GM Fox's Ruins of Azlant

Game Master Fox--Pantom

Maps and More


301 to 350 of 537 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

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.

perception : 1d20 + 5 ⇒ (10) + 5 = 15 ??

perception : 1d20 + 5 ⇒ (19) + 5 = 24

”This was a storage room!“

perception : 1d20 + 5 ⇒ (10) + 5 = 15

”Here is a small metal chest!“ he says opening it.

perception : 1d20 + 5 ⇒ (19) + 5 = 24

”Hey, I found a set of tracks about a week old. These are some of the freshest tracks we've found today!“

survival : 1d20 + 1 ⇒ (7) + 1 = 8

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

What's in the chest? Could it be magical?

perception: 1d20 + 2 ⇒ (6) + 2 = 8
perception: 1d20 + 2 ⇒ (14) + 2 = 16
perception: 1d20 + 2 ⇒ (18) + 2 = 20
perception: 1d20 + 2 ⇒ (5) + 2 = 7

Unfortunately she doesn't see anything new.


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 in the main room: 1d20 + 7 ⇒ (18) + 7 = 25
Survival: 1d20 + 5 ⇒ (9) + 5 = 14

Sette comes sniffing around, as she does. "Big house, big, leader of the expedition perhaps lived here, yes yes. Look there, a shiny on the windowsill! Gold wedding ring, inscribed. Who would leave it behind? Why did goblins not take, if they ransacked this place, hmm? Curious, very curious."

At the front door, she crouches to examine the tracks that Salaamati found. "They go that way. Strange tracks, like something large and heavy was pushed."


The chest appears to be locked


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 for traps on the chest: 1d20 + 7 ⇒ (3) + 7 = 10
Disable device: 1d20 + 8 ⇒ (11) + 8 = 19
Disable device: 1d20 + 8 ⇒ (12) + 8 = 20
Disable device: 1d20 + 8 ⇒ (18) + 8 = 26

"What's in the chest, indeed... Stubborn chest, stubborn lock." Sette mutters for a while as she works on unlocking the metal container.


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

Perception DC 15 in the main room: 1d20 + 9 ⇒ (5) + 9 = 14
Perception DC 15 in the empty room: 1d20 + 9 ⇒ (7) + 9 = 16
Perception DC 12 in the bedroom: 1d20 + 9 ⇒ (8) + 9 = 17
Perception DC 10 just outside the front door: 1d20 + 9 ⇒ (17) + 9 = 26
DC 5 Survival check by the front door if the previous check was passed: 1d20 + 10 ⇒ (14) + 10 = 24 +1 Track
DC 10 Survival check: 1d20 + 10 ⇒ (9) + 10 = 19 +1 Track

Okay, missed the first one. Now, let's see if everything's been discussed already. Nope. Basic responses have all been provided. Missing a bit of logic, though.

"My guess would be that something claimed whatever had been in the storeroom. Barrels there until about a week past would lead to the less dust by comparison, and the trail gives us s good idea where they went. Those footprints are really, really weird, though. Star-shaped feet? Is that an aquatic thing?"


After a little bit of trial and error Sette manages to open the box (which was not trapped).

The small chest contains five bags, each of which holds 5 pounds of powdered silver (worth 25 gp each), four blocks of incense (worth 25 gp each), and a pouch with 100 gp worth of diamond dust.

Spellcraft DC13:
These are expensive material components for bless water, augury, and restoration, respectively.

Would you like to follow the tracks or move to the next 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

spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20

Huh ... must have been for the resident cleric. Spell components for ... erm .... Bless Water, Augery, and Restoration.

She wanders over to the next building. As for star shaped feet .... Duck?


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 barrel roll should make these tracks easy to follow for a while, yet. Keep looking through the buildings first?"


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

"Yes, we should clear the village first.". Coldir nods his agreement.


NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min

Sal tries to identify the tracks.

Survival: 1d20 + 6 ⇒ (2) + 6 = 8

Knowledge Nature if applicable: 1d20 + 5 ⇒ (16) + 5 = 21


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

survival: 1d20 + 8 ⇒ (2) + 8 = 10

kn. Nature: 1d20 + 5 ⇒ (1) + 5 = 6

Coldir attempts to said Sal with identifying the tracks, but is too focused on scratching his bug bites..


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

Survival: 1d20 + 10 ⇒ (1) + 10 = 11 +1 Track
Knowledge (nature): 1d20 + 7 ⇒ (4) + 7 = 11
Don't have Knowledge (planes) if it is more appropriate.

Luimener joins the efforts to identify the duck-footed creature.

WOW. Better now than combat, I guess.


Nothing comes to mind for the tracks for anyone.

On your way to the next building you pass the gates in the colony's palisade.
This large gate set in the fence can be barred from within.

However the gate is open and the large wooden bar leans against the fence.

Beyond the gate you can see an unpaved road where homes have been built or are in various stages of construction.

A9

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.

You recognise the name Arkley as the leader of the first group of colonists.

The only door is shut and latched, but not barred.

