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


3,351 to 3,400 of 3,898 << first < prev | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | next > last >>

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 steps up and readies to strike with his longsword to interrupt casting.

I'm going to say that the dais and railing give partial cover against Brannart's attack in this case. It won't against ranged attacks, nor if he is Enlarged.

Readied Attack:
Attack, IC +2, Partial Cover: 1d20 + 10 + 2 - 2 ⇒ (15) + 10 + 2 - 2 = 25
Damage: 1d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13


The hag attempts to cast a spell, but fails!

Concentration to cast defensively, DC 17: 1d20 + 10 ⇒ (2) + 10 = 12

Brannart still manages to strike her, although she's already botched her spell.

@Fenna - FYI, 3 Str damage is -1 to hit and damage, not -2. Ability damage only matters in increments of 2, regardless of whether you start with an odd or even score.

Vexas delays.

Round 2 - Inspire Courage +2 Active
Vexas (6 Str damage)
Sosche
Brannart
Sho
Fenna (3 Str damage)

Helekhterie (13 damage)

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

Attack: 1d20 + 9 + 2 + 4 - 2 - 2 ⇒ (13) + 9 + 2 + 4 - 2 - 2 = 24
dmg: 2d6 + 2 + 2 + 4 ⇒ (5, 6) + 2 + 2 + 4 = 19

Attack: 1d20 + 9 + 2 + 4 - 2 - 2 ⇒ (15) + 9 + 2 + 4 - 2 - 2 = 26
dmg: 2d6 + 2 + 2 + 4 ⇒ (1, 5) + 2 + 2 + 4 = 14

Bonuses: +2 IC (hit /dmg), +4 Ranger focus (hit/dmg), -2 hit/+4 dmg deadly aim,-2 Hit Rapid Shot. No penalty for shooting in Melee (Precise shot)

Sho uses her quickness and accuracy to send two arrows toward the hag


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped = Greatsword
Conditions = Heroism, Inspire Courage (+2)
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 (0/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (3/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (3/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Sosche completes his enlarge spell on Brannart at the top of the round, thankful for Brannart’s stoppage of the hag’s spell.

Mindful of Brannart’s new size, Sosche moves up and swings his greatsword! Not sure which side Brannart will grow into. Sosche ideally moves up the left flank. I'll move on the map later.

Greatsword: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 (heroism, courage, partial cover)
Damage S: 2d6 + 8 + 2 ⇒ (3, 6) + 8 + 2 = 19 (courage)

He swings for the rafters, but only catches air.


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

Sho's arrows both hit, although Sosche misses.

Brannart drops his sword and reaches to grab the sea hag.

Grapple, IC+2, Enlarge: 1d20 + 9 + 2 + 2 ⇒ (16) + 9 + 2 + 2 = 29

He succeeds, pulling her over the railing and closer to the party!

"A little help here - she's strong!"


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 actually gapes open-mouthed at Brannart, trying to figure out how what he's just done doesn't end badly. But, there's really nothing to be done about it except trying to stab the hag.

Attack: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Not sure what's up with the map since Brannart and the hag are in different places, so I just left it alone.


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

Thankfully Vexas adds DEX to his rapier damage, so the STR damage shouldn't impact him for now...

The halfling feels materially weakened, but his nimble limbs continue to function with their fluidity.

Jogging up the stairs he finds a much-enlarged Brannart to stand in the shadow of and jabs at the hag.

[move] 20ft
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (17) + 9 = 261d4 + 5 ⇒ (4) + 5 = 9
crit on natural 18+

Sneak attack (if flat-footed): 2d6 ⇒ (1, 3) = 4


The sea hag tries to break out of Brannart's grip.
CMB: 1d20 + 10 ⇒ (12) + 10 = 22

With his enhanced size and strength, he manages to keep hold of her.


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

Grapple to Maintain, IC, Enlarge, Maintain: 1d20 + 9 + 2 + 2 + 5 ⇒ (7) + 9 + 2 + 2 + 5 = 25

Hmmm... her CMD is 27 with Protection from Good active, but Grappled imposes a -4 Dex - and does not impose a -2 to Brannart's Grapple check. So I think her CMD is 25 and Brannart succeeds.

Brannart just barely keeps his grip on the sea hag, and manages to Pin her.

She now is denied Dex and has an additional -4 AC, making her AC 15.

