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


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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

Crispin--Bro and Mo was fabulous!

Brodigan listens on as Becky delivers her account of what happened and finds the gal's account quite accurate, so feels no need to add to it. Instead, as she finishes, he gives a nod and says, "Well said, Becky. A true and accurate account to be sure."

Sense Motive: 1d20 + 0 ⇒ (3) + 0 = 3


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 also listens to Becky's account thoroughly amazed at the other gal's attention to detail, and when the tale has been told, she leans forward to her friend and whispers, "That was great!"


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 blushes as the others give her kudos in front of Ramona. Though she enjoys basking in their kind words, the young bard is quick to give credit where it is due. "Of course, the others did the lion's share of the exploration and battling the dangerous creatures we found in and around Talmandor's Bounty. They fought so well I only had to use a single charge from the curing wand you gave us."

The teen offers it back to Ramona, secretly hoping that she'll be told to hang onto it.


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

"Such modesty," Brodigan says, "young Becky's knowledge was invaluable. She knew what every creature we encountered was and was able to tell us how to best fight them. Truly a valuable companion," he says, giving a nod her way.


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 doesn't really know how to handle the compliments; he replies to the soldiers "Well, they didn't let me come along because I'm pretty, that's for sure."

Sense Motive: 1d20 + 1 ⇒ (9) + 1 = 10
+1 wis


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

Hopefully between an entire party, someone can make a DC12 sense motive 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

Bey studies Ramona for a minute, hoping to get a sense of her emotional state. sm: 1d20 - 2 ⇒ (19) - 2 = 17

What's bothering you Ramona? Bey asks bluntly.


Rendezvous Point

The soldiers eagerly take the boars off your hands. Fresh meat is a welcome sight to the settlers after six weeks of dried rations. The party's reputation increases slightly.

"Becky did what?" Ramona beams, "that's fantastic! ...Be sure to tell your mom." Ramona gives Becky a knowing look.

At Abeowin's observation, Ramona changes the subject to a strange phenomenon affecting the Peregrine. She explains that after you all were dropped off, the Peregrine sailed almost all the way to where it is anchored now, quickly and without incident. When the ship approached the cape, however, its momentum dropped to a snail’s pace, despite the fact that its sails were full of wind. The anchor wasn’t lowered, they weren’t dragging the keel through a sandbar, and no giant monster was sighted with the ship in its clutches. A sailor swam underneath the ship, but didn’t spot anything unusual.

“Both the ship’s crew and the passengers are on edge. If whatever curse that has befallen the ship is lifted, it would help the colonists relax."

"I would like to offer you a proposition. I would like you all to be the troubleshooters for the colony. In exchange, I’ll help you find a house to move into immediately and you’ll be excused from daily farming tasks and some menial jobs. Please, check out the underside of the ship’s hull and find out what’s going on. And maybe try to smooth down the tension between a few of the settlers.” She glances at Becky again.

The party is offered the use of the Peregrine’s remaining ship’s boat (since the one you used to get to Talmandor’s Bounty is still at the settlement) in order to get to the Peregrine. Ramona and her small landing party will remain on the beach, as there are not enough seats on the boat.


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 sat back bemusedly listening to the conversation. He does not like to be the center of attention but appreciates Ramona's offer of employment as a troubleshooter.

I need to just prepare a bit.

Asher puts his sword and bow in the boat and pulls his trident, fins, and snorkel out of his pack. He leaves his chain shirt on for now.

Mauro, I think you'll need to shuck your shell if you'll be doing some poking under the waves.


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 beams at Brodigan's praise; she's equally thankful that none of her new friends has squealed about how terrible she is at combat. But she catches the looks Ramona tosses her way and can guess what's happened: Her mother doesn't think she should be out putting herself in danger, especially at her age.

When she hears how well I did--how well we all did--she'll change her mind!

She leaves her buckler on the small boat when she hears that diving will be required, and draws a dagger that she clamps between her teeth briefly. Removing it, she offers anyone who needs a piercing weapon for underwater combat the use of her rapier.


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

"Indeed, if I'm going swimming, I need to unload a lot of stuff... but what are we looking for if a sailor has already swum underneath the ship and not spotted anything? I am confident the sailor knows more about boats than I do..." He looks at Ramona inquiringly, and then continues "If we are going, I indeed have a lot of shell to shuck. At the very least I suggest boarding the ship beforehand to leave behind a bunch of gear - I don't plan on going swimming with a bedroll, hammock, several days of trail rations, my good tools, and so forth"


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 winces at Mauro's suggestion about boarding the Peregrine first, knowing that'll give her mother the opportunity to forbid her from taking part in the dive. She silently fidgets while sitting in the small boat but says nothing.


