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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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

Knowledge History: 1d20 + 9 ⇒ (3) + 9 = 12
Knowledge History: 1d20 + 9 ⇒ (10) + 9 = 19

Who is our Diplomat? Crispin has worked out what Perrell Beys problem is, but needs someone who can actually talk to people. Actually using the one check at a time can Crispin's first roll be an Aid another for Becky?

If Crispin has to do it?

Diplomacy: 1d20 + 1 ⇒ (14) + 1 = 15

Crispin give Perrell a reassuring smile, "Well that was rather interesting. Definitely a few problems but we look to be well set up. Now we are aware there is a problem we can work on solving the matter. Rather than being unprepared that is."


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 removes his fins and dons his chainmail while approaching Faedwyr Trundlebrook.

I hear you're worried about the fields and state of the farms. Let me tell you, it isn't as grim as you think....

Asher teases out the farmer's issues as he talks about the state of agriculture on the island.

Knowledge (Nature): 1d20 + 6 ⇒ (3) + 6 = 9


Aboard the Peregrine

Becky approaches her mom but isn't able to quite pinpoint what is upsetting her. Luckily, Mauro also approaches and he is able to discern 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. Mauro thinks a Diplomacy check would help assure Perrell everything is going to be alright.

Asher approaches Faedwyr Trundlebrook, one of the colony’s farmers, but isn't quite able to discern what the farmer is upset about. Failed Knowledge Nature 16

Becky 1 out of 2 checks.
Mauro 1 out of 2 checks.
Asher 1 out of 2 checks.

Still unknown discovery checks:
Sense Motive 16 (Antona Sedgewick)
Knowledge Nature 16 (Faedwyr Trundlebrook)
Knowledge Local or Nobility 16 (Harcourt Carrolby)

Since Mauro posted before Crispin and made the roll, I'll let Crispin reroll for a different settler or the influence check.

Please reference post 596 for social challenge rules.


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

knowledge Nature Trundlebrook: 1d20 + 7 ⇒ (14) + 7 = 21

Noting that Faedwyr Trundlebrook is looking rather shaken Crispin quietly lets Asher know that a weapons display from him should instill some confidence back in the man. "Let him see that even if there is danger there are strong defenders as well!"


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

GM Ventiine--Trying an RP work-around based on our voyage in. If it's not a legitimate course, change my diplomacy roll to a sense motive roll.

Hearing that Harcourt is one of the troublemakers, and remembering that he and Andvara had seemed somewhat chummy on the voyage over, Brodigan decides to go where he has a stronger connection.

He approaches his potential business partner and greets her with a bow and a kiss of the hand before reassuring her that he is well, the group proved rather competent and up to the task, and shares the story of how he almost had to sacrifice their bottle of whiskey to save Mauro's life.

After this brief chit chat, he turns the conversation to Harcourt, "So, it seems our friend Harcourt is rather ill-content with how things are going. What sort of grievances has the fellow gotten into his head?"

Diplomacy: 1d20 + 3 ⇒ (2) + 3 = 5 Oof!


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 has no trained knowledges.

While her master heads off to chat with Lady Jeclair, JeVeAnne quietly knits while keeping an eye on Antona Sedgwick to see if she can pick up on what's bothering her.

Sense Motive: 1d20 - 1 ⇒ (18) - 1 = 17

She shakes her head as she recognizes the pangs of jealousy on Sedgewick's face every time the woman looks at Ramona. Those might be the exact same sort of looks she herself was giving to Jeclair during their voyage. At least I'll have something to contribute, she thinks, moving over to quietly share this information with Master Brodigan and the rest of the group.

We'll need diplomacy or intimidation to shut Antona down.


Aboard the Peregrine

Becky approaches her mom but isn't able to quite pinpoint what is upsetting her. Luckily, Mauro also approaches and he is able to discern 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. Mauro thinks a Diplomacy check would help assure Perrell everything is going to be alright.

Asher approaches Faedwyr Trundlebrook, one of the colony’s farmers, but isn't quite able to discern what the farmer is upset about. Crispin also approaches the farmer and realizes 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 (strength check) or diplomacy of a BAB +2 PC would instill some bravery in Faedwyr.

