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


3,501 to 3,550 of 4,091 << first < prev | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | next > last >>

M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Sosche is tinkering with his armor when the rest of the party returns to give their report. ”I need to add some plating here…” he mumbles to himself as he works.

However, he’ll set aside his armor for the moment and join the others so he can learn what happened as well.


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 | Pearl of Power 1st☐ | 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

Yeah, Vexas is find for us to return to Ramona and report on what we found.


What exactly do you report to Ramona? What details do you give about Medrinnah?

"That's troubling about the satchel," notes Ramona. "I can't think who would want it. I know all of the colonists' names, so I'm not that inconvenienced by losing the manifest. And I know that the next resupply ship should arrive in about a week, and once they arrive I can get the schedule for future trips from them. It's always a bit uncertain with the winds of course.

Well, keep me posted if you hear anything."

If you recall, there was some other business with colony records in Book 1. You found the Colony Charter moved from the government house to Rayland Arkley's quarters, as noted here. And you found a logbook with pages missing, noted here. You later found the missing pages, here, with a list of names being checked off.

"There's another small matter. Goats. Five goats from Irvin Lourdein’s herd, found dead this morning. All drained of blood.
There could be some creatures about that pose a threat, so I'd like to ask you to examine the scene. Figure out what did it, and track it down if you can."


M Human Ftr7 | AC 27, T14, FF24, CMD 26 (33 vs Grapple, 28 vs Disarm, 31 vs Trip) | HP (68/72) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +8 (low-light) | Hero Points: 3

Brannart shows up, ready to go to the Lourdein farm.
He now wears full plate, with a red-and-blue sash adorned with medals.

His weapon is no longer a ranseur, but instead a Lucerne Hammer.
"I don't typically wish to charge into melee and leave you all behind. This weapon is well-suited to letting the enemy come to us. And it's still useful underwater, but can also be used to bludgeon when needed."


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 | Pearl of Power 1st☐ | 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
GM Aldizog wrote:
What exactly do you report to Ramona? What details do you give about Medrinnah?

Vexas reports that, although they gave her an out while hoping to just get the satchel back, Medrinnah offered what seemed like a full confession. He continues with her statement of where she left the satchel, he and Fenna's looking in that spot, and that the footprints present were rather inconclusive.

He then tells her about the time they found charter documents for the colony among Rayland Arkley's personal belongings.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
HP: 60/60 AC: 20 (t13/f18)
Weapon Equipped = None
Conditions = None
Greatsword: Attack: BAB 4 Str +3 Focus +1 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment

Brannart Teskerwill wrote:
"I don't typically wish to charge into melee and leave you all behind. This weapon is well-suited to letting the enemy come to us. And it's still useful underwater, but can also be used to bludgeon when needed."

”Oh! Maybe I should switch up to a pole arm as well - maybe a ranseur! You did so well with it, and I’ve been practicing disarming - that weapon might really help my form.” Sosche says excitedly.

Sosche picks up a masterwork ranseur and tries out a few moves. (-310gp)

He doesn’t know anything about the prior missing pages, but he doesn’t like blood loss…

GM Aldizog wrote:
"There's another small matter. Goats. Five goats from Irvin Lourdein’s herd, found dead this morning. All drained of blood. There could be some creatures about that pose a threat, so I'd like to ask you to examine the scene. Figure out what did it, and track it down if you can."

”Maybe someone’s making blood pudding… or maybe… it’s a vampire!” Sosche shudders a bit, and wonders what he knows, if anything, about vampires.

Knowledge Religion: 1d20 + 10 ⇒ (6) + 10 = 16

He looks to the others, sharing whatever he knows and adding, ”We should check this out if only to preserve our food supply.”


@Sho and @Fenna, do you wish to add anything to the discussion with Ramona about Medrinnah and the satchel before moving on to the goat farm?

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

I can't think why anyone would like to get his or her hands on the manifest. Maybe for historical purposes? But why don't make simply a copy of it? You could write the list again from memory? It could help us...I suspect foul play. As if someone would like nothing more than play with the past.


Vexas Flamespark wrote:
Vexas reports that, although they gave her an out while hoping to just get the satchel back, Medrinnah offered what seemed like a full confession.

Ramona nods. "If her goal was to show her mother how angry she is, then she would not be looking for an out. It's hardly rebellion if you don't take credit for it."

---
The goats are quite dead, completely drained of blood. The wounds are somewhat messy. With some skill you could figure out the kind of bite that it was.

Heal check to find out. This can be attempted untrained.