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 completely misreads Becky's nervousness and quietly says, "It's ok, Becky, I'm nervous about swimming under the boat too," and reaches over to give her hands a reassuring squeeze.

JeVeAnne's armor all has ACP of 0, so she can go under the boat fully armored with no penalties.

Also, wouldn't we just be able to leave our extra gear under the watchful eye of Ramona and the guards?


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)

That’s what Asher will do. Masterwork chain shirt, punch dagger. trident, fins, and masterwork snorkel.


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 thinks for a moment and then speaks up, I can summon dolphins to make the movement under the ship quicker. How many will we need? I can stay in the boat with the gear. I wouldn't be much use under the water anyway.


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

Sadly Crispin can't swim.

knowledge Nature: 1d20 + 7 ⇒ (19) + 7 = 26
knowledge Arcana: 1d20 + 8 ⇒ (2) + 8 = 10

Crispin wracks his brain trying to recall anything he's read about that might cause such an effect?


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

A question, do we have Asher's old chain shirt with us? Or can Mauro borrow some lighter armor than his breastplate on the Peregrine?


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 had left his spare chain shirt back in Talmandor’s Bounty since it overloaded him’ and cut his movement


Rendezvous Point

When the party arrives aboard the Peregrine, the tension is so palpable it can be cut with a knife. You hear whispered conversations that the expedition should be ‘scrubbed’ and everyone sail back to Almas. The ship’s officers and crew look sullen and apprehensive.

Detect Magic:
The ship itself radiates a faint transmutation aura.

Captain Markosi and his crew clarify that the ship isn’t stuck. It is moving very slowly, in defiance of the physics of wind in their sails. The Peregrine’s maximum speed is 160 feet (sail or current), but since it came within sight of the cape, it has gone no faster than 40 feet. An attempt to row the ship failed to increase this speed. The crew can confirm that one sailor swam underneath the ship and reported nothing unusual, but they also point out that it’s a big ship.

The Peregrine is 100 feet long and 25 feet wide at its widest point.

Also...

Before boarding the Peregrine’s remaining ship’s boat, Ramona alerts you to four individuals who, through their words and actions, are agitating their fellow passengers. Ramona believes that if you all acquire the cooperation or acquiescence of at least three of them, the anxiety will drains out of the rest of the passengers. Then, Ramona can then lead them to disembark at Talmandor’s Bounty and the Peregrine can return to Almas without incident.

You each have enough time to each attempt two checks (discovery checks, checks to influence an NPC, or aiding another PC on an influence check) before the tension flares into violence.

When you attempt a discovery check, you can find out the possible skill checks will help appeal to the settler. Discovery checks must be performed individually, as they are based on each adventurer’s individual assessment.

When you are ready to influence one of the settlers, you can each attempt one check to influence their behavior. You can aid another on this check, but no more than two people can assist on an influence check. If you fail the influence check by 10 or more, you can’t attempt to influence the settler for the rest of the encounter.

The party has two options. They can swim underneath the boat to investigate or they can attempt to calm the colonists. Please let me know which one you would like to attempt first.


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 think we should take a look below ship before getting on. If we can find anything we might be able to use that knowledge to reassure the people. It also will save us time from loading and unloading the boat. I can stay with the gear as I offered thus it will be safe. I can also summon dolphins to speed up the process of swimming under the ship.Bey pes in.

then turning to Ramona, Which settlers specifically are the nuisances?


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)

I agree with Bey. Ameliorating what is dragging the ship will lift the colonists’ spirits and give us more credibility as we try to overcome the influence of the malcontents, or even turn them to our side and make them stronger supporters of the expedition

Asher also suggests three dolphins if that’s how many of us are going under.

I can take the lead. For a short period of time, I can acclimate myself to the water to draw breath from it as my lungs fill.


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 agree with the logic," Brodigan says in response to Bey's suggestion. "And I'll be far more useful in the boat than out of it. If there are beasties, try to get your dolphin friends to lead said threats towards our boat and we caster types can throw you some arcane support. Underwater, where I can't actually speak, it becomes hard to cast," he says, offering a wink and a shrug.