Brodigan decides to approach Harcourt, but isn't able to discern what method to use to calm down the noble.

Anne decides to talk to Antona Sedgewick and recalls 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.

Becky 1 out of 2 checks.
Mauro 1 out of 2 checks.
Asher 1 out of 2 checks.
Crispin 1 out of 2 checks.
Brodigan 1 out of 2 checks.
Anne 1 out of 2 checks.
Abeowin 0 out of 2 checks.

Still unknown discovery checks:
Knowledge Local or Nobility 16 (Harcourt Carrolby)

Available influence checks:
Diplomacy or Intimidate 16 (Antona Sedgewick)
Strength check or Diplomacy of a +2 BAB character 16 (Faedwyr Trundlebrook)
Diplomacy 16 (Perrell Beys)

As a reminder: Becky has a +2 towards checks related to Perrell Beys and in this specific scenario, Abeowin has a -2 on checks related to Harcourt.

Please reference post 596 for social challenge rules.


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

"Mother, I need you to listen to me, all right? I get that you're scared--we all are. But I need you to see the big picture: We made the voyage successfully! The settlement's infrastructure is mostly intact! Crops have been planted and can be harvested in time for the coming winter!"

Becky looks at her mother with big, hopeful eyes. "If we leave now, we can never come back. There isn't enough food for everyone to make the return voyage. People will starve. And there's no guarantee the return voyage will run as smoothly as the one that got us here did. Why, the Peregrine could be boarded by grindylows tomorrow! Or a storm could push it against a hidden reef! It might even get devoured by a sea serpent or...or a dragon turtle! We've cleared most of the dangers from the colony; the same can't be said of the ocean. Be strong, mother! See this through!"

Becky Beys Diplomacy Check (influence Perrell Beys, +2): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18


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)

Crispin whispers in Asher's ear, and the rest of the party sees the dawn of realization come over his face as to Trundlebrook's concerns. He's not the most socially aware person, and feels embarrassed of his misreading of the farmer's concerns.

Asher scans the deck of the ship, and he spots a set of belaying pins inserted into the gunwale. He mouths a silent prayer to Erastil as he pulls his bow from his stowed gear. As he draws an arrow from the quiver, he speaks loudly to the rest of the party who are nearby, but more so for Trundlebrook's benefit.

That was quite a show we put up, wasn't it? I mean, Mauro with that pig sticker of his, the lasses and their ferocity, and you magic chaps and your tossing of lightnings and acid.

Oh, force is it? Well, my momma always said my skills were very particular, and not so scholarly.

You could always say if I was a magicker, I could cast 'arrow' all day.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26

Asher looses and splits the belaying pin cleanly in half, startling two colonists standing on either side of it by the gunwale.


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 nods in admiration as Asher shows off his martial skills.

knowledge local: 1d20 + 8 ⇒ (9) + 8 = 17 Scraping through again. :(

His nod hides a frown as he realizes that Harcourt Carrolby still presents a problem. He strolls over to where Becky is chatting with her mother. Waiting while she restores her mothers courage.

When she has finished he quietly talks to Becky, "Harcourt is upset as he feels his 'noble' birth is not being recognized. Perhaps a subtle hint that those who seek to lead should do so by example would get him to stop being a problem?"


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

"Maybe," Becky answers Crispin, though there's uncertainty in her voice. "Or maybe it would reinforce his belief that as a nobleman he's entitled to respect without having to earn it."

In a whisper she adds, "I generally try to avoid people like him."

And Becky's used both her actions, so she's of no help at this point anyhow. :)


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 sighs as Becky indicates she can't help in this situation. "I have to agree that being in his presence is a struggle." He smiles slightly.

He gives Perrell Beys a polite nod and smile while he looks around to see who might be available to help?


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, upon hearing the info on Antona decides that his best course of action is to approach her and talk.
I am Bey. I notice that you have a "connection" or want one with Ramona. She is a good looking woman that's for sure. Why not stay and show her just what a valuable set of assets you bring to the colony? It's one way to get her attention.
diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5

Realizing to late that he probably took the cue wrong, Bey stumbles back slightly from Antona's response. Slightly abashed he turns and walks away thinking.

