Sho and Malakar. ”You two were specifically chosen by the Bountiful Venture Company, in good part, for this next stage in the colonization process. We need to survey and chart the island for suitable stone and mineral quarries along with suitable lumber camps for building and construction for expansion as new waves of colonists arrive. Our hope is that your expertise will offer guidelines for the responsible acquisition of these resources.”

Ramona pauses for a moment and takes a drink from her canteen, then she continues, ”Your group has already offered another important skill. Diplomacy! While charting this island, I am sure we will come across indigenous settlements that we hope to establish peacful cohabitation and trade agreements with. Our scouts have already spotted a nomadic group of aquatic humanoids which may pose a threat or an important ally and trade partner. They were last spotted on the northwestern shore.”

After another drink from her canteen, Ramona continues, ”For this next part, I am asking for your trust and discretion. This is why Carver Hastings is with us this morning.” She looks over at the seasoned veteran. Their eyes meet and Ramona nods her head.

After a few moments of silence, Carver turns to the group, specifically eyeing Brannart. ”I understand your request to keep your findings secret, and I regret keeping the information I am about to reveal, restricted until now.” Carver pauses for a moment, gauging any reactions before he continues. ”Brannart, I share your concerns regarding the involvement of organizations across Avistan. The Aspis Consortium being primary. This is why I am here.” He pauses again, takes a deep breath, and looks to Ramona one final time. After a nod of encouragement from the colony leader, he continues ”I am a member of the Pathfinder Society. I’m sorry to have deceived you, but the state of affairs within the Pathfinder Society isn’t conducive to an open operation in Azlant, of all places. When I first heard that a ship was bound for these islands, I knew that the Society needed a presence here. This brings me to why I wanted to talk to you. I am not the first Pathfinder to set foot on Ancorato. That, my friends, would be the legendary explorer Durvin Gest.”

After a pause to allow this information to sink in, Carver pulls out a large tomb from the satchel at his side and continues, ”Gest led an expedition to Azlant and documented many of his findings in this tomb, The Pathfinder Chronicles. I have studied this tomb extensively and have deduced, due to calculations and similar reference points, that Ancorato was just one of the many islands he visited. This tomb also suggests that some of the artifacts that Gest returned with contained hidden information - precious knowledge encoded inside seemingly ordinary ioun stones. This fragmentary information, dating back to the Azlanti Empire itself, suggests a vast conspiracy bubbling beneath the fabric of Azlanti society, the secret of which may still be hidden somewhere on Ancorato.”

He pauses again and looks at the group, ending on Brannart, ”I understand your reservations with The Pathfinder Society, but trust me when I say that the Pathfinders already have substantial amounts of documented information thanks to Gest’s initial expedition here. If not me, another Pathfinder would be here in my stead, and they may have more exploitive goals in mind. I am here to preserve and document the culture and history of the Azlanti Empire and protect this place from others like Aspis or the many other unscrupulous groups.” He pauses again for a drink, then continues, ”I cannot do this alone, and you have all proven yourselves more than capable. I ask you to follow in Durvin Gest’s footsteps and retrace his expedition using this tomb as reference. I have documented several locations that I would like you to revisit. Although I do not know exactly where these places are, my hope is that you can locate them as you scout and survey the island. The most significant findings chronicled are an abandoned Ulfen settlement somewhere on the east coast of Ancorato, a cave behind a waterfall on the northeast side of the island, a sunken laboratory long swallowed by the earth, a crystal monument on a small island northwest of Ancorato, and an ancient observatory located somewhere in the mountains.”

Carver then pauses to gauge your reactions and field any questions.

Knowledge Local DC 10:


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|

When an opportunity pause in the conversation arises Malakar clears his throat with the intention of speaking.

"I actually have prepared a bit for this specific task. While we were exploring a cave some time ago we encountered a strange elemental that seemed to feed on crystals. I took the time since than to learn the language of earth. I am no expert on gems but I think the ones they eat are non-valuable like quartz. I am hoping that I can speak to these creatures and maybe we can come to an agreement if we mine the stone in their caves we can keep the stone and minerals and leave them the crystals they use as sustenance. Although I would like a mediator with me. I am skilled at language but bad at impressions if you catch my drift." Malakar says before trying to make a friendly smile that may come off as scary to those not familiar with his sharky teeth and aqua skin.