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

"I can go in the water," JeVeAnne says, sounding a touch uncertain about the idea. "I mean, I wouldn't be much help in the boat and I can at least be useful if I help look for things."


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)

To Becky
Coming with us lass? Your eyes, knowledge, and inspiration will come in handy.


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

Has anyone gotten the detect magic spoiler?


GM Screen:
Anne: 1d20 + 5 ⇒ (17) + 5 = 22
Asher: 1d20 + 6 ⇒ (16) + 6 = 22
Bey: 1d20 + 2 ⇒ (8) + 2 = 10
Becky: 1d20 + 6 ⇒ (20) + 6 = 26
Brodigan: 1d20 + 0 ⇒ (1) + 0 = 1
Crispin: 1d20 + 6 ⇒ (16) + 6 = 22
Mauro: 1d20 + 11 ⇒ (16) + 11 = 27
Red Echeneises: 1d20 + 4 ⇒ (20) + 4 = 24
Purple Echeneises: 1d20 + 4 ⇒ (1) + 4 = 5

Becky Knowledge: 1d20 + 8 ⇒ (5) + 8 = 13

Under the Peregrine

The party dives into the water and swims underneath The Peregrine. Suctioned to the bottom of the hull, you spot two small fish-like creatures. They don’t give your presence any notice. I don't have a picture to link, but they look like leeches.

Round 1
Mauro 27
Becky 26
Red Echeneises 24
Asher 22
Crispin 22
Anne 22
Bey 10
Purple Echeneises 5
Brodigan 1

Bold may act.

Becky and Knowledge Arcana/Nature 11:
These are a pair or echeneises!

Perception 15 (further off in the water):
You notice a lone grindylow bobbing just below the surface of the water, observing the fight. The grindylow jets away to quickly depart as soon as it is noticed. You think you could follow it if you wanted. Ramona will want to know about the grindylow. The grindylow is too far away to be represented on the combat map.

The party is underwater, looking at the underside of the Peregrine. Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. To simplify things - since I don't want to overwhelm you with too many mechanics at once - the party begins holding their breath in Round 1 and I'll allow 1 move action in order to surface. Normal water combat rules (link) apply.


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

Bit of an abrupt transition there...
Mauro will have stripped down for swimming, given the opportunity, leaving behind everything but:
Cestus, coin (inside cestus), Horsechopper, spiked gauntlet, do-it-all knife & potion sponge... if there is light armor available he will wear it (studded leather by preference, Asher's old chain shirt if not).
He will tie a rope around his waist, with instructions that 3 rapid tugs means pull him up... Finally, just before going overbooard, he will cast shield (3 minute duration)

effective AC = 16+?armor? = 10 + 4 shield +2 dex +?armor?
Breath rounds 28

Perception: 1d20 + 2 + 3 + 1 + 2 + 3 ⇒ (18) + 2 + 3 + 1 + 2 + 3 = 29
2 ranks +3 trained +1 wis +2 racial +3 skill focus

I assume we cannot take 10 on the swim checks... I am not sure what the swim DC is, calm water is 10...

Swim: 1d20 + 4 ⇒ (15) + 4 = 19
This may be affected by ACP, depending on what, if any, armor is available (remember that Mauro has Armor Expert = -1 ACP)


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 points vigorously in the direction of the fleeing Grindylow, so that it's easier for everyone to spot, and then charges the enemy with his horsechopper...

Full round action, charge at Purple
Normal charge range would be 60, swimming that's 15, but that's enough with my reach...

To Hit: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
+4 str +1 bab
Damage: 1d10 + 6 + 2 ⇒ (4) + 6 + 2 = 12
+6 str (*1.5 2-handed) +2 champion spirit

Edit: Critical Threat!

Critical Confirm: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Extra Damage: 2d10 + 6 + 6 + 2 + 2 ⇒ (3, 4) + 6 + 6 + 2 + 2 = 23
+6 str (*1.5 2-handed) +2 champion spirit


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 finds herself struggling to remain calm as she tries to swim toward the leechlike monsters.

Becky Beys Swim Check (full-round): 1d20 + 5 ⇒ (5) + 5 = 10

Hold Breath: 23/24 rounds.


Under the Peregrine

Mauro points out the grindylow as it swims off, then lands a devastating attack on the stationary purple leech-like creature! The purple creature appears critically injured from Mauro's swing! Becky swims closer to the leeches while trying to remain calm.

