GM Ventiine's Ruins of Azlant (Books 1-3)

Game Master Ventiine

Books 1 & 2 | Book 3 | NPCs | Combat Maps | Loot Sheet | Island Map

Location: Pillars of Long Shadow (A5)
Current day: Fireday (Fireday), 7 Erastus (July) 4717
4717 Calendar


1 to 50 of 3,128 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Today is Fireday (Fri), 21 Gozran (April) 4717.

After six long weeks aboard the Peregrine, the party has gotten to know some of the settlers and perhaps practice their craft. Abeowin N'thera, a skilled summoner known to his friends as Bey, developed a positive reputation with the children aboard, including Medrinnah Harleau, by summoning a variety of animals for entertainment. Becky Beys, daughter of the colony’s scholar and historian, found (a little) common ground with Medrinnah Harleau, making Becky one of the few people moody Medrinnah likes. Crispin Xantrian, who was hired as the colony’s bookkeeper and clerical assistant, developed a budding friendship with Alba Divenvaar, the colony’s alchemist, and Anya Sandstrider, a hunter and naturalist. Both Bey and Crispen also had the opportunity to talk to Eskelda Teredein, a weaver, who was eager to talk plants but avoidant when the conversation turned to her pet raven. Brodigan Fallemar, a wizard with plans to open his own academy, worked his charm on Andvara Jeclair and possibly has a date in his near future with the wealthy Andoren entrepreneur. Brodigan’s assistant, JeVeAnne Brumbleburr, met two of the ship’s crew and was able to barter handmade socks for a bottle of whiskey on behalf of her instructor. Mauro Ocella, a treasure hunter, focused his concentration on the ancient coin until a headache forced him up for fresh sea air where he met Beys and Crispin. Asher, a similarly mysterious man as Ocella, spent time scanning the horizon, eagerly awaiting landfall.

Make any craft or profession checks done while aboard the Peregrine now.

Crafting and Professions during the voyage:
➤ I only want to spend one or two posts on crafting and professions while aboard the Peregrine and then we’re moving forward.
➤ There are six weeks of downtime total. For crafters, that means (40 hours in a week) x (6 weeks) = 240 hours total. Remember to spend the gold and roll first to see if you succeed or fail, then roleplay/summarize accordingly. Try to avoid exceeding 240 hours.
➤ Please remember your character can only craft with the materials and gold they brought along. Unless you are using materials with a value listed on aonprd, I’ll assume your character personally collected the wood, herbs, etc. prior to boarding.
➤ With 50 settlers and 16 sailors aboard, you can find someone willing to purchase your services. Items crafted can be kept or sold at half value. Profession checks follow rules as written.
➤ It probably doesn’t need to be said, but (logically) you can only pick one type of check per week. For example, if you make a Profession check on Week 1, you can’t also make Craft checks on Week 1.
➤ Here are some resources for Crafting: my post with example crafting rolls and the Crafting section on aonprd. There may be a kit (link) or tools (link) that can aid your rolls.
➤ Here are the rules for Professions (link)

This morning, the occupants aboard are filled with excitement as the crew of the Peregrine sights land to the west. A few hours later, the Peregrine sails into a natural bay with a sandy beach within rowing distance for the ship’s boats. As the crew begins to untie one of the smaller boats to lower it into the water, the sailors pass a spyglass among themselves and finally hand it back to the captain. Captain Jacob Markosi peers at the island for a moment before grunting and handing the spyglass to expedition leader Ramona Avandth. “You should see this,” he says quietly.

Ramona accepts the spyglass and peers toward the shore. When she lowers the scope, she is clearly distressed but trying to hide her worry. She approaches each of you and motions toward the far side of the deck, away from where most of the other colonists have congregated. “Can I have a word with you?”


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

"Certainly, Lady Avandth; you appear to have concerns."


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Crispin spends his time keeping track of what supplies are being used on the voyage. His other occupation is spent volunteering to write letters to send back with the ship for those that lack the ability to write their own.

Profession Rolls:

Profession Clerk: 1d20 + 5 ⇒ (4) + 5 = 9
Profession Clerk: 1d20 + 5 ⇒ (4) + 5 = 9
Profession Clerk: 1d20 + 5 ⇒ (3) + 5 = 8
Profession Clerk: 1d20 + 5 ⇒ (14) + 5 = 19
Profession Clerk: 1d20 + 5 ⇒ (13) + 5 = 18
Profession Clerk: 1d20 + 5 ⇒ (10) + 5 = 15

His first few weeks do not go well and he finds himself learning to do the job properly. Eventually becoming proficient at his task.

When Ramona asks for their time he nods politely and follows her to where she wishes to talk with them. Waiting to see what is bothering her?


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky knows no real craft nor has any true profession; she spends most of her time on the ship reading, taking notes, and double-checking rosters, manifests, and the like. When Ramona starts gathering some of the travelers on the less crowded side of the Peregrine, Becky just assumes she's invited. While her mother, Perrell, can be rather protective of the precocious teen, Ramona seems to know the girl has special talents and can be trusted with a larger role, as she helped teach Becky some of the bardic arts.

