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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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 glares at Mauro. Whether the Know-It-All's angry about him questioning her conclusion or suggesting that she sit out this mission is anyone's guess. She pulls out the healing wand and gives Mauro and Antaral a quick tap apiece.

"There--you're healed!" she exclaims. To Antaral she adds a quick, "Well...mostly." Crossing her arms over her chest and with her brow furrowed, the younger Beys looks more like her mother. "The things can obviously survive out of water for a period of time, otherwise we wouldn't have fought them on the beach! Maybe the tower is sacred to them. Plus, humans can't breathe underwater, so prisoners would have to be kept somewhere on land!"

As is typical for a teenager, it looks like Becky's not going to admit that she might be wrong any time soon. She grows angrier and angrier until at least she shrieks, "AND I'M NOT STAYING HOME FOR THIS MISSION!"

Becky wand of cure light wounds (Antaral): 1d8 + 1 ⇒ (6) + 1 = 7

Becky wand of cure light wounds (Mauro): 1d8 + 1 ⇒ (8) + 1 = 9

Wand of CLW now at 45/50 charges.


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

Ventiine, a quick perception check too see if Becky's mom heard that last outburst, if you please...


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

Nuh-uh!! >:P


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 Luetin:

Thanks for the praise, but the little lady here precisely gutted the last one like a fish while telling us lunkheads where to strike for greater effect.

I'm glad to have her at my side.

To Ramona:

I agree with Mauro to some degree. A bit of preparation and planning for a journey to the interior may be warranted. At the least, our alchemist friend here may need to refresh his stocks.

To Becky, whispering:

Now lass, I understand your predicament with your ma, but using up two uses of the wand that could spell the difference between life and death when we are stuck here, dependent on ships for supplies.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

dm:
Antaral would like to sell/exchange formulas with Alba. She needs targeted bomb admixture, enlarge person, monkey fish, enlarge person, and crafter’s fortune from my formula’s.
I would like ant haul, barkskin, comprehend languages, endure elements, expeditious retreat, shield from her.
What can be worked out?
I also now have 150 gp of reagents that I can use in the negotiation.

I agree we need more information and I would like some time to concoct the other needs we may have. Let’s wait a day or so before we go on. If they are prisoners they will still be prisoners in a day or two. Antaral says dryly.
We still need to decide exact items from the earlier foray of collecting alchemical stuff for alba and add those to the loot sheet.


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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

As usual the politics and interpersonal stuff flies over Crispin's head.

He does think that Perrell Bey is a cougar though. :)


Attack on the Beach

Before leaving to speak more with the soldiers and fellow colonists, Luetin Calewisk shares a manly moment with Asher. Even though Leutin openly suggests Asher is being too modest, Asher gets the sense that their relationship has grown closer. +1 Diplomacy with Luetin.

Becky reveals in confidence to the other party members and Ramona how the skum replicates. Ramona grimaces, "if what you say is true, Becky, you all absolutely need to investigate this."

Mauro questions if Becky should come along on the expedition, given the history of skum. Becky responds with a level of teenage-angst Medrinnah Harleau would be proud of. And Ramona's jocular sense of humor slips past her general stoic mask for a brief moment.

Perrell Beys Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Although a little farther down the beach, Perrell lifts her head from her report to look back at the party. The fishermen and woman she'd been interviewing about the attack follow the scholar's gaze. After a prolonged moment of staring, Perrell turns back to her task at hand, seemingly trusting Ramona to dispense with any necessary parenting. (With only fifty people residing in Talmandor's Bounty, individuals in similar taskwork generally become quite close.)

With Antaral, Mauro, and Asher advocating that the party stock up and rest for their journey, the party heads back into Talmandor's Bounty. The group spends the rest of the day preparing how like, perhaps socializing around the evening bonfire, then wakes up early the next morning, prepared for travel.


Celebrants of the Dead

Today is Toilday (Tues), 9 Desnus (May) 4717.