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

Knowledge (Local): 1d20 ⇒ 10

Slight correction, GM - a tome is a book, and a tomb is where someone is buried. We are to consult Durvin Gest's tome, right?

Brannart is somewhat surprised at Carver's revelation, but he knew there was something about the man.

"No offense intended, sir. I know that many Pathfinders are diligent scholars. But not all are quite so diligent, and the leaders, the Decemvirate, are enigmatic."

Brannart has heard tell of more than a few Pathfinder agents who seem to regard violence as the first, best, and only response to problems. But, Carver doesn't seem to be one of those.

"Well, it seems we have many tasks ahead of us."
Happy to do them in any order.


Ramona offers Malakar a gracious nod and smile, ”I knew we chose wisely when we accepted you to the colony. We can surely work with you on mediation. Your forethought and devotion to the success of this colony is noted and appreciated.”

--------------------------------------------------------------------------

Carver nods to Brannart, accepting his honest assessment of the Pathfinder Society. Then Ramona speaks up, ”I would suggest investigating the reports of these aquatic humanoids first. If they are a threat, better to deal with the safety of the colony first. And if we discover that they can be allies, maybe we can garner additional information from them about the island and set up trade.”


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|

On note of the gem eating elemental this happened while we had the temp GM starting back on page 38 of the game. Maybe it is a desd end but it seems elementals are a part of the nature of the island/s and we will have to make friends with or remove them to aquire the resources available.


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

Some of the revelations irritate Vexas, particularly that restricted information had been withheld while they waded into danger. For now he brushes it off and considers Carver's affiliation with the Pathfinder Society.

So... the society would consider further exploration fairly important, no? Do you think you could convince them to throw us some additional supplies for our contribution to this undertaking? Gold wouldn't hurt...


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

"Actual equipment would be even better than gold. It's not like there are many stores set up here."

I suppose we can consider this to be the items that show up on the next supply ship? The 1,500 worth?


GM Screen:

Vexas Diplomacy Check: 1d20 + 10 ⇒ (5) + 10 = 15

Carver looks at Vexas while also acknowledging Brannart, "Well, your success is my success, and my success is Pathfinder success. Provide a list of your requests, and I'll see what I can do as resupply ships arrive."

Use this opportunity to select items for future levels, as well. Resupply ships will come on a semi-regular basis.

I'll allow time for others to chime in to the new story developments. Unless there is a specific direction you decide on, I'll assume that you accepted Ramona's advice and follow through with investigating the aquatic humanoids first.


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's heart really goes out to Rayland. She wishes everything could just be cleared up locally, without having to drag Andoran into it. But everyone else seems to be in agreement about shipping him back.

"I hope after this is over, fortune and circumstance can bring you back here Rayland" she tells him.

Unlike some others, Fenna holds no negative views of the organization. In fact, she's something of a fan, having read accounts of pathfinder exploits and discoveries while in school.

"Durvin Gest was literally right on this island? That's incredible! I've read everything I've found about him, and other agents as well. But his stories are particularly exciting and memorable!"

Fenna gushes a bit longer, then asks Carver "could I have to chronicle for a while to read it? We should be up on our research before we begin."

K Local: 1d20 + 8 ⇒ (19) + 8 = 27


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

I'm not sure how much time I'll have over this weekend so I'll go ahead with a post assuming Carver is willing to lend Fenna the tome. If Carver doesn't agree just nix this post.

Fenna spends the next couple of days reading through the Pathfinder Chronicle, taking notes and trying to piece together where the locations discussed in it might roughly be located on the island.

She also takes the time as an excuse to sleep in late, lounge about drinking tea, practice her rebec a little, and generally relaxing to improve her state of mind after so much stress and violence.

She gives Brannart one of those days to say something to her in regards to what happened between them a few nights back. They have been quite busy after all. However, if he doesn't do so, she resolves to broach the subject with him herself on the day after.

Rolls for the book if needed.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

K History: 1d20 + 8 ⇒ (9) + 8 = 17

K Geography: 1d20 + 7 ⇒ (12) + 7 = 19


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|

Assuming we are getting at least 1 day of rest before moving on Malakar is gonna use one day worth of 1st level slots to make goodberry's. And with at least 8 hours in that day wants to spend time fishing with Razor

Goodberry: 8d4 ⇒ (3, 2, 1, 4, 1, 3, 2, 4) = 20 berries created that last for 4 days before spoiling.

