Ruins of Azlant

Game Master willvr


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Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

Shannon falls in next to Sea Ranger, never stopping scanning for anything that seems out of place. She wonders how long things have been amiss here, since there don't even seem to be any footprints that are fresh or distinct.

Is there birdsong or any sound at all?


as you proceed towards the village, you see a bunch of tents and roads leading to them off to the left. Just ahead, you see the village proper start, and buildings that could be explored to both the left and right at that point.

The sounds in the area are normal - just without any sign of civilised life. Birdsong, animals heard in the brush, that all seems normal. Just no sign whatsoever of what happened to the first expedition - maybe it's just too long ago?


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Barry glances over at the tents, but continues toward the first actual building. "The tents were probably used when they first got here. They should have moved into the regular buildings now but kept them up for when new arrivals get here. Let's stay together and check."

"Keep back a safe distance. If plague or such killed them we don't all want to face it."

Moving up to the closest building straight in from the docks. Machete in hand.


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger will follow Barry, staying at a safe distance - perhaps 30' or so - and keeping an eye on Scout.


Halfling Rogue 1 | Init: +4, MAB: +4, RAB: +4 | Fort: +2, Reflex: +6, Will: +1 (+2 vs Fear) | HP: 9 (of 9) | AC: 16, FF: 13, T: 14 | Acrobatics: +9, Appraise: +6, Climb: +7, Craft(Weapon): +6, Disable Device: +10, Escape: +7, Perception: +6/+7(traps), Sleight of Hand: +7, Stealth: +11, Survival: +5/+7(avoid getting lost), Swim: +5 | 3 Daggers: d3+1, 10' S, Hand Crossbow: d3 30' P: 20 bolts | Sneak attack +1d6

Merrian doesn't want to get too far away from the group, so she will follow. Are the buildings up on stilts or are they ground level? She is not going to walk straight from the docks to the building, but circle around the edges of the central area.. keeping everyone in sight.


Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

Shannon slows her pace enough to get some distance between herself and the others, but not enough to allow anyone out of her sight. She listens to the sounds of nature which reveal nothing about what might have happened here. As Barry enters the building, she looks and listens, hoping that the building might reveal some clue about what has happened.


They ignore the tents to the side, and the the huts at the edge of the palisade, and enter the village proper. The houses at the edge are just inside the palisade, but you move forward, heading towards the first house in a straight line. To get there, you move past a large public well. Just southwest of the well is a wooden scaffold with a set of steps. It looks suitable for use as a platform to address a large crowd, though admittedly, it would take minimal effort to convert it into a gallows. North of that, is a large firepit, large enough for a reasonable-sized bonfire. It is clear no fire has been lit for weeks.

Moving past there, you come across a wooden-framed mud brick structure, and is currently the colony's only two-story building, as well as one of the largest structures. It has the appearance ofa r ural courthouse or city hall rather than that of a residence. The front features a small porch supported by rough log pillars, with double wooden doors facing west. Numerous window frames with shutters, some of them open, wrap around the building on both floors. The roof is not thatched, but has wooden shakes instead. The construction suggests this building was meant to be a source of community pride, but it still has a rough, unfinished appearance due to a lack of paint and coarse materials. A few small shrubs have been planted around it.

Through the main doors is a foyer opening to a large chamber that occupies most of the main floor. This room is open to the second floor, and two flights of stairs lead to a gallery that overlooks this space, supported by columns on the main level. At the rear of the of the chamber against the east wall is a raised desk, like a podium. Tables and chairs are arrayed in front of it like a courtroom. The gallery above has simple wooden chairs so that citizens can obveserve whatever business is conducted here. Doors at the north and south ends of the main floor lead to what appears to be separate offices.


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Barry steps into the building to get a good look around, then steps back out to speak to Sea Ranger. "Seems to be an office, perhaps for the leader of the expedition, or any administrative help. I'm sure we'll want to search here carefully, but I don't see anything important for now. We need to find sign of the original colonists." He glances around at the other buildings, "Let's check that well, be sure the water's not contaminated.... then go building by building. There's gotta be something." He motions for the little ladies to come closer.

Is there a bucket at the well? If there is we'll get a bucket of water from it to see if it appears OK. Then on to the next closest buildings.


There is a bucket, and the water seems fine.

Moving southwest to the next nearest building, you come across a log cabin. The name "Arkley" is carved into a wooden sign nailed next to the doorframe of this log cabin. A single, closed door faces northwest, and the structure has two wooden-shuttered windows. The architecture is otherwise the same as many of the other buildings.


