Ruins of Azlant

Game Master pauljathome

Pathfinder Adventure Path: Ruins of Azlant

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

Slides

Character Perception Checks:

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

Character Initiative Rolls:

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

Character SpellCraft Checks:

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

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


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That positive energy is enough to (at least temporarily) put the haunt to rest.

The only actual loot here is the Ioun Memory Node stone embedded in the device. Using brute force to remove it would likely destroy it. Disable Device would get it out far more gently with a greatly reduced chance of destroying it.

And, whether or not you get it out, you have to decide where to go from here.


M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

"Well done, Sosche!"

Brannart will wait while anybody with the skills works on extracting the Ioun Memory Node.

"Marked on the Stalkers' map:

  • The watchtower ('Watchtower III');
  • on the western coast, 'Shipwrecks and ENEMIES';
  • 'Home,' the cave where we fought the strange beasts;
  • 'Wheels of Heaven,' where we are now; and
  • 'Hollow Forest,' north of the 'Home', which the table said they were scared of.
    And then not on the map (to the southwest, where the map had decayed away):
  • A strange set of stone pillars."

    "We don't have a good lead on where they might be. Do you think we should head to the shipwrecks and look for the enemies of the Stalkers? Maybe they will help us."


  • M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    "Yeah, that makes sense." Sosche nods along with Brannart's suggestion. "Enemies of the stalkers would be good to find. We'll learn things about our foe, and maybe get some leads."


    Half-Elf Bard 8 | HP: 75/75 | AC: 21 (T: 13, F: 19) | CMB: +9, CMD: 21 | F: +6, R: +10, W: +10 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Perform: 19/22 | HP 2

    "I think that's a very good idea. We're walking around finding plenty of odd things, but they're not adding up to much. Maybe we can find some narrators to tie the pieces to together."


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 frowns.

    I don't have a better idea, but we should be careful to not leave evidence of our presence at each site.

    He looks around, trying to remember how they'd found the apparatus when they arrived.

    It it a simple matter to restore everything in this place to how we found it?


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    "I wouldn't worry about that so much.
    We can't really hide our tracks. But we are pursuing them, not the other way around.
    If we want that Ioun Memory Node for study, we should extract it before the haunt reawakens. That will definitely be leaving evidence of our passage. Still, as I said, I don't see that as a problem."


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 cracks his knuckles and approaches the memory node gingerly. If at any point any force is warranted, he quickly backs away. This situation calls for pure finesse.

    Disable Device: 1d20 + 16 ⇒ (9) + 16 = 25 gulp


    A 25 is EXACTLY what you needed to remove the memory node. Well done.

    We seem to have consensus that you'll head on to the ships so that is where you now go :-).

    The trip there is fairly uneventful, and you arrive there in the late afternoon.

    Broken remains of ships and boats on the shore form a perimeter around heaps of barrels, crates, and other items that look like salvaged cargo. Additional ladders, nets, ropes, and weights have been attached to the ships and boats. A crimson flag on the mast of the largest ship proudly blows in the wind.

    Slide 24

    As you approach it, a voice calls out in Azlant. It is coming from one of the ships ahead of you but the person shouting is hidden.

    You're currently 60 ft off the east end of the map,

    Perception check to see who is yelling

    Azlant:

    "Stop there or we'll shoot. Reveal your true form, spies! You can’t fool us!”


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    Status:
    HP: 62/68 AC: 20 (t13/f18) Hero: 3
    Weapon Equipped = Ranseur
    Conditions = None
    Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
    Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
    Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
    Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
    Healer’s Hands (7/7d)
    Mnemonic Vestment (1/1d)
    Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
    . . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
    . . 1st (4/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
    . . 2nd (5/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
    . . 3rd (4/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing

    Sosche understands what is being said, but does not immediately reply. Instead he leans on his ranseur and looks around for the source of the voice.

    Perception: 1d20 + 9 ⇒ (15) + 9 = 24


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 around at the rest of the group to see who can explain what is being shouted.

    Perception: 1d20 + 15 ⇒ (13) + 15 = 28


    You see a couple of small figures (there are probably more that you don't see.

    It is some kind of small wooden construct creature armed with a longbow.

    Knowledge Arcana or Crafting to know more.


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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

    Knowledge (arcana): 1d20 + 11 ⇒ (16) + 11 = 27


    These are Wyrwoods.

    They are small constructs.

    You've heard about them being a fairly recent race created by a cabal of wizards who needed nimble, skilled construct servants. At some time they gained free will and eventually escaped the wizards control. While somewhat xenophobic in general they are NOT intrinsically hostile to humans. They are known for being rational and unemotional, concerned primarily with the survival of their race. How they reproduce is a secret that is NOT known to you but they DO reproduce somehow.