If someone absolutely needs it, Becky could probably use Aid Another to try to help another character or two with a Craft check.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

stablemaster:

I took ten on handle animal checks each week giving a +18 to assist with the roles if needed.((Not sure how you may want to use that if you do but it felt right due to what my background and job are.))
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (6) + 4 = 10
TOtal earned = 84 /2 = 42 gold

Bey takes time each day to visit with the animal handlers and check out the animals. He teaches proper handling and corrects those under him as needed. Several times he sees and avoids Harcourt as he goes about his checks. He makes sure to keep an eye on Harcourt's animals as well though makes no apparent effort to do so. He cares more about the welfare of the animals than the animosity his checks may cause.

Bey finds time each day to call Posh and check in. This is usually during the times that others are above decks or sleeping. This reunion each day usually takes place in an empty stall or behind some cargo crates but out of general view.
-----------------------------------------------------------------------
Noticing the crew pass Ramona the spyglass and then seeing her reaction, Bey summons a hawk and sends it out to investigate the distant shores. It is commanded to return and report any "humans" it sees. Bey stands looking out towards the horizon watching the hawk, until Ramona comes up and asks to speak with him.

Sure, I'll go wait till you have anyone else you want to talk to gathered.Bey says to Ramona. He then saunters over to the other side of the deck and leans against the rails waiting.
----------------------------------------------------------------------
Bey spends the remainder of his time learning about and engaging the other settlers in conversation. He learns who is settler and who is explorer and who wishes they were a little of both. Occasionally some one lets a hint slip of why they have come other than their "down pat" answers. For instance he learns that one of the Potter's is fleeing an arranged marriage. A few other tidbits fall his way as he generally makes himself known.


The summon only lasts one minute, so Beys knows the hawk has only gotten a quick glance before returning. The hawk willingly perches on Bey's outstretched arm or on the railing of the ship. It cocks its head and looks at Bey. The summoned hawk only has Int 2, so Beys has to make a handle animal check to understand what the hawk communicates.

Beys Handle Animal 25 (Summoned Hawk):
The summon relays that it didn’t see any colonists, then poofs.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

handle animal: 1d20 + 8 ⇒ (18) + 8 = 26

question:
If i spoke auran, would that have helped in this case? I am intending to take all the "elemental" languages just wondering how they will play in to the handle animal

Interesting. I would have expected the people to be anticipating the ship and out to great us.I wonder if that's what all the fuss is about with the spyglass. Bey muses to himself as he awaits Ramona.


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

During the voyage...

JeVeAnne stays busy throughout their travels running odd errands for Master Brodigan, trying unsuccessfully to do the most simplistic of cantrips, and knitting.

Knitting Rolls:

I'm doing one fewer week since she did that roll during the RP to make socks for the half-Orc and was paid with the whiskey bottle.

Knitting: 1d20 + 4 ⇒ (5) + 4 = 9

Knitting: 1d20 + 4 ⇒ (18) + 4 = 22

Knitting: 1d20 + 4 ⇒ (3) + 4 = 7

Knitting: 1d20 + 4 ⇒ (13) + 4 = 17

Knitting: 1d20 + 4 ⇒ (7) + 4 = 11

As they near arrival...

The excited little Halfling gal is absolutely giddy as land has come in sight and has continually been rushing from her place by Brodigan's side to the railing to see the land slowly but surely get closer.

As the leader of their expedition approaches Master Brodigan and asks him for a moment of his time, JeVeAnne assumes she should probably come along. After all, he might have an errand for her.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

During the voyage...

Brodigan takes some time endearing himself to Andavra Jeclair. While the woman is easy enough on the eyes, it's her wealth that really attracts him. Easier to get his school off the ground if he has some wealth behind it and her connections may help attract wealthy students. Gods willing, some of those little brats might even have some talent, he thinks to himself.

As they near arrival...

Standing on deck as they're nearing land, Brodigan is, once again, chatting with Andvara. As the breeze send a stray hair fluttering into her face, Brodigan seizes the opportunity to gently brush it away, lightly stroking her cheek in the process. However, it's right at that moment that he notices Ramona Avandth approaching. While he does notice that, he completely misses the jealous glare his Halfling apprentice is giving to Lady Jeclair.

"Madame Avandth," Brodigan says, giving a nod to the woman, "how may I be of service?"

When he finds that she needs a private moment of his time, he turns to Andvara and says, "Apologies, m'lady, but it seems I am needed elsewhere at the moment," and bows to brush her hand with a kiss as he departs. He has no doubt the little Halfling is following along. After all, he may need to send her to run errands.


Crispin, Beys and Anne Professions:
You can earn half your Profession check result in gold pieces per week of dedicated work.
Crispin earns 39 gold.
Beys earns 42 gold.
Anne earns 33 gold.
I don’t mind if Anne makes her own Profession roll, but logically Brodigan and Anne will share a gold pool during loot distribution.

