Ruins of Azlant

Game Master Aldizog

Pathfinder Adventure Path: Ruins of Azlant

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

Slides

Character Perception Checks:

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

Character Initiative Rolls:

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

Character SpellCraft Checks:

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

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


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Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Should I post yet, or am I waiting for something? Fenna's initiative is the same as Malakar's?


Malakar made the Perception check to act in the surprise round and Fenna did not, so I was waiting on him.

Malakar delays.

Round 1
Vexas
Malakar
Fenna
Sho
Brannart

Enemy


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 47/56 | F +7 R +5 W +2 (+2 vs mind-affecting) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart moves forward and readies to strike the first ooze that comes within reach.

Readied Action:
Attack, PA: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Damage, PA: 2d4 + 8 + 6 ⇒ (4, 1) + 8 + 6 = 19

AOO #1:
Attack, PA: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Damage, PA: 2d4 + 8 + 6 ⇒ (3, 1) + 8 + 6 = 18

AOO #2:
Attack, PA: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
Damage, PA: 2d4 + 8 + 6 ⇒ (4, 1) + 8 + 6 = 19

AOO #3:
Attack, PA: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Damage, PA: 2d4 + 8 + 6 ⇒ (4, 1) + 8 + 6 = 19


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas, anxious to get past the blobs to safer ground, uses his magically endowed webbed hands and feet to speed past them to the steps at the far end. He just makes it to the bottom of the steps.

[double move] 60 ft


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Since Vexas just goes for it, Fenna thinks it might be good to glean what she can from the way the blobs react, if they react, to Vexas before doing anything rash. Maybe she can even figure out what they are.

She keeps her spear at the so she can jump in if she needs to.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

K Dungeoneering (seems like a dungeoneering kind of thing?): 1d20 + 4 ⇒ (6) + 4 = 10


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Oh right, these checks aren't actions in 1e, so...

Vexas thinks these might count as magical creatures. He may know something about them.

Recall Knowledge (arcana): 1d20 + 9 ⇒ (13) + 9 = 22


Right, and I forgot to post that. It's a Dungeoneering check. Fenna can always Take 10 with Lore Master, but didn't in this case, so she doesn't know what they are.


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna doesn't have any points in the skill so I didn't figure settling for a 14 on the check would net me anything. Less than 15 rarely does.


Sho is up!


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Although she's very weirded out by the things in the water, if Vexas gets to the stairs without incident Fenna will follow using exactly the same path he did.


Vexas does indeed get to the stairs without incident.

However, he had a swim speed of 30'. Fenna moves at 30' but is in difficult terrain, so she can't move as far. What do you wish to do?


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

The stupid thing and go anyway. I'm tired of standing here and I'm not going to find out anything more about them.

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Maybe you should go, Fenna, And I'll keep an eye on those blobs. If they move toward you, I'll shoot.

Sho puts herself at the entrance of the room and readies an arrow. The elf looks at the creature and tries to identify them.

Taking 10 in Dungeonering for 16 total. Aren't bards supposed to be able to use every Knowledge skill untrained?


Yes, Fenna does have Bardic Knowledge to attempt Knowledge (Dungeoneering) untrained, but since she doesn't have any ranks in the skill, she is missing the +3 class skill bonus.

Sho knows that these are Hag Eye Oozes. Some hags create hag eye oozes to serve as scouts and spies, favoring them over humanoid servants due to the ease of control. With their ability to blend in with their surroundings and climb nearly any surface, these creatures patrol the hag’s lair and surrounding territory.

Hags can see through the eyes of such oozes, but Sho doesn't know if that ability is triggered by the ooze seeing something and sending a message or by the hag actively concentrating on the oozes.

@Fenna, I moved you a double move along Vexas's path as per your post.

Malakar moves to stay with Fenna and readies to strike with his scimitar.

Readied Attack:
Attack, PA: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

The oozes move to attack!

Sho Arrow, Deadly Aim: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
Damage: 1d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Sho hits one, but doesn't stop it.

Fenna AOO: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Is that right? Str 14 is +3 damage two-handed, then +1 Enhancement from ABP?
Fenna hits it as well.

It slams a pseudopod at her, but misses.
Slam: 1d20 + 6 ⇒ (12) + 6 = 18

Another ooze comes up and strikes, missing. Malakar's readied action goes off, striking it.
Slam: 1d20 + 6 ⇒ (11) + 6 = 17

The last one slithers up the stairs and strikes at Vexas, but the rogue is just barely able to dodge.
Slam: 1d20 + 6 ⇒ (13) + 6 = 19

Round 2
Vexas
Malakar
Fenna
Sho
Brannart

Enemy (Blue -16, Black -6)


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Gah! the halfling yelps as a psuedopod flies by his head at the bottom of the stairs.