Bey notices that Harcourt has his cronies around him and tries to think through what might be behind his "troublemaking."
discovery k. nobility: 1d20 - 2 - 2 ⇒ (11) - 2 - 2 = 7

He is unable to come up with anything right off the top of his head. As he paces the deck another thought comes to mind...He summons a fiendish poisonous frog. Taking the frog in his hands he returns to Antona.

I don't think I made myself clear.Catch! Bey says and tosses the frog to her. That is a poisonous creature and it might end up being the last thing you handle if you don't desist with the fauning and shenanigans that are stopping this voyage from continuing.Back off!!

intimidate: 1d20 + 2 ⇒ (14) + 2 = 16


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

Hearing that Harcourt's issue is more ego-based, Brodigan, who knows him at least passingly from the voyage, steps up to see if he can smooth things over.

"Forgive me if I'm misreading the situation, Lord Carrolby, but I believe the lack of recognition to your title is, shall we say, vexing your spirit? An argument could definitely be made that actions speak louder than words. Why, young Asher over there is no more a noble than my apprentice, yet his sharpshooting is gaining him instant attention. Perhaps if you were to step up to lead the people, by example more so than in words, to follow through with settling and moving forward, that might remind them just how powerful that noble blood in your veins is, eh?"

Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10


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

Anne shakes her head slightly in amused disbelief as Master Brodigan seems to overestimate the nobleman's willing ness to lead. Therefore, to help her master, and maybe win some praise from him, she throws on her most child-like and helpless expression and steps up to Carrolby and says, "Please, my lord, as Master Brodigan says, your greatness, your grace, and your presence could go so far in helping the scared common folk see that there's hope. Please, sir," and she bats her eyes adorably with this last statement.

Diplomacy: 1d20 + 0 ⇒ (12) + 0 = 12


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 chimes in to the effort to persuade Carrolby, "You have a choice in front of you. You can make yourself great and lead or you can shrink from the challenge. Which will it be?"

Diplomacy, Aid Another: 1d20 - 1 ⇒ (10) - 1 = 9 vs DC 10
-1 cha


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 tries a hail Mary.

Carrolby, people will not respect a leader who expects submission. So far from your base of power, you will need to build a new one. Why not support the regime and gather praise from your soon to be subjects?

Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18


Aboard the Peregrine

Becky approaches her mom but isn't able to quite pinpoint what is upsetting her. Luckily, Mauro also approaches and he is able to discern 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. Mauro thinks a Diplomacy check would help assure Perrell everything is going to be alright. The occultist shares his insight with Becky, who approaches her mother in an attempt to soothe her. She’s successful and Perrell Beys relaxes her shoulders. “You’re right, Becky. Clever as always.” Perrell shakes her head, “I’ll try to be braver – like you – for you, and the sake of the colony.” Perrell leans over and hugs her daughter. 1 out of 4 settlers quelled.

Asher approaches Faedwyr Trundlebrook, one of the colony’s farmers, but isn't quite able to discern what the farmer is upset about. Crispin also approaches the farmer and realizes Faedwyr Trundlebrook is timid about the idea of a spooky and deserted settlement. He needs his confidence in the colony’s protectors bolstered. Asher brags about his prowess with a bow, firing a shot at a belaying pin. The wood splits cleanly down the middle and the rope tied around it uncoils. A couple of colonists yelp in shock, jumping away as the rope is let loose. Faedwyr’s eyes are wide in shock but the farmer eventually collects himself. “I-i-impressive! I suppose I shouldn’t have much to worry about with you all here!” 2 out of 4 settlers quelled.

Anne decides to talk to Antona Sedgewick and recalls 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. Abeowin joins Anne in talking to Antona and after making an awkward social blunder, realizes intimidation is the best route. The summoner successfully scares the woman into backing off from her immature ploy by threatening a fiendish poisonous frog in her boot or bed! Antona Sedgewick puts up her hands in defeat, “fine. Fine.” She sulks, “Ramona doesn’t know what she’s got anyway!” 3 out of 4 settlers quelled.