There are also some tracks of bare humanoid feet.
Survival check to follow. One person can Aid Another on Sho's check (and of course others can contribute with spells).

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

Heal: 1d20 + 6 ⇒ (17) + 6 = 23
survival: 1d20 + 13 ⇒ (8) + 13 = 21

Sho tries to check out the bites, to see if they come from an animal..or not.

Then she tries to follow the tracks


Sho can tell that the wounds were made by circular mouths, somewhat similar to those of a lamprey. From at least three different creatures based on the size.

She can almost figure out the tracks...
Inspire Competence or Heroism, plus an Aid Another, would do 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 | Pearl of Power 1st☐ | 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

Brannart and Fenna both have the next best survival at +4, for the aid


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Sosche tries to aid the heal, in case there's more to be learned.

Heal: 1d20 + 4 ⇒ (10) + 4 = 14 vs DC 10 for +2 aid

"Well, that doesn't sound like a vampire. Couldn't imagine what it might be!"

He'll follow along, but he's no good with tracks, though he tries to help anyway.

Survival, tracking: 1d20 + 0 ⇒ (11) + 0 = 11 vs DC 10 for +2 aid


With any assist from Fenna (Heroism, Gallant Inspiration, or Inspire Competence), Sho is able to follow the tracks.

As with the satchel thief, the track go down to the coast, where the tides have since erased any remants.


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 | Pearl of Power 1st☐ | 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 for evidence that there was a boat on the coast where the footprints disappear, or else if they depart the beach again elsehwere but per your text, it seems probably not the latter

Perc: 1d20 + 15 ⇒ (11) + 15 = 26


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

"Too easy to disappear around here it seems." says a frustrated Sosche. "We could spend the night on watch tonight. Keep an eye on the goats and hope they return soon."

"I don't want to delay our departure overmuch, but surely one night, maybe two, will be OK. What do you think?" he looks to the others for their opinion on the idea.


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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 2

Encouraged by Medrinnah's possible nibble at her suggstion, Fenna pushes the pouch of gold coins back toward her. Fenna also shrugs, staying nonchalant to avoid putting Medrinnah in a position of having to agree with anything a full adult is endorsing strongly.

"Keep it" she says of the gold. "If you decide it's something you want to do, you'll need to get back and pay for it. That'll be a good start on what you need. Just keep saving. After all like you said, there's nothing to spend money on here anyway. In a year or two you can be free of all this. You just have to hang on in the meantime."

"I'm in and out of the settlement all the time, but come find me when I'm around if you want to brush up on things or prepare for university. The more you know before you get there, the easier it is when you start."

Diplomacy: 1d20 + 15 ⇒ (10) + 15 = 25

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

Fenna disagrees with Vexas as they go back to Ramona. "Nah, not useless. We now know of one less place where the satchel is." She sounds sarcastic though.

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

Fenna substitutes money out of her own funds to return to Ramona so she's none the wiser. She vouches for Medrinnah not having the satchel any longer.

"It could also be that somebody just wanted the satchel, and the contents didn't matter to them, or they had no idea what the papers were."

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

As for the goats... Fenna is inclined to think some sort of animal is responsible rather than a vampire. But their track record with the island so far suggests some sort of worst case scenario so she doesn't scoff.

Inspire Competence would add +2 to the tracking effort. If Sho needs more than that Fenna will pop Gallent Inspiration on it as well.


Following Sosche's suggestion, Brannart agrees to stay camped out on Irvin Lourdein's farm for the evening, taking a watch shift.

The goat-killers do not return, however.

Do you wish to pick up anything else in town, move on to the next of Durvin Gest's locations, or do something else? The next one on the list, the sunken laboratory, is likely quite near the settlement. Probably only a couple of hours' hike.


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 | Pearl of Power 1st☐ | 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 would like to transfer some spells from scrolls to his spellbook when the team has a little bit of downtime, and probably stop by his local wizardry shop for additional scrolls. It doesn't strictly need to be before they go out again.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

"Damn." Sosche yawns the next day after a fruitless night encamped. "So frustrating when the enemy doesn't deliver themselves to you." he grins.

"I expect they'll be back when they get hungry, but I'm not willing to wait around for days I don't think."

When Vexas suggests he has some wizardly-work to do, Sosche nods. "I could spend the day on my armor. I'm adding to it you see. We could watch one more night over the herd and then off to the Sunken Laboratory the next day if that makes sense to everyone."