Being closer, Mauro can make out more details about the creature. It appears to be a thin, colorful fish with a broad, segmented sucker above its narrow mouth. A line of spines runs down its back. The red one detaches from the boat and undulates gracefully five feet towards Mauro. It attempts to bite and latch onto Mauro with its mouth!
To hit: 1d20 + 5 ⇒ (18) + 5 = 23
Bite (and attach): 1d4 + 1 ⇒ (1) + 1 = 2

Round 1
Mauro 27 (-2 damage)
Becky 26
Red Echeneises 24
Asher 22
Crispin 22
Anne 22
Bey 10
Purple Echeneises 5 (-12 damage, critically injured)
Brodigan 1

Bold may act.

There are several reliable NPCs aboard the Peregrine who will happily watch your items while you investigate below the boat. Alba Divenvaar or Lyra Heatherly might be examples of such individuals or anyone you spoke to during your six-week voyage. (You're doing everyone a favor, so you're not too concerned about your things being stolen.)


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

How far out is the Peregrine. Detect magic has a 60' range. As I've noted Crispin cannot swim so would only be a liability in the water.


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 summons 3 dolphins as the party goes into the water.

GM:
I'm assuming and am willing to be wrong, that I was able to summon all 3 before the party headed under water.If not Bey will summon one each round and send them to help. My question for you is if they are all summoned before entering the water, then they would all be acting/attacking correct? If so the next spoiler will be their attacks.

attacks:

one closest to mauro 1: 1d20 + 5 ⇒ (18) + 5 = 23 --- damage: 1d4 + 3 ⇒ (4) + 3 = 7
by mauro2: 1d20 + 5 ⇒ (9) + 5 = 14 --- damage: 1d4 + 3 ⇒ (3) + 3 = 6
furthest away 3: 1d20 + 5 ⇒ (7) + 5 = 12 --- damage: 1d4 + 3 ⇒ (2) + 3 = 5


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 moves up to support his comrades and attacks Mauro’s target.

Swim: 1d20 + 7 ⇒ (16) + 7 = 23

Move Action: 15’, then attack with trident with a two-handed grip, without Power Attack. Breathing water for 20 min/day. Fins ad 10th’ to Swim speed.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Glurgyuglug!!

If target is dead, he will hold his action and attack when the other one approaches.


The party is assumed to be under the Peregrine, but if your character would not be willing to jump into the water, they may remain on the top deck of the Peregrine. However, the other settlers will notice you aren't doing your "job" as proposed by Ramona. The combat takes place under the Peregrine

If Abeowin would like to summon dolphins before the party jumps into the water, that's fine. This combat was pretty sudden and I'll take the blame for that.


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 summons the dolphins right next to the boat and greets them in aquan. Then after giving them a small piece of meat, he sends them with the party under the ship.


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

swim: 1d20 ⇒ 5

Crispin is somewhat offended by the attitude of those on deck. 'Not doing my job? Who decided my job was drowning?'.

He gets in the water with no enthusiasm whatsoever and looks for the enemy.

concentration to cast underwater: 1d20 + 5 ⇒ (8) + 5 = 13

Magic missile: 1d4 + 1 ⇒ (4) + 1 = 5

His spell does not work and he sulks harder.


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 thought Ramona gave us a small raft to use to get back to the Peregrine and I thought the caster crew would be able to hang out on that to be available in case any casting stuff was going to happen (and to hold Mauro's rope in the event of three tugs being given). Is that not the case?


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 sees her friend Becky moving forward into range where the weird fish things might attack her, so she tries to move forward to shield and protect her friend.

Swim: 1d20 + 0 ⇒ (20) + 0 = 20

And once she's in place, she takes a stab at the weird fish thing while trying to maintain a defensive stance.

Fighting Defensively: 1d20 + 1 - 4 ⇒ (13) + 1 - 4 = 101d3 ⇒ 2

AC is 21 since she's fighting defensively


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
Mauro Ocela wrote:
Has anyone gotten the detect magic spoiler?

I never bothered because Becky would never have even considered that the ship might be magically slowed.

I'm also assuming that speaking while underwater uses up all/most of your air, so she's not using Naturalist for this fight.

Becky smiles at the summoned dolphins flanking the nearest beastie and stabs out with her dagger. She finds that smiling and mortal combat don't mix well.

