GM Fox's Ruins of Azlant

Game Master Fox--Pantom

Maps and More


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M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

forgot to add spell craft to my list of skills! Anything getting the birds?

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Triix carefully packs away the shirt - mainly cause it looks cool. She also gathers up the potions.

spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13


The last potion also appears to be a potion of cure light wounds but Triix can't quite work out what the shirt is.

Did you read the spoiler for you Coldir?


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

sorry, I missed that. That way good, lol.

"It seems that our feathered friends had lots to say. The colonists are apparently long gone. There are wandering groups of bipeds that hop that frequent this area. There are also a large group of bipedal creatures smaller than us in an area that is shiny hot and loud. Their final sighting is of a biped that wrong somehow. He is now no longer moving and by a small water. I'm guessing a pool of some sort."

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Do they know where they went? Triix asks as she tries the shirt on.


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

"Not sure that their memory goes back that far That looks rather nice on you. or I just didn't ask them the right question. Either way, no." Coldir answers as he's looks all around, especially for any hoppy creatures.

survival: 1d20 + 8 ⇒ (8) + 8 = 16
Hoppy tracks

kn. Nature: 1d20 + 4 ⇒ (10) + 4 = 14
To see if that sounds like a Bogart to Coldir, or if you can piece together any of the other clues that the birds gave him.


Elf Hunter 1 | HP 10/10 | AC15, T13, F12, CMD17 | F+4, R+6, W+3 | Init+3 | Perception+9 low-light, Sense Motive+3

Knowledge (nature) for any thoughts on hopping bipeds: 1d20 + 6 ⇒ (6) + 6 = 12
Survival to Track: 1d20 + 9 ⇒ (12) + 9 = 21 Looking for anything, really, but watching for signs of hoppers.

"Hopping bipeds? Okay. Sounds like the one collapsed by a pond or lake may be hurt, or maybe dying, doesn't it? Finding them should get us information, and might even get us a survivor."

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Thank you Coldir. I still dunno what it does but ..... I'm hoping it's some sort of magical armour or something. Besides, it's a lot cooler than my robes.

She is still wearing her wizard hat but is now wearing the translucent shirt over her breastband top. The rest of the outfit is unchanged.

Shiny hot and loud? Sounds like a hot spring with an active geyser

k nat: 1d20 + 9 ⇒ (8) + 9 = 17


Luimener finds strange tracks that seem to be of some creature with only two toes, one longer than the other. These V shaped prints are in pairs as though whatever made them was jumping but the gaps between them are longer than you could jump. The feet are between 5-7 inches long.

Coldir thinks bogard could fit the description, but without much to go on its hard to be sure of anything.


Ratfolk Alchemist 2 | HP 15/15 | AC 18/15/14 | F/R/W +4 +7 +0 | Initiative +4 | Perception +7; Darkvision 60 ft. | Sense Motive +0

Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23

Sette sniffs at the shirt they have found, trying to figure out what it does.


Sette is able to work out what the Quick Runner's Shirt does.

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Triix sounds rather pleased when Sette tells her what it does.

Cool she exclaims. Would it make me swim faster too?

Currently she's wearing her hat, the magical blue/green gossamer shirt over her yellow breast band, cape that matches the hat (full of stars, comets, and moons), the butterfly amulet of Desna, azure coloured skirt, and practical adventuring footwear. The skirt has her Arcane Mark on it, a star tipped wand over a crescent of magic dust.


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

By contrast, Coldir is shoeless with simple colorless shirt and trousers. Lol.

"Yes, the small water seems interesting. After we search these buildings. Bogards, if that's what they are, are temperamental and territorial. But we could possibly make allies of them if we are careful. Onto the next building? Oh, and please pass those potions out to those intend to put themselves in front of danger."


Elf Hunter 1 | HP 10/10 | AC15, T13, F12, CMD17 | F+4, R+6, W+3 | Init+3 | Perception+9 low-light, Sense Motive+3

"We can certainly continue searching the tent remnants if you want, but the bipedal hoppers, with v-shaped two-toed feet, seem to have gone that way. o we wan to dig around for a while more before we follow them? Notice how long their hops are, though. These things have some serious power in those legs."