Beys Handle Animal Answer:

Abeowin N'thera wrote:
If I spoke Auran, would that have helped in this case? I am intending to take all the "elemental" languages just wondering how they will play into the handle animal

I like the flavor of it, so I will allow a +2 Circumstance bonus if Bey speaks Auran. (Similar to if a thief uses thieves' tools.) For combat, you don't make any checks.

At Ramona Avandth’s request, the group convenes on the far side of the deck, away from where most of the other colonists have congregated. “I’ll be blunt. I’ve read the transcripts from your charter interviews and I’ve been watching you during the voyage. We have a problem and I believe you are best suited to resolving it.”

Ramona offers the spyglass to the first party member who will accept it and explains, “something is wrong. Nobody’s in sight. There’s no smoke from cook fires or the smithy. Some of the buildings look burned out.” Ramona continues, her voice low. “Sailors can’t keep their mouths shut. Soon all the other colonists are going to hear about this—if they can’t see for themselves already—and things could become... tense.”

She unfolds a piece of parchment revealing a map and points to a marked area. “I need you all to go ashore and scout out the settlement. Meanwhile, I’ll have Captain Markosi sail the rest of the group up the coast. There’s a designated emergency extraction point there.” She points to a second marked area. “After you’ve scouted out the settlement, come to the emergency extraction point with your findings.” (Map in Story Book)

Ramona runs her hand through her hair, hesitates, and then confides, “we can’t afford to return to Almas.” She looks at Crispin, “as you probably already know, Crispin, the Peregrine lacks sufficient food and supplies for both the sailors and settlers. Regardless of the state of the colony, we must disembark somewhere on the island. Oh. And Becky,” Ramona turns to the teen, “don’t tell you mom just yet. You know how anxious she can get.”

“Here, take these.” Ramona offers the party four potions of cure light wounds and a wand of Cure Light Wounds with 50 charges.

As Ramona is offering the party healing aid, a couple of burly crew members hoist one of the two boats off of its rack and carry it to the edge of the Peregrine. They carefully lower the boat into the water for you all to climb aboard (when you’re ready.) The boat looks like it can comfortably seat eight, measuring 10 feet by 20 feet. Two paddles are resting at the bottom of the boat.

Perception 12 (As you’re leaving):
As you’re boarding the transport boat, you hear some soldiers among the colonists question Ramona as to why they’re not being deployed instead and why they’re not accompanying the party. Ramona explains, “I need you here on the Peregrine to keep the peace if things escalate.”


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List
Ramona Avandth wrote:
"Oh. And Becky, don’t tell you mom just yet. You know how anxious she can get.”

"Yes ma'am!" a beaming Becky replies, actually saluting the soon-to-be new leader of the colony. It's clear that the teen worships the ground Ramona walks on...and appreciates that the woman chose her for a task her mother almost would have forbade her to take part in. The lightly-freckled gal is so giddy at her good fortune that she totally misses the subsequent discussion nearby, but not Ramona handing out some healing supplies.

"I can use the wand!" she chirps to the others, seizing it while hoping that her comrades have no qualms about it. Once her excitement has abated a bit, she remembers something very important and asks Ramona what the wand's command word is.

Becky Beys Perception Check: 1d20 + 5 ⇒ (6) + 5 = 11

EDIT: Added the bit about the wand's command word.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Perception: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (13) + 1 + 3 + 1 + 2 + 3 = 23
1 rank +3 trained + 1 wis +2 racial +3 Skill focus

"Yeah, I can do a scout's job. Give me a minute to get my kit." Mauro replies to Ramona. Turning to Becky "Good, I can try to use it, but I'd rather have my hands full with other stuff."

Mauro goes below and comes back in a few minutes, in a full set of kit that no-one on board has seen him wear before. Clearly a warrior ready to ply his trade...


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

As young Becky exclaims about an ability to use the wand, JeVeAnne's eyes go wide with amazement.

She quietly moves up to her and says, "You can do magic? That's amazing! Master Brodigan's trying to teach me, but I've no real skill for it. Oh, where are my manners," she says, extending her hand, "I'm JeVeAnne! Or Anne, as Master Brodigan calls me," she adds.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

As Mauro descends to get his needed equipment, Brodigan pats the bag hanging at his side and says, "Got all I should need right here." The bag appears to contain a book.

"Well, then," he says, once Mauro returns, "looks like we have a capable group, but maybe we should go around and share just what those capabilities are...and maybe our names," he adds with a grin.

"I'm Brodigan Fallemar, master of the arcane arts, specialist in evocation. And this is Anne, my apprentice." he says, gesturing the little Halfling girl who waves awkwardly to the group.

As a visual, Brodigan has a black button up shirt, what appear to be leather suspenders with a strap going across the waist as well, a long red scarf draped around his neck, a lengthy leather coat, high leather boots, and light brown pants that plume slightly. He is a handsome figure with shoulder-length blonde hair and a very short beard (barely more than stubble.