Becky Beys cold iron dagger (flanking): 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6 for cold iron, piercing, slashing damage (+1 trait dmg): 1d4 + 1 ⇒ (4) + 1 = 5 (19-20)

Yeesh!


Under the Peregrine

Asher swims with ease and finishes off the purple creature before it has a chance to cause anyone harm! Crispin flounders in the calm waters, unable to move from his current position. (Swim DC is 10.) Swimming takes up most of his concentration and his spell falls short. (Casting underwater is DC 15 + spell level.) Anne, like Mauro and Asher, swims easily through the calm water, however her attack misses! Abeowin's dolphins attack the red creature, which is closest to Mauro. The first two celestial dolphins slam into the red creature, killing it! The third one misses, but luckily the first two did enough to crush the leech-like creature! We are out of combat! Brodigan may save his action economy in Round 1.

The two pulverized leech-like creatures begin to sink to the bottom of the waters. There is nothing to loot from them. Mauro looks to where the grindylow was watching and notices it's too far away to catch. However, Mauro knows the direction in which the grindylow traveled.

With a successful Swim DC 10, the party is able to surface. Sailors are waiting aboard the Peregrine with a rope ladder the party can easily climb up. Captain Markosi offers an outstretched hand for anyone who needs help climbing over the railing. "By gods, you all did it!" Captain Markosi lets out a hearty, and wholly relieved laugh. The sailor who initially swam underneath the boat looks sheepishly at the ground. Apparently they were too spooked from the state of Talmandor's Bounty to give a proper investigation of the Peregrine's hull. A couple of the sailors clap the first to climb up on the back or shoulder.

Abeowin has about 40 seconds left on his three summoned dolphins to do whatever he wishes.

All of the party's items that were removed prior to jumping into the water are waiting on deck as well.

Detect Magic:
The boat does not radiate magic anymore.

Note: the ooc are more notes for me than you all. I will wait 2-6 hours, then nudge towards the various social checks with the four "problem" settlers.

I'm on my phone, but the two creatures on the combat map are dead. Someone could paste the red x's over them or I can do it when I get home.


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

Swim: 1d20 + 4 ⇒ (17) + 4 = 21


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 bursts to the surface and takes a deep breath. As he climbs back aboard, he asks "You all spotted that there was another of those octopus goblin things watching, right. It took off that way", he pauses to point while climbing the rope ladder.


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 accepts Captain Markosi's help as she climbs back aboard the Peregrine beaming with pride.

"A pair of echeneises had attached themselves to the bottom of the ship, but they were no match for Mauro, Asher, and Bey's dolphins!"

"And the rest of us, too!" she adds belatedly, helping JeVeAnne back onto the deck. She also examines Mauro's wounds, saying that it doesn't look too bad and that she'll heal it fully later unless something bad happens and she has to use her spells elsewhere.

That done, the teen starts scanning the crowd on deck for her mother, wondering if she'll see pride or anger reflected in the woman's eyes.

Becky Beys Perception Check: 1d20 + 6 ⇒ (9) + 6 = 15


Aboard the Peregrine

Lyra Heatherly, the cartographer with a bit of a daredevil streak (who works under Ramona and for the Bountiful Venture Company) speaks up in response to Mauro's announcement. "In that direction? There should be a shallow cove in that direction. The initial surveyors made a note of it in their initial assessment." Lyra offers to mark your map (area f) with the location.


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 calls the dolphins to him, thanks them and dismisses them after giving them another piece of meat.
-----------------------------------------------------------------------
Bey approaches Captain Maroksi. in a quiet tone, whom of the settlers is causing issues? Ramona said there were 4 main ones.


Aboard the Peregrine

Before boarding the Peregrine’s remaining ship’s boat, Ramona alerted you to four individuals who, through their words and actions, are agitating their fellow passengers. Ramona believes that if you all acquire the cooperation or acquiescence of at least three of them, the anxiety will drains out of the rest of the passengers. Then, Ramona can then lead them to disembark at Talmandor’s Bounty and the Peregrine can return to Almas without incident.

As Abeowin whispers his question to Captain Markosi, the party can make out the pockets of settlers that have formed on the top deck. Antona Sedgewick, one of the colony’s soldiers, is standing with a few soldiers and craftspeople. Faedwyr Trundlebrook, one of the colony’s farmers, is standing with other farmers and a weaver. Harcourt Carrolby is surrounded by a hodgepodge of settlers, but most look like professional tradesmen and women. And Perrell Beys, Becky's mother, is standing with a few Bountiful Venture Company employees. Becky is able to spot her mother almost immediately.