Profession Fishing: 1d20 + 8 ⇒ (14) + 8 = 22 if allowing per day instead of per week profession checks that would earn me 1g5s7c for the day of fishing.

As for the next mission, I am definitely intrigued to see this quatic race. Hopefully they are friendly. After that I think we should follow up on seeing where the monkey goblins live and either making a deal with them or eliminating them


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

I just noticed that I haven't been taking into account Fenna's Historian Trait. It adds +1 to bardic knowledge checks. The History and Geography checks above should both be one higher if it makes a difference. I fixed my sheet to reflect it.


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 keeps himself quite busy the next few days. In addition to bolstering his newly minted spellbook (now that he dabbles in the Arcane), he spends a good amount of time fraternizing with the shipment company, suppliers and merchants. He wishes to establish relationships with artifact collectors and museums back on the mainline. With all they've seen over the last couple of days, there must be a market to be had, profits to be made.


You can surely take a few days to rest your bodies and work on any personal hobbies, etc. Let’s assume that Malakar creates the Goodberries the day before you plan to depart on your next mission.

Carver offers Fenna the Chronicle with the expectation that she keeps it safe and returns it before she leaves.

Fenna spends the next few days combing through Durvin Gest’s Pathfinder Chronicle, looking for any clues. The following excerpt near the end of the tome stood out:

Excerpt from Durvin Gest’s Pathfinder Chronicles, Volume 1:

I’m afraid I must cut my expedition into this harsh, broken land short. Hundreds of islands remain from the once-great continent of Azlant, and hints of that magnificent empire still lie out in the open in some places. I’ve gathered what I can carry, but I’m afraid I had to leave many things behind. Eight of my porters fell ill and died a week after making landfall, the captain of the ship I chartered lost patience and left me stranded here, and I ran out of the rations I brought nine days ago. I must find my own way back home. If my understanding of Azlanti is accurate, I believe that I can use this shimmering metallic arch (which is in surprisingly excellent condition) and teleport up to three thousand miles away. I just need to find the right way to activate it. I have to make it back to Absalom in one piece; many people are going to want to read these chronicles. —Excerpt from the Pathfinder Chronicles, Volume 1

Regarding the Ulfen settlement:
Fenna believes, through her research, that this lost camp allegedly exists on the east coast of Ancorato and is hidden from view of the ocean by its placement in a rocky cove. Durvin Gest refers to this settlement as Joskadalr. By Durvin’s own account, he claims that the settlement has an “unsettling presence”. Fenna pieces together that this site may not be far from Talmandor’s Bounty and narrows down the search to an 8-mile stretch of coast along Ancorato's eastern shore.

Waterfall Cave:

Durvin’s account of this cave speaks of unusual etchings and murals that may have been an archaeological excavation by the Azlanti themselves, potentially of an even older civilization dating back to the beginning of the Age of Legend or perhaps further. Fenna estimates the location to be on the far northeastern side of Ancorato in the foothills, most likely along a river.

Sunken Laboratory:

This fabled site is where Durvin Gest claims to have discovered ancient Azlanti technology that led to the creation of wayfinders. Durvin’s journals claim that he was never able to fully explore the ruin due to a puzzling series of locking mechanisms and the presence of dangerous undead. Carver believes this site could hold invaluable information to the Society regarding the nature of ioun stones and how they were used in ancient Azlant. Fenna was able to piece together that the location of this laboratory could be in the mountains on the southeast portion of the island.


Crystal Monument:

Durvin chronicles that he did not personally explore this site but he describes seeing a massive azurite monolith etched with strange runes rising up from a forest-covered island off Ancorato’s northwest coast. Durvin explains that an approaching storm prevented him from exploring the island.

Ancient Observatory:

Durvin Gest chronicles that he and his expedition became lost somewhere in the mountains of Ancorato when he stumbled upon an ancient tower that contained a trove of Azlanti writing, star charts etched into the walls, and a still-functional orrery used to chart the movement of the planets. Durvin describes being driven from the mountain by a hoard of monsters. The monsters described by Gest reminded Fenna of the Chokers they fought in the nearby cave where they met Carver. Fenna recalls seeing a larger mountainous region near the center of the island when she was outside the observation tower.