Brodigan decides to approach Harcourt but isn't able to discern what method to use to calm down the noble. Crispin, however, has more luck and pieces together 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. Crispin thinks if you butter Harcourt up with a Diplomacy check, he might be more agreeable. Brodigan continues his efforts, and eventually, Anne and Mauro join. The majority of the other settlers have been calmed at this point, so Harcourt eventually concedes when Asher steps in. The noble gives a dignified sniff, “I must have forgotten myself for a moment. I always act with the proper decorum expected of a gentleman.” Asher notices Mauro’s direct words may have angered Harcourt. 4 out of 4 settlers quelled.


Aboard the Peregrine

With the “curse” lifted from the Peregrine and the settlers quelled, the party can report back to Ramona. (Ramona and the rest of the landing party will take turns riding in the second boat until everyone is aboard the Peregrine once more.)

Once Ramona is aboard, the crew and settlers pester the party for more details about their encounter with the echeneises. When one of the party members inevitably (assuming Mauro) mentions spotting the grindylow, Ramona grimly states that Talmandor’s Bounty might continue to have trouble with the gang if they aren’t driven off for good.

A sailor aboard the Peregrine speaks up, noting she spotted a partially submerged sea cave while the party contended with the echeneises. Lyra Heatherly had also mentioned the location noted by one of the island’s initial surveyors. At this revelation, Ramona suggests that it might be worthwhile to explore it and deal with the grindylows on the colony’s terms instead of waiting for a surprise raid. She crosses her arms in thought, “If you take care of the problem, we won’t have to worry about the grindylows attacking Talmandor’s Bounty later.”

Ramona offers to have the sailors anchor the Peregrine nearby while the party goes to investigate the grindylow cave. “Then we can all port at Talmandor’s Bounty,” she explains.

When the party is ready, the Peregrine sails as close as it can to the shallow cove. You can tell by looking at the cove with the captain's spyglass or from top deck gossip that the cove waters look shallow. The settlers eagerly observe Talmandor Bounty's designated "problem solvers," awaiting whatever their decision may be. The party may row the second boat or swim to the cove.


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

"b]Ready to do what needs to be done to make things safe to start my school,[/b]" Brodigan says, giving Ramona a nod. Of course, he's also remembering the talk of being given priority for existing plots and buildings and is already tossing around ideas of where he wants to set up the academy.


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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 melts into her mother's hug. The momentary look of surprise on Perrell's face might indicate it's been a while since the two have shared such a mother/daughter moment. Indeed, Becky looks upon this moment as a turning point in her life: her mom finally recognizes that Becky's actions are now an indication of maturity and responsibility instead of mere teenaged rebellion.

Becky surprises her mom again with a quick peck on the cheek before breaking the embrace. "An archivist's work is never done...," she says with a smile before rejoining the troubleshooters as they prepare to deal with the grindylow threat once and for all.


Ramona offers a small smile, "excellent, Brodigan. Feel free to use the ship's second boat if you'd like." Meanwhile, Becky and Perrell share a mother-daughter moment that feels long overdue.

Shellcracker Caves: Cave Entrance

From the outside, the party can see the cave system is partially submerged, and the depth varies due to the uneven floor rising and sloping in places. The rounded cave roof remains 5 feet above the water (light blue.) For this map, the light blue areas are about a foot underwater and considered difficult terrain. The darker blue areas are about five feet deep and require a swim check to pass through.

The party disembarks from the ship boat and is able to tie the boat to a protruding rock, equip their armor, do a few stretches, or whatever else they wish, upon landing. The shallow water is pleasantly warm from the sun, however, it continues into a natural cave, which is devoid of any light source other than the sunlight providing dim lighting. Luckily, the party has a few items and abilities that can provide light in this wet, dark place.

When the party is ready to proceed, Reflected sunlight from outside flickers across the water and reflects on the stone ceiling in this mostly submerged cave. The waters get colder deeper into the cave, but not to a life-threatening degree. The motion of the surf outside sends mild, rocking waves across the chamber. A passageway extends to the north, and to the south is the cave entrance. There is no illumination in the caves, but the sunlight from outside provides dim light up to 25 feet into the cave.