Once you enter:

The inside of the house stands in contrast to most of the other buildings in the settlement in that it is relatively organized and tidy.
It contains plain wooden furniture, with simple amenities such as wall racks for weapons and armor, a modest dining table and chairs, and a sitting chair with a makeshift cushion and footstool.

A separate bedroom features a wooden bed frame and pallet mattress, a boot rack, and a large unlocked chest of folded clothes and other personal items. The entire house looks completely normal

DC10 Survival after entering:

You find just enough dust to ascertain that the house has not been entered for 3–4 weeks.


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.

survival: 1d20 + 1 ⇒ (3) + 1 = 4

"The leader, maybe we find something valuable here that can help us."

He starts searching the house.

perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

"This house not ransacked? Curious. Sette wonders why, it is leader's house."

Survival: 1d20 + 5 ⇒ (2) + 5 = 7


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

Survival: 1d20 + 8 ⇒ (5) + 8 = 13

"Curious indeed. The layer of dust in this room suggests that it has also been empty for a month or so. I also wonder why the goblins have not made a mess of this house."


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 see the leader's name and see an important location. They took a quick look around, and didn't find anything as important as food or heat. Once you learn to think like an animal, it becomes easier to understand motives of simpler creatures."

Survival: 1d20 + 10 ⇒ (12) + 10 = 22

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


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's face scrunches up. "Not animals. They talk. They light fire. They don't look like you, so they're animals? Is Sette animal?"

The ratfolk is clearly very upset by Luimener's characterization of the goblins.


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 elf sighs. "Right, because that's what I meant is it? Imagine fewer slights and you'll live a happier life."

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 kneels down next to Sette and gives her a hug


NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min

"It's easy to imagine hurts when a lot of people try to hurt you. Sorta... the pain you feel is real and it keeps launchin' up even if the other person didn't actually take a swing." Sal frowns, struggling articulate where she's going with this thought. "Sette's hurt, that's real. And Luimener's hurt now because Sette lashed back, so he had to say somethin' to defend himself. That's real too. But as real as you're hurt, I reckon neither of ya meant to hurt t'other. Can ya nod to that and move on? We got a whole missing town to find."

She joins the search of the house for anything interesting. "Salamaati, you found anything over there?"

Perception, Aid Another: 1d20 + 8 ⇒ (7) + 8 = 15


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 returns Triix's hug and nods to Sal's words. "It's alright, he didn't mean it." Her tone is a little hesitant in the beginning, but she then nods to herself firmly. "Move on, yes. Look around, look for tracks, find the clues. Where did they all go? Why did they go?"

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS 1-32 | SFS 1-21 | PFS1e 6-97

That .... Sette .... is the million gold piece question. And one we really need to find an answer too. At the moment, I got nothing to even start guessing - and that bothers me.

She looks around some more.
perception: 1d20 + 3 ⇒ (15) + 3 = 18


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

"No, I've seen nothing about what happened to the colonists, just what's happened to their things since. We might have to follow the things, and hope that the creatures which took them are willing to talk about what they know about the colonists."


As Sette looks around the room she happens to glace upwards and spots
the corner of a sheet of folded parchment resting on top of a crossbeam, 9 feet above the floor.

Once you've retrieved it:

The parchment is actually four sheets that have been folded together and tightly creased.
When unfolded, it proves to be the Talmandor’s Bounty colony charter. This legal document declares the island and the colony to be under the protection of the nation of Andoran, outlines the colony’s relationship to the Bountiful Venture Company, and enumerates the rights and responsibilities of all colonists.

It bears the sealed signature of three members of the People’s Council, representatives of the Bountiful Venture Company, and every colonist that came aboard the Liberty’s Herald.

You remember being told all this as part of the debriefing and disclosures given to all colonists, and in fact signed a similar document yourselves before joining up.

The document is important for historical and legal reasons but is not intrinsically valuable in itself; a duplicate charter remains in Almas.

This document should have been stored in the
Government House (area A10) where it would be safe and Rayland Arkley would have had access to it anytime he wanted so its presence in his house is odd.

Meanwhile Luimener finds a silver pocket watch in the cushions of one of the chairs.
Such timepieces are rare in the Inner Sea region, and this one also functions as a compass.
Its design is reminiscent of the Azlanti and it is amazingly still in working order.
Your best guess is that it is worth between 650 and 850 GP to a collector

Triix also spots something. She finds what is clearly an arcane spellbook tucked under the mattress in the bedroom.
Inside the front cover is an arcane mark that reads, “Hendrake.”

I'll work out what spells are in it shortly. Can anyone here make use of it?

Knowledge Local DC10:

Arkley was a former military man, not a spellcaster

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

know local: 1d20 + 6 ⇒ (9) + 6 = 15

Being a sorceress, Triix can't use the spellbook directly but it still may have it's uses.


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 points up. "Something there, on the beam, for tall people to get."

Appraise pocket watch: 1d20 + 8 ⇒ (19) + 8 = 27

However, she quickly forgets about the papers when she spies the pocket watch. "Oh, that is very shiny, yes yes, worth much to someone who appreciates such things."

The spellbook is much less interesting, the ratfolk not having any use for it.

Knowledge arcana spellbook: 1d20 + 9 ⇒ (3) + 9 = 12


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.