During his time back at the colony, Malakar enjoys spending time with Razor and earning some coin while fishing with his toothy-friend. Over the next few days, Malakar has gotten to know Machi Valenth, the Fishmonger, very well. The shirtless man from Almas is covered in a variety of tattoos, now stretched due to a portly physique. During his interactions, Malakar learns that Machi applied to join the colony after being left at the altar. ”Hey, that Sho and Fenna that you’re always with, either of them available, if you know what I mean?” Machi asks one day.


While enjoying his nights with Kalcora, Vexas spends his days getting to know the local merchants. Vexas fell in on good terms with an extremely hairy and bulky Dwarf named Tipps Kreggan. Tipps was a miner that has a keen eye for gems and refers to himself in the third person. During a liquid lunch, Tipps holds up a small, blue-colored gem attached to a chain around his neck. The multi-faceted sapphire gleams and twinkles in the mid-day sun as it spins suspended from the chain in Tipp’s hand. ”Ah, now Tipps dug this beut up north of Almas. It’s Tipps’ ‘Lucky Sapphie’. Ever since Tipps dug this up, nothin but good luck has followed.” He smiles, showing a few gold teeth.

While also making connections with many of the other merchants, Vexas has learned of a Gnome Wizard that prefers to keep to himself. He lives in a small home on the southeast side of the colony and has a small shop in the merchant district called Shmex Magics. Apparently, Shmex never leaves his home. His assistant, a young orphan, named Tesswyn Nalbocht works in his shop and does all of his pickups and deliveries. Word on the street is that Tesswyn is terrible at keeping secrets.


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

Tipps... did you hit your head in the mines by chance? Vexas wants to know. In any case, stay tuned for treasure reports from the ruins. You'll be the first to know!

--------------

As soon as Vexas learns of the Gnome Wizard Shmex and his assistant Tesswyn, he sets out to subtly, carefully learn the routine, habits, and pickup needs of the orphan. He'd like to be able to appear at one of her pickup locations conveniently, and perhaps help her out and plant seeds of intrigue to get his name mentioned to the reclusive gnome.

Take 20 on Gather info (Tesswyn): 20+10 => 30

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 works on some more arrows, and tries her hand at making a few blunt tipped ones, for those occasions were lethal damage wouldn't be a good choice

Craft bow: 1d20 + 7 ⇒ (17) + 7 = 24


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 couple of days to fish and relax, sharing what he has caught with the group.

Fenna:
He will take the opportunity to approach Fenna that evening, a couple of hours after dinner.
"I'm heading in for the night.
You could bring your book if you wanted to come."

There is no pressure in his tone, and no fear of rejection.
If she follows, then he will add, once they are inside,
"I like you and I trust you. Doesn't hurt that you're easy on the eyes.
You maybe would have more in common with a scholar, which I know I am not. But if I stick close to you, I may learn a thing or two."
He cracks a smile at that.
Although Fenna knows the pain of his past to a degree, Brannart does not seem maudlin. He seems alive.
If she doesn't follow, then he turns in for the night and sees her in the morning without any rancor, but maybe a hint more distance.
On a cruise with data limits and limited time to post, so any delay in responding is purely OOC.


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 gives an uncomfortable chuckle to Machi's question.

"Not so sure about that. You would probably have a better chance with Fenna but I think she has her eyes set on someone else. Sho is pretty but doesn't talk much. I really should get to know her better. We work well as a team, our skills cover eachothers shortcomings." Malaker explains, before realizing what he said about Sho may seem like interest. He blishes for a second before explaining further. "I didn't mean to sound that way. By all means offer her a drink or something she might be available!"


Over the next few days, Vexas surreptitiously learns Tesswyn’s routine. She typically arrives at Shmex’s home early each morning and knocks on the door in a seemingly random code. The coded knock differs each day, but it opens the door to allow her entrance. She is only in the home for a few moments, then leaves. Most days, she makes her rounds around town knocking on the doors of other colonists, seemingly making deliveries. She carries a backpack, which seems to fit all of the items that she needs to deliver. After her deliveries, she heads to Shmex’s shop, but she always travels past the local eatery, Hondren’s Kitchen.

This is where Tesswyn’s behavior has really piqued Vexas’s interest. While at the eatery, Tesswyn watches and waits as patrons are occupied in conversation or nearly finished with their meal. Vexas then recognizes Tesswyn casting arcane cantrips like Ghost Sound and Mage Hand to distract the patrons. At timely moments coinciding with her casting, the orphan sneaks in and swipes a piece of bread or bacon or other unattended breakfast item.