He quickly draws his rapier and stabs at it.

[move] draw weapon
[standard] attack RED
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (5) + 9 = 141d4 + 5 ⇒ (2) + 5 = 7


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3
Sho"yarhine Nebdhel wrote:
Aren't bards supposed to be able to use every Knowledge skill untrained?[/ooc]

I can and that's what I did. But, I rolled badly. With the Lore Master class ability Fenna can take 10 on knowledge rolls in circumstances where they can't normally be used. However Lore Master would have only given me a 14 and I didn't figure that would be sufficient to find out anything.

@Aldizog: Yep, that's all correct for damage.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 47/56 | F +7 R +5 W +2 (+2 vs mind-affecting) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart moves up and stabs at an ooze.

Attack vs Black, PA: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Damage: 2d4 + 8 + 6 ⇒ (4, 3) + 8 + 6 = 21

It reels, but continues to flail at Fenna.


Vexas's strike wounds his foe. Red at -7.

Malakar tries to finish off the ooze to give Fenna some breathing room.

Malakar Scimitar, PA: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

It is still moving, however.

Black at -35.

Fenna and Sho are up!

Fenna cannot 5' step, as it is Difficult Terrain for her, but she can Withdraw if she wishes (or draw a non-reach weapon and attack).

Perception:
Brannart: 1d20 + 5 - 7 ⇒ (4) + 5 - 7 = 2
Fenna: 1d20 + 9 - 7 ⇒ (7) + 9 - 7 = 9
Malakar: 1d20 + 10 - 7 ⇒ (17) + 10 - 7 = 20
Sho: 1d20 + 9 - 6 ⇒ (3) + 9 - 6 = 6
Vexas: 1d20 + 13 - 10 ⇒ (15) + 13 - 10 = 18

Malakar turns his head to look behind the party.

Vexas:
Despite the distance and the distraction, you hear something in the tunnels you came through. Sounds like a person in armor wading through the water.


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Since things haven't gone nearly so well for her as they had for Vexas, Fenna changes direction, rerouting herself to get nearer the wall where Brannart and Sho are. She moves around behind Malakar and down beside Brannart before turning her spear on the closest eye blob.

I believe Fenna can get to her new location on the map and still the black outlined eye.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


M Human Oracle 5 | AC 20, T13, FF18, CMD 17 | HP 52/52 | F +4 R +3 W +5 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +8 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 52/52
Weapon Equipped = None
Conditions = None
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

A human of average height who you’ve seen working with the other Eagle Knights, come sloshing through the water toward the party. He’s really struggling to make headway through the water, and you may remember him as something of an odd ball - being so slow compared to his cohorts. He name is Sosche Pinn.

Sosche wears a a breastplate, but it’s the most dented, gouged, bent, undersized suit of armor you’ve ever seen. He barely fits into it and it’s clear from his movements, though more subtle than you’d expect from such armor, they are more restricted than they should be.

He wears a robe, a delicate-looking blue silk number, adorned with tiny embossed runes across its entire surface. It has a fringe that he frequently twirls in his fingers - both out of nervousness and as a sort of fondling of a beloved garment.

He bears an absurdly large sword for his height sheathed across his broad back and a heavy pick at his side. You can tell from the pommel it’s a well cared for blade. His pack is trim, but he apparently carries little for it is hardly bulging. He does have a few scroll tubes here and there however within handy reach.

He has a friendly face with little facial hair despite his age (advancing on 30) and deep brown eyes. A small silver pick hangs from a leather strap around his neck.

Straining against his armor then, he drags himself slowly toward the group. When he confirms who it is, he calls out, ”I see you’re having a bit of trouble! Need a hand?”


Fenna Pender wrote:
I believe Fenna can get to her new location on the map and still the black outlined eye.

If you do that, you will provoke from both oozes for leaving their threatened area. Is that what you wish to do?


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

I might as well I suppose. I can't attack where I'm at and I can't stay there anyway. I don't see withdrawing as helping things any and I'd have to take almost the same route anyway. It'd be nice to have more than a very occasional fight that doesn't involve difficult or impossible terrain rules, underwater rules, super-reach enemies, poison, disease, or whatever. But I guess this is the "all the possible hinderances" AP, so what are ya gonna do?


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Well... take a hand. What brings you all of the way out here?

Vexas shouts back to Sosche. His initial confusion delays any sense of relief from a newcomer, but only for an instant.