“Is anything magical?“ the cold blooded Undine asks.

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

Just the spellbook Triix replies. No idea what it was doing here though but it tells me that at least one of the colonists was an arcanist. Maybe we'd better find his place - Hendrick I presume was his name

We probably should find their Town Hall too


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

"Tall?" The elf pulls his sword, brings himself up on his tip-toes, and stretches the blade upwards, trying to knock the parchment down off of the beam.

I'm thinking the odds are good that should be sufficient.


Luimener is just short of the beam but he sees a chair nearby that can give him the extra reach.


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

"May I?'. Coldir asks Luimener after he retrievers the paper. "Let's make sure this 'Hendrick' was a colonist.". Coldir will search for the name on the list of colonists.


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

"Of course." He looks around the space again, frowning. "Doesn't feel right. Does it?"


A quick cross check does indeed show a colonist named Una Hendrake


NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min

"Maybe they were shackin' up," Sal suggests. "The weird thing is why that fancy paper was hid in the rafters. I'm starting to wonder more if whatever happened here was just people being a normal kind of stupid with each other rather than outsiders takin'em all. Or at least they had internal squabbles that made'em drop their guard."

She shakes her head when the group wonders who can make use of a spellbook. "Takes me long enough to get through a letter let alone a spell book."

"Maybe we look for this Hendrake's house next? What does a wizard's house usually look like?" She steps outside and scans the area.

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 it's anything like my room, it's full of books, scrolls, charts, and assorted other wizardly stuff. Can't afford a decent telescope yet but I'm hoping to set up some sort of observatory

She ponders a bit. Of course it depends on the wizard.


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

"From what I've seen, a wizard's house looks like a house. Often bigger and fancier than others nearby, but, just a house."

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 started going through the spellbook to see what spells were in it and whether there were any doodles or notes in the margins that could give a clue. Or maybe some of the pages were diary entries.


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

"Mystery after mystery," mutters Sette, stepping outside with Sal and looking around at the remaining buildings. "Well! Onto the next one, then?"

I lost track of which A's we already visited, which one are we at now?


You notice one other thing. There a small check marks against the names of the colonists but not the colony’s officials. It looks like someone ticking off a list.

The spellbook doesn't have any non-spell entries though there is a a spell component pouch tied to a brass ring bound into the spine of the book. Which I forgot to mention

You feel you have thoroughly explored the Governor’s House A9

Next door is one of the biggest buildings.
A10 Government house

This wooden-framed, mud brick structure is currently the colony’s only two-story building, as well as one of the largest structures. It has the appearance of a rural 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 roof tiles instead.

The construction suggests this building was intended to be a source of community pride, but it still has a rough, unfinished appearance due to lack of paint and coarse materials. A few small shrubs have been planted around it.

A map might end up being needed so I'll get that sorted then you can go inside


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 enters the building and looks around.
perception : 1d20 + 5 ⇒ (8) + 5 = 13


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 follows, sniffing around and being quiet. She had a theory about why they didn't keep the important papers in the town hall, but didn't want to share it.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25


NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2 Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min

Sal looks for odd things, and for signs of recent passage by creatures.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Survival: 1d20 + 6 ⇒ (2) + 6 = 8


Okay there is no map povided, very specific layouts and so the book tells me to do theatre of the mind.

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 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.

Nothing to see here:

1d20 + 11 ⇒ (3) + 11 = 14
Perception Sal: 1d20 + 8 ⇒ (12) + 8 = 20
Perception Coldir: 1d20 + 8 ⇒ (3) + 8 = 11
Perception Luimener: 1d20 + 8 ⇒ (10) + 8 = 18
Perception Tallagor: 1d20 + 1 ⇒ (9) + 1 = 10
Perception Salaamati: 1d20 + 5 ⇒ (18) + 5 = 23
Perception Sette: 1d20 + 6 ⇒ (16) + 6 = 22
Perception Triix: 1d20 + 2 ⇒ (3) + 2 = 5

1d20 ⇒ 11

As you enter Sal, Luimener, Salaamait, and Sette spot a tiny clockwork creature move up to the railing on the second story.

I need to know how anyone who saw it is going to react before anything else happens. Do you point it out to the others? Do you examine the creature to get more details? (Knowledge Engineering) Do you try to pretend not to have seen it? (bluff) Do you attack? (You can run towards it if you want to melee, theres stairs and you can probably reach it in a round or two)

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 starts to move towards the south office.


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 immediately runs towards the creature.


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

Being less thoughtful than the others, I guess, Luimener points at the object. "Hey, that's not natural! What is that thing?"

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 pauses and looks in the direction Luimener is pointing.
perception: 1d20 + 3 ⇒ (11) + 3 = 14

She then shrugs. Cockroach or weta I suppose


As soon as Luimener points the creature begins to move towards a window.

Everyone can now see it and can take a turn of actions.

Salaamati - Running (1 round away from creature)
Triix
Enemies
Sette
Luimener
Coldir
Sal

1 to 50 of 537 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Fox's Ruins of Azlant All Messageboards

Want to post a reply? Sign in.