Happy to wait a day so Vexas can be better prepared. When we do leave, Sosche votes for the Sunken Laboratory. I can do water breathing for us with a duration of ~2hours each if we need it.


Vexas Flamespark wrote:
Vexas would like to transfer some spells from scrolls to his spellbook when the team has a little bit of downtime, and probably stop by his local wizardry shop for additional scrolls. It doesn't strictly need to be before they go out again.

There is no wizardry shop in the colony; there isn't even another wizard among the NPCs. There are a couple of bards and clerics and a witch, but they don't use spellbooks. There are a couple of alchemists, but you can't learn from their formula books. Vexas has whatever he might find from ancient Azlanti tomes or engravings, or items from the prior wave of colonists, or something that Ramona happened to have brought along, or else conducting his own independent research.

To have a lucky find, you'll normally need to use some of the WBL from level-ups, and I believe Vexas spent all of his allotment on Cat Burglar's Boots. Still, that 2,000 GP is only an approximation, and a small amount here or there is not a big deal.

So for now let's say that the colonists have happened to uncover a set of Azlanti copper tablets with inscriptions that they cannot read. Read Magic will reveal these as instructions to cast two different 2nd-level spells, and two different 1st-level spells (total worth 100 GP). These happen to be spells that Vexas was looking for.

(As well, I think Fenna was looking to get a couple of scrolls. Same thing applies. There is no store to go to, but there are in-story ways to make it work.)

Speaking of those alchemists, they can make you 1,250 worth of potions and alchemical items from the reagents found in Nal-Shakar. Any wishes?

Get the gear you wish, and I'll move things along tomorrow.


It is about a two-hour hike to the next site. As the crow flies, it is perhaps three miles southeast of Talmandor's Bounty, but as you are exploring a new part of the island it takes a bit longer. You have to find trails and do some mapping. But the trip is easy and nothing bothers you.

An impact crater more than a hundred feet across punches into the mountainside, shrouded in dense vegetation and surrounded by toppled stone blocks, crumbling pillars, and shattered statues obscured by the island’s lush flora. Small streams flow down from the mountainside into the yawning crater that descends into the earth.

Crumbling portions of roads, partial walls, and shattered statues litter the forest floor. Even after 10,000 years, parts of these structures are still somewhat intact, a testament to Azlanti construction.

The crater wall is a steep slope covered with vegetation that descends to a lower tier and then opens into a gaping chasm.

As you descend, all of you notice a disturbing feature of the site: humanoid shadows burned into the stone of the crumbling walls.

Getting a bit closer to the chasm, you see an ancient mossy pillar with the now-familiar Pathfinder runes of Dervin Gest. They say "danger" and "undead" with an arrow pointing into the chasm. As well, there are direction to another of the sites.

Map is up


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Sosche looks around, and takes out his new weapon when they see the blasted shadow. Ranseur in hand, he continues on.

When they get close, he peers down the chasm. "I have 50' of rope and a solid grapple if we want to check this out. I'll even go first."

If the others are in agreement, he'll set his grapple, and carefully climb down. (taking-10 for an 11 on the knotted rope)


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 | Pearl of Power 1st☐ | 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 could feather-fall 3 or 4 of the party down.


You are still on the slope and not yet at the chasm when something happens.

The shadows burnt into the stone walls begin to move...

Perception:
Brannart: 1d20 + 5 ⇒ (5) + 5 = 10
Fenna: 1d20 + 9 ⇒ (3) + 9 = 12
Sho: 1d20 + 9 ⇒ (20) + 9 = 29
Sosche: 1d20 + 8 ⇒ (9) + 8 = 17
Vexas: 1d20 + 13 ⇒ (12) + 13 = 25

Initiative:
Brannart: 1d20 + 6 ⇒ (14) + 6 = 20
Fenna: 1d20 + 6 ⇒ (6) + 6 = 12
Sho: 1d20 + 3 ⇒ (16) + 3 = 19
Sosche: 1d20 + 1 ⇒ (3) + 1 = 4
Vexas: 1d20 + 8 ⇒ (1) + 8 = 9

Sho can act!

This is a haunt manifesting; Brannart and Fenna missed the Perception check, while Sosche and Vexas failed to beat it on initiative.

Surprise Round
Brannart (unaware)
Sho
Fenna (unaware)
Haunt
Vexas
Sosche

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

That's more your area of expertise than mine, Sorshe...my bow and arrows are useless here!

Nervously, Sho braces herself for the haunts attack, as she can't do a thing.


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 | Pearl of Power 1st☐ | 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

If Sho points it out to Fenna and Brannart do they get their turns before the haunt?