Nudging towards our first dungeon! Please wrap up your roleplay in spoilers and adjust your characters on the map. My next post will reveal more of the map.


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 guys, before we go into this cave, what's our light source? I can see in the dark, so if we want to do without, that's fine by me, but I'm guessing Asher wants a light. I also expect wet, which is why I'm using this lighter armor. I assume from Ramona's statement she wants things finished in a permanent fashion, thus I plan to lead with what I used in the graveyard fight..."

Ok I will be leaving behind (on ship) essentially all the survival kit - bedroll, rations, etc. Also, as mentioned, I will be using the Hide shirt that I'm purchasing... That pushes my AC to a 15 due to lighter armor (and no shield - yes, horsechopper to start off).


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 points a thumb back to the greatsword now adorning his back. He has similarly divested himself of all but his arms, swim fins (in his pack), and mail shirt. He looks down at his bow.

Given our last few encounters, I have gotten used to shooting into the din, so don't be afraid of being engaged when I have the bow out. But do try to swing out to the sides if you act before me to at least leave a clear lane. The great lady will guide my aim if these creatures need be destroyed.

I would appreciate some light though. I cannot see in the dark.

In other words, Asher no longer has a penalty due to shooting into melee since he picked up Precise Shot this level, but will still suffer a -4 is a party member is providing cover to a foe.


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

"I can cast a light spell on something you carry--maybe a weapon or your chain shirt--that'll shed light for 20 minutes per casting," Becky beams to Asher, obviously proud of a new spell. "If the grindylows have their own spellcaster, though, it's an easy spell to counter with a darkness spell."

The teen checks her own gear, thankful that Ramona didn't reclaim the healing wand.

Good to go.


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 will do well, lass. Thank you.


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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

Brodigan, who doesn't carry much gear, has very little to leave on the ship, so he stands waiting patiently in a casually heroic pose (or at least what he assumes is such a pose) in eyeshot of Andvara.

Once his fellow troubleshooters are ready, he accompanies them to the boat.

As the party begins their discussions of a light source at the mouth of the cave and Becky offers to cast light, Brodigan gives her a smile and says, "An arcanely skilled scholar. We just might have to have a conversation about enrolling you once I get my arcane academy going."


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, who carries most of the gear for the duo, leaves her backpack of sundry supplies on the ship.

At the mouth of cave, she gets an enormous smile as Brodigan suggests enrolling Becky as a student in the academy and she nods enthusiastically at her friend.


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 can light the area." Crispin offers, looking at the water he's currently standing in with a dubious expression.

Dancing lights.


GM Screen:
Stealth (red): 1d20 + 14 ⇒ (10) + 14 = 24
Stealth (yellow): 1d20 + 14 ⇒ (13) + 14 = 27

Perception
Anne: 1d20 + 5 ⇒ (17) + 5 = 22
Asher: 1d20 + 6 ⇒ (16) + 6 = 22
Bey: 1d20 + 2 ⇒ (9) + 2 = 11
Becky: 1d20 + 6 ⇒ (9) + 6 = 15
Brodigan: 1d20 + 0 ⇒ (18) + 0 = 18
Crispin: 1d20 + 6 ⇒ (1) + 6 = 7
Mauro: 1d20 + 11 ⇒ (20) + 11 = 31

Initiative
Anne: 1d20 + 3 ⇒ (15) + 3 = 18
Asher: 1d20 + 6 ⇒ (3) + 6 = 9
Bey: 1d20 + 3 ⇒ (18) + 3 = 21
Becky: 1d20 + 2 ⇒ (3) + 2 = 5
Brodigan: 1d20 + 4 ⇒ (1) + 4 = 5
Crispin: 1d20 + 2 ⇒ (2) + 2 = 4
Mauro: 1d20 + 2 ⇒ (3) + 2 = 5
Red: 1d20 + 2 ⇒ (11) + 2 = 13
Yellow: 1d20 + 2 ⇒ (10) + 2 = 12

Shellcracker Caves: Cave Entrance

With their extra supplies stored safe (and dry) on the Peregrine and Andvara looking forlornly at the departed ship boat, the party is ready to enter the cave.