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Only slightly surprised that the well is fine Barry pauses at the door of the "Arkley" house. "Maybe we should have asked for the colony manifest? Better to know whose home we're intruding on. Ready weapons but stay back. We still haven't ruled out disease.... or anything I guess."

Once the group is ready he tries to open the door.


OOC: Make an int check in regards to the name.


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

"Where is everyone? It's like they just vanished." Sea Ranger remarks to the others as he keeps a sharp eye out and a hand on his bow. While Barry approaches the house, the druid takes a look for tracks, trying to determine if there have been people moving about in the last few days - or longer.

When the shaman makes to open the door, Sea Ranger is ready to act.

Perception Check: 1d20 + 8 ⇒ (8) + 8 = 16

Looking for tracks, trying to figure out when the last time people were moving around in a 'normal' manner in a village like this. Either that or looking for a mysterious word like 'CROATOAN' carved into something around here... ;)


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Int Check: 1d20 + 1 ⇒ (10) + 1 = 11

'CROATOAN' ?? 200+ years later and we still don't know what happened there....


Halfling Rogue 1 | Init: +4, MAB: +4, RAB: +4 | Fort: +2, Reflex: +6, Will: +1 (+2 vs Fear) | HP: 9 (of 9) | AC: 16, FF: 13, T: 14 | Acrobatics: +9, Appraise: +6, Climb: +7, Craft(Weapon): +6, Disable Device: +10, Escape: +7, Perception: +6/+7(traps), Sleight of Hand: +7, Stealth: +11, Survival: +5/+7(avoid getting lost), Swim: +5 | 3 Daggers: d3+1, 10' S, Hand Crossbow: d3 30' P: 20 bolts | Sneak attack +1d6

OOC: it does sound like a "lost colony" doesn't it. and they now think that they possibly went with an indian tribe.. down the tar river,, they found some ruins there..that was on "unearthed" on the science channel last year..so there is hope.

IC: Keeping within sight of the group, Merrian is going to the edge of the settlement, looking for tracks or trails leading away from the center where possible the people may have left as a group. She is being very cautious and moving carefully.

perception: 1d20 + 6 ⇒ (18) + 6 = 24
survival: 1d20 + 5 ⇒ (18) + 5 = 23
stealth: 1d20 + 11 ⇒ (20) + 11 = 31

I don't know which skill you need, so I did them all.


Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

Shannon's curiosity is starting to get the best of her, and it grows more and more difficult for her to abide by the cautious natures of her companions. She looks for some soft dirt or something chalklike to use to mark the doors of the places they have explored. Nothing too obvious, just a series of scratches or dots. At least this gives her something to do, and she can code the marks so that she'll remember if it has potential provisions or whatever.

Then it occurs to her and she speaks, "You know, this place seems to be fairly innocuous during the daylight. Should we perhaps start thinking about where to shelter after dark? We don't know whether the creatures in our 'greeting party' might have amphibious 'friends.'"


You seem to recall that Arkley, Ron Arkley, was the name of the Colony leader. Was this his residence? The door was unlocked.

Merrian cannot find any recent tracks - either they were cautious in hiding their tracks, or it's been some weeks since they left.


Halfling Rogue 1 | Init: +4, MAB: +4, RAB: +4 | Fort: +2, Reflex: +6, Will: +1 (+2 vs Fear) | HP: 9 (of 9) | AC: 16, FF: 13, T: 14 | Acrobatics: +9, Appraise: +6, Climb: +7, Craft(Weapon): +6, Disable Device: +10, Escape: +7, Perception: +6/+7(traps), Sleight of Hand: +7, Stealth: +11, Survival: +5/+7(avoid getting lost), Swim: +5 | 3 Daggers: d3+1, 10' S, Hand Crossbow: d3 30' P: 20 bolts | Sneak attack +1d6

What kind of feeling do we get from this deserted camp?


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

When he learns of the identity of the owner of the cabin, Sea Ranger nods. "Perhaps the leader of this colony has some notes, or a journal of some kind. It looks like nobody has been here for some time, but there must be some clues of where they went. This seems a likely place to find some answers." In case there is trouble, Sea Ranger readies his shield and opens the door when the others indicate they too are prepared. If there is any sign of potential danger inside, he will take his scimitar in hand.

OOC: Let's head on in.


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Barry agrees with Sea Ranger, "Right! Looks deserted and so far not even any bodies. Hopefully they'll have left some record of where, and why they moved. We need to be sure things are safe before we bring anyone else ashore."

