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 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 praises Erastil and aims a clear shot at Blue.

Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Too bad the probably make terrible chowder!


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

I'll wait and see if anything is left after Mauro's and Asher's actions.


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's mind turns to tactics. She wants to get in a shot at the remaining chuuls, but doesn't want to interpose herself between Asher, his reach weapon, and the little monsters. Mentally she makes some calculations....

"I'm going to take a shot at the one on our left! Afterward, you move past me and hack down the one on the right!" Having expressed her plan, the bard steps in front of Asher and fires an arrow at one of the baby chuuls (purple), quietly reminding herself and the others to target the tentacles and the soft flesh behind them.

Becky Beys mwk composite shortbow (naturalist): 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 for piercing damage: 1d6 ⇒ 3 (20/x3)

5-foot step, attack (standard), maintain bardic performance (free).

Bardic Performance (Naturalist--chuul): Round #5 of 12. +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.


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

Shooting at whatever is left?

crossbow + PBS: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Crispin examines his crossbow suspiciously.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:

Shooting at whatever is left?

[dice=crossbow + PBS] 1d20 + 4 + 1;

Crispin examines his crossbow suspiciously.

Time to learn True Strike! :)


✦ Azlanti Archaeological Site: Cave Entrance (area B2) * ˚ ✦

Crispin shoots his crossbow but in a chaos misses! Talath pauses, waiting to see what his allies do. Mauro slashes his ranseur, killing the purple larval chuul! It wriggles its tentacled mouth and goes still, dead. Becky and Asher both shoot arrows from their bows. Both projectiles find their mark, silencing the last chuul child.

The waterfall continues to roar behind you, although nothing else in the cave jumps out at you.


✦ Azlanti Archaeological Site: Dig Site (area B3) * ˚ ✦

Besides the items found on the corpse, there is nothing else of interest in the narrow passage. The party proceeds deeper into the cave, which opens up into a slightly larger space.

This large cavern is composed of a combination of handhewn stone and natural cave features, as if the very stone of the walls were reclaiming an ancient structure. Enormous calcite pillars stretch from floor to ceiling, surrounded by bristling stalagmites and stalactites. Tiered, mineral-ringed pools of still water are tinted with a rainbow mottling of subterranean algae. Hidden by layers of calcite, mold, and luminous fungus are dilapidated, corroded, and crumbling picks, shovels, and other digging tools. A pair of inert clockwork servants (customized for excavating work) lie alongside tools. One of the clockwork creatures was crushed by falling stone, while the other has become encrusted with calcite deposits and badly rusted. (South)

Perception 20:
You find cipher glyphs left behind by Durvin Gest, partly concealed by splotches of mold.

Knowledge (Local) 20 or Linguistics 25:
You interpret the following simple message from the glyphs: safe haven and historical significance. Additional coordinates are found among the glyphs, like those discovered in Joskadalr. You're able to triangulate the location on your map. These coordinates lead to area C of the island map.

Craft Construct feat or Disable Device 25:
You think you can repair the intact clockwork servant by spending 3,750 gp (half the construct’s full cost) to perform necessary repairs. When equipped with a pale blue rhomboid ioun stone, a clockwork digger can spend 1 hour drilling and chiseling at a stone surface to clear a 5-foot-by5-foot area, allowing it to create tunnels or passages other creatures can pass through. This ability replaces a clockwork servant’s net and repair clockwork abilities.


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 proceeding further after defeating the Chuul larva, Mauro comments "This is not a natural cave, a normal cave cut by the action of a waterfall would not have a passage off the back of it." He then casts False Life and follows up by conjuring another skeletal warrior.

False Life HP: 1d10 + 4 ⇒ (8) + 4 = 12

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

Disable Device: 1d20 + 4 + 3 + 2 ⇒ (17) + 4 + 3 + 2 = 26
4 ranks +3 trained +2 dex

Linguistics: 1d20 + 2 + 3 + 2 ⇒ (7) + 2 + 3 + 2 = 14
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

Mauro points at the uncrushed clockwork servant and comments "I think that's repairable"


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's drawn to the clockworks like a clockwork moth to a...clockwork flame?! Whatever. Then she nods at Mauro's words. "I'll bet I could repair one of these guys...maybe using the second for spare parts. Or I will be able to repair it in the near future, once I get a better understanding of how clockworks work and what materials go into their creation."