Sorry Vexas, the party would need something like the Lookout teamwork feat for that.

Suddenly the sky turns dark. Flaming rocks crash into the crater, exploding where they land. You are all scorched by the flames, but somehow know that it is all in your mind. It is all an effect of the terror that the Azlanti felt at Earthfall. Brannart's presence helps push the fear aside.

Brannart gives a 30' radius of +3 to saves vs fear and in fact all mind-affecting effects.

Fire Damage: 6d6 ⇒ (1, 2, 4, 3, 6, 5) = 21
Brannart Reflex DC 14, Bravery: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29
Fenna: 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22
Sho: 1d20 + 8 + 3 ⇒ (4) + 8 + 3 = 15
Sosche, trait vs mind-affecting: 1d20 + 4 + 3 + 1 ⇒ (13) + 4 + 3 + 1 = 21
Vexas, halfling vs fear: 1d20 + 10 + 3 + 2 ⇒ (9) + 10 + 3 + 2 = 24

10 damage to everyone except Vexas, who takes no damage due to Evasion.

The meteors continue to pound down, and more are on the way. It looks like a fairly broad area - it would take you two rounds to move out of the area. Defeating the haunt is likely necessary.

Party is up!


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
HP: 50/60 AC: 20 (t13/f18)
Weapon Equipped = Ranseur
Conditions = None
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (3/4): Cure Serious Wounds, Free Swim, Magic Vestment

Ducking and weaving, Sosche hobbles to the haunt (if within 15’) and casts a Cure Serious Wounds upon it!
CSW: 3d8 + 6 ⇒ (5, 6, 2) + 6 = 19


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 2

K Religion (anything helps): 1d20 + 9 ⇒ (20) + 9 = 29

Fenna doesn't know what to do, aside from the "run far away very quickly" option that's almost always there. It seems like Sosche might know though so she she copies him, figuring more of the same can only help.

She hurries over after him having caught on to Sosche's general concept. Pulling out the wand she carries, she adds another charge of positive energy after his.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

I don't see a particular place on the map showing a threat, so Fenna is going wherever she should be going to do what she's doing.


Sosche Touch vs AC 10: 1d20 + 7 ⇒ (6) + 7 = 13

Sosche's magic is enough. The rocks in the sky fade, and the moving shadows become still.

No wand charge needed for Fenna. Haunt defeated!


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 | Pearl of Power 1st☐ | 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

So... is this what is was like when it happened. Perhaps they just want us to know, for it to not be forgotten.

Vexas mutters, grimacing at the experience. He knows it's not real, but it still conveys part of what might have been experienced in the end of Azlanti civilization.

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

Was about to post a roll but looks like Vexas is too late.

Thank you Sosche.

He scans the edge of the chasm for any more hazards.

Perception: 1d20 + 15 ⇒ (17) + 15 = 32

before approaching it to look down.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

If no further hazards are found, Sosche is fine being the climber while the others descend more gracefully with feather fall.


Do you wish to heal the damage before proceeding?

While the effect was in your minds, the burns to your flesh are real.

Everyone except Vexas is at 10 damage takne.


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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 2

Can't hurt to pop a heal on everyone from the wand now. Fenna: 1d8 + 1 ⇒ (2) + 1 = 3, Sosche: 1d8 + 1 ⇒ (6) + 1 = 7, Vexas: 1d8 + 1 ⇒ (7) + 1 = 8, Sho: 1d8 + 1 ⇒ (3) + 1 = 4, Brannart: 1d8 + 1 ⇒ (6) + 1 = 7
Could have gone worse, but an extra dose for Fenna 1d8 + 1 ⇒ (8) + 1 = 9 and Sho 1d8 + 1 ⇒ (4) + 1 = 5


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

"Thanks for the healing Fenna! I can do some, but I have no channeling, which would have been great here. We should get another wand for when I run dry..."

Sorry, totally forgot we took damage! Thanks Fenna.


No healing needed on Vexas, since he has Evasion. So 6 charges used, and remaining damage is Fenna 0, Sosche 3, Vexas 0, Sho 1, Brannart 3.

Sosche makes it partway down the chasm but reaches the end of his rope before he touches ground.

It is only about 20' of descent before he reaches the astounding sight of a partially intact Azlanti structure. As I believe he is exploring with a standard Light spell, he can see what is immediately around him, but the light does not reach the floor.