Agree. I'll open the door, but if there's no apparent danger we can all move in to search.


Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

"Hmm but wouldn't they put their dead away from the center of life?" Shannon wonders to herself. "Then again, if something invaded or sickened the population, I suppose we would be finding remains." Until something is revealed that makes the place feel a bit less sinister, Shannon will continue to follow the group, never mind that they don't seem to heed or even acknowledge anything she offers. Her trepidation about the passing of daylight grows, but she keeps it in check and waits to see what's behind the door...


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger steps aside for Barry to open the door, though the druid hovers nearby in case there is an immediate threat to be dealt with. He glances back at Shannon and nods. "Yes, this... apparent and total desertion is odd. If there was a fight I would expect to find bodies, or traces of violence at the very least. But there's nothing. I suppose they could all be gathered somewhere, either alive or dead - but we already searched the largest structure in this village and found nothing. I think they may have moved on from here, whether of their own choice or by force."


Moving into the house, it is relatively organised and tidy, and contains plain wooden furniture, with simple amenities such as wall racks, a modest dining table and chairs, and a sitting table sitting chair with a makeshift cushion and footstool. A separate bedroom features a wooden bed frame and a pallet mattress, a boot rack, and a large chest.

OOC: Perception and survival checks.

Also, if I'm reading correctly, you never explored the big building - Barry wanted to explore the rest of the colony first.


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Editing my earlier post a bit...
Sea Ranger steps aside for Barry to open the door, though the druid hovers nearby in case there is an immediate threat to be dealt with. He glances back at Shannon and nods. "Yes, this... apparent and total desertion is odd. If there was a fight I would expect to find bodies, or traces of violence at the very least. But there's nothing. I suppose they could all be gathered somewhere, either alive or dead - after this we can take a closer look at that two-story building, but I think they may have moved on from here, whether of their own choice or by force."

The ranger takes a look around the place, looking for recent habitation, papers, or anything else that might point to an answer for the missing colonists.

Perception Check: 1d20 + 8 ⇒ (12) + 8 = 20
Survival Check: 1d20 + 8 ⇒ (10) + 8 = 18


Halfling Rogue 1 | Init: +4, MAB: +4, RAB: +4 | Fort: +2, Reflex: +6, Will: +1 (+2 vs Fear) | HP: 9 (of 9) | AC: 16, FF: 13, T: 14 | Acrobatics: +9, Appraise: +6, Climb: +7, Craft(Weapon): +6, Disable Device: +10, Escape: +7, Perception: +6/+7(traps), Sleight of Hand: +7, Stealth: +11, Survival: +5/+7(avoid getting lost), Swim: +5 | 3 Daggers: d3+1, 10' S, Hand Crossbow: d3 30' P: 20 bolts | Sneak attack +1d6

Merrian follows them in.

perception: 1d20 + 6 ⇒ (19) + 6 = 25
survival: 1d20 + 5 ⇒ (18) + 5 = 23


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Survival: 1d20 + 8 ⇒ (3) + 8 = 11

Correct. While I think there might be useful information there, I'm really looking for any reason that makes sense for why there are no bodies or any obvious notes explaining where the people went....

"I agree. There should be something to indicate what happened. A deserted village with nothing.... It's spooky!"

Moving in to the house and looking around for anything of interest.

Any update on posting a map? If you have a picture maybe send it to Steve and he could post it on Google drive and post a link to it?


Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

perception: 1d20 + 6 ⇒ (16) + 6 = 22
survival: 1d20 ⇒ 16

Shannon hums a tune to herself that future people might find vaguely familiar as a ditty called "Sounds of Silence". Admiring the habitants' house keeping skills, she finds herself deeply aware of the stillness of this place.


Merrian quickly realises it's been some weeks since anyone was in here, and then she happens to see when she glances upward, a piece of paper fluttering, sitting on top of a beam 9 feet up. Not even Sea Ranger or Barry could reach it easily, though it certainly seems like it was deliberately placed there.


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

When the scrap of paper is pointed out, Sea Ranger moves out the door and whistles loudly for Scout. The hawk swoops down and lands on the druid's shoulder, his eyes glancing around sharply as Sea Ranger re-enters the building. Pointing at the paper, he whistles again, this time with a different pitch, and the hawk arrows upward toward the beam, snatching the paper with one talon before circling back to his companion and settling again on Sea Ranger's shoulder.

The elf smiles at the others and takes the paper from Scout's claw, smoothing it out slightly before reading it aloud - presuming it is in a language he understands.