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

That makes sense Triix replies. Who wants them? I was just putting them here so, erm, you guys can come get one when you needed it.

And we could possibly calculate how heavy those hoppers are by measuring the soil compression.


Male N Undine | Outsider (Native) | | Swashbuckler (Inspired Blade, Noble Fencer) 1 | HP 13/13 | AC 17 T 14 FF 13 | CMB +7 (Disarm, Trip, Sunder), CMD 13 (15 Disarm) | F: +2, R: +6, W: +1 | Init: +5 | Perc: +5, SM: +1 | Darkvision | Speed 30ft, Swim 30ft | Panache 4/5 | Active conditions: None.

“Please use detect magic regularly!“

Salaamati moves on.

A3

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

If I had it .... sure. I hope to get it next.


Sorry Triix, I got your post and Coldir's muddled up


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

Coldir will walk around the ruined settlement, behind his friends, with his detect magic sweeping break and forth like a flashlight.


Ratfolk Alchemist 2 | HP 15/15 | AC 18/15/14 | F/R/W +4 +7 +0 | Initiative +4 | Perception +7; Darkvision 60 ft. | Sense Motive +0

Perception @A3: 1d20 + 6 ⇒ (2) + 6 = 8

"I make my own potions, yes yes, free to use by the others." Sette tosses over her shoulder as she scurries inside the unfinished palisade to continue to investigate the village.

Survival to look for tracks: 1d20 + 4 ⇒ (19) + 4 = 23


A3

This rectangular building is constructed of mud brick walls.
The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air.

The door lacks a means to bar it from within.
Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside.
A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door.
The building lacks interior walls except for a few short partitions, and four stout posts support the roof.
The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone.
Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.

The group realises the many of the barrels inside are still sealed and so shouldn't be spoiled even after all this time.

When Someone opens the door they see

Spoiler:
GM screen for no reason

Perception Sal: 1d20 + 8 ⇒ (15) + 8 = 23
Perception Coldie: 1d20 + 8 ⇒ (10) + 8 = 18
Perception Luimener: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Salaamati: 1d20 + 5 ⇒ (8) + 5 = 13
Perception Sette: 1d20 + 6 ⇒ (2) + 6 = 8
Perception Triix: 1d20 - 2 ⇒ (16) - 2 = 14

1d20 + 14 ⇒ (3) + 14 = 17

Perception Sal: 1d20 + 8 ⇒ (6) + 8 = 14
Perception Coldie: 1d20 + 8 ⇒ (18) + 8 = 26
Perception Luimener: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Salaamati: 1d20 + 5 ⇒ (18) + 5 = 23
Perception Sette: 1d20 + 6 ⇒ (17) + 6 = 23
Perception Triix: 1d20 - 2 ⇒ (18) - 2 = 16

Coldir, Salaamati, and Sette notice quite a lot of cockroaches in the building. Its hard to count them but there could be thousands, enough to swarm over a person.

The light seems to be agitating them significantly.

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Triix makes a rapid retreat away from the cockroach swarm. Maybe the ones on Castrovel eat live prey.


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

"Back out. Nothing for us here. We might need to burn this building later.". Coldir backs out. "Close the door behind you."

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Well .... there's sealed barrels in there. We should get them out before we do burn it


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

Coldir nods to this wisdom.


Male N Undine | Outsider (Native) | | Swashbuckler (Inspired Blade, Noble Fencer) 1 | HP 13/13 | AC 17 T 14 FF 13 | CMB +7 (Disarm, Trip, Sunder), CMD 13 (15 Disarm) | F: +2, R: +6, W: +1 | Init: +5 | Perc: +5, SM: +1 | Darkvision | Speed 30ft, Swim 30ft | Panache 4/5 | Active conditions: None.

“I have acid and alchemist fire with me! We need to fight them anyway! I can volunteer!“ he says calmly.