Belatedly, Becky recalls there's a 'bigger picture' here. "I wonder if the mundane tools were used by the Azlanti miners or if maybe our first wave of colonists--or maybe someone or something else--dug here. Durvin's account in the Chronicles hinted that this was once a civilization that was even more ancient. I don't see any signs of that!"

Becky Beys Perception Check: 1d20 + 8 ⇒ (10) + 8 = 18

Becky Beys Knowledge (local) Check: 1d20 + 12 ⇒ (1) + 12 = 13

Becky Beys Disable Device Check: 1d20 + 12 ⇒ (19) + 12 = 31


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 lets the more knowledgeable types interpret what they find, but he searches the area diligently.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 (Additional +2 for anything to do with aberrations)

Hey, look these glyphs! Can anyone read these?

Knowledge(Local): 1d20 + 1 ⇒ (3) + 1 = 4

Looks like a recipe for Chelish Chili to me!


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Linguistics: 1d20 + 5 ⇒ (13) + 5 = 18

"Glyphs, what glyphs? All I see is some icky mold!"

Once someone points out to Talath what he's missing (and maybe a Prestidigitation to clean it up), he has a Scroll of Comprehend Languages if no one can make the Linguistics check.


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 giggles at Asher's mention of Chelish chili. "I hear that stuff's hot as Hell and can give you gas that smells like brimstone!" After giggling some more at her own joke, the bard regains her composure and casts prestidigitation to make the glyphs more visible. She fails to recognize their significance, however. Feeling the symbols might be important, she uses one of her spell slots to cast comprehend language and save Talath the use of a scroll.

"'Safe haven'...'historical significance'...plus more coordinates to another of Durvin's sites."


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

"Given the location of that site we should stop by the colony first to update them about our progress."


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 agree with you Talath, but I don't think we are done here - is there not a passage cut off to the west?"

Mauro and his minion will take point again, but first Mauro will have a careful look at the passage... Given how long the excavation here has been abandoned, is it safe?

Perception: 1d20 + 4 + 3 + 1 + 2 + 3 ⇒ (19) + 4 + 3 + 1 + 2 + 3 = 32
4 rank +3 trained +1 wis +2 racial +3 Skill Focus


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

"Of course. I was speaking of when we leave here, I should have been more clear."

Not sure about the light level but Talath will cast light on his shield.


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 can cast light as well. She'll cast it on the weapon of one of the front-liners, probably Asher.


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

linguistics: 1d20 + 9 ⇒ (20) + 9 = 29 ?

Crispin looks up from suspiciously glaring at his innocent crossbow, glancing at the glyphs, "Safe haven & historical significance." He remarks. "Oh and coordinates to another site of interest."

He marks on the party map where to coordinates point, then goes back to glaring at his crossbow.


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 moves to where he can watch up the hallway to prevent any unexpected company from arriving and lets the others do their thing. He begins to mix several ingredients counting them off to himself quietly into vials as he watches and waits.


✦ Azlanti Archaeological Site: Dig Site (area B3) * ˚ ✦

With the added light from spells like Light, the party spends time investigating the opening of the cave. You notice additional things about the space that took more than a cursory glance. Each clockwork digger has a dull gray ioun stone embedded in a slot in its chest!

Someone observes that this place must have been of significance to station clockwork servants here to dig.

Knowledge (Dungeoneering) 15 or Knowledge (Engineering) 15:
Further investigation reveals much of the rock of this cave as pumice, a volcanic rock suitable as an additive for making alchemical cement. This discovery satisfies one of the requirements of the Natural Resources (quarry) side quest.

The party turns from the wall visible as they came in, to look west, towards the opening Mauro suggested. To the right of the continuing passage you notice something else of interest. It appears as if the chuul has arranged a number of trophies in her den. Twenty-three skulls are stacked into a rough triangle against the western wall of this chamber. In the southeastern section of this chamber, six battered and rusted helmets are arranged in a circle surrounding an odd, elongated mask.