Round 2 - Inspire Courage +2 Active
Brannart
Vexas (6 Str damage)
Sosche
Sho
Fenna (3 Str damage)

Helekhterie (30 damage)


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped = Greatsword
Conditions = Heroism, Inspire Courage (+2)
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 (0/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (3/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (3/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Sosche hopes now he can do a little better. He focuses on the enemy and swings - trying to impress his new friends with his overly-large sword.

Greatsword: 1d20 + 7 + 4 ⇒ (19) + 7 + 4 = 30 (heroism, courage)
Damage S: 2d6 + 8 + 2 ⇒ (6, 4) + 8 + 2 = 20 (courage)

critthreat Greatsword: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15 (heroism, courage)
Damage S: 2d6 + 8 + 2 ⇒ (5, 2) + 8 + 2 = 17 (courage)

And he hits her solidly, critting (if I read that right) and carving deeply into her flesh. He hopes it makes up for his poor performance just a moment before.


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 has another go at her as well.

Attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

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

GM, I had my maths wrong on previous roll for damage: its +2 (comp bow)+2 (IC)+4 (Deady aim)+4 (Ranger focus), total +12, not +8 as written. Please add 8 dmg to the hag. Still shooting two arrows this round by Rapid shot

Shoot: 1d20 + 11 ⇒ (4) + 11 = 15
dmg: 2d6 + 12 ⇒ (3, 4) + 12 = 19

Shoot: 1d20 + 11 ⇒ (20) + 11 = 31
dmg: 2d6 + 12 ⇒ (5, 2) + 12 = 19

Shoot, Crit?: 1d20 + 11 ⇒ (11) + 11 = 22
dmg: 4d6 + 24 ⇒ (6, 5, 3, 1) + 24 = 39

Sho first arrow might have missed, as she isnt used to shoot at a target wrestling on the ground Penalty for grounded target maybe? (wonder if you have a penalty shooting an arrow to a snake?), but the second one surely makes up for the first, as it buries deep down into the witch cranium Yeah for 58 dmg!


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

Does this hag have DR or which of our attacks hit to make up that damage?

Vexas steps forward to flank the hag with Soche.

[5ft step] S
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (1) + 9 = 101d4 + 5 ⇒ (2) + 5 = 7 sigh
crit on natural 18+
Sneak attack: 2d6 ⇒ (4, 4) = 8


Vexas Flamespark wrote:
Does this hag have DR or which of our attacks hit to make up that damage?

No, I had neglected to add the damage from Sho's earlier two arrows.

So that was 71 damage on the hag at the start of this round, then another 37 from Sosche, 4 from Fenna, and 58 (!!) from Sho.

The ranger's arrows are deadly, finishing off the sea hag.

Loot:
potion of fly
spellguard bracers
wand of air breathing (3 charges)
wand of expeditious retreat (26 charges)
185 gp

Brannart releases his grip.

What do you do now?


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 42/52
Weapon Equipped = Greatsword
Conditions = Heroism
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 (0/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (3/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (3/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

”Nice grip Brannart! That would have been much, much worse had she had free rein to cast and use her wily ways.” Sosche is pleased the combat didn’t end badly.

When the loot is identified, he eyes those spellguard bracers greedily. "I try to be in the thick of things when I can, and do often cast there. Does anyone mind if I take these bracers? Happy to pass them by," he says looking less happy, "if someone else has a greater need. I don't want to be greedy."

While folks talk it over, he’ll check the dais for anything in particular.

Perception: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 (heroism)


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 notes the potion of fly.

It's a good thing she didn't get around to imbibing this. She probably would have gotten away to regain her strength.

He follows Sosche to the dais to inspect it. First he casts detect magic on it to sense any auras, and then checks it for mechanical effects and hazards.

Detect magic
Perception: 1d20 + 13 ⇒ (14) + 13 = 27

loot: Vexas can certainly utilize any of the wands or potion, but I'd prefer to give others a swipe at the items first if they're immediately useful to anyone.


The orrery is unquestionably magical just from visual examination. Vexas detects an overwhelming aura of divination magic.

Metal spheres and crystal orbs float freely through the air, some serving as intricate mounts for lenses. Vexas judges that these lenses would focus starlight on a series of illusory glyphs orbiting the perimeter.

Vexas sees two planets in the orrery that, as far as he knows, do not exist. At least not according to any scholarship that he is aware of.

He detects no hazards.


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

Two of these planets... they do not exist. I wonder if they once did.

He continues to inspect the orrery in fascination.

Are the mountable lenses present nearby or entirely absent? If present, Vexas will try them out.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Sosche is fascinated, though it's more the interest of the engineer. For he's never seen an orrery before, and the magnitude and perfection of the thing overwhelm him. Or almost. He watches the work with rapt attention, and shifts the lenses here and there if Vexas needs the help.