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

Sense Motive (Brannart): 1d20 + 10 ⇒ (11) + 10 = 21

Brannart:
I'm going to assume based on the result that Fenna understands Brannart as he intends, or at least as I think he intends.

Fenna is surprised when Brannart says something. She tends to take it as a given that men aren't generally inclined to use their words. It's encouraging, but she also picks up both good and maybe not so good signals in what he says.

She looks up from the Chronicle, and after he's finished saying his piece, Fenna responds.

"I'll be along in a few minutes, after I finish my notes on these two pages."

Actually she uses the extra few minutes to compose what she's going to say. She takes the both the book and her journal of notes with her. She's decided the book should never be out of her sight until she gives it back to Carver.

After Fenna comes in and puts her stuff down, it takes her a moment to decide whether to sit or remain standing. She opts to sit down beside Brannart.

"Brannart, if you asked me up for the night, I think that's what you've asked, that's good. The last time was good. I thought it was good.

I'm saying 'good' over and over, I must sound like an idiot.

"I'd do it again sometime... now and then. But I think we should talk about what we're expecting from this before we find ourselves in some sort of awkward place suddenly at some point later."

I don't know about your past experiences but in mine, come the longer term things don't work out far more often than they do. We also both have some things in our past that probably aren't healthy or helpful. I don't know if that makes a difference or not."

"But we're in a really, really small place with a tiny number of people. If things went sour, there's no avoiding each other, or forgetting about it like it didn't happen. I think we need to be able to agree this wouldn't lead to any broader expectations about a relationship."

"I think I'm friendlier with you than anyone else here. I don't want to risk that. We're also doing lots of dangerous things, your luck could run out, my luck could run out. I'm not prepared for that already; I don't want to make it even worse. Do you understand what I mean? How do you feel about last time, or maybe future times?"


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 pulls his cloak over his head and skulks back to his residence.

Interesting... might she talk if simply offered a full meal?

The next morning Vexas will beat her to Hondren’s Kitchen and ask to be placed at a table for two, though he will be alone. He orders two full plates of food, as if another might arrive. Something basic, eggs, bacon and heavy gravy with bread. He will then appear to be reading over his spellbook, holding it behind his own plate as if he isn't simultaneously watching for activity on the other plate.

He can likely detect her cantrip, and be on guard for intentional-seeming ghost sounds. At the very moment she makes a move on the other plate, he will drop the spellbook flat to the table so they can plainly view each other, smile, and quip Yes, please sit, I did order that for you after all and I suppose it will get cold soon.


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

Fenna:
"Last time was great. Future times would be better, I expect. I don't have expectations, but I do have an open mind and perhaps some hope of what might develop. I know things don't always work out."

"Look, says Brannart, "I like you and I trust you. I think we mostly agree on what is the right thing to do. That means a lot to me.
I have no claim on you and don't ask anything of you other than your honesty, which I am grateful you have given.
If you think there isn't a hope for anything more, I understand. I'm not nineteen anymore."

He sits down on the edge of the bed.
"A younger me would have been crushed. Would have tried to persuade you. Written you a sonnet or something.
The fact that I don't do these things does not mean I don't care. It's... callouses. Like on my hands. I can still feel things, can still be delicate, but I don't get hurt as easily. I am a widower five years now. I have come to terms with it, but even without that experience I would never again be the boy I was at nineteen.

Now and again works for me. Perhaps I should put any thoughts of the future on hold until I can put down my sword for good."

"Have any more of that rum?"


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

Brannart:
Fenna puts her arm around Brannart's shoulders and leans in closer to him.

"I like you and trust you too. You can believe me that this isn't about you, who you are. It's about me, this place, the situation here. You said it best for me: 'Perhaps I should put any thoughts of the future on hold until I can put down my sword for good.' That's what I need to do exactly."

"And yeah, I still have rum. I'll go get it."

Fenna goes to retrieve the bottle of rum and a couple of cups. While she's in her room, she also kicks off her boots and leaves them behind. When she's back Fenna sits on Brannart's bed cross-legged and pours them both some of the rum, handing him one of the cups.

Fenna is dying to tell Brannart about how much she thinks she's been able to narrow down the locations of the places they'll be searching for; but she also thinks it's not a sexy lead to go with at all. Instead she restarts the conversation with something that probably isn't sexy either.