Knowledge (Local) 15 or Talath:
You identify the mask as the kind worn by Mordant Spire elves. I've triple-checked - the book does not list a gold value for this item. I'll say 300 gold as an artifact/art object.

Against the wall, a dozen small piles of mundane adventuring gear (such as torches, grappling hooks, leather sacks, frayed and moldering rope, and cookware) sit sorted by material and shape. A small steel shield holds a rainbow of colored river rocks, among which are nestled eight cut emeralds (worth 25 gp each) and a tourmaline sphere ioun stone.

I will post about the next area of the map in less than 12 hours.


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 examines everything thoroughly, taking her time and letting out the occasional, "Hmm...."

Becky Beys Knowledge (dungeoneering) Check: 1d20 + 12 ⇒ (3) + 12 = 15

Becky Beys Knowledge (local) Check: 1d20 + 12 ⇒ (4) + 12 = 16

Hey! Good results on crappy rolls!

I'll probably post her findings a bit later, but I figured I'd give other folks the chance to steal Becky's thunder first.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath picks up the mask and examines it closely before turning to the others.
"This is a mask worn by the elves of the Mordant Spire. For everyone's sake I hope it's been here a long time or the colony may have bigger problems."


✦ Azlanti Archaeological Site: Mural Cave (area B4) * ˚ ✦

Finally, the party walks down the narrow passage to the west. This small cave is relatively dry and cramped, with a low ceiling and uneven natural rock underfoot. Faint murals and carvings line the cave’s walls, depicting winged humanoid figures holding lanterns as they descend from a mountaintop. Smaller humanoid shapes are depicted kneeling and reaching up to these figures. An adjacent cave wall illustrates primitive human religious concepts and hunter-gatherer imagery.

You think Carver Hastings might be interested in this.

Knowledge (History) 15:
This cave appears to contain some of the oldest examples of human art in the known world. These cave paintings and engravings were made in the early Age of Serpents, a time well before than the Azlanti.


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 + 4 + 3 + 2 ⇒ (12) + 4 + 3 + 2 = 21
4 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's tone is reverent "Nethys's mask those are old! These cave paintings and wall engravings must pre-date the Azlanti Empire."... He gently reaches out to touch the surface...

Mauro uses object reading on the art.


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 on as Mauro does his thing..interested in seeing how it works with something that ancient.

Loot sheet updated.


✦ Azlanti Archaeological Site: Mural Cave (area B4) * ˚ ✦

Mauro:
As Mauro studies the cave art with his occult powers, he's transported to a different time. He enters the mind of a human man. He's wearing a loincloth and furs. There's a stone spear leaning against the wall as he paints on the wall. His concerns are the hunt and protecting his family from serpentfolk, who dominate a good portion of the region.

Where would like the party like to go next? Back to Talmandor with the clockwork servants? Onward to area C which was revealed in this area? Somewhere else entirely?


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 votes to go to Area C as they are still in good shape and will be able to rest on the way.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Asher 'Cinnis' Regillenus wrote:
Asher votes to go to Area C as they are still in good shape and will be able to rest on the way.

"I think we should stop at Talmandor to inform them of our progress plus they can remove the haunt and establish a quarry for more permanent and stronger building materials. It's not much of a detour from here to Talmandor and then on to the area revealed here."


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. "I agree with Talath. It gives them more resources and lets the people know what we're doing if they need to find us."


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 cast her vote for returning to Talmandor's Bounty as well. "We don't want to have to carry those clockwork servants with us cross-country, right?"

Says the teenaged girl who's almost certainly NOT carrying the clockwork servants at all!


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

A stop at the settlement wouldn't go amiss,ANtaral states


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 vote for Talmandor's bounty as well - we will be heavily loaded with the remains of the clockwork servants already, and I should not like to venture into trouble with that much to carry around. Not to mention, it seems wise to check in regularly; emergencies seem to crop up."