Knowledge Engineering: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 (heroism) To try and figure out how it all works.

Alas, though he's done some studying, he only knows the very basics. And he might even have that wrong...


The lenses orbit the orrery in their frames.
If Vexas grabs one, he can examine it and look at it, though a magical force seems to slightly tug it back to its orbit, more strongly the further away he brings it.
Just making stuff up here.

Sosche has not a clue how this was made.

Where to now?

Remember, there was a room with a Scrying sensor (almost certainly a moot point now) on the floor below. Vexas had just disarmed the sensor but you were interrupted by seeing the Vampiric Mist before you opened the doors.


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! Thanks for the reminder.

Vexas remembers the doors they were to open before the chaos started. He goes to see what is behind them.

Detect magic on them and Perception, locate traps: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

When everyone is in position, Sosche will open the doors.

Brannart might still be large if we didn't take too much time with the orrery. Sosche will recast if requested.


Brannart has returned to his normal size, but declines the offer of another spell.

"I am more comfortable at this size, and my defense suffers when I am large and clumsy."

Vexas opens the door.

The floor of this massive, octagonal room is etched with an elaborate circle consisting of magical symbols, concentric rings, and silver-inlaid grooves, all stained with smeared blood. Four supports in the room have iron spikes driven into them, connected to thick iron chains that lead to the center of the circle.

Held by the chains is a giant; a Cyclops, it seems, though his eye has been gouged out. He bears many other wounds and scars. He would probably be about nine feet tall if he could stand.

The creature cowers before you, attempting to retreat as much as the chains will allow.

It speaks a jumbled mix of languages you can't understand, with some Common thrown in there. You pick out "Hag" and "Who you".

Fenna recalls a quote from a text of the Pathfinder Society: "Cyclopean history is a vanishing thing inscribed on the crumbling walls of vine-choked lost cities that fell long before even the rise of the elves, when dragons and giants ruled a landscape unspoiled by the petty ephemeral races that rule today. Because things have fallen so far, a given cyclops is less likely to know the near-mythic triumphs of lost ages than even a semi-educated human."

She also knows that they are gifted with some powers of prophecy, and can use that ability to their benefit in combat. (Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.)


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

"Greetings old one. Er. We are no friends of the hag. In fact, we just left her cooling corpse in the other room. Do you speak common?"

Sosche opens poorly, unsure what to do with the big fellow.

Happy to help someone else make a better first impression or request information.
Diplomacy to Aid: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 (heroism) vs DC 10 to aid another (+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

Vexas waits to see if the cyclops can respond in coherent common. He readies comprehend languages in his mind...


The Cyclops listens, then replies in Common.

"The hag is dead? I was her prisoner for... years. Nine? Ten?
And now she is dead?
Free me, that I may tear her corpse limb from limb. I cannot see her dead body, but I will feel it torn apart."


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

Sense Motive (is that all he'll do): 1d20 + 6 ⇒ (18) + 6 = 24


Vexas senses gratitude towards you all in the Cyclops' tone.
His rage seems entirely focused on the hag.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Sosche looks to release the no-eyed cyclops if he can do so. Maybe the hag had a key?

If he's able to release the giant, he'll escort him to the hags body and stand out of the blood-spray radius.


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The shackles are easy enough to remove from the outside; chained as he was, the Cyclops could not even get one hand over to the other wrist.

The giant rubs his wrists when released. He sways and staggers as he tries to stand. It seems that his muscles have atrophied, and as well he is extremely sleep-deprived.

He mutters in Common, "Thank you. I am Aeroclyse."

He follows Sosche's voice and occasional guiding hand up to the floor above, where he rends the sea hag to pieces in an ecstasy of gore. His curses are a mix of Common, Giant, and a third language.

Finally, her body dismembered and his rage spent, he collapses on the floor.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 49/52
Weapon Equipped = Greatsword
Conditions = Heroism
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 (0/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (2/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (3/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

He’s got but one scroll of lesser restoration left, and that’s for emergencies. He doesn’t think this qualifies.

”It doesn’t feel right leaving Aeroclyse alone to sleep it off. He might get attacked in his sleep, and nobody likes that. I suggest we take a break as well and stand watch until tomorrow. What do you folks think?”

Soche will give himself a quick clw to top up as well while they’re chatting.
CLW: 1d8 + 5 ⇒ (2) + 5 = 7


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

Vexas looks at the cyclops curiously, now that his intended destruction is complete. Keeping his gaze on that creature, he nods confirming Sosche's suggestion.