You each have enough time to each attempt two checks (1 discovery checks, 2 checks to influence an NPC, or 3 aiding another PC on an influence check) before the tension flares into violence. Anne may have two checks as well.

When you attempt a discovery check, you can find out the possible skill checks will help appeal (influence) to the settler. Discovery checks must be performed individually, as they are based on each adventurer’s individual assessment. Someone must pass the discovery check for the party to proceed to the influence check (because the discovery check reveals what skill check is necessary to influence the settler.)

When you are ready to influence one of the settlers, you can each attempt one check to influence their behavior. You can aid another on this check, but no more than two people can assist on an influence check. If you fail the influence check by 10 or more, you can’t attempt to influence the settler for the rest of the encounter.

Becky has a +2 on all checks related to her mother, Perrell Beys. In this specific scenario, Abeowin has a -2 on the checks related to Harcourt Carrolby due to their backstory tension.

Discovery Checks:

Sense Motive 16 (Antona Sedgewick):
Over the course of the ocean voyage, Antona Sedgewick developed a crush on Ramona. Her advances were rebuffed, and she vindictively wants to see Ramona fail as the colony’s leader. You think Diplomacy or Intimidate could shut Antona down.

Knowledge Nature 16 (Faedwyr Trundlebrook):
Faedwyr Trundlebrook is timid about the idea of a spooky and deserted settlement. He needs his confidence in the colony’s protectors bolstered. You think a display of strength or diplomacy of a BAB +2 PC would instill some bravery in Faedwyr.

Knowledge Local or Nobility 16 (Harcourt Carrolby):
Harcourt Carrolby is one of the wealthiest colonists and thus often thinks of himself as nobility, even though Andoren society no longer recognizes that class distinction. Harcourt loves to feel important. You think if you butter Harcourt up with a Diplomacy check, he might be more agreeable.

Knowledge Arcana, Engineering, or History 16 (Perrell Beys):
Perrell Beys is simply worried that there is some unknown danger on the island the group will not be able to overcome. The academic is a bit naive and sheltered. You think a Diplomacy check would help calm and assure Perrell everything is going to be alright.

Please attempt one check at a time. You all will probably have to work together to decide who does what. Please roleplay or describe accordingly.


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

"Uh...hi Mom! I did well with the other explorers: Look! Not a scratch on me! And some good news--the colony's infrastructure is in really decent shape! The fields are infested with weeds and rather large vermin, but...well, the crops have been planted and can be harvested with only a little extra effort! Sure, all the people are gone, and it looks like they turned on each other for some reason, but...."

Becky falls silent, realizing there really isn't a 'glass-half-full' way of looking at that particular situation. "Wait--why are you giving me that look? I did good, mother! Besides, I'm too old for you to send me to my room...plus, I don't even have a room here yet!"

Becky Beys Knowledge (history) Check (+2, Discovery Check on Perrell Beys): 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 FAILURE!


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 not sure how well this mechanic is going to work in this PBP environment - at a table an RP'ed conversation would work and be relatively quick, but here, GM Ventinne is going to be very busy if that's how we do it. Players are going to need replies for the RP conversation to work...

Ok, I have ranks in 2 skills for discovery - K Arcana and K History, so that puts me on Perrel Beys.
Becky, however, has a better rank in both skills and the +2 for Perrel being he mother. However, I suspect that the influence checks are harder than the discovery checks. Also, the discovery checks have to be done individually, so I will approach Perrell, to find out the issue...

Mauro, after drying off and putting his kit on, approaches Perrell Beys and the Bountiful Venture Company employees: "Captain Markoski says you have a concern, that I might be able to assuage with my knowledge of history. What is concerning you, Mrs. Beys?"

Obviously, there it going to be a lot more to this conversation than this, but I'm putting the check here because of the mechanics.

K History: 1d20 + 2 + 3 + 2 ⇒ (10) + 2 + 3 + 2 = 17
2 ranks +3 trained +2 int


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

Ok, who's the diplomat - it had better not be Mauro (net -1 to diplomacy). Also, do we have any magic that can help out?


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 watches the others begin to approach the colonists. Realizing he isn't good with this kinda thing, he prefers to talk with Posh and other summoned creatures, he waits and watches for an opportunity to help one of the others out.
except for diplomacy (maybe) I will be of little use in this encounter

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