"Thank you for supporting me when I killed Eliza. That meant a lot to me. It was ugly, and I don't think anyone else except you saw it as the right thing to do. I know it was. I don't think I was able to explain well how dangerous she was. I still feel awful about it though."


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

Fenna:
Brannart takes a sip of the rum and looks Fenna in the eyes.
"I hadn't done any of this in five years. Physical intimacy. Confiding in someone. Feeling like I have a purpose.
Getting on that ship, I was ready to take some pretty big steps. But what it has actually been... I feel so alive.
Which is terrible. I am only needed because something bad happened to the Colony. That's a hard thing about being a soldier. You hope you're never needed, but you also hope you are. I like to think I'd have been at peace just building a boat and fishing, but who knows?
About Eliza... I was in the Crusades for four years. I made a few hard decisions and saw many more. Possessions, turncoats, feigned surrenders... Sarenites offering one answer and Torag followers another."

He looks away for a moment.
Brannart wants to mention how reassuring it was to have a close companion in the Worldwound whose judgment he trusted, to discuss things with.
Stop it. You don't need to be ashamed of Ingrit, but neither do you need to talk about her right now. She would want you to be happy.
"It took me a few seconds to see the situation as you did, but when I did, I saw you had done the right thing. And sometimes you have to go with your instincts."

Given the direction the conversation has gone, Brannart adds,

"It is also pleasant to just pass the night sipping rum and talking. I'd like to learn about what brings you here, if you'd care to share. And if the mood strikes us? We know where we stand."


Tesswyn stands there for a moment in shocked silence, staring at Vexas. Her open mouth slowly closes and metamorphosis into a smile when she focuses on the plate of food in front of her. As she sits, she moves her backpack to her lap and starts to voraciously consume the offered meal.

After several moments, with bits of egg, bacon and gravy dripping from her face, the young girl looks up at Vexas. Slowly, she reaches for the napkin next to her plate and wipes away the remnants of the feast. Her big eyes peer at Vexas and her forehead wrinkles in confusion. Her mouth opens and closes several times trying to find the words she wants to say. Finally, she settles on, ”What do you want?"


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 smiles back and nonchalantly takes another sip of his coffee.

You work for an interesting fellow who dabbles in the arcane. Does he reward you for bringing him interesting business prospects? If so, perhaps you could convince him to take a meeting with Vexas Flamespark, an aspiring mage and recent explorer of the ruins on this island.

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24


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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

Brannart:
Fenna leans back against the wall behind her, getting comfortable as she thinks for a moment about how to answer Brannart's question without rambling on and on.

"I got myself crosswise of the Lumber Consortium. I guess that started things. When I was a kid, I lived around the Darkmoon Vale region for a few years. I saw how things worked there, everything, even the government and law, run by the Consortium. Life wasn't, isn't, good there. It always bothered me. Andoran was supposed to be different, for the people by the people. We didn't get rid of the aristocracy so they could be replaced by a company."

"Anyway, after school I decided to do something about it. I thought that if the people living in Darkmoon Vale and other places like it organized, united against the Lumber Consortium to fight it together, they could change things. I went back with Alwin, a friend who thought the same as me, to spread the message."

Fenna's mouth curves into a faint, wry smile and she looks up at the ceiling.

"We got a chilly reception to say the least. At the time I was frustrated, thinking everyone was apathetic. They knew better was really what is was. They knew what was coming. Alwin disappeared and turned up murdered. I panicked after that. We'd been.. really close. I ran back to Almas as fast as I could."

"I poked around for a while, trying to understand how a place like that could still exist in Andoran. I didn't find out much in particular, just what I should have understood before I even went. The Lumber Consortium and its ilk pay well to run politics in Andoran. We elected people who sold us out."

"Back in Almas I was sure I was being followed and watched. I started thinking they intended to kill me as well. Looking back on it now, I think that was probably crazy. It's why I got into the navy though. It seemed like the safest place to be. From there I applied to come here. I wasn't afraid anymore, that had passed. But I've given up on Andoran. It's too far gone. This is a new chance. Eyes wide open and knowing what happens when you wait too long to push back, I believe this colony could succeed where Andoran failed."

After all that, Fenna takes a drag from the rum bottle without bothering with her glass, then sets it aside. Leaning in very close to Brannart, she brushes back his hair and kisses his ear.