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Shoot at Malakar's blob: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Dmg: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10

The blobs don't seem too hard to hit, but quite resilient.

Sho aims at the one attacking Malakar, but her concentration is a bit distracted by the newcomer


Fenna moves around, and both oozes strike at her as she does.

AOO #1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
One ooze strikes her, and she feels her muscles freezing up.
Fenna Fort DC 16: 1d20 + 4 ⇒ (15) + 4 = 19
She is able to resist the effect.

AOO #2: 1d20 + 6 ⇒ (3) + 6 = 9
The other ooze misses.

Fenna stabs with her spear, and one ooze finally stops moving, dissolving into the water around it.

Sho takes aim at the other and hits it.
Blue at -26, Red at -7.

The two remaining oozes mindlessly flail away at the nearest targets.

Blue vs Malakar: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Malakar Fort: 1d20 + 7 ⇒ (8) + 7 = 15
Malakar freezes up! I suppose he has Hero Points and may as well use one for a +4 after the roll. He shakes off the effect.

Red vs Vexas: 1d20 + 6 ⇒ (2) + 6 = 8

Malakar slices at his foe, finishing it off.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Round 2
Vexas
Malakar -7
Fenna -6
Sho
Brannart
Sosche

Enemy (Red -7)


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 47/56 | F +7 R +5 W +2 (+2 vs mind-affecting) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

"Sosche?? What are you doing here?"

Brannart is an Eagle Knight Recruit like Sosche; in Brannart's case, he was recommended for this mission by his older brother Hamish, who is a senior Eagle Knight. Hamish could well have been the Eagle Knight that Sosche served with.

"Hang on Vexas, I'm coming!"
Brannart double moves to get closer to the halfling.


M Human Oracle 5 | AC 20, T13, FF18, CMD 17 | HP 52/52 | F +4 R +3 W +5 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +8 | Hero: 3

"Sorry! When we encountered the Crab, my team went back for support. I hid in one of the small caves waiting for their triumphant return."

He shuffles poorly in the water working hard to catch up, "Then I heard your battle, and have come to rejoin the efforts - giving what I can to the cause."


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As I think I may have explained it imprecisely to Sosche, let me clarify.
Sosche's original party (himself, Anya Sandstrider, Lyra Heatherly, Perrell Beys, and Kowal Ward) tried to cross the lake to the island yesterday morning but were scattered by a giant crab attack. Sosche made it to the island, the others went back for help.
The main party (Brannart, Malakar, Vexas, Fenna, and Sho) arrived at the lake yesterday afternoon. They did not see the rest of Sosche's party, who must have taken a different route out of the caldera.
Sosche found a hiding spot as he said, and ventured forth when he heard all of you battling the giant crab - but it took him time to catch up to you.
Everybody knows Sosche, and knows that he was part of another group of explorers.
What will happen is that Malakar will depart to assist Sosche's old party (since he can cross the lake fastest, is quite sturdy, and can track them) and Sosche will take his place.


M Human Oracle 5 | AC 20, T13, FF18, CMD 17 | HP 52/52 | F +4 R +3 W +5 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +8 | Hero: 3

Thanks for the clarification! I was struggling with names there for a moment... :)


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna's left thigh hurts a bunch and she bets it's going to be very black and blue for a while, but it was totally worth it to pop a blob. She starts slogging through the water toward Vexas to give him a hand.

It's probably not good manners, but Fenna doesn't say anything to the new man. She knows Perrill and Lyra, but draws a blank at his name. Not that it matters, gift horses and all that. But urgent business is still at hand, so she saves her breath for struggling through the water.

Double move toward Vexas as well.


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

That...

Vexas begins before the next stab...

[standard] attack RED
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (15) + 9 = 241d4 + 5 ⇒ (4) + 5 = 9

...is really quite fortunate! Welcome to the chaos Sosche.

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Shoot at Red: 1d20 + 9 - 2 - 2 ⇒ (18) + 9 - 2 - 2 = 23
Dmg: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Shoot at Red: 1d20 + 9 - 2 - 2 ⇒ (13) + 9 - 2 - 2 = 18
Dmg: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10

Deadly aim, Rapid shot

Sho sends two arrows toward the last blob


The last blob is not quite dead, so it flails at Vexas.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8

It misses, and you are able to easily finish it off.

You presumably move out of the water and up the stairs to gather yourselves and converse.

Up the stairs (by where Vexas is)...

The stink of mold and sulfur clings to the air in this damp basement. A single arched doorway leads down into a flooded portion of the basement, adjacent to a tall circular shelf loaded with mushrooms, glass jars of desiccated insects, dried herbs, and other reagents. A small table outfitted with a cauldron and alchemical gear fills a nook by a large, ascending staircase. A small workbench covered with carving tools and whittled bone and bits of jewelry stands to the west, next to a large table laden with scraps of paper and fragments of etched stone tablets.