Ratfolk Alchemist 2 | HP 15/15 | AC 18/15/14 | F/R/W +4 +7 +0 | Initiative +4 | Perception +7; Darkvision 60 ft. | Sense Motive +0

"I can make quite a few things explode," adds Sette, one hand already halfway in a pouch at her belt.


Male N Undine | Outsider (Native) | | Swashbuckler (Inspired Blade, Noble Fencer) 1 | HP 13/13 | AC 17 T 14 FF 13 | CMB +7 (Disarm, Trip, Sunder), CMD 13 (15 Disarm) | F: +2, R: +6, W: +1 | Init: +5 | Perc: +5, SM: +1 | Darkvision | Speed 30ft, Swim 30ft | Panache 4/5 | Active conditions: None.

"Good, who else volunteers? I am ready!" he says and takes out the acid and alchemist fire flask.


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

"Smoke will also alert hoppy bipeds and small bipeds near the hot shinny place."


Elf Hunter 1 | HP 10/10 | AC15, T13, F12, CMD17 | F+4, R+6, W+3 | Init+3 | Perception+9 low-light, Sense Motive+3

"I'm confused. It is an AWFUL lot of roaches, but it is just roaches. We can worry about them later. As Coldir said, burning things will just alert others to our presence. Seems early to give away whatever surprise we might have."


Ratfolk Alchemist 2 | HP 15/15 | AC 18/15/14 | F/R/W +4 +7 +0 | Initiative +4 | Perception +7; Darkvision 60 ft. | Sense Motive +0

Sette deflates a little. "Yes yes, very well, take care of roaches later. Continue exploring now."

Perception @A4: 1d20 + 6 ⇒ (5) + 6 = 11


Male N Undine | Outsider (Native) | | Swashbuckler (Inspired Blade, Noble Fencer) 1 | HP 13/13 | AC 17 T 14 FF 13 | CMB +7 (Disarm, Trip, Sunder), CMD 13 (15 Disarm) | F: +2, R: +6, W: +1 | Init: +5 | Perc: +5, SM: +1 | Darkvision | Speed 30ft, Swim 30ft | Panache 4/5 | Active conditions: None.

Salaamati nods.

"Good, we return later."

Moving to A4.


This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”

The contents of this building are useful but unremarkable. Hanging on the wall from hooks and nails are an assortment of tools, such as hammers, handsaws, hatchets, machetes, trowels, and the like.
Various other implements, such as makeshift ladders, ropes, barrels of tar, and shovels are stacked or otherwise arrayed about the room.

You now have access to most mundane tools. If there is something you want just come have a look around here and you may be lucky.

A little searching reveals there are no tools or implements that would
be exclusively used for blacksmithing.

1 Rank in Survival or 12+ Wisdom:

There is no way the original colonists could relocate successfully without taking these tools.
In fact, these materials are vital to the survival of the colonists who arrived on the Peregrine.
While the second wave of colonists brought some of their own tools, they made plans around these resources being available when they arrive.

DC 10 Perception check:

A wooden box with the words “Emergency Only” carved on the lid sits on a shelf. It is locked.
Disable Device check anyone?


Ratfolk Alchemist 2 | HP 15/15 | AC 18/15/14 | F/R/W +4 +7 +0 | Initiative +4 | Perception +7; Darkvision 60 ft. | Sense Motive +0

"Why leave all this behind? This very useful, cannot build without tools!" Sette sniffs at the various implements hanging on the wall, reaching out to scratch at a small spot of rust that has started to form on the blade of a saw. "This humidity not good for metal. Should keep in box, with wood shavings."

She goes on her tiptoes to sniff at a box on one of the shelves. "And look, the emergency stuff. What stuff? Box is locked, we'll never know." The ratfolk shakes her head in mock sadness, then a sly smile spreads on her face. "Unless Sette tickles the lock, yes yes." Pulling out long metal rods with small hooks on the end, she proceeds to do just that, but the disturbed dust gets in her eyes.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Disable device: 1d20 + 7 ⇒ (5) + 7 = 12
Disable device: 1d20 + 7 ⇒ (9) + 7 = 16


After a faulty start Sette opens the lock and finds two bottles of Alchemist fire and a Swarmsuit

It is clear intended for use by people not overly familiar with adventuring gear as everything is clearly labelled.