"I'm not sure if tonight is a 'now or a 'then', but I'm feeling like it's one or the other for sure."


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

Fenna:
Brannart looks disturbed at Fenna's story.
"I'm sorry about your friend.
I see more good than bad in Andoran, but I don't deny it has its problems and can go astray. That's why I was so disturbed by that Razmiran preacher. He too must have paid well for the chance to subvert and corrupt our nation. Some day I will have words with whoever took that bribe."

As she continues, he looks more thoughtful, and a slight smile even crosses his face.
"There might be a way to save Andoran. A glimmer of an idea. It's too soon to even voice that hope just yet, but ask me again in a year.
And for now..."

Brannart returns a kiss and takes Fenna in his arms.
And the scene fades to black? Good with that?


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

Yeah, I figured it was time to pack that up and get the whole group moving again when Mioki is ready.


After sharing a few meals with Tesswyn, Vexas learns that Shmex is beyond reclusive. Tesswyn met him on the voyage over and he promised her that he would teach her magic if she agreed to run errands and watch his shop once they reached the colony. Shmex had a private room on Peregrine and barely left. Once word got out that the first wave of colonists possibly disappeared, the Gnome locked himself in his home, and now she never even sees him. Every morning she uses a secret knock that she was given the day before. Tesswyn explained that it changes every day. The correct knock allows her entry into the wizard’s vestibule where packages are waiting to be delivered. While there, she leaves a list of any new requests along with down payments for the requested items. Before Vexas can formulate any additional plans, his companions inform him that it is time to continue the mission.

After several days of rest and recuperation, it feels good to have a new focus and mission. Following the western shore north, you make good time along the soft, sandy beaches and rocky cliffs. When the situation permits, Malakar follows by sea and swims north with Razor. The weather is warm and the sun hot, but the ocean breeze offers relief from the inner-island humidity. The day is relatively uneventful as the sun is about a hand-span from the horizon, indicating about an hour of daylight is left.

Then, to your right coming out of the forest, is a golden lizard larger than a horse. A bright red frill extends from its neck as it hisses at you.

Knowledge: Nature DC 15:
You recognize this creature as a Giant Frilled Lizard.

Knowledge: Nature DC 20:
You know that this lizard can run fast on its hind legs and can charge its prey which causes fear.

GM Screen:

Lizard Stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Perception Rolls

Brannart: 1d20 + 3 ⇒ (14) + 3 = 17
Fenna: 1d20 + 8 ⇒ (20) + 8 = 28
Malakar: 1d20 + 9 ⇒ (19) + 9 = 28
Sho: 1d20 + 10 ⇒ (1) + 10 = 11
Vexas: 1d20 + 8 ⇒ (15) + 8 = 23

Initiative Rolls

Lizard: 1d20 + 5 ⇒ (20) + 5 = 25

Brannart: 1d20 + 6 ⇒ (2) + 6 = 8
Fenna: 1d20 + 6 ⇒ (12) + 6 = 18
Malakar: 1d20 + 3 ⇒ (11) + 3 = 14
Sho: 1d20 + 3 ⇒ (14) + 3 = 17
Vexas: 1d20 + 8 ⇒ (8) + 8 = 16

See Slide 3 for the creature’s picture and Slide 4 for the battle map.

ROUND 1

Lizard
Fenna
Sho
Vexas
Malakar
Brannart


GM Screen:

The lizard attacks:

1=Sho / 2=Brannart / 3=Fenna / 4=Vexas

Lizard Attacks: 1d4 ⇒ 1 (Sho)

Lizard Bite (Charge): 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 282d6 + 5 ⇒ (1, 2) + 5 = 8

The lizard rears up on its hind legs, extending its neck frills even further. The massive beast races towards Sho and strikes out with with massive jaws and sharp teeth.

Sho, make a Will Save DC 13. A failed save will give Sho the Shaken Condition for 1d6 Rounds.

Brannart and Fenna may each take an AoO.


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 hears the lizard's approach as well as the hiss. She looks in its direction and her eyes go very wide.

"Whoa, BIG animal! Watch out!"

As the lizard rushes Sho, Fenna thrusts her spear at it, then she steps back to maintain her fighting distance.

She barks out an arcane word, "liukastella!", and sweeps her arm at the ground beneath the lizard, covering it with Grease.