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

As enticing as some of this looks to inspect...

Vexas cast his discerning eyes on the environs of this basement to look for hazards.

Locate traps (Perception): 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28

He also scans the room for magical auras.

Detect magic


M Human Oracle 5 | AC 20, T13, FF18, CMD 17 | HP 52/52 | F +4 R +3 W +5 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +8 | Hero: 3

”I see I came in the nick of time.” Sosche chuckles apologetically. ”I’m something of a healer though, any terrible injuries?” He doesn’t want to spend all his spells on minor wounds, but I think I saw someone down 7… Let me know if you need a top up.

Sosche is slow, really slow, and he apologizes regularly for it. ”Can’t get the kinks out of my armor and that’s a fact. I’ll have to work on it tonight." he mumbles as he moves up to join the group.

He too will help look around and Detect Magic.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20 (vs DC 10 to aid if permitted)


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Malakar speaks up. "Sosche, your group - Perril, Lyra, Anya, and Kowal - they are without you? Back across the lake?
You were their muscle, were you not? I fear they will need someone, and it will take a while for you to get there on the raft.
I can cross the lake faster than any of you.
I will catch up to them.
You all can deal with this hag."

Malakar heads out of the cave.

Vexas finds a secret compartment in the laboratory. It holds a chest (unlocked and untrapped), inside of which are many coins and several magical auras:
17 pp
457 gp
3,770 sp
11,700 cp
MW chain shirt
MW light steel shield engraved with a spiral-and-star symbol
MW shortsword
A silver statue of Desna in Pharasma’s embrace worth 600 gp
Assorted gemstones worth 550 gp
Scroll of corrosive touch
Scroll of darkness
Scroll of delay poison
Scroll of fox’s cunning
Scroll of mage armor
Scroll of restoration

There are also extensive notes on the table; it will take some time to piece together their meaning.

And, there is a complete set of alchemical reagents, which the alchemists back in the colony could use to make alchemical items or potions for you (1,250 gp worth).


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 47/56 | F +7 R +5 W +2 (+2 vs mind-affecting) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart replies to Sosche.
"It's okay if you're a bit slow. I have found a useful tactic is often to let foes come to us. If there were foes bombarding us at range with spells or arrows, that might change, of course, but Sho can often handle foes at range."


M Human Oracle 5 | AC 20, T13, FF18, CMD 17 | HP 52/52 | F +4 R +3 W +5 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +8 | Hero: 3

"Good call Malakar, thank you!" he watches them leave the cave and looks to Brannart.

"Great! I have some javelins and a spell or two at range, but letting them come to us sounds like a good plan."

"So, we weren't well briefed I'm afraid. Sort of rousted out of our beds and thrown in as it were. Can someone tell me what we're looking for in this cave so I know it when I see it?" Sosche asks curiously.

He looks over the gains and smiles, "You lot are lucky!"

"I can use some of those scrolls if you want me to keep an eye on them." He gestures to three of them.

Scroll of darkness
Scroll of delay poison
Scroll of restoration

Is the restoration the 100gp or 1,000gp variety?


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Jackpot! Vexas calls out from the compartment he's found. He's holding up three particular scrolls that fit his arcane expertise.

Scroll of corrosive touch
Scroll of fox’s cunning
Scroll of mage armor

I started a loot sheet here.

After packing away a portion of the coins, he approaches the table with the extensive notes.

I wonder what this is all about.

Is it even possible right now with some knowledge checks?

Vexas is fascinated by them, but he starts to collect them in his pack as well, so that he can take more time with them later on.


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Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

@Sosche: Fenna got popped for 6 HP, but she can cast a quick CLW on herself if it looks like she needs it. You should probablt save your healing for others as much as you can. Thanks for the offer though.

Fenna helps Vexas gather up the goodies. As she does so, she gives Sosche a quick explanation.

"We're looking for a Hag. It's probably going to be very nasty business. The reasons make for a long story, more than I think we have time to go into right now. I think we should keep moving as quickly as we can."


The AP doesn't say, so it can be the 1,000 GP version of Restoration. Just in case you need it.

The documents are a rambling treatise of the significance of prophecy as a divinatory tool. But they are also partly incoherent, resentful ravings directed by the author at themselves. The author is an oracle or prophet of some kind, suffering from a curse that hinders their vision.