When you are ready to proceed with the story, The party travels for a couple of hours before coming to an interesting site. (Area n)

In a grassy field pockmarked with piles of fallen stone and sparse trees stands a monument that is relatively free from damage. A path of broken white marble leads to it, and the grass is curiously cut and edged away from it. The monument itself is a smooth marble disk, about thirty feet in diameter, and marked with representations of the phases of the moon. A semicircular row of thirteen columns surrounds the northern side on a curved marble base, the ends of which have broken off and subsided into the ground. Two adjacent columns near the center are broken and the lintel between them is sundered. Two curved stone benches sit before the semicircle on either side of the path, and two stone buildings lie to the north.

Knowledge Religion 30:
This area is a former holy site dedicated to Acavna, the Azlanti goddess of battle and the moon.

Two feminine constructs (easily identifiable by Becky) turn their heads to look at you and speak in a language other than Common.

Azlanti or Comprehend Languages:
In unison, both ask “Have you come to learn of our goddess Acavna, goddess of the moon and defensive battle?”

This isn't necessarily a combat encounter, but the book included a map of the area. Posted in Combat Maps.


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 doesn't seem to be holding too much of a grudge from being voted down the previous day, other than being quieter than usual. When the two statues speak to the party, Becky's eyes go wide for an instant before an equally wide smile forms across her face and she says two words in the same language in reply.

Azlanti:

"Yes! Please!"

She takes a seat on one of the benches and looks toward the statue-being with a rapt intensity. Then she belatedly translates for the others and adds, "They're celadons--ancient constructs of the gods!"

Becky Beys Knowledge (religion) Check: 1d20 + 10 ⇒ (4) + 10 = 14


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Antaral stays to the side resting against the seats. His hands seem to have a need to move, so as he waits they mix and match components as if testing reactions. Vials bubble and sparkle and occasionally a gust of smell or wind emerges from them. All the while he hums quietly to himself.


Celebrants of the Dead

The two feminine constructs smile at Becky's response and introduce themselves as Ariel and Urlana.

Ariel and Urlana are forthcoming with their knowledge of their goddess. In Azlanti, they explain “Acavna is the goddess of the moon and defensive battle, supporting the faithful who are besieged or face overwhelming odds in battle, though she isn’t a goddess of offensive battles.” I assume someone would translate to the rest of the party.

The two constructs proceed to begin schooling the entire party - regardless of their contribution to the conversation. Ariel and Urlana say “goddess” in Azlanti, then in common to teach you their native tongue. “Moon,” "battle,” and “faith” come after. They smile and nod at anyone who attempts to parrot the Azlanti words. It's curious that such ancient constructs would know Common, albeit only a few specific words.

After the mini-lesson, the pair inquire (in Azlanti) about their “recent pupil” named Eliza Haniver who went north. According to the two feminine constructs, Eliza promised to come back for lessons on their goddess, Acavna, but never returned.


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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

"Eliza Haniver??!!" Becky echoes in surprise and excitement. "We're looking for her--she went missing!"

After a breathless pause, Becky asks the celadons a couple of pertinent questions: "How long ago was Eliza here? And is there anywhere special or dangerous to the north where she might have been going?"


Celebrants of the Dead

Ariel and Urlana aren't good judgments of time. "Recently" is the best answer they are able to give.

Ariel addresses Becky: "Eliza was headed in the direction you are currently headed."

"She was interested in Azlanti history, she said she was exploring," Urlana adds. "Where are you headed?"


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 is currently noting down anything they say. Letting Becky do the questioning. He does plan to return and learn as much as he can when it is more convenient though.

When Urlana asks our heading he shows her the map, indicating their destination.


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 considers being evasive with the celadons, but honesty is generally the best policy. Still, she's intentionally a bit vague.

"We found a note on some evil skum that attacked our people. It said, 'Transport prisoners here.' Others had been taken previously, and the note had a crude map that showed a tower to the north. We're heading there to investigate."


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 walks up to Becky hesitantly.

Whispering: Becky, I am understanding that this discovery is a valuable trove you learned types, but we need to go for now. If we can't get more from them about previous colonists or this Eliza, we should give our regrets and move on. You and the other scholarly folk can return when we are done with this mission. And if we are safer.