JeVeAnne is a cute gal with curly red hair that seems to refuse to stay in the bun she tries to keep it in. She is clad in a hide armor vest with wraps for her forearms that look as though they came from a different suit of armor. Her skirt is similarly armored, but again, a bit mismatched to the other pieces, and she has begun strapping a buckler on her left forearm at the mention of going ashore into unknown circumstances. She has a couple of bags hanging from her belt and one appears to contain a book, though much smaller than Brodigan's, and she is also carrying a backpack. Realistically, she has the look of a small child trying to play soldier by wearing cast off pieces of armor and hand-me-downs. Her face seems to reflect this child-like appearance with its constant smile and looks of wonder and awe.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Craft rolls during voyage:

Rolls:

Craft Bows: 1d20 + 2 ⇒ (17) + 2 = 19
Craft Bows: 1d20 + 2 ⇒ (5) + 2 = 7
Craft Bows: 1d20 + 2 ⇒ (1) + 2 = 3
Craft Bows: 1d20 + 2 ⇒ (18) + 2 = 20
Craft Bows: 1d20 + 2 ⇒ (5) + 2 = 7
Craft Bows: 1d20 + 2 ⇒ (16) + 2 = 18

Asher will sell half and keep half for his own use.

Asher perks up at the sound of distress in Ramona's voice, falling automatically into his habits of listening to authority. He takes a turn at the spyglass and scans the scene with an expert eye, using long practiced observational skills.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

I too need a few minutes to gather my gear. Asher treads down to his berth, and following Mauro comes back up topside. He nods as he looks over Mauro's kit.

In answer to Brodigan, you can call me Asher. I am trained in the ways of scouting on sea and land and can hold my own in a fight.

Instead of the non-descript person that others had seen around the deck, Asher is now well equipped for battle. He holds a strung longbow, and his quiver bristles with arrows. A longsword protrudes over his other shoulder. Spikes adorn his one gauntlet and a curiously shaped blade is in a sheath strapped to his wrist. His chain shirt seems well oiled but burnished to a dull finish, and the remnants of a military patch are mostly sliced away.

He quietly slips a dagger into a wrist sheath and, nodding to the rest, begins to climb the rope ladder to the waiting boat and holds a hand out to the next party member down.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Mauro looks at Brodigan, narrow eyed, "Mauro Ocela, a student of the occult." Looking at Anne, he continues, "Perhaps we should not endanger young Anne on this mission?"


Asher Craft rolls:
What is Asher trying to make specifically? According to aonprd, the DC for making a longbow, shortbow, or arrows is 12 and the DC for making a composite longbow or composite shortbow is 15. You need to pay 1/3 of the item’s price for the raw material cost when crafting if the item is listed on aonprd. And narratively, since the party is on the boat, you can roleplay that Asher gathered the materials prior to boarding since there aren't forests in the middle of the ocean.

Please pay the 1/3 gold value when you are making the rolls. I just want transparency on what your character is crafting. :)

Ramona crosses her arms and nods in approval when Brodigan suggests the party get acquainted by sharing their capabilities and names.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

I will need a few minutes to gather what gear I will need from my quarters below. Ramona, will you see that my remaining gear is not bothered until we can reunite the groups?Bey says reaching out and taking one of the potions.

After sorting and gathering his needed supplies, he summons a dog to pack his gear up on deck for him.
He introduces himself somewhat stiffly to Brodigan, You may call me Abeowin. I am a handler and companion to animals.
I wonder if he is at all like Harcourt, I'll give him some time to prove himself.

He directs the dog to the boat, gives it a chunk of meat, and then deposits his gear at a ready reach and takes a seat.


Mauro Ocela wrote:
Looking at Anne, he continues, "Perhaps we should not endanger young Anne on this mission?"

Ramona nods again, "that's a fair observation, Mauro. I expect your scouting expedition shouldn't take too long. But, I'll leave the decision up to Master Brodigan."

Abeowin N'thera wrote:
"Ramona, will you see that my remaining gear is not bothered until we can reunite the groups?"

"Of course. Nothing on the lower deck will be unpacked until you all access the situation and report back at the emergency extraction point."


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Reply to GM Ventiine:

Sorry about not specifying.

Asher was attempting to Craft arrows, and in retrospect should have taken 10, but no matter. He had brought the dowels and fletching with him to pass the time on the voyage.

He spends the 18 SP for the materials and only produces three bundles due to botched rolls. Two and a half attempts worth of materials were spoiled by the terrible craftsmanship.

Due to his bad luck, he will keep all the arrows for his own use on the island.

Asher nods to Abeowin as he takes the dog from his hands and sets him into the boat.

The doggo will be useful to track any traces we find. Glad to have you along, friend.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

"Only a little," Becky replies when the halfling asks if she can do magic. "I'm Becky," she adds, taking and shaking her extended hand. "I'll call you JeVeAnne, if you don't mind; it's much prettier than regular old 'Anne.'"

When Brodigan asks the others for their names and capabilities, Becky replies rather quietly, like she doesn't want someone else on board to know she's present and about to undertake a potentially dangerous mission. "I know how to read and speak Azlanti, and I'm actually an expert on wildlife and monsters. Part of my bardic magic should be able to make us better in combat should it come to fighting such creatures, and I know a lot about creatures' strengths, weaknesses, and special attacks. I'm not a very good fighter, but I'm an OK shot with my shortbow*."