Casting Grease DC 14 Reflex save or fall prone. 5' Step to new location shown on map.

K Nature: 1d20 + 8 ⇒ (2) + 8 = 10

AoO: 1d20 + 6 ⇒ (20) + 6 = 26

Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Crit?: 1d20 + 6 ⇒ (1) + 6 = 7

Damage: 1d8 + 3 ⇒ (1) + 3 = 4


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

Earlier...

When the party comes to retrieve Vexas, he leaves Tesswyn with Well, I have to head into the wild again. However, please leave Shmex with knowledge of my existence and my exploits into ruins on the island. I will have access to interesting things over time. Although I'm only beginning my magical journey, I might be able to teach you some things too.


The creature’s bite only grazes the Ranger, but Sho feels the teeth rattle over her chain shirt, creating a trench of red across her chest.

ROUND 1

Lizard
Fenna
Sho (40 / 48 HP)
Vexas
Malakar
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

Not liking being so near this large thing, Vexas backs away while retrieving his light crossbow.

Not so close, if you don't mind...

He fiddles around for a bolt to slide into the lengths of it, but he keeps his eyes on the creature the entire time.

[move] 20', drawing light crossbolt
[move] reload crossbow


Earlier with Vexas and Tesswyn . . .

Tesswyn offers Vexas a smile and shows interest in learning magic from him. She also promises to write her employer a note explaining Vexa’s exploits and potential future findings.

__________________________________________________________________________

The massive lizard hisses at Fenna's spear strike but stands firm against her spell.

Lizard’s Reflex Save DC 14: 1d20 + 8 ⇒ (6) + 8 = 14

ROUND 1

Lizard (-8 HP)
Fenna
Sho (40 / 48 HP)
Vexas
Malakar
Brannart

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 + 8 ⇒ (8) + 8 = 16

Will save DC 13: 1d20 + 2 ⇒ (19) + 2 = 21

That's a giant frilled lizard. I know, that doesn't help. It's big, it's a lizard, and it has a frill. And very big teeth, I can tell you. I see them quite close.

Sho is much more confortable using her bow from a distance than in close combat, but she tries to fend of the scary scaly scallawag

Morningstar: 1d20 + 6 ⇒ (2) + 6 = 8
dmg: 1d8 + 2 ⇒ (4) + 2 = 6

Without too much effect.


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 stabs at the lizard as it closes on Sho.
AOO: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13

Then he drops his ranseur, draws his sword, and strikes at the creature hard with a two-handed strike. It isn't very precise, however.

Attack, PA: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Damage: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17


The lizard hisses at Brannart as the veteran removes his ranseur from its side, then it dodges Sho’s morningstar. While occupied with Ranger, Brannart draws his sword and swings, but the blade is unable to slice through the thick, golden scales on the beast.

ROUND 1

Lizard (-21 HP)
Fenna
Sho (40 / 48 HP)
Vexas
Malakar
Brannart

Malakar is 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|

Sorry for delay
K.Nature: 1d20 + 7 ⇒ (15) + 7 = 22
"A giant frilled Lizard! Beautiful! Try not to be frightened if it charges."
Move 10 feet east and attack with Scimitar. Will draw Scimitar as part of move if it wasn't already drawn. Than attack with Scimitar.
Scimitar power attack and damage: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 5 ⇒ (6) + 5 = 11


GM Screen:

Sho = 1 / Brannart = 2 / Malakar = 3

Bite Attack: 1d3 ⇒ 3 ( Malakar )

Tail Attack: 1d3 ⇒ 1 ( Sho )

Bite Attack at Malakar: 1d20 + 9 ⇒ (12) + 9 = 212d6 + 5 ⇒ (1, 5) + 5 = 11

Tail Attack at Sho : 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (4) + 2 = 6

As Malakar approaches and misses with his scimitar, the lizard turns and rears up on its hind legs. Lightning quick, its mouth strikes out and crunches the Druid with a devastating bite. At the same moment, its tail whips out from behind toward Sho, but the Ranger ducks just in time for the tail to snap above her head.

ROUND 2

Lizard (-21 HP)
Fenna
Sho (40 / 48 HP)
Vexas
Malakar (37/48 HP)
Brannart

It did not matter for this attack, but is Malakar with or without a shield right now? Since it is a buckler, I am assuming that Malakar keeps it attached to his forearm?

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