Male N Undine | Outsider (Native) | | Swashbuckler (Inspired Blade, Noble Fencer) 1 | HP 13/13 | AC 17 T 14 FF 13 | CMB +7 (Disarm, Trip, Sunder), CMD 13 (15 Disarm) | F: +2, R: +6, W: +1 | Init: +5 | Perc: +5, SM: +1 | Darkvision | Speed 30ft, Swim 30ft | Panache 4/5 | Active conditions: None.

Wisdom check DC 12: 1d20 + 1 ⇒ (7) + 1 = 8

"That is a great find Sette!! Can one of the magic users please go back to where the insects were and wear this suit to then cast detect magic and search the place please? Thank you!" he says with some excitement as a contrast to the usual monotone tone.

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

wisdom: 1d20 ⇒ 17
perception: 1d20 + 2 ⇒ (19) + 2 = 21

Triix looks very pensive and worried


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

"How very convenient. I have no qualms about entering the building work this suit. It does look very heavy, however, so I would not want to continue carrying it afterward."

Coldir will suit up and search through the roaches, by magical means as well as mundane.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


GM screen:

Swarm damage: 1d6 ⇒ 1
Swarm damage: 1d6 ⇒ 3
Swarm damage: 1d6 ⇒ 4
Swarm damage: 1d6 ⇒ 1
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 5
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 3
Swarm damage: 1d6 ⇒ 3

Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 3
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 1
Swarm damage: 1d6 ⇒ 3
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 1
Swarm damage: 1d6 ⇒ 2
Swarm damage: 1d6 ⇒ 3

Swarm damage: 1d6 ⇒ 4
Swarm damage: 1d6 ⇒ 4
Swarm damage: 1d6 ⇒ 3
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 5
Swarm damage: 1d6 ⇒ 5
Swarm damage: 1d6 ⇒ 6
Swarm damage: 1d6 ⇒ 3
Swarm damage: 1d6 ⇒ 4
Swarm damage: 1d6 ⇒ 1

Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (8) + 3 + 5 = 16
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (20) + 3 + 5 = 28
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (12) + 3 + 5 = 20
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (20) + 3 + 5 = 28
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (15) + 3 + 5 = 23
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (13) + 3 + 5 = 21
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (13) + 3 + 5 = 21
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (3) + 3 + 5 = 11

Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (1) + 3 + 5 = 9
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (2) + 3 + 5 = 10
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (4) + 3 + 5 = 12
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (4) + 3 + 5 = 12
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (10) + 3 + 5 = 18
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (16) + 3 + 5 = 24
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (8) + 3 + 5 = 16
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (8) + 3 + 5 = 16
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (2) + 3 + 5 = 10

Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (18) + 3 + 5 = 26
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (9) + 3 + 5 = 17
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (19) + 3 + 5 = 27
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (9) + 3 + 5 = 17
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (11) + 3 + 5 = 19
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (2) + 3 + 5 = 10
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (10) + 3 + 5 = 18
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (14) + 3 + 5 = 22
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (11) + 3 + 5 = 19
Swarm distraction +5 for swarm suit: 1d20 + 3 + 5 ⇒ (15) + 3 + 5 = 23

When Coldir first goes in and the swarm rises up and engulfs him he is left feeling nauseous and disturbed by the sensation of being covered in such a wall of bugs.
He struggles to think straight with the sound of thousands of tiny claws skittering over his suit. Its sometimes hard to see as waves of insects crawl over the veil, their sheer weight of numbers pressing it against his face.
The suit felt heavy before but now he is aware of the pounds and pounds of living, moving, biting cockroaches that cover him.

Swarmsuit gave you a bonus vs the distraction but doesn't completely negate it.

After his initial reaction Coldir manages to gather himself and seems to be able to cope with the swarms effects.