"Oh yes--I almost forgot!" she adds excitedly, waving around the wand Ramona entrusted to her. "I'm also a healer!" She lets out an "Eek!" and hides the wand behind her back when Bey's summoned dog seems to think she's offering to play 'go fetch' with it.

* Sense Motive DC 7:

Becky Beys Bluff Check: 1d20 + 3 ⇒ (4) + 3 = 7

The part about being a decent shot was likely a stretch and maybe an outright lie. Time will tell....


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

JeVeAnne smiles brightly as Becky opts to use her full name instead of just Anne, seeming particularly pleased that she called her name pretty.

She then says, "I hope we can become great friends, Becky," and gives the girls a warm smile.

Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11

After Becky delivers her account of what she can do, JeVeAnne quietly whispers to her, "And I'm sure you'll be a great help to our little group!" and makes a mental note to look out for her new friend.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

"I'm sure Anne will be fine," Brodigan says in response to the concern being voiced. "She's proven herself a very capable young lady and that is why I chose to bring her along as I seek to start my arcane school here. And besides," he adds, looking at JeVeAnne and smiling, "if there is some sort of an issue to be dealt with, I'm sure she could learn a lot from seeing arcane powers used 'in the field' rather than just in a classroom."

JeVeAnne is smiling brightly at this and nodding along emphatically at his words.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

I go to bed and the thread explodes.

Crispin sighs and nods at Ramona's request. He gathers up his crossbow, with which he's had several hours of practice! This is outside his experience so he keeps quiet as those around him chatter.

Instead he watches the shoreline and wracks his brain as to who was left in charge of the colony. Trying to discern any reason the colony could have splintered besides the obvious. An attack from an unknown force.


We’re going to continue forward, but feel free to finish up any roleplay in spoilers.

GM Screen:

Stealth:
Red: 1d20 + 14 ⇒ (8) + 14 = 22
Blue: 1d20 + 14 ⇒ (16) + 14 = 30
Yellow: 1d20 + 14 ⇒ (2) + 14 = 16

Perception:
Asher: 1d20 + 3 ⇒ (15) + 3 = 18
Bey: 1d20 + 0 ⇒ (11) + 0 = 11
Becky: 1d20 + 5 ⇒ (10) + 5 = 15
Brodigan: 1d20 + 0 ⇒ (12) + 0 = 12
Crispin: 1d20 + 6 ⇒ (4) + 6 = 10
Mauro: 1d20 + 11 ⇒ (6) + 11 = 17

Initiative:
Asher: 1d20 + 6 ⇒ (16) + 6 = 22
Bey: 1d20 + 2 ⇒ (20) + 2 = 22
Becky: 1d20 + 2 ⇒ (7) + 2 = 9
Brodigan: 1d20 + 4 ⇒ (11) + 4 = 15
Crispin: 1d20 + 2 ⇒ (8) + 2 = 10
Mauro: 1d20 + 2 ⇒ (14) + 2 = 16
Red: 1d20 + 2 ⇒ (15) + 2 = 17
Blue: 1d20 + 2 ⇒ (6) + 2 = 8
Yellow: 1d20 + 2 ⇒ (2) + 2 = 4

Surprise:
Red (To hit): 1d20 + 2 ⇒ (5) + 2 = 7
Blue (To hit): 1d20 + 2 ⇒ (2) + 2 = 4
Red Spear: 1d6 + 1 ⇒ (1) + 1 = 2
Blue Spear: 1d6 + 1 ⇒ (3) + 1 = 4

Asher and Abeowin are the first to settle into the boat. Abeowin summons a celestial dog to ride along with the party. It wags its tail enthusiastically and looks around for Medrinnah Harleau. The others follow soon after, the boat dipping slightly as each step aboard.

Once everyone is settled, two of the party members begin rowing the boat to shore while the others enjoy the ride. The sky is clear and blue and there is a pleasant breeze ruffling your hair and clothes as the boat travels closer to land. The bay’s waters are calm - but murky, with only a gentle rocking of the ship’s boat. As you close the distance, you see a lonely dock built off a sandy beach. The setting is peaceful… and quiet.

Suddenly, Mauro notices movement in the water! The boat is ambushed by three unsightly creatures resembling a goblin from the waist up and a greasy octopus below. Before Mauro can warn the others, red attempts to stab Becky and misses! Blue's aim is even worse, as it jabs wide at Crispin and clumsily thunks against the side of the boat! A third creature (yellow) surfaces, but Mauro is quicker!

Mauro may act in the Surprise Round.

Surprise Round:
Mauro
Yellow

Round 1:
Asher 22
Abeowin 22
Red 17
Mauro 16
Brodigan 15
Crispin 10
Becky 9
Blue 8
Yellow 4

Bold may act.

On your turn, your character may attempt to identify the creatures as a free action. For every 5 you exceed on the skill check, you may ask one question. Please keep your character’s speech at 12 words or less per round (six seconds.)

Knowledge Dungeoneering 11:
These creatures are grindylows!