Yay for 'tricks'! Will use 'Come' to bring Scout to his shoulder, then 'Fetch' to have him grab that scrap of paper! :)


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Barry nods as Sea Ranger calls his bird in and directs it up to the paper. "Good thinking! You've got that one trained well."


When Scout retrieves the paper, Sea Ranger discovers it is actually four sheets folder together and tightly creased. Once it is unfolded, it is recognisably the Talmandor's Bounty colony charter. It declares the island and the colony to be under the protection of Andoran, and outlines the rights and responsibilities of all colonists. It also bears the sealed signature of three members of the People's Council, representatives of the Bountiful Venture Company, and every clonist that came aboard the initial boat.

Whilst interesting, it is not particularly valuable in and of itself. The real question is, what is it doing in the house of Rayland Arkley rather than the Government House, where it would be much safer.


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger looks over the document and shrugs. "Maybe we'll find more answers in the Government House. We should search it more thoroughly and see why this charter was moved from there to here."


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Barry glances at the document, obviously confused. "Why would the charter be stowed there? At least now we have their names, even if we don't know where they are!"

Is the Government House the big building that we were just at?

Moving back outside he glances around. "Before we open up more buildings should we circle the perimeter of the village looking for tracks? I can't see why they might've walked off into the woods, but if they did there should be some sign.... ?? And if not, well, we might find sign of animals or something that might be moving into and out of the village area."


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger nods in agreement with Barry's plan.

Perception check: 1d20 + 8 ⇒ (11) + 8 = 19

Sounds good, let's do that and then make our way inward toward the Government House. Even if we don't find anything there, we can probably camp for the night in that shelter and then figure out what to do in the morning. I rolled a Perception check to look for tracks.


Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Humming a tune to herself, she falls in with the group to inspect the perimeter of the town. In our world, and in our time, the tune Shannon hums might sound a lot like what's popularly known as "Don't Stop Believing" by Journey


As you explore the perimeter, you don't find any tracks, though you do notice a few fields, perhaps for farming, outside of the village itself. It does seem no-one has been here for about three weeks - no real lack of animal life though, so it's not likely something that just killed all life in the area.

OOC: After next weekend, I'll see if I can get a map up somewhere of the village and surrounds. Next week going to be intense.


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Seeing only animal tracks finally convinces Barry that the village is abandoned. Now they need to see if there is any explanation before they head to the alternate landing point to meet with the ship and report.

"Let's do a deeper search of the Government building, then look for any food and supplies. I doubt there's anything of interest in the tents or personal quarters, but we probably should glance in each before we leave."

Anything that looks like a food storage building, forge, barracks, etc? Rather than just a house....


Halfling Rogue 1 | Init: +4, MAB: +4, RAB: +4 | Fort: +2, Reflex: +6, Will: +1 (+2 vs Fear) | HP: 9 (of 9) | AC: 16, FF: 13, T: 14 | Acrobatics: +9, Appraise: +6, Climb: +7, Craft(Weapon): +6, Disable Device: +10, Escape: +7, Perception: +6/+7(traps), Sleight of Hand: +7, Stealth: +11, Survival: +5/+7(avoid getting lost), Swim: +5 | 3 Daggers: d3+1, 10' S, Hand Crossbow: d3 30' P: 20 bolts | Sneak attack +1d6

Noting that Shannon has been humming..
"Hey cousin, are you humming to keep yourself calm .. or to calm the rest of us. It is just a little spooky here."

Following and searching with the rest of the group.


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger nods in response to Barry's suggestion. There doesn't seem to be any reason for the mass disappearance. If they're going to find answers, they need to uncover something here - and the main building seems the ideal place to find it.


Through the main doors is a foyer opening to a large chamber that occupies most of the main floor. This room is open to the second floor, and two flights of stairs lead to a gallery taht overlooks this space, supported by columns on the main level. At the rear of the chamber against the east wall is a raised desk, like a podium. Tables and chairs are arrayed in front of it like a courtroom. The gallery above has simple wooden chairs so that citizens can observe whatever business is conducted here. Doors at the north and south ends of the main floor lead to what appears to be separate offices.

OOC: Perception checks.


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

Barry walks in to the large building again, looking around a little bit surprised at the detail. A lot of effort had been put in to building this when there were still homes needing to be built. If there had still been people living in the tents....

"There should be some records of who lived in each of the buildings, and whatever they were working on. And maybe they kept a log of events, sickness, injury and the like."

Taking time to search carefully.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger nods and moves toward the stairs to get a view from the gallery above.