The cave entrance gets darker as the party proceeds, but luckily Becky and Crispin provide light, which illuminates the area to about 40 feet around the party. (Please correct me if I'm wrong. One light source is dim past the first 25 feet.)

Two grindylow guards hide in the water just out of reach of the sun's rays. They watch as the party approaches, sinking lower in the water to hide. Just as they begin to attack, Mauro spots them! They cry out in Aquan as they stab their spears at Mauro!
(Red) To hit: 1d20 + 2 ⇒ (13) + 2 = 15
Spear: 1d6 + 1 ⇒ (1) + 1 = 2
(Yellow) To hit: 1d20 + 2 ⇒ (5) + 2 = 7
Spear: 1d6 + 1 ⇒ (5) + 1 = 6
The red grindylow manages to pierce Mauro's shin, but the yellow one misses in its enthusiasm.

When the grindylows cry out, they reveal their position. The party recognizes these enemies as being the same creatures that attacked them yesterday on the ship boat.

Aquan:
The grindylows yell out in Aquan, "protect the king!"

Surprise Round
Red Grindylow 13
Yellow Grindylow 12
Mauro 5 (-2 damage)

Round 1
Bey 21
Anne 13
Red Grindylow 13
Yellow Grindylow 12
Asher 9
Brodigan 5
Becky 5
Mauro 5 (-2 damage)
Crispin 4

Bold may act.

Abeowin, you can describe what your summoner does after he exits the boat since I didn't give you a chance to post before combat. And if you're too busy with real life, don't worry about it!


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

"Oww G@@&$&nit!" Mauro curses after being poked, having spotted the guards too late to stop them getting inside his guard. Still, he reacts quickly, stepping to the side to make room and stabbing at one of the Grindylows.

Suprise round so standard only.
5' step
Attack yellow with horsechopper

To Hit: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
+4 str +1 bab
Damage: 1d10 + 6 + 2 ⇒ (8) + 6 + 2 = 16
+6 str (*1.5 2-handed) +2 champion spirit


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 would have summoned Posh as I can't swim and am to small to walk without being under water.

Bey, now mounted on Posh, casts Magic Fang on his buddy and draws his sling.


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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

When on Posh I will be using the blue water horse symbol. Will make it easier to tell if I am on him or not. Hope this works for everone


Shellcracker Caves: Cave Entrance

In the Surprise Round, Mauro swings his horse chopper at the yellow grindylow but misses!

In Round 1, Abeowin casts Magic Fang on his eidolon and draws his sling! Anne acts!

The two grindylows continue to jab at Mauro with their spears!
(Red) To hit: 1d20 + 2 ⇒ (8) + 2 = 10
Spear: 1d6 + 1 ⇒ (6) + 1 = 7
(Yellow) To hit: 1d20 + 2 ⇒ (19) + 2 = 21
Spear: 1d6 + 1 ⇒ (5) + 1 = 6
The red grindylow misses, but the yellow grindylow scores a nasty hit on Mauro! The spear pierces into Mauro, tearing his flesh and drawing blood. Both grindylows say something in Aquan and the red one laughs as if it finds something hysterically funny.

Aquan:
The yellow grindylows taunts, "bleed no-fin! Bleed!" The red one chimes in excitedly, "yes, yes! Bleed!" then laughs maniacally.

Round 1
Bey 21
Anne 13
Red Grindylow 13
Yellow Grindylow 12
Asher 9
Brodigan 5
Becky 5
Mauro 5 (-8 damage)
Crispin 4

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)

Asher will delay until after Becky’s turn to wait and see if she enacts her Naturalist ability. He will then Attack with the bow, then drop it and draw the greatsword.

Asher pulls back the bow and takes a bead on Yellow before loosing.

Attack: 1d20 + 12 ⇒ (5) + 12 = 17

+2 BAB, +3 Dex, +2 Bow vs Aberrations, +2 Favored Enemy, +1 Seasoned Hunter, +1 Weapon Focus, +1 Naturalist

Damage: 1d8 + 6 ⇒ (3) + 6 = 9
+2 Str, +2 Bow vs Aberrations, +2 Favored Enemy

Seeing his arrow strike, he drops the bow and pulls the greatsword.