Boat fighting rules:
Fighting from inside the boat is challenging! Remaining seated gives players a –2 penalty on attack rolls. Players must attempt a DC 10 Acrobatics check each round in which they attack standing. A PC who fails must attempt a DC 10 Reflex save. If successful, the PC immediately sits back down as a free action (standing back up is a move action, as normal), but a PC who fails this save falls overboard into an adjacent square.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

I'm assuming Mauro's rowing, with STR 18... So his shield is slung (and thus his AC is 18) and his weapons sheathed.

"What the!" Mauro shouts as the critter burst from the ocean. Remaining seated, holding the oar in his left hand, he lashes out with the spiked gauntlet on his right hand!

As this is a surprise round, I only get a standard action
Standard Action: attack Yellow with spiked gauntlet

To Hit: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
+4 str -2 seated in boat

damage: 1d4 + 4 ⇒ (4) + 4 = 8
+4 Str


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher hears Mauro exclaim in surprise and sees him lash out at the creatures that erupted from the depths. He holds the paddle in one hand as he lashes out at another, on his side of the craft.

Know(Dungeoneering): 1d20 + 6 ⇒ (7) + 6 = 13
(+2 for Favored Enemy)

Standard Action

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
BAB +1, Str (+3), Favored Enemy (+2), Seasoned Hunter +1, Power Attack -1, Seated (-2)

Damage: 1d4 + 7 ⇒ (1) + 7 = 8
+2 Favored Enemy, +3 Str, Power Attack +2, Seasoned Hunter +1

Excuse me.. Crispin, isn't it?

Move Action

Asher sees that his attack was not efficacious, so he draws his longsword.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

ranged touch attack acid splash=1d20 + 3 ⇒ (5) + 3 = 8 Most likely a miss
Bey makes a hand motion ending in a bit of a flourish. A small smokey green viper lashes out from his hand striking at one of the creatures before disappearing. He remains sitting and Attack that one. He says to the dog pointing at the closest one.


GM Screen:
Yellow (To hit): 1d20 + 2 ⇒ (2) + 2 = 4
Yellow Spear: 1d6 + 1 ⇒ (1) + 1 = 2

Blue (To hit): 1d20 + 2 ⇒ (4) + 2 = 6
Blue Spear: 1d6 + 1 ⇒ (2) + 1 = 3

Mauro’s punch is sloppy and he misses the creature (yellow) by inches. Asher, perhaps startled by the creatures’ sudden appearance, swings wide at blue and misses by a similar margin. Abeowin attempts to throw magical acid on the closest creature, but the acid misses and hits the ocean. At Abeowin's order, the summoned dog jumps into the water and dog paddles to the closest enemy (blue.) The blue creature tries to stab the dog when it approaches but misses.

The creature (red) who attempted to stab Becky, tries again. In its excitement, it misses again, jabbing the air.

Behind you, there are shouts of concern and even cries for the captain to sail closer to help you. An arrow flies toward one of the creatures, but the Peregrine is too far and it plunges uselessly into the water.

Picture of encounter

Round 1:
Asher 22
Abeowin 22
Red 17
Mauro 16
Brodigan 15
Crispin 10
Becky 9
Blue 8
Yellow 4

Bold may act.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

"Whaah!!" Crispin squeaks in shock as a hideous creature pops up beside him! If anyone heard that high pitched squeal he's blaming Becky. :)

Swinging frantically with his dagger by instinct rather than any degree of planning.

cold iron dagger: 1d20 ⇒ 11 Doubtful it hits anything.

damage: 1d4 ⇒ 1

This frecking dice roller lately!


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

The hound having hopped overboard, leaving a conveniently empty space,
Mauro scoots sideways on the bench, dropping his oar, and pulling his horsechopper up from where it lay on the floorboards. Appropriate tool in hand, he takes an awkward seated swing at the one he tried to punch before, "Have some of this!.


5' step
Move Action - Draw horsechopper
standard Action - attack Yellow

To Hit: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
4 str -2 seated in boat

damage: 1d10 + 6 ⇒ (4) + 6 = 10
+4 Str * 1.5 two handed

Also, Gm Ventiine, did we miss Yellow's action in the surprise round?


Mauro, I did forget to type what yellow did! I rolled but I didn't type it out :( Good catch!

After Mauro's initial swing, yellow thrust its spear out but missed horribly! Before the creature can righten itself to take another shot, Mauro expertly beheads the unprepared creature (yellow) with his horsechopper! The creature's eyes remain wide in shock as its head splashes into the water a few feet away. Its tentacle lower-half lets go of the boat's edge and slurps down into the ocean. Behind the boat, a new roar of cheering erupts, and someone whistles.

Cripin tries his best to slash at the creature (blue) in front of him. With the flanking bonus from the summoned dog, he almost manages but his nervousness gets the better of him.

Picture of encounter

Round 1:
Asher 22
Abeowin 22
Red 17
Mauro 16
Brodigan 15
Crispin 10
Becky 9
Blue 8
Yellow 4 dead

Bold may act.