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 glowers briefly at Asher but then gives a nod. Realizing that she's waiting for the answer to a question she never technically asked, Becky asks the celadons, "Do you know anything about the tower I just mentioned? Its function, for instance?"


Celebrants of the Dead

When Crispin shows Ariel and Urlana the map, however the constructs don’t know what the building marked on the map is for, “because it is not relevant to our mission.” They can, however, provide an approximate distance and direction. They shake their heads at Becky's question, but since the bard has been so communicative, Ariel and Urlana open the door to one of the stone building flanking the stone dias.

They return to the party with a darkwood chest, opening it for viewing. "We have been here with no one to teach for so long. We would be willing to part with these physical possessions if you promise students we can instruct."

The celedons’ darkwood chest itself is worth 200 gold pieces. Inside is a stone tablet that Urlana sculpted depicting a strange tower on an island. Urlana claims to have dreamed of it one night during a full moon.

Knowledge Geography or History 20 (Stone Tablet):
You identify the structure as the Mordant Spire.

The tablet is worth 500 gold pieces as an art object. The chest also holds 230 gold pieces in Azlant-minted gold coins and a cognizance crystal (1 PE). The shards of the telescope’s crystal lens are not complete, but the telescope and its lens can still be repaired with a casting of make whole. Once repaired, the telescope is worth 2,000 gold pieces.

(Loot For Students Agreement) Should you devote some time, the constructs can instruct you on how to read, write, and speak Azlanti. People who allow themselves to be further instructed for at least 1 hour a day for 30 days gain a +2 competence bonus on Knowledge (history) checks related to Azlant and can use that skill untrained on that specific topic. Someone will need to reference the maps because I forget the exact distance from here to Talmandor's Bounty. However, you could confidently assume a group of settlers would probably want to make routine trips here and you could travel with them if you wanted. But you don't have to unless you wish to learn Azlanti. Enough time will pass between the ending of Book 1, that you will be able to have made the time investment needed to learn Azlanti by the start of Book 2.)

After the party has finished asking Ariel and Urlana questions, the two will wave as the party departs, reiterating how eager and happy they'll be to see you again.

Based on your bonfire chats in the evenings, you know Carver Hastings would be greatly interested in the celedons. If Carver Hastings is told, reference this post. p43


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 looks saddened. "Only an hour a day? What if we had a whole day free, could we spend it discussing history?"

Crispin will be delighted to study Azlanti history whenever he can. One hour a day just isn't enough for him. He will spend the whole day with them if he can. :)


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

K History: 1d20 + 3 + 3 + 2 ⇒ (4) + 3 + 3 + 2 = 12
3 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

Mauro has been quietly studying the constructs, more interested in them rather than a language lesson that he already knows (speaks Azlanti). Still, he seconds Crispin's proposal "I would be willing to join such a discussion, I think there is much to be learned here."

If there is time, he will use his object reading ability on various bits of "loot".

What's a cognizance crystal? Only thing I can find is on D20PFSRD, is third party, Cognizance Crystal from Dreamscarred Press...


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 looks at the tablet.

Know(Geography): 1d20 + 4 ⇒ (10) + 4 = 14


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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

"Wow! That's the Mordant Spire!" Becky squeals in excitement. "That's a great likeness!"

Becky nods her agreement that some of the new colonists would be thrilled to learn from the celadons.

Becky Beys Knowledge (history) Check: 1d20 + 10 ⇒ (19) + 10 = 29


Celebrants of the Dead

With Becky, Crispin, and Mauro's verbal interest, Ariel and Urlana seem satisfied and give the party their treasures. They address Crispin's comment: "Stay with us and learn as long as you like. We are eager to teach any who are willing to learn."

Various members of the party examine the loot and Becky recognizes the depiction as being the Mordant Spire.

Eventually, farewells are said and the party continues on their journey.


Warden Of The Ruins

The party proceeds onward. The forest gives way to shattered fragments of rock and stone, the barest recognizable remnants of a lost civilization. Jutting from the grass and shrubs is a stone promenade, ten feet wide with intermittent flights of short steps that climb up a gentle slope—miraculously unchanged despite titanic upheaval of the past. Walkways extend east and west briefly before terminating into hills of wind-eroded stone rubble that might have once been buildings. A solitary, seemingly intact tower is visible on the northern horizon, approximately a mile away.