The fragmentary documents are clearly of Azlanti origin. These scraps detail mundane oracular methods used during the time of Azlant, from casting bones to reading entrails.

Assuming you go upstairs next, I will move you along tomorrow.


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas frowns at the incoherence of the letters, but he is still excited to find some more actual Azlanti writings. He retains them in his pack before giving an apologetic look to the rest of the team for holding them up.

Up we go! he finally quips. He motions for Brannart to lead the way, but he follows just behind the fighter, always looking out for traps, hazards, or just structural weaknesses in the tower.

Locate traps (Perception): 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21 while they carefully head up the stairs.

Also, he goes quietly.

Stealth: 1d20 + 14 ⇒ (7) + 14 = 21


Brannart sneaks up as quietly as he can, and does a pretty good job of it.

Stealth, ACP: 1d20 + 2 - 3 ⇒ (19) + 2 - 3 = 18

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Brannart and Vexas both hear a voice in Giant that sounds somewhat like the troll you encountered earlier. By its tone of alarm, you think you might have been heard.

Whatever it says, another voice responds in Giant.

There follows a bit of bickering and sounds of shoving, then quiet.

You can easily tell there are two trolls in the room above. As both sides are aware of each other, there is no surprise round. Place yourselves however you wish in order on the stairs; Brannart and Vexas are in front, but it is single file.

Initiative:
Brannart: 1d20 + 6 ⇒ (9) + 6 = 15
Fenna: 1d20 + 6 ⇒ (5) + 6 = 11
Sho: 1d20 + 3 ⇒ (4) + 3 = 7
Sosche: 1d20 + 1 ⇒ (7) + 1 = 8
Vexas: 1d20 + 8 ⇒ (20) + 8 = 28
White: 1d20 + 2 ⇒ (15) + 2 = 17
Red: 1d20 + 2 ⇒ (12) + 2 = 14

Round 1
Vexas
White
Brannart
Red
Fenna
Sosche
Sho


Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

I usually keep Fenna as close to Brannart as possible. But, with Sosche's reduced movement, maybe it's better if Fenna moves back some so he can be ahead of her? Fenna's first standard action will tend to be starting Inspire Courage anyway, which can be done from anywhere.


M Human Oracle 5 | AC 20, T13, FF18, CMD 17 | HP 52/52 | F +4 R +3 W +5 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +8 | Hero: 3

Thanks! Sosche will stand next so he can get to the front in less than two rounds. :)


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Half-Elf Bard 5 | HP: 45/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

@ Sosche: Alright, but hands off Brannart, he's Fenna's (just don't tell Brannart that, can't have him getting all cocky).

So Fenna can go last or next to last in line depending on Sho's preference. Fenna will want to move up, but it doesn't have to happen immediately.


male halfling rogue 3/wizard 2 | HP 25/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☑color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

I think the jig is up Vexas whispers before trotting to the top of the stairs while drawing his rapier. Seeing the two trolls ahead of him, he gesticulates a cone of color that washes over both of them.

[move] 15ft drawing weapon
[standard] Cast color spray
15ft cone over both trolls, DC13


White Will: 1d20 + 3 ⇒ (17) + 3 = 20
Red Will: 1d20 + 3 ⇒ (20) + 3 = 23
The trolls do not succumb to Vexas's spell.

One steps forward and attacks the halfling.
Bite: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Claw: 1d20 + 8 ⇒ (5) + 8 = 13
Claw: 1d20 + 8 ⇒ (3) + 8 = 11

The troll takes a bite out of this tasty morsel, but Vexas avoids the claws.

Round 1
Vexas
White
Brannart
Red
Fenna
Sosche
Sho


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 47/56 | F +7 R +5 W +2 (+2 vs mind-affecting) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart uses Total Defense (for AC 26) and moves in front of Vexas.


One troll swipes at Brannart as he steps past Vexas.

AOO: 1d20 + 8 ⇒ (9) + 8 = 17

The other realizes that despite its own prodigious reach, it can step inside the reach of Brannart's polearm, negating the warrior's offense while still being able to attack him.

Red takes 5' step and full attack.
Bite: 1d20 + 8 ⇒ (7) + 8 = 15
Claw: 1d20 + 8 ⇒ (7) + 8 = 15
Claw: 1d20 + 8 ⇒ (8) + 8 = 16

Brannart's armor and training pay off, as the trolls are not able to land a blow on him.

Round 1
Vexas
White
Brannart
Red
Fenna
Sosche
Sho

Round 2
Vexas

Anybody moving up next to Brannart will not provoke from Red due to cover, and will only provoke from White if it has Combat Reflexes. I think that getting there would require a double move from Sosche, unfortunately.

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