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

Game Master Ventiine

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

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


1,751 to 1,800 of 3,128 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

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 flashes Asher a nervous grin.

Inside her head, Becky's having thoughts that are the opposite sides of the same coin: I wish my mom could see how brave I am!/I hope no one tells my mom how reckless I can be!

Oops--forgot to mention that Becky's maintaining her bardic performance as well. AGAIN! On the positive side, I got to cut-and-paste the same apology from last time along with the Naturalist notes. :)

Bardic Performance (Naturalist--NOW +2!!): Round #3 of 14. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.


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 grins at Becky's revelation over cold. He then proceeds to launch his latest concoction, a flask of liquid ice.
attack: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28cold damage: 1d6 ⇒ 6 1 point cold to all within 5 ft.splash.

concealment: 1d100 ⇒ 61

@ventine...2 questions would precise bombs work on this it allows me to exclude int mod from bomb splash? I could see either way.Your call.
Would splash damage from cold be enough to negate the cloud for the round or does it need direct hit.


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

oops I targeted red.


✦ Anyhathyra: Buried Laboratory (area C2) Round 2 * ˚ ✦

In Round 2, Becky continues to inspire her allies! Meanwhile, Asher delivers a devastating attack onto the red blast shadow! Antaral lobs an ice concoction hitting the red blast shadow! Its smoldering skin hisses violently from the temperature change and the corpse crumples to the ground.

Round 2
Blue Blast Shadow 23 (5 damage, Concealment)
Becky 21 (38/38, resist energy)
Asher 19 (45/49)
Antaral 18 (38/38, enlarged, resist energy)
Red Blast Shadow 15 (77 damage, dead)
Crispin 13 (33/33)
Mauro (and skeleton) 12 (47/38)
Talath 4 (38/38, resist energy)

Bold may act!

Both blast shadows currently have concealment (20% miss chance or 1-20 on 1d100 is miss)

Antaral I'll allow splash damage to negate the cloud but Antaral hit his target.


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
GM Ventiine wrote:

✦ Anyhathyra: Buried Laboratory (area C2) Round 2 * ˚ ✦

In Round 2, Becky continues to inspire her allies! Meanwhile, Asher delivers a devastating attack onto the red blast shadow! Antaral lobs an ice concoction hitting the red blast shadow! Its smoldering skin hisses violently from the temperature change and the corpse crumples to the ground.

Round 2
Blue Blast Shadow 23 (5 damage, Concealment)
Becky 21 (38/38, resist energy)
Asher 19 (45/49)
Antaral 18 (38/38, enlarged, resist energy)
Red Blast Shadow 15 (77 damage, dead)
Crispin 13 (33/33)
Mauro (and skeleton) 12 (47/38)
Talath 4 (38/38, resist energy)

Bold may act!

Both blast shadows currently have concealment (20% miss chance or 1-20 on 1d100 is miss)

Antaral I'll allow splash damage to negate the cloud but Antaral hit his target.

@GM: With the Red Blast Shadow 'dead' (again), it should do it's 'death' damage.

Talath touches Antaral with a Bit of Luck for throwing more flasks at the Blue Blast Shadow!

"Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."


✦ Anyhathyra: Buried Laboratory (area C2) Round 2 * ˚ ✦

Missed in a previous post... The red blast shadow begins to shake as it heats up even hotter than before. It explodes in a firey bomb before the party can dive to safety!
Death Burst: 5d6 ⇒ (2, 6, 2, 4, 5) = 19
Becky Reflex DC17: 1d20 + 7 ⇒ (13) + 7 = 20 Becky takes 9 fire damage.
Asher Reflex DC17: 1d20 + 8 ⇒ (2) + 8 = 10 Asher takes 19 fire damage.
Antaral Reflex DC17: 1d20 + 6 ⇒ (5) + 6 = 11 Antaral takes 19 fire damage.
Crispin Reflex DC17: 1d20 + 3 ⇒ (13) + 3 = 16 Crispin takes 19 fire damage.
Mauro Reflex DC17: 1d20 + 5 ⇒ (3) + 5 = 8 Mauro takes 19 fire damage.
Mauro Skeleton Reflex DC17: 1d20 + 2 ⇒ (10) + 2 = 12 Mauro's Skeleton takes 19 fire damage. (Please keep track of skelly HP.)
Talath Reflex DC17: 1d20 + 4 ⇒ (3) + 4 = 7 Talath takes 19 fire damage.

Becky is able to turn, avoiding half of the heat blast, however, the rest of the party is less lucky. Parts of everyone's skin are red and raw from burns.

In Round 2, Talath touches Antaral with a Bit of Luck.

Round 2
Blue Blast Shadow 23 (5 damage, Concealment)
Becky 21 (29/38, resist energy)
Asher 19 (26/49)
Antaral 18 (19/38, enlarged, resist energy)
Red Blast Shadow 15 (77 damage, dead)
Crispin 13 (14/33)
Mauro (and skeleton) 12 (28/38)
Talath 4 (19/38, resist energy)

Bold may act!

The blue blast shadow currently has concealment (20% miss chance or 1-20 on 1d100 is miss). The wall provides a +4 cover bonus unless standing directly between the two walls.


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

Owie!

The fire washes over Mauro and his skeletal minion. Mauro is singed but still standing (Temp HP go away, and 10 real