We are certainly in less of a hurry now. An overnight rest sounds like a good idea.

Then he addresses the cyclops directly to avoid the awkwardness of talking about him as if he's not in the room.

Aeroclyse. Well met. I am Vexas, a traveler, merchant, and apparently some manner of "adventurer." Now that you're freed, and the hag is defeated and destroyed, what will you do? What is your next purpose?

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 spends time admiring the orrery, watching it closely while comparing it to the stars and skies she knows and uses to find her ways outdoors

Nature: 1d20 + 9 ⇒ (19) + 9 = 28

If time allows, she will draw a star map on a scroll to keep a memory of the planet systems

Taking 20 in Craft-maps (for 27)


Vexas Flamespark wrote:
Aeroclyse. Well met. I am Vexas, a traveler, merchant, and apparently some manner of "adventurer." Now that you're freed, and the hag is defeated and destroyed, what will you do? What is your next purpose?

"I don't know," moans the giant in despair. "With the loss of my eye, I have lost not only my vision, but my gift of foresight. I would still wish to return to my tribe in the lands you call the Shackles."

The giant is Exhausted, and also badly wounded. He does not move from the floor.

Time certainly allows for Sho to make her star map.

Do you rest here? In the Orrery room with the Cyclops or down below?


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 49/52
Weapon Equipped = Greatsword
Conditions = Heroism
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 (0/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (1/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (1/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Sosche will help heal the cyclops, at least a little to start (not sure how much healing he needs).

CMW x2: 4d8 + 10 ⇒ (4, 5, 2, 7) + 10 = 28

Also, if needed…
CLW: 1d8 + 5 ⇒ (7) + 5 = 12

He tries to gauge how the cyclops is doing physically after the healing. He has more, but wants to reserve it just in case.

He suggests, ”Let’s rest here with the cyclops. Don’t want someone to come up or down and surprise him alone, you know?”


The cyclops is looking much better after Sosche's healing. He was down 55, you healed him for 40, and he will heal more overnight.

The party does some basic cleaning - moving the sea hag's remains outside and getting as much blood off the floor as possible.

Brannart is concerned about the Cyclops possibly killing the party in their sleep, so he insists on watches. His concerns prove unfounded, and nothing from either inside or outside the tower troubles the party.

Aeroclyse wakes. He must have been in some extreme state of exhaustion, for after a night's rest he is still showing signs of fatigue. He reaches around on the floor.

"Is there food? Like the hag? Or the trolls?"

Where to now, and what do you do with a blinded, savage, cannibalistic-but-not-hostile Cyclops?


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

Vexas is made nervous by the prospect of getting the cyclops to any destination on a boat with other more common folk.

So, the shackles. You’ll be needing a boat, or you have one of your own? And I suppose a navigator too. It might be a good amount of time before we can secure dedicated help.

He stops here to see what this does to Aeroclyse‘s mood, but he doesn’t want to instill too much hope in him at the moment while they have so much else to do.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | 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 (0/1d)
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 (4/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud

Sosche himself heals up a bit overnight (back to full). ”Brannart - are you still in need of a lesser restoration? I can cast another today if you need it.” If not he'll offer it to Vexas or Fenna. "It crimps my options a little, but we need to be healthy you know?"

If someone takes the lesser restoration:
He'll take out a scroll, and using the power of his vestment (and a spell slot), you are healed 1d4 ⇒ 1 point. Still, it's one less day to have to wait.
- - -

GM Aldizog wrote:

Aeroclyse wakes. He must have been in some extreme state of exhaustion, for after a night's rest he is still showing signs of fatigue. He reaches around on the floor.

"Is there food? Like the hag? Or the trolls?"

He’ll guide the giant to what’s left of the hag or trolls, but he’ll leave him to his meal - not wanting to have anything to do with it.

While Aeroclyse is chewing, he chats with the others. ”I suppose we can let him follow us around. Dunno what else to do with the big guy really.” He shrugs, ”I don’t think he can make it off the island without us. Dunno how to fix him either. Remove Blindness won’t work ‘cause he has no eye. So it’ll take something stronger, and that gets expensive.”

”I mean, I want to help the guy out, but, well, you know…” He trails off uncomfortably. He’ll at last get him off the island and to safety - if that’s what he wants. Maybe he’ll come to like it here? Once it’s purified of course. Maybe he could learn animal husbandry…


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

Was waiting to see if Fenna or Sho wanted to weigh in. Moving along.