(In Aquan) Fins don’t make you bleed, you foul curs!’


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

"Grindylows! We beat 'em before, we'll beat 'em again!" Becky chirps, filling her allies with confidence.

Bardic Performance (Naturalist): Round #1 of 8. Using Knowledge check from this post.


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

Moving into the cave, Anne discovers that it's a bit deeper than she can reach, but determinedly swims along with the group, a smile on her face despite the inconvenience.

JeVeAnne's happy little face quickly changes to a look of determination as she rushes forward to ensure the grindylows don't get past her to hurt her friends.

Swim: 1d20 + 0 ⇒ (8) + 0 = 8

But she struggles a bit with swimming ahead and had to give it a second go.

Swim: 1d20 + 0 ⇒ (13) + 0 = 13

Naturalist boost, but no full defense since she had to double move to get there, so AC is 20.


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 grimaces and takes a step back. Concentrating, he calls upon a necromantic servant to attack the Grindylows!


5' step
standard action - Necromantic Servant to summon a skeleton (Pink square)
Skeleton (8 hp) - attack Grindylow Red

Skeleton Claw#1, To Hit RED: 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
+2 Str +1 BAB + 1 naturalist
Skeleton Claw #1, Damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
+2 str +1 occultist
Skeleton Claw#2, To Hit RED: 1d20 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9
Skeleton Claw #2, Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Edit: Possible Crit!
Crit Confirm: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17
Crit damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4


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 mutters some arcane words and flicks his hand forward sending a burst of force at their foes. Red if he's still up, yellow if red has dropped

Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5


Shellcracker Caves: Cave Entrance

Anne spends the round swimming from the boat to the shallow area where the others are standing. Asher pierces the yellow grindylow directly between the eyes. The force of the arrow sends the creature toppling back into the water, dead. Brodigan dispenses with the remaining grindylow easily, sending raw magical energy at the creature, killing it! Becky, Mauro, and Crispin may save their action economy from Round 1.

The grindowlow threat seems lackluster compared to what the party has already faced. The cave entrance goes silent with the exception of the waves gently sloshing at the walls. Nothing else rushes out to greet the party...

Up ahead, the passage forks into two routes. One route continues south to north with the floor dipping down (the party will need to swim through.) The other route branches east into an open cavern. Please let me know the direction you decide.


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 asks Becky for some help "Becky, can you heal me please" and conjures his minion anyways - let it handle the bleeding from here on in...
It lasts 20 minutes and should make a fine point-thing; DR 5/bludgeoning ...
Once Becky's done, Mauro will head further into the cave, with the minion leading the way.

Mauro votes East - how about everyone else?


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 splashes over to Mauro and then makes a decision. Although she usually tries to use her own healing spells to reserve the charges in the healing wand, in this instance she goes against general policy.

No telling what we might meet in these caves...and we're on the grindylows' home turf--the water! Best to keep my spells in case of something terrible happening.

wand of cure light wounds (charge #2 of 50; Mauro): 1d8 + 1 ⇒ (6) + 1 = 7

Naturalist (grindylows) lingers for 2 rounds (1 after Becky heals Mauro) in case we want to hustle onward. I'll vote east as well.


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

"Ah, I see you brought a friend along," Brodigan comments as Mauro summons the skeleton. "The more the merrier," he says, then adds, "particularly, the more between me and an enemy the merrier," and gives Mauro a wink.

Also a fan of east.


GM Screen:
Teal: 1d20 + 14 ⇒ (12) + 14 = 26
Orange: 1d20 + 14 ⇒ (17) + 14 = 31
Green: 1d20 + 14 ⇒ (8) + 14 = 22
Pink (but too far to see): 1d20 + 14 ⇒ (7) + 14 = 21

Mauro Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Becky Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Shellcracker Caves: Passage

The party passes the two slain grindylows as they move further into the cave. The grindylows have two small spears but there is nothing else of value on their corpses. Someone may notice they have shell necklaces similar to the grindlows that ambushed you on the ship boat.