✦ Talmandor's Bounty: Record Thief * ˚ ✦

The party decides to secure the clockwork servants to Talmandor's Bounty before investigating another one of Carver Hasting's requested sites (area C). The hike back across the island is long and you feel like you're ready to rest when you arrive back. However, a guard at the palisade gate informs you that Ramona is waiting in the Government Building for you.

Sweaty and tired, you head towards the largest building in the settlement where you find Ramona Avandth and Lyra Heatherly talking.

"Today while we were going over numbers, Lyra noticed a satchel containing the ship’s manifest and resupply schedule is missing, along with her leather purse containing 50 gold pieces." Ramona sighs, “I believe Medrinnah Harleau, the teenage daughter of one of our soldiers, Sighra Harleau, may have perpetrated the theft. I’m reluctant to make this transgression public, especially while the property is missing. Initiating legal proceedings could put undue strain on her family and the colony, so I’d like you to find Medrinnah at the tailor’s shop where she is apprenticing and talk to her about the missing manifest and gold.”

Ramona spends more time looking at Becky than the other party members. "I would appreciate it if you could talk to Medrinnah and get the stolen items back."

Becky knows at this time Medrinnah is finishing up her shift as an apprentice at the tailoring shop.

Knowledge (Local) 10 or Becky (Helpful):
Medrinnah had a history of petty theft back in Andoran, mostly done out of boredom and rebellion against her mother, whom she sees as overbearing and suffocating. Furthermore, the young woman pushed back against her mother’s plans to join the colony at every opportunity, fearful that she would never see her friends again, and she resents being forced to live out in the middle of nowhere.


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's jaw drops at Ramona's words, and a startling transformation overtakes the teen bard. Gone is the fawning toadie Becky usually becomes in Ramona's presence; now she seems shocked, disappointed, and possibly even angry.

"What makes you suspect Medrinnah?" she demands, trying but utterly failing to sound neutral.

Becky Beys Bluff Check (to hide anger/outrage): 1d20 + 3 ⇒ (2) + 3 = 5


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Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath looks at Mauro, "Your powers of perception are amazing."


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 Local, Take 10: 10 + 2 = 12 can only make a DC 10 as untrained
+2 int

Talath Na'El wrote:

Talath looks at Mauro, "Your powers of perception are amazing."

"It's more of a strong belief in Murphy's Law... ", then he steps close to Talath and continues sotto voce "I don't actually recall signing up to be the town guard, do you?"


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

Talath whispers to Mauro, "Well my people sent me here to assist the colony so I suppose in a way I've been drafted? Or perhaps the will of Desna?"

Looking at Ramona, Talath attempts to be diplomatic to cover for Becky's unexpected show of emotion, "Are there witnesses or evidence suggesting Medrinnah is responsible? I would hate to ruin someone's reputation over just a suspicion."

Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16


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 stays very quiet. Dealing with monsters is far safer than teenage girls. 'Should have stuck to book keeping!' He thinks gloomily.


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 stands off to the side to let the more diplomatic members of the group deal with this development but offers to check the area close to the theft for tracks that can link the suspect to the incident.

I am not a town guard, but I will offer my tracking ability if you think it'll aid in either confirming or absolving your suspect. Where was the satchel kept, so I can look for tracks leading away from its vicinity?


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 waits to see what the group will do as he has little to no interaction with Medrinah.


✦ Talmandor's Bounty: Record Thief * ˚ ✦

Against Becky's roll: 1d20 + 10 ⇒ (17) + 10 = 27
Ramona gives Becky the eye and the teen can't help but feel a pang of guilt.

Talath Na'El wrote:
Looking at Ramona, Talath attempts to be diplomatic to cover for Becky's unexpected show of emotion, "Are there witnesses or evidence suggesting Medrinnah is responsible? I would hate to ruin someone's reputation over just a suspicion."

Ramona nods. "Yes, two farmers who were putting away tools in the shed said they saw a smaller person who looked like Medrinnah hop out the window. However," Ramona pauses, "I would prefer if you didn't question the farmers. The attention could put undue strain on her family and the colony."