Except where designated otherwise, the terrain is uneven grassland, including areas where the promenade is broken. The elevations take the form of a series of tiers, with each slope or flight of steps ascending 5 feet. The large piles of broken stone require a successful DC 10 Climb check in order to enter the first square. The rock piles are treated as difficult terrain.

Perception 20:
Three sets of bushes along the promenade conceal small holes under their foliage, suitable for a Tiny creature—the result of underground tunnels dug by ankheg nymphs. The tunnels are noted on the map by dotted lines. A successful DC 20 Perception check is required to spot each of the tunnel entrance holes.

The noise of thousands of coins clinking together can be heard in the distance. It grows steadily louder. At the top of the hill, you see a metal shine as thousands of tiny metal balls roll in unison down the hill!

Survival 10:
This patrolling swarm seems to stay within a five-mile radius of this area. The only consistent behavior is intermittently returning to that location.

What do you do? New combat 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

Perception: 1d20 + 3 + 3 + 1 + 2 + 3 ⇒ (4) + 3 + 3 + 1 + 2 + 3 = 16
3 rank +3 trained +1 wis +2 racial +3 Skill Focus


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 the swarm of metal balls rolling down the hill and says "I don't think sticking a spear in that is going to work". He starts moving quickly back where we came from, switching from horsechopper to sword and shield as he goes...


Double move backwards - 40 '
free action - as part of 1st move - sling horsechopper
free action as part of 2nd move, draw shield


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

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Crispin looks fascinated by the balls and watches them intently. "Sone form of construct swarm I'm afraid." He offers his opinion. Preparing to use his magic when the swarm closes.


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 lets out a weird little exclamation upon spying the closing metals balls: "Yeep!!" Her curiosity makes her pause to study the swarming constructs briefly before she starts to flee after Mauro. As she moves, she calls out "Stop!" in Azlanti, followed by all the other words the caladons mentioned previously ("Acavna," "goddess," "moon," "battle," and "faith")...just in case one is a command that'll get the things to halt.

Becky Beys Perception Check: 1d20 + 7 ⇒ (7) + 7 = 14

Becky Beys Survival Check: 1d20 + 1 ⇒ (10) + 1 = 11

Becky Beys Knowledge (arcana) Check (to ID the little constructs): 1d20 + 10 ⇒ (9) + 10 = 19


GM Screen:
Antaral: 1d20 + 2 ⇒ (19) + 2 = 21
Asher: 1d20 + 4 ⇒ (20) + 4 = 24
Becky: 1d20 + 2 ⇒ (20) + 2 = 22
Crispin: 1d20 + 2 ⇒ (14) + 2 = 16
Mauro: 1d20 + 2 ⇒ (3) + 2 = 5
Swarm: 1d20 + 2 ⇒ (11) + 2 = 13

Warden Of The Ruins

Thousands of Fine steel ball bearings that move in electro-thaumaturgical cohesion, making a clicking sound as it moves appears at the top of the hill. Edge of the map.

Round 1
Asher 24
Becky 22
Antaral 21
Crispin 16
Swarm 13
Mauro 5

Knowledge Arcana 14:
You are facing a warden jack swarm! These are created to patrol an area. This one specifically must have been created over 10,000 years ago by the Azlanti. With many of the structures in ruins, you realize the construct is confused about what constitutes the “tower’s grounds.” Now it wanders aimlessly over miles of terrain at a time before abruptly reporting back to the tower and starting anew.

Knowledge Arcana 19 or Becky:
This warden jack swarm has several special attacks. It may distract any creature that it damages by making that creature nauseated. Furthermore, any living creature damaged by a warden jack swarm when its spikes are retracted must make a successful DC 12 Reflex save or fall prone. The save is Constitution-based. Any living creature hit by a warden jack swarm when its spikes are extended also takes 1 point of bleed damage due to the warden jack swarm's wounding spikes.

You know warden jack swarms have tremorsense. You think you could force it to "reset" by climbing on something that gives higher ground. After waiting for a certain amount of time, the swarm may reset to its starting location.