He is at the top of an enormous chamber of some sort. The worked stone ceiling of the chamber spreads out to either side of him, and curves down beginning about 20' to the north and south (at the very limit of what he can see), and about 10' to the west. He cannot tell how far below the ground may be.

Descend further down the rope?
Drop a stone with Light?
Go back up and have 3 PCs Feather Fall down together, hoping they reach the bottom before the spell ends?


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Sosche will take out a coin, cast light on it, and drop it, watching to see how long his fall is from this height.

If it is far, he'll climb back up, frowning.


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Sosche estimates the coin falls another 60' or so (about 2 seconds). Certainly beyond the length of his rope, which hangs down only another 30' beyond him.

It lands on a flat section of floor, but it is too far away for Sosche to make out much detail of the surroundings.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

"I think I can climb with another length of rope. Did anyone else have any? I can drop the last little bit with minor damage, but I can't leap that far to climb back up..." he shrugs grinning.


M Human Ftr7 | AC 27, T14, FF24, CMD 26 (33 vs Grapple, 28 vs Disarm, 31 vs Trip) | HP (68/72) | F +8 R +6 W +4 (+3 vs mind-affecting) | Move 30' | Init +6 | Per +8 (low-light) | Hero Points: 3

"I'd rather go down first," Brannart says, "or maybe have a few of us drop down at once with Feather Fall. One of us alone could get in trouble.
I don't have a length of rope myself."

He waits for others to weigh in.


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 | Pearl of Power 1st☐ | 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 unfortunately has no rope and does not have feather fall in his spellbook.

But he thinks he might be able to land like a cat the remaining distance

However, he looks at the vertical surface of the chasm to see how climbable he thinks it might be without rope (hand holds, and such what DC).

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

I don't have a rope either, but maybe I can find out some vines around and make one?

Survival: 1d20 + 13 ⇒ (7) + 13 = 20


Vexas Flamespark wrote:

Vexas unfortunately has no rope and does not have feather fall in his spellbook.

Pretty sure you do have that spell. We can say you transcribed it. See quote below.

Without it, the Climb DC would be 25 (to get down the chasm to the hole in the roof of the chamber below) and then it is 60' down to the floor with really nothing to climb on (unless you can traverse the ceiling to the walls of the chamber).

Vexas Flamespark wrote:
GM Aldizog wrote:
So for now let's say that the colonists have happened to uncover a set of Azlanti copper tablets with inscriptions that they cannot read. Read Magic will reveal these as instructions to cast two different 2nd-level spells, and two different 1st-level spells (total worth 100 GP). These happen to be spells that Vexas was looking for.

1st - Feather Fall, Hydraulic Push

2nd - Knock, Locate Object

As well, Fenna can use those tablets for her Comparative Arcane Studies ability, casting it at level 6.

Making vines into rope would be possible, but time-consuming.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Sosche climbs back up for now, his arms getting tired. "No rope huh? Maybe we go back and get some before continuing here. I don't mind the drop like I said, but it would be nice having a way out again." He grins.

"So should we go back, and resupply?"


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 | Pearl of Power 1st☐ | 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

doh, I neglected to update the spellbook listing on his profile page.

In fact I have three feather falls... Two more if he'd prepared more in higher level slots.

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

That will certainly help us going down without damage, Vexas, but we will still need to climb back up..


Fenna has a rope as well. You can tie the two together to get 100' and thereby reach the bottom.
You could actually descend via the rope, or just leave it there for the ascent while you Feather Fall to the bottom.


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 | Pearl of Power 1st☐ | 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

Also in fairness, strictly speaking, Vexas hadn't prepared the feather falls today. Was not looking forward to suggesting a rest if we had to go that way.


M Human Oracle 7 | AC 20, T13, FF18, CMD 17 | HP 62/68 | F +5 R +4 W +6 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +9 | Hero: 3

Status:
HP: 57/60 AC: 20 (t13/f18)
Weapon Equipped = Ranseur
Conditions = None
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (3/4): Cure Serious Wounds, Free Swim, Magic Vestment

Sosche ties the rope together and climbs down. First, or nearly so, his slow and clumsy climbing hinders the others, but he's strong enough that he gets there in the end (taking 10 for an 11 vs DC 5 assuming knotted rope).

When he gets to the bottom, he re-casts light onto his helmet and picks up his coin.

"Let's check things out, shall we?" he says excitedly. He is, after all, into history, and even studied the Azlanti language for just this sort of thing. He doubts they'll find any books to have survived this long, but perhaps a carving or two? One can only hope!

He takes out his ranseur and readies to advance with the group.

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