    Mechanically, they are constructs with darkvision and low light vision who have class levels and all the interesting stuff comes from their class levels.

    But there is something very wrong with the above. What the heck are they doing here, literally thousands of miles from where they should be? And why are they speaking Azlanti? And its hard to tell with them hidden but they don't quite look right.


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 quickly explains to the rest of the group what he knows of these creatures, but is still perplexed that they're even here.

    To those who can speak Azlanti, he asks Can you tell them we mean no harm and ask what they're doing so far away from their origin? Did they come here of their own will or were they brought here?


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    Sosche complies, shouting back in Azlanti, "Look, we're not who you think we are - and we don't change shape! We mean you no harm! Can we come down and chat?! Maybe we can help each other out!"

    He hopes so as the shouting back and forth will get old.

    Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    Brannart understands and speaks Azlanti (a consequence of his time here), and is willing to translate, but is no great negotiator.

    "What my friend says is true. What can we do to convince you that we are not these Faceless Stalkers? For they are our enemy too."

    Diplomacy DC 10 to Aid Another: 1d20 + 1 ⇒ (15) + 1 = 16


    Half-Elf Bard 8 | HP: 75/75 | AC: 21 (T: 13, F: 19) | CMB: +9, CMD: 21 | F: +6, R: +10, W: +10 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Perform: 19/22 | HP 2

    Fenna adds some specifics to perhaps make what's been said so far more believable.

    "We are humans who have recently come to live on the nearby island."

    She points in the direction of the colony.

    "We have been infiltrated and plagued by the shapechangers as well. We have tracked them to this island and need help finding them so we can kill them in return for killing some of our own."

    Diplomacy (aid): 1d20 + 16 ⇒ (7) + 16 = 23


    Sorry for the delay. Partly I was waiting for all the players and partly life happened. Will post later today


    "You say that you are humans but no humans live here. Where is your ship? Where did you come from.

    And you say that you're enemies of the shapechangers. What proof of this do you have?"

    While there are many approaches you can take to answering these questions, the following are some suggestions from the module

    Show body parts of a faceless stalker
    Make appropriate knowledge (geography or local) AND interaction checks (Perform, diplomacy, bluff) to convince them that you do indeed come from an actual place far, far away
    Show them something that clearly only a seafarer would carry
    Profession Sailor check to obviously know about ships

    But anything you can think of to convince them is fine with me,

    Dark Archive

    Female Half elf Ranger 8 Ini+4 HP 79/79 AC 23 T16 FF18 Fort+10 Ref+13 Will+6 Per+12 Spd 30

    know Nature: 1d20 + 11 ⇒ (13) + 11 = 24
    Wild empathy: 1d20 + 7 ⇒ (19) + 7 = 26

    Shapeshifters are imitators, apt at changing their appearance to deceive and approach their preys, or confuse their predators. But if they can mimic looks, they can't gain powers they don't already have. Think about them as snakes, able to change colors. They can get all green maybe, and hide better in the grass and vegetation. But they can't suddenly sprout wings and fly away. I am an half elf, always have been, always will be. And I'm trained in the skills of wilderness. I cannot really speak with animals, unless I use a spell, but I can gain their trust, and no shapeshifter can do that.

    Sho strips of her weapons, and spends a few minutes to befriend a bunch of animals wandering on the shore.


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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

    Diplomacy: 1d20 + 13 ⇒ (17) + 13 = 30
    Knowledge (local): 1d20 + 11 ⇒ (4) + 11 = 15

    We came here on a different ship that has since departed. We've been residing in the community of Talmandor's Bounty since.

    He says a bit about the city they came from before taking the long voyage.


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    "Let me tell you about that ship. The Peregrine. My father worked on laying its keel some 40 years ago, as an apprentice before he had a shipyard of his own.
    It's a well-made ship, capable of handling the open ocean. We sailed for well over a thousand miles, taking several weeks."

    He then shows his MW Shipwrights' Tools. "These tools are used to build and repair sailing ships. I see there are many shipwrecks here. Were these your vessels? Would you like me to work on repairing them?"


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    Sosche shows off his most valuable possession, his armor. ”This breastplate has been handed down in my family for generations. As you can see,” he squirms a little, ”it does not fit well. So I’m making alterations, turning it into a suite of plate mail in fact. See?” He shows off his tools, all the various parts of the whole suit, still in process. His pride is hard to hide.

    ”A copy of me wouldn’t bother with all this. It’s heavy, and difficult to manage. But it’s important to me, because I am from a long line of friendly, human, ancestors.”