Perception Check: 1d20 + 8 ⇒ (18) + 8 = 26


Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Shannon wonders whether there was time for the types of records that the Shaman suggested might be somewhere in this building. She also wonders at the seeming lack of dust or cobwebs that could help to determine how long the place had been abandoned. Following the others, she starts to climb the stairs.


Both Barry and Sea Ranger find what appears to be logbooks of the colony - and they also both notice a slight movement from up above, as though they are being watched.

They also surmise that this is where the charter should have been kept - so why was it not here, but at the house?


Halfling Rogue 1 | Init: +4, MAB: +4, RAB: +4 | Fort: +2, Reflex: +6, Will: +1 (+2 vs Fear) | HP: 9 (of 9) | AC: 16, FF: 13, T: 14 | Acrobatics: +9, Appraise: +6, Climb: +7, Craft(Weapon): +6, Disable Device: +10, Escape: +7, Perception: +6/+7(traps), Sleight of Hand: +7, Stealth: +11, Survival: +5/+7(avoid getting lost), Swim: +5 | 3 Daggers: d3+1, 10' S, Hand Crossbow: d3 30' P: 20 bolts | Sneak attack +1d6

Lagging behind the others as they go to the loft area,Merrian is keeping a watch in this building.. and out the door if she has a clear view.


Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 | Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 | Machette: d6+1, Light Crossbow: d8 80' 20 bolts

When Barry notices the movement above he quickly scans for an exit. Is there a window?

He turns away from, whatever it might be, and notices Merrian at the doorway. He steps toward her and whispers, "Something watching us above. Can you go back outside and watch. Something may run and it might be important to see where it goes. Stay safe though...."


Halfling Rogue 1 | Init: +4, MAB: +4, RAB: +4 | Fort: +2, Reflex: +6, Will: +1 (+2 vs Fear) | HP: 9 (of 9) | AC: 16, FF: 13, T: 14 | Acrobatics: +9, Appraise: +6, Climb: +7, Craft(Weapon): +6, Disable Device: +10, Escape: +7, Perception: +6/+7(traps), Sleight of Hand: +7, Stealth: +11, Survival: +5/+7(avoid getting lost), Swim: +5 | 3 Daggers: d3+1, 10' S, Hand Crossbow: d3 30' P: 20 bolts | Sneak attack +1d6

Merrian nods and leaves the building. She will be looking for a place she can watch the front door and still see the roof but be hidden from casual view, preferably with a wall to her back.. and then she will watch and see what happens.


Half-Elf Druid 1 | Init: +2 | Per: +8 | Fort: +4, Reflex: +2, Will: +4 | HP: 10 (of 10) | AC: 17, FF AC: 14, Touch AC: 13 | CMD: 16 | Conditions: None | Animal Companion: 'Scout' - Small Eagle (2 HD) | Init: +2 | Per: +11 | Fort: +4, Reflex: +5 (Evasion), Will: +2 | HP: ?? (of ??) | AC: 14, FF AC: 13, Touch AC: 12 | CMD: 12 | Conditions: None

Sea Ranger notes the movement also and glances at Barry, noting him speak with Merrian - who quickly steps outside after a whispered conversation. The elf nods, then makes his way slowly toward the stairs and the gallery above - hopefully without tipping his hand that whatever is lurking up there has been spotted.

Azal, was that movement up in the gallery at the top of the stairs or was it way up toward the roof?


Halfling Bard 1 | Init: +3, MAB: +1, RAB: +4 | Fort: +3, Reflex: +6, Will: +3 (+2 vs Fear) | HP: 9 (of 9) | AC: 17, FF: 13, T: 14 | Acrobatics: = +5, Climb: = +6, Craft(Weapons): = +8, Diplomacy: = +7, Disable Device: = +7, Knowledge: All: +3, Arcana: +7, Perception: = +6, Perform(Percussion): = +7, Perform(Sing): = +7, Spellcraft: = +6, Stealth: = +7 | 3 Daggers: d3, 10' S, Shortbow: d4, 60' P: 20 Arrows

Shannon resists the temptation to hum. The others seem to have forgotten her presence, and she debates with herself whether this means that whatever is upstairs might also not have noticed her presence. She carefully approaches the stairs, preparing to quickly act if needed.


OOC: As of tomorrow, expect me to go back to daily posting. Been caught up with birthday plans and the like.


The movement is at the top of the stairs.

Roll either bluff or stealth to try to avoid tipping it off - bluff would be better, but well aware that people are a lot less likely to have bluff.

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