As Mauro moves up, more of the map is revealed. The route continuing south to north with the floor dipping down is obscured by some hanging vines that grow naturally from the ceiling. From far away, these vines could easily be mistaken by shadows. The mossy vines end before reaching the waters. The passage seems to eventually turn west, but Mauro is too far to see more.

The east route, which Mauro suggested the party explore, opens into an open cavern.

However, as Mauro approaches to turn right, he spots something in the northern area, behind the vines! A lone grindylow is hiding in the water! It looks at Mauro as if it hasn't noticed he's noticed yet. When Becky approaches and heals Mauro, she glances over the occultist's shoulder and notices the green grindylow too! Meanwhile, Brodgian is making a snappy observation about Mauro's conjured minions. See map.

I moved some of the party. Please adjust as you please.


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

Do the vines look like you can charge through them? If the answer is yes, the skeleton is charging and Mauro is hot on it's heels...


The vines look like mundane plants that one would expect to see growing in a damp, low-light area. They don't look difficult to push or part out of the way, so yes, Mauro could charge. The floor dips down at the dotted line to at least five feet of water.


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 charges up the tunnel, splashing through the water! His skeleton rushing ahead of him...

Ok, Mauro can charge, being in only 1 ft of water (thanks to reach he can attack from the last shallow square). Not sure if the skeleton can - is that deeper water is rough terrain, which you can't charge through...
Full Round Action - mauro, Charge!
Skeleton - either full round action Charge! or Double move...

Mauro Attack: 1d20 + 1 + 4 + 2 ⇒ (9) + 1 + 4 + 2 = 16
1 bab +4 str +2 charge
Mauro Damage: 1d10 + 6 + 2 ⇒ (3) + 6 + 2 = 11
+6=1.5*str +2 Champion spirit

Possible Skeleton Attack:

Skeleton Claw: 1d20 + 2 + 1 + 1 + 2 ⇒ (17) + 2 + 1 + 1 + 2 = 23
+2 Str +1 BAB + 1 naturalist +2 Charge
Skeleton Claw: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
+2 str +1 occultist


GM Screen:
Anne: 1d20 + 3 ⇒ (2) + 3 = 5
Asher: 1d20 + 6 ⇒ (16) + 6 = 22
Bey: 1d20 + 3 ⇒ (1) + 3 = 4
Becky: 1d20 + 2 ⇒ (11) + 2 = 13
Brodigan: 1d20 + 4 ⇒ (18) + 4 = 22
Crispin: 1d20 + 2 ⇒ (5) + 2 = 7
Mauro: 1d20 + 2 ⇒ (3) + 2 = 5

Orange: 1d20 + 2 ⇒ (19) + 2 = 21
Teal: 1d20 + 2 ⇒ (19) + 2 = 21
Green: 1d20 + 2 ⇒ (11) + 2 = 13
Pink: 1d20 + 2 ⇒ (12) + 2 = 14

Shellcracker Caves: Passage

When Mauro charges forward to slay the green grindylow, two other grindylows pop up from their watery hiding spots to attack Mauro's shins but miss! (The grindylows occupy the spaces beyond the dotted line, which prevents Mauro and his skeleton from proceeding a square further.) The green grindylow is cut down from Mauro's clean swing before it has an opportunity to do anything! A pink grindylow floats behind the slain green one, swimming forward behind the others! Mauro's skeleton claws the nearest grindylow (orange), killing it!
(Orange) To hit: 1d20 + 2 ⇒ (4) + 2 = 6
Spear: 1d6 + 1 ⇒ (3) + 1 = 4
(Teal) To hit: 1d20 + 2 ⇒ (5) + 2 = 7
Spear: 1d6 + 1 ⇒ (6) + 1 = 7

With a chaotic start, the party re-enters combat!

Round 1
Asher 22
Brodigan 22
Orange 21 (-6, dead)
Teal 21
Pink 14
Green 13 (-11, dead)
Becky 13
Crispin 7
Anne 5
Mauro 5 (-1 damage)
Bey 4

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

No blocking Mauro's retreat folks - he wants to be able to 5' backwards while the skeleton sucks it up...


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 starts moving forward, but having no room beside the skeleton and the Elf, decides to just stop where she is and take a defensive stance so others can safely move closer behind her.

Full defense for AC 23.

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