    Cool answers. I like them :-)

    "Ok, I sort of believe you. Mostly. Why are you here? What do you want with us? Never mind. You should tell our leader. Leave ALL your weapons where they are and come on in. No spell casting!"


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    Brannart is inclined to follow the Wyrwood, only slightly worried this may be a trap.

    Sense Motive: 1d20 ⇒ 19

    Does he sense any deception?


    They pretty obviously don't trust you but you are detecting no active deception


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    Status:
    HP: 62/68 AC: 20 (t13/f18) Hero: 3
    Weapon Equipped = None
    Conditions = None
    Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
    Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
    Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
    Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
    Healer’s Hands (7/7d)
    Mnemonic Vestment (1/1d)
    Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
    . . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
    . . 1st (4/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
    . . 2nd (5/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
    . . 3rd (4/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing

    Sosche tries to aid Brannart’s skepticism (if he can).
    Sense Motive: 1d20 + 4 ⇒ (17) + 4 = 21 vs DC 10 to aid if possible.

    Sosche isn’t eager to leave his weapons behind, but he does so in a show of good faith if Brannart does. He follows along behind the others and casts no spell.

    EDIT: Ninja'd! I think the post stands on its own still.


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 sighs. He sets his crossbow on the ground, and then after a moment reluctantly sets his rapier down leaning on it. He follows the others.


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    Brannart leaves all of his weapons and follows.

    Dark Archive

    Female Half elf Ranger 8 Ini+4 HP 79/79 AC 23 T16 FF18 Fort+10 Ref+13 Will+6 Per+12 Spd 30

    Sho follows, leaving her few weapons behind


    "Ok, please come with us"

    At least some of the archers step out from behind cover. One of them goes in front and leads the way, a couple others follow behind.

    They take you into the centre of the circle of ships. Various of the Wyrwoods watch you from around the edge.

    In the centre is another wyrwood. Although he looks similar to the others he exudes an aura of age, of power both personal and political.

    All the following is in Azlanti.

    "Greetings. My name is Locwudu. We are creatures called <Word you've never heard before>. I am the oldest of us and they have chosen me as their leader. What brings you to our home? Are you willing to trade with us? We have some items that are little use to us that may be of use to you, if you have anything we would eant"


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    "I, er..." Sosche begins slowly, not really a 'talker'. "There are these shapeshifters, those enemies of yours. Well, they're our enemies too and we're currently hunting them. We were sort of hoping you could give us some information about them to aid us in our hunt."

    He becomes distracted briefly by some geegaw that they have for sale or trade. "I suppose we might trade too. I’m nearly done with my armor see. I just need a few last pieces. I don’t suppose you have what I need?”

    Sosche’s Armor (GM and any interested):
    So Sosche has a breastplate that he inherited from his family line, going way way back. He’s fiercely proud of it. However, it’s way too small, and thematically I’ve been using that as the excuse for Sosche’s lameness (oracle movement curse), and I want to continue to do so.

    However, I want better armor too, so I’ve been acting as though Sosche has been working on the breastplate, and slowly turning it into full plate. Been at it since I joined the campaign, and likely long before. I have even maxed out craft armorer. :)

    That said, I’m not actually crafting the armor - it would take months by the rules. I’m just going to spend the money to buy full plate ‘off the shelf’. But for story reasons, I’m saying that Sosche made it himself out of his family heirloom breastplate.

    So Sosche is asking if they have the last parts he needs, but really I’m buying a suit of masterwork full plate from them if I can. 1,650gp.
    - - -


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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

    Assuming Sosche translates

    Vexas leans in to get a look at their goods.

    Is there a set list, or is it like "anything up to Level X"?


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    "I would most wish for information about this island, about the Faceless Stalkers, and about the other locations.

    We must track the Faceless Stalkers because they abducted many of our fellow settlers. We would seek to know the other dangers of this island before we blunder into them."


    "No harm in telling you about what you claim are our common enemies and other dangers on the island.

    We’ve seen many ugothols <faceless Stalkers> here in the north, but the ugly creatures are smart enough to stay out of our territory. They live in caves near the river. They haven’t always been living here on the
    island. Something or some one made them come here.”

    Ulat-kini <skum> are common in the southeast, but we don’t know where their lair is. They live somewhere many miles to the south, and they like swimming better than walking, so we don’t run into them too often here.

    Ghost lanterns <will=o-wisps> inhabit the southern marshes. There is an ancient place built from stone where they gather at dusk. It is said they know everything that happens on this island, but I should warn you, they’re not very welcoming to visitors. The stories say you should carry a lantern or other light source when you approach them or they’ll think you’re an enemy.

    Many kinds of beasts also live in the woods and marshes."