After about half a minute Coldir feels a bite on his leg. He sees that a couple of the diminutive roaches have got between the layers of his suit. 1 point of damage.

What does Coldir do now?


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

Had he been able to see/or detect with magic anything before t he roaches good in? Either way, he is going to retreat back out into the light. If only two were needed to cause 1 point of damage, he certainly doesn't need a swarm up under his suit!


Just realised I forgot the full description

The door lacks a means to bar it from within. Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside.

A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The building lacks interior walls except for a few short partitions, and four stout posts support the roof.

The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.

It cases some time to get back to the door with the dark room, heavy suit, layers of roaches and lots of boxes. You end up feeling sick once during that and taking another point of damage. You get the feeling the suit is mostly doing its job, its just when the roaches are especially persistent a little couple of bites get through.

DR5/- vs 1d6 damage

There doesn't seem to be anything magical, just barrels of food.

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Should I go get a bucket of water and throw it over him? Triix says as she takes a cautious peek. Before they eat him alive?


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

Coldir exits the building and moves away from everyone as he begins to shake like a wet dog. After it seems That most of the bugs have fled the scene, he will start to strip off the suit.

"Nothing in there but food stuff and bitey bugs."


Elf Hunter 1 | HP 10/10 | AC15, T13, F12, CMD17 | F+4, R+6, W+3 | Init+3 | Perception+9 low-light, Sense Motive+3

The Hunter and Cooshee watch for company while the group tries to go fishing in the building full of roaches.

Perception Luimener: 1d20 + 8 ⇒ (8) + 8 = 16
Perception Tallagor: 1d20 + 1 ⇒ (14) + 1 = 15 Scent


Tallagor get the scent of something intresting.

It leads a little way away towards a small group of trees and rocks on a slight rise.

If he follows:

On top of a rock you find several square shaped animal dropping. About 1 1/2" each side they are roughly cuboid and stacked.


M Undine Druid (Undine Adept) 2 l +4 initiative l +8 perception l 13/15 hp l 17 ac T 13 F 13 l cmd 13 l f 3 r 3 w 6

Wombat? Lol.

Leaving the suit behind, Coldir rubs at his bites. He considers magically healing himself when he sees Tallagor take an interest in a scent.

if they follow:
kn. Nature: 1d20 + 5 ⇒ (11) + 5 = 16


Coldir has heard of a creature the size of a dog that digs holes that has square dropping. He doesn't remember the name or anything about it though.

A5

This L-shaped building is constructed of mud bricks on a wooden frame. The western portion is of the structure is enclosed by four walls. This section has a single open window on the south side, with a canvas curtain hung across the opening.

The single entrance is a wooden door, standing slightly ajar, on the southern end of the eastern face of the building. A ten-foot extension connects to the building on the east side.

This extension has only a northern wall and is otherwise just a roof sheltering the space below, which is open to the outside.

Underneath this cover is a forge with an exhaust flue directly above it, a worktable covered in metal scraps, a small tub of black water, and a partially sheltered anvil.

This building will need a map. I'll get it up very shortly.


Male N Undine | Outsider (Native) | | Swashbuckler (Inspired Blade, Noble Fencer) 1 | HP 13/13 | AC 17 T 14 FF 13 | CMB +7 (Disarm, Trip, Sunder), CMD 13 (15 Disarm) | F: +2, R: +6, W: +1 | Init: +5 | Perc: +5, SM: +1 | Darkvision | Speed 30ft, Swim 30ft | Panache 4/5 | Active conditions: None.

Salaamati moves in and looks around.

perception : 1d20 + 5 ⇒ (19) + 5 = 24


Okay, please organise yourselves on the path outside the building.

Grand Lodge

Female Lashunta Sorcerer(Starsoul) - 5 | hp: 22/22 | AC:14(18wMA) | F:1, R:3, W:4 | S/d: 1:0/7 2:2/5 | BAB:2, MAB:1, RAB:4 | I:2 P:6 | TSRR:F | HW:38c | DA |124312-28

Triix moves up to behind Salaamati

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