1 person marked this as a favorite.
Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Brodigan tries to focus into his arcane abilities despite the threat of the goblin mermaid near him. Trying to use force missile aimed at red by casting defensively

Concentration Check, DC 17: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16

Wait, I just realized that JeVeAnne isn't in the initiative. Are they going on the same init? If so, I'd have her 5 ft step so the Brodigan could also 5 ft step to cast without provoking. Please advise...

Damage in Case That's a Yes...:
Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

The shriek Becky lets loose when the nasty creatures pop out of the water to spring their ambush easily drowns out any squeals Crispin may have let slip. (You're welcome!)

"Grindylows!" the teen yelps, trying to jog her memory for how best to fight the things. Drawing a dagger, she adds, "Just stab or bash them--anywhere will do!"

Start bardic performance (naturalist) as a standard action; draw dagger as a move action.

Bardic Performance (Naturalist): Round #1 of 6. +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities of the grindylows, starting next round.

Becky Beys Knowledge (dungeoneering) Check: 1d20 + 8 ⇒ (6) + 8 = 14


GM Screen:
Anne Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Anne Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

To avoid drawing attention to himself, Brodigan tries to cast a spell defensively. Unfortunately, with all the chaos and noise, he’s not able to call forth the magical energy needed for the spell.

For a split second, Crispin might have been screaming in an impressively high-pitched tone, but Becky’s own yell drowns out whatever noise he’s making. Becky recalls seeing an illustration of these creatures relays the information she knows. The party is fighting grindylows! She then begins to inspire her allies, giving the party +1 insight bonus to AC, attack rolls, and saving throws against extraordinary, supernatural, and spell-like abilities of the grindylows!

Blue (To hit): 1d20 + 2 ⇒ (14) + 2 = 16
Blue Spear: 1d6 + 1 ⇒ (2) + 1 = 3
The blue, now identified, grindylow jabs the summoned dog with its spear, causing the dog to whimper. The blue grindylow threateningly garbles in another language.

Aquan:
"You back!"

Picture of encounter

Round 1:
Anne

Round 2:
Asher 22
Abeowin 22 (-3 to celestial dog)
Anne 18
Red 17
Mauro 16
Brodigan 15
Crispin 10
Becky 9
Blue 8
Yellow 4 dead

Bold may act.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Move Action

Asher stows the paddle in the boat and regrips his longsword in both hands. He feels a surge of vigor as Becky's song washed over him.

Standard Action

He lessens the power of his strike as he again attacks Blue once more, with a two-handed strike.

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
BAB +1, Bardic Performance +1, Str (+3), Favored Enemy (+2), Seasoned Hunter +1, Seated (-2)

Damage: 1d8 + 6 ⇒ (8) + 6 = 14
+2 Favored Enemy, +4 Str [*1.5]

Take that, ya slimy bastard!

Or maybe not...


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

Bey grabs the side of the boat to steady himself and then casts forth the wispy green viper again and compels it towards the Grindylow. (Blue)ranged touch + bard: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 damage: 1d3 ⇒ 2

The swimming dog lunges at the closest one (blue) trying to sink its teeth in the neck of the creature.bite + bard + flanking: 1d20 - 1 + 1 + 2 ⇒ (5) - 1 + 1 + 2 = 7
damage: 1d4 + 1 ⇒ (2) + 1 = 3

Stop this attack! Bey commands the grindylow in AQUAN.


Using the GM powers of time travel invested in me, (in Round 1) Anne took a five-foot step to give her Master Brodigan space to work his arcane expertise. Following Anne with her five-foot, Brodigan drew on raw magic and forced the energy directly at the red grindylow! Before the grindylow realized what was happening, the magic seared into its flesh, frying and killing it instantly.

Meanwhile, in the present, Asher drops the paddle into the boat and pulls out his longsword. He swings at the blue grindylow but the creature is too agile and dips under the blade! Abeowin makes another ranged touch and this time his magic strikes true! The blue grindylow screeches as one of its tentacles is badly bitten by the conjured smokey green viper. Unfortunately, the blue grindylow is writhing so much from the Abeowin’s acid spell, that the celestial dog’s teeth bite down on air.

Picture of encounter

Round 2:
Asher 22
Abeowin 22 (-3 to celestial dog)
Anne 18
Red 17 dead
Mauro 16
Brodigan 15
Crispin 10
Becky 9
Blue 8 (-2 damage)
Yellow 4 dead

Bold may act.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Mauro shifts his angles and grimly swings again with his horsechopper...


standard Action - attack blue

To Hit: 1d20 + 4 - 2 + 1 ⇒ (3) + 4 - 2 + 1 = 6
4 str -2 seated in boat +1 bard performance
I don't think Asher is providing the thing with cover, but if he is, it gets +4 AC

damage: 1d10 + 6 ⇒ (5) + 6 = 11
+4 Str * 1.5 two handed


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Aquan:

"Excuse me. Could you explain what you mean by 'You Back'? Your meaning isn't very clear I'm afraid."