Asher 'Cinnis' Regillenus wrote:
"I am not a town guard, but I will offer my tracking ability if you think it'll aid in either confirming or absolving your suspect. Where was the satchel kept, so I can look for tracks leading away from its vicinity?"

Ramona smiles, "that would be appreciated, Asher."

Progressing to the next 'area' in about 5-6 hours.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5

"We'll head to the scene and see what we can find. Before we leave, however, we came here to update you on what we've found..."


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 takes the time to inspect the area where the satchel was kept and then looks at the ground around the windows to find tracks and clues.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13 (add an additional +2 if there are aberrations involved)

Survival: 1d20 + 6 ⇒ (18) + 6 = 24 (add an additional +2 if there are aberrations involved)


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

Omari also look for clues at the scene of the crime

Perception: 1d20 + 4 + 3 + 1 + 2 + 3 ⇒ (13) + 4 + 3 + 1 + 2 + 3 = 26
4 rank +3 trained +1 wis +2 racial +3 Skill Focus

and he will use his object reading abilities to examine the same area as Asher (in particular, the window itself could potentially yield a clue about who opened it...)

Object Reading:

This may not get me anything; object reading:" You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM." The area where the satchel was kept likely has no historical significance, and assuredly isn't owned by the thief. I'm thinking my best bet is the sash and windowframe by which they exited ...

Also, it doesn't look like Asher needs any help with tracking (a 24 survival roll), but if need be I have a trick up my sleeve...


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

"Fine--I'll try to talk to her and recover the documents and gold," Becky grumbles. The teen's not looking forward to a showdown with her BFF.

Nonetheless, she approached Medrinnah. "You're in trouble...and now I am, too," Becky tells Medrinnah. "Some important documents and a coin pouch went missing earlier today, and there were witnesses that saw you in the area of the theft...sneaking out a window. Really, Medrinnah? There are so many other ways to blow off steam on this island; did you really have to pick something that'd tick off Ramona? If you return the stuff, I'll put in a good word with her."

Becky Beys Diplomacy Check (vs. Medrinnah, who's Helpful): 1d20 + 2 ⇒ (18) + 2 = 20


✦ Talmandor's Bounty: Record Thief * ˚ ✦

The party exits the Government building to circle the perimeter. There are indeed tracks leading away from one of the windows. Asher identifies the tracks as humanoid and slightly smaller than average.

Mauro uses his mysterious object reading ability on the window frame.

Mauro:
You feel a wave of emotions that are not your own. You feel angry, as if life just isn't fair. And satisfaction. This anger is nowhere near as strong as the emotions you felt back in the Spindlelock Research Station (area p) when touching the containment chamber - you are able to process these emotions of anger and satisfaction with ease.

The party continues towards the tailoring shop, where the teen was said to be. Becky marches up to Medrinnah to give the other teen a piece of her mind, but Medrinnah attempts to flee! Someone in the group is quick enough to grab and restain Medrinnah.

"I- you-" Medrinnah sputters as if in shock that her friend would turn on her. Tears well up in the teen's eyes, "fine, yeah. I stole the gold. But I didn't take no papers! What would I want with that stuffy junk?"

Sense Motive 15:
Medrinnah is fairly upset right now. You doubt she's lying.

"Here," Medrinnah turns to open her own backpack and pulls out a leather pouch. She hands it to Becky. "I didn't spend any of it or nothing. And... you're right. I know I shouldn't be stealing but I just hate being here." She stares hard at the floor - anywhere but your faces.

My post yesterday was eaten by goblins :(


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

Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15

Mauro clearly believes that she didn't take the documents, as he speculates:"Who else could have taken the documents? Who else would want the ship's manifest and resupply schedule?"


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

"Something's not adding up," Becky comments. "Lyra said the gold was in a leather sack inside a larger satchel. Medrinnah--did you take the satchel or just the pouch of gold from inside it?"

Becky Beys Sense Motive Check: 1d20 + 1 ⇒ (15) + 1 = 16


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 suspicious and voices this to the group.

Should we look further around the area by the window for signs of who may have picked up the satchel? The child may have taken the gold, but there is no motive to take the papers.

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