"I am fine," replies Brannart. "Feeling much better."
He still has 2 Con damage, but that's all.

"I think this Cyclops would alarm the other colonists. He's... a bit rough. Can we leave him here and bring him food now and then? At least until we can arrange passage back to the Shackles somehow? This place seems pretty secure against intrusion, and as well would have a reputation from when the hag and trolls were here."

That is just a character speaking, not the GM. Take it how you will.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
AC: 20 (t13/f18) HP: 52/52
Weapon Equipped = Greatsword
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

”That makes sense to me. I suspect, with a small herd of something or other, he might enjoy the island as his own little paradise. Goats maybe.” Sosche agrees with Brannart’s suggestion.

”For now, shall we continue our investigation?” Sosche makes ready to proceed further. He takes out his greatsword as it seems certain there’ll be trouble.


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

Vexas nods. Yes, surely nobody will come here to bother him.

He turns to the cyclops. We will return when we've secured your passage.

Ready to move on.


So where to now? More of the sites that Carver Hastings identified? Back to town? Elsewhere?


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 suggests that they first report back to Koloshkora, and half heartedly suggests they could head back to town after to rest in proper beds, comfortably.

Practically he suspects the group will want to move onto other sites identified by Carver so he doesn’t push warm beds too aggressively.

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

Brennart will need some rest, I guess, unless we can use spells to heal him while moving along.I guess we should have a good last look everywhere in the tower, just in case we missed some clues or information, because when it will be known that the hag is dead, others will want to search or put the place in pieces.


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'm fine," says Brannart, "like I told Sosche. I fought in the Worldwound, remember? We weren't always able to wait until everyone was perfectly healthy before finishing our missions. Sometimes 'good enough' is good enough."

He's only got 2 Con damage, which means he has a max of 51 HP for now.


Brannart works with Sho to explore the rest of the tower and finds nothing of particular interest. There are some carcasses you can leave Aeroclyse for food. The cyclops doesn't seem too picky.

Fenna and Vexas go back and examine the bas-relief on the second floor landing. They think it might be a depiction of the god Aroden battling the demon lord Deskari, though that event took place many thousands of years after the destruction of Azlant. If true, that would point to the astrologer-priests of Nal-Shakar having at least some glimpses of the future through their prophetic practices.

Where to now? From Carver Hastings' recommendations:

  • 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.
  • Back to Koloshkora (Vexas's vote)
  • Back to Talmandor's Bounty

    The map shows that the Locathah Shoal (where Koloshkora is) and Talmandor's Bounty are both similar distances to the southwest.


  • M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 68/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

    "We just rested, so we're pretty fresh, more or less." He nods to Brannart, "I say we head east to the Ulfen sttlement, then north to the cave behind the waterfall. Maybe circle around from there to the crystal monument."

    "Not sure how to find the sunken lab though. But let's keep going!"

    He's worried if they head back, someone else will cycle through onto the team other than him.


    1 person marked this as a favorite.

    Adding a little more (the linked post of recommendations offers more details on each site).

    The sunken laboratory is allegedly in the southeast of the island.
    So, you've got:

  • East coast (Ulfen settlement, in a rocky cove hidden from the ocean);
  • Northeast (Waterfall cave, likely along a river);
  • Southeast (Sunken laboratory, probably in the mountains);
  • Northwest (Crystal monument, on an island off the coast);
  • Southwest (Locathah and Talmandor's Bounty).

    If you go back to Talmandor's Bounty, you can unload some of the things you have found. Remember, you found "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)." I'm going to rule these can also be used as components for other item creation (Fenna and Vexas have Scribe Scroll, and Sosche has Craft Wondrous Item). It's not urgent - you can leave stuff at Nal-Shakar (like the huge pile of silver and copper), while the reagents will be safe in Vexas's Handy Haversack.

    You have done things a bit out of the expected order, so the leveling is off - you would normally be expected to do the side quests and then Nal-Shakar, being 6th level for it. So instead you'll level up after the next adventure location, and be 6th level for the remaining three locations, if that affects your decision at all.


  • 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, your vote for after tower exploration? Looks like we could use some tie breaking.

    Dark Archive

    1 person marked this as a favorite.
    Female Half elf Ranger 7 Ini+3 HP 72/72 AC 18 T13 FF14 Fort+7 Ref+8 Will+3 Per+10 Spd 30

    I agree with Soshe, first the Ulfen settlement then north by northwest. Have bow, will travel.

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