In a counterpoint to his polite question Crispin again tries to remove the creature from his personal space.

dagger + Bard: 1d20 + 1 ⇒ (7) + 1 = 8

But doesn't manage to do more than wave the blade in the air.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky nods her thanks to Brodigan for the timely magical missile that took out the grindylow threatening her. Unable to join the fight against the remaining monster, Becky instead cheerleads: "Come on, guys! You've got this!" Her words keep the effects of her bardic performance potent a bit longer. She also keeps a lookout in case any more of the little monsters are closing for a second attack.

Lingering Performance (Naturalist): Round #1 of 2. +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities of the grindylows.

Also, a readied action to stab should a new grindylow pop out of the water within range.

Becky Beys Perception Check: 1d20 + 5 ⇒ (3) + 5 = 8

Becky Beys readied dagger attack:

Becky Beys cold iron dagger (seated, naturalist): 1d20 + 0 - 2 + 1 ⇒ (19) + 0 - 2 + 1 = 18 for cold iron, piercing, slashing damage (naturalist, trait bonus): 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 (19-20)
Confirm?
Becky Beys cold iron dagger (seated, naturalist): 1d20 + 0 - 2 + 1 ⇒ (18) + 0 - 2 + 1 = 17 for cold iron, piercing, slashing damage (naturalist, trait bonus): 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 (19-20)


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

JeVeAnne looked noticeably panicked as she heard Becky's shriek of fear, but after moving so Brodigan can zap the beastie, the little Halfling gal rushes to her new friend's side hugging her and exclaiming, "I was so scared for you!"

Can't get to the other beastie, so may as well RP her turn this way :=)


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

A smirk appears on Brodigan's face as he eyes the remaining Grindylow. His hand extends and he calls out an arcane word as a blast of force flies directly at the creature.

Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5


Fighting from inside the boat continues to be a challenge! Anne makes a move action (Acrobatics 10) to move over to Becky and give the hysterical bard a comforting hug!
Anne Acrobatics 10: 1d20 - 5 ⇒ (19) - 5 = 14
1d20 +3 Dex, -3 Hide Armor Check Penalty, -1 Buckler Armor Check Penalty, -3 Hide Armor Not Proficient, -1 Buckler Armor Not Proficient

Mauro attempts to swing at the blue grindylow and misses! Brodigan, however, focuses once again on the raw magic within him and sears the blue grindylow in a similar fashion as he did the red one! The creature screams in agony, falling back into the ocean, dead. The combined efforts of Abeowin and Brodigan were so effective, that the grindylow died before it had a chance to respond to Abeowin's questioning!

At the end of combat, Abeowin's celestial dog gives a victory bark then poofs by to its home plane.

Since combat technically ended before Crispin and Becky's actions, they can save their action economy. We'll pretend they didn't happen - unless you want your character to perform those actions.

As the third grindylow falls lifelessly into the water, a rousing cheer comes from the deck of the Peregrine. A few caps are tossed into the air and people are clapping and hugging each other. Anya Sandstrider is one of the colonists who is clapping. Perrell Beys has her hands clasped together and is smiling proudly. Andvara Jeclair waves a handkerchief in the air in celebration. Ramona Avandth gives you a casual salute.

The grindylows were each carrying a spear. They’re not worth much, but someone could easily hop off the boat to retrieve them if they wanted. The water is five feet deep.

(When the party is ready to proceed) You make it safely to shore without any further encounters. A few of you can drag the boat up high enough so the tide won’t wash it away or you can tie it to the empty dock.

(When the party is ready to proceed) I’ve placed the party on the next map, please adjust as necessary.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

In a voice laden with irony, Mauro speculates. "I wonder if we have a clue about where the colonists went?", as he use his horsechopper to hook and pull the bodies close to the boat, so we can see if they have any pouches or other equipment on them...

Perception in case Ventiine wants it: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (7) + 1 + 3 + 1 + 2 + 3 = 17
1 rank +3 trained +1 wis +2 racial +3 skill focus


Being out of combat, the party can take their time to examine the grindylow bodies for clues. Mauro expertly pulls the slimey corpse of one to the side of the boat for examination. The half-goblinoid, half-octopus body is dressed primitively in a shell necklace. The shell necklace itself is crudely made and seems tribal. No creature but a grindylow would probably wear it. The other two bodies are similar. The only items worth looting at the three small-sized spears they attacked with.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Although her hysterics have passed, Becky returns JeVeAnne's hug and lets it linger a bit, using the halfling as a sort of shield from the viewers aboard the Peregrine. She can't believe her mother would be smiling if she truly knew her daughter was with the landing party.

Though she could be wrong! For what it's worth, Becky looks like a younger version of Perrell's portrait; I chose the youngest-looking avatar for my character.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Brodigan spots Andvara waving her handkerchief and gives a flourishing bow before blowing a kiss.

"Looks like we've made some fans," he says to the rest of the group with a smile.

As the groups docks their boat, Brodigan walks only as far as the edge of the dock and begins scanning the surrounding beach for any clues of what may have happened.

Perception: 1d20 + 0 ⇒ (16) + 0 = 16

1 to 50 of 3,128 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Ventiine's Ruins of Azlant (Books 1-3) All Messageboards

Want to post a reply? Sign in.