    As to bartering
    "We have some items to trade for things of use to us. We particularly want and Ioun stones that you have, any that have not burnt out. We will give you a very good deal for any of those"

    They have lots or potions and alchemical items (pretty much most anything they have or can make). They also currently have
    shadow essence poison (4 doses),
    a horn of fog,
    a pearl of power (1st),
    a pirate’s eye patch,
    a shark tooth amulet, and
    a vest of escape.


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 holds out his tourmaline sphere ioun stone and asks what that will get him, or rather what they would offer for it.


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    "Thanks for the information." Sosche says happily. They don't have anything he wants to buy at the moment, though he peruses their wares and nods approvingly so as not to offend.

    Then he steps back and waits for the others to finish while thinking about their next steps.

    "Caves near the river. Maybe that's our next stop." he mutters mostly to himself while he waits.


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3
    GM Pauljathome wrote:
    "There is an ancient place built from stone where they gather at dusk. It is said they know everything that happens on this island, but I should warn you, they’re not very welcoming to visitors. The stories say you should carry a lantern or other light source when you approach them or they’ll think you’re an enemy."

    "I saw a set of seven stone pillars arranged in a semicircle. In the southern part of the island. Is that the stone place where we would find the ghost lanterns?"


    They look at the Ioun stone with obvious desire and satisfaction,

    "What do you want for it? We will give you any combination of alchemical items or potions worth 2,000 gold. Although you'll have to wait for us to make some things

    Do you have any other stones to trade? Maybe even more powerful ones?"


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 around to see if any in the party object. After all... they'd found the ioun stone together.

    a pearl of power would be nice for Vexas. Any requests for the other 1000gp, or any objections to parting with it?


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    Certainly fine by me. That's a great price for that ioun stone. Too bad we don't have more.


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    "We did search the caves where the ugothols had been living. These might be the caves near the river that you spoke of. They had moved out."

    Brannart tries to give directions to figure out if these are the same caves.

    "So maybe we try to talk to the ghost lanterns and see what they know of the movements of the faceless stalkers."


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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

    Any takers for the other 1000gp worth of value we can get from them? GM could they add a +1 to somebody's armor?


    M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3

    A few potions would be fine. Daylight, Dispel Magic, Fly, Gaseous Form, Neutralize Poison, Remove Blindness/Deafness, Remove Curse, and Remove Disease are all good 3rd-level utility spells that we lack access to. We could get one of those and then 5 1st-level potions of CLW or Enlarge Person or whatever.

    We are doing ABP so that takes care of the +1 to armor.


    M Human Oracle 8 | AC 20, T13, FF18, CMD 21 | HP 84/84 | F +6 R +5 W +8 (+1 mind-affecting) ] | Move 15’ | Init +1 | Per +11 | Hero: 3

    Yeah, I need to get some of those scrolls when we get some cash... :)

    I suggest Remove Blindness/Deafness and some CLW potions just to have lying around.


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    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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 selects...

    1 potion of Gaseous Form
    3 potions of cure light wounds
    2 potions of enlarge person

    and...

    the pearl of power.

    Okay sorry, we can move on now :P Everybody please tell me if you want to hold any of the potions, otherwise I'll record them so we don't forget.


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    Half-Elf Bard 8 | HP: 75/75 | AC: 21 (T: 13, F: 19) | CMB: +9, CMD: 21 | F: +6, R: +10, W: +10 (+10 vs Enchantments) | Init: +6 | Perc: +10, SM: +10 | Speed 30' | Perform: 19/22 | HP 2

    Fenna doesn't have anything to trade at present. But she does add something in Azlanti that might pay off in the future, and perhaps even improve the impression the Wyrwoods have of them.

    "We weren't well prepared for trading since our purpose for coming here is to down the ugothols. But, we now live permanently on the near island and there are more of us there. Perhaps we could come to some agreement that would promote ongoing trade between us in the future?"

    Diplomacy: 1d20 + 16 ⇒ (6) + 16 = 22

    Dark Archive

    Female Half elf Ranger 8 Ini+4 HP 79/79 AC 23 T16 FF18 Fort+10 Ref+13 Will+6 Per+12 Spd 30

    Sorry, hard last weeks at work, but now I'm on holidays!


    "We're pretty much self sufficient here. But the one thing we absolutely need are any and all Ioun stones you can spare and want to trade. We'll take as many of those off your hands that you have to deliver"

    "The ghost lanterns live in the swamps, not near those pillars. No idea what lives by the pillars, if anything. Nothing that has bothered us or been seen by us, at least"

    So, where are you off to now?


    male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 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

    Aside from carrying a light source, do you have any other tips or information about the ghost lanterns? Vexas asks.

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