We are not in combat yet - unless you want to be. The party may attempt to destroy the swarm or avoid it. Keep your actions in rounds, 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

K Arcana: 1d20 + 3 + 3 + 2 ⇒ (11) + 3 + 3 + 2 = 19
3 ranks +3 trained +2 int


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 is fascinated by the swarm and calls to the others for information. He also moves back a but, but stays close to Becky, Crispin, and Antaral.

Move Action - Move back 10'; draw Alchemist Fire as part of Move

Readied Action - Will throw vial of Alchemist's Fire if the swarm gets within 20' of any of the party

Becky, you know things. What is this?


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

"It's a tremor-sensing defense system! Get to higher ground and freeze!"

The bard moves to the nearest pile of rocks and tries to climb up onto it. She lets out another "Yeep!" as she nearly slips, but then scampers toward the center of the rockpile.

Becky Beys Climb Check: 1d20 + 0 ⇒ (11) + 0 = 11


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

"That sounds like a sensible plan." Crispin agrees with Becky. "Best to avoid it now and plan how to beat it rather than finding out through trial and error while it kills us."

Climb: 1d20 ⇒ 17

Crispin inelegantly scrambles up the nearest high point he can find.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Antaral sprints to the rocks as Becky says "tremorsense' and quickly climbs. climb: 1d20 + 1 ⇒ (20) + 1 = 21


Warden Of The Ruins

Asher moves back and readies a vial of Alchemist's Fire if the swarm gets too close. Becky, Antaral, and Crispin all climb onto one of the rubble piles.

The thousands of Fine steel ball bearings continue rolling down the hill in a tight swarm. They head straight for anyone on the ground! The swarm moves eighty feet straight towards Asher! Roll your readied action for me, please Asher!

Round 1
Mauro 5

Round 2
Asher 24
Becky 22
Antaral 21
Crispin 16
Swarm 13
Mauro 5

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 drops his shield and runs back towards one of the high points. There he tries to scramble up beside Becky, calling out "A hand please!"


Free action - drop shield
Move - 20'
standard - climb!

Climb: 1d20 + 4 - 4 + 1 ⇒ (12) + 4 - 4 + 1 = 13
+4 str -4 acp + 1 Armor expert trait


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)

Hearing the warning from Becky about tremorsense, Asher decides to abandon his gambit with the Alchemist’s Fire and on his next turn runs to the rocks where Becky and Mauro are perching.

Move Action: Move 25’; Move Action: Climb up rocks

Climb: 1d20 + 7 ⇒ (15) + 7 = 22

Aren’t we a fine bunch of mountain goats!

He holds the Alchemist’s Fire gingerly, looking to see if it’ll be necessary to use it.


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 huddles with Asher and Mauro, waiting with bated breath to see if her educated guesswork has saved or doomed them all....


Warden Of The Ruins

Everyone in the party, including Asher climbs onto the rubble. The warden jack swarm continues to roll down the hill, then pauses. The party waits atop the various rubble piles for thirty seconds, then the warden jack swarm climbs up the hill the way it came.

When the party climbs down the rubble, there is no sign of the swarm returning. We are out of combat.


Research Station Spindlelock

The party continues towards the marked tower on the map.

To the north, the hills give way to sharp, rocky inclines. A solitary stone structure, a tower at least three stories high, is partially embedded in the rocky cliff wall behind it. The cylindrical edifice is oddly undamaged, however, as if the rock were only the tide lapping at the tower’s lower half, frozen in time. The structure has no windows or rooftop battlements. A metal double door is set in the base of the southern side and is slightly ajar.
Interesting rock formations, rubble, and boulders litter the surrounding countryside, suggesting an ancient site where stone was once quarried and buildings and monuments were erected. Catastrophe and the return of wilderness have made almost all of it unrecognizable— save for this strange building.

As you approach the doors, you can see the following text carved into them in Azlanti. “Spindlelock Research Facility: a division of the Spindle Solution, making tomorrow’s humanity, today. Authorized Personnel Only.” In addition, the tower has what appear to be stone posts directly abutting either side of the door, hinting that there was at one time a walkway or some other structure attached to the tower.


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 has concerns before we enter the research station:

”Before we go in, let’s pause for a second. If we go in there, there’s a chance we will come out running for our lives. It would be bad to run into the warden jack swarm at that point. Also, that things a serious danger to the colonists if it’s patrolling the whole island – and I think it might be, remember that strange set of tracks we found, when marching to the rendezvous? Do we want to try to put it down before we go in? The plan is pretty simple. We set up next to some higher ground or rocks to climb onto and then attract it’s attention. I summon my skeleton buddy on the ground to keep it occupied; while it’s trying to kill the skeleton, Antaral and Crispin pound on it with magic…”


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, slightly regretfully. "While I'm a little reluctant to 'put down' an interesting relic of Azlanti magic I agree that having it roaming the island attacking anything it encounters is something that we can't let continue."


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 looks off in the distance, where the swarm exited the area.

I agree. Our job Is to troubleshoot for the colony, and this thing is trouble for sure.


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 translates the words on the door for the others and then tries tries to puzzle them out for herself. "What a strange choice of wortds! And what does a 'division' mean in this case--is it like how the Hellknights of Cheliax are divided into different orders?"

"And what does this mean--'Making tomorrow's humanity, today?' It sounds like they tampered in the gods' domain."

When it appears her companions are again going to put caution ahead of exploration, Becky frowns but then looks at Asher. "Can't you look for their tracks and tell if they're inside?" she asks, pointing to the door that's ajar.


I know several people have voiced their distaste for swarms, so we can RP past it if you like.

Mauro proposes the party eliminate the warden jack swarm out of safety for the other settlers who might come exploring here. Crispin and Asher second and third the assertion. With a plan agreed upon, the party seeks out the warden jack swarm.

The warden jack swarm predictably returns to the tower the party arrived at. It's difficult to maneuver away from the swarm, but the combined efforts of the party eliminate the threat using minimal resources. The settlers of Talmandor's Bounty won't have to worry about the warden jack swarm anymore.


Research Station Spindlelock: Entrance Chamber

After the party eliminates the warden jack swarm and before they enter the tower, Becky translates the words on the door for the others. The bard comments on the strange wording, suggesting that Azlanti may have possibly been tampering in the gods' domain.

When the party to ready to proceed, you enter, and notice the entire ceiling beginning to glow, shedding normal light throughout the room.

This spacious chamber appears to have been designed to awe or impress the entrant. Pale gray tiles decorated with faint, intricate geometrical designs cover the floor. The walls of the chamber are pure white, illuminated by unnatural light emanating from the ceiling in a way that makes the chamber appear slightly larger than it really is. A large double door exits to the south, and another double door leads to the north.

In the center of the chamber appears to be a lifelike statue of a man in simple black robes with a helmet decorated by three upward-pointing tines, like a fork or a trident that obscures most of his face. The attire looks familiar.

This one has not been set to relay any specific message, and so remains frozen like a statue.

New combat map.


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 is awestruck by just about everything she sees in the chamber. She approaches the statue cautiously.

That fellow projects authority! she thinks to herself covetously. Yet why do I think that if I donned such a helm and robe folks would think I looked goofy and laugh at me?

"We come with peaceful intentions," the bard-child says aloud to the statue. "What can you tell us of this place?"


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

Before we go into the tower, Mauro conjures his skeletal servant.

****

Mauro's sharp eyes sweep the chamber looking for threat. Seeing none, he (and his servant) move to the north double doors and check for traps.

Perception, general sweep: 1d20 + 3 + 3 + 1 + 2 + 3 ⇒ (6) + 3 + 3 + 1 + 2 + 3 = 18
3 rank +3 trained +1 wis +2 racial +3 Skill Focus

Perception, check for traps: 1d20 + 3 + 3 + 1 + 2 + 3 ⇒ (15) + 3 + 3 + 1 + 2 + 3 = 27


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 steps up to join Mauro, but stays in the center of the room to cover the rest of the party.

You all back there! Keep your guard up! There is no telling what is past those doors.

"Why is this room so narrow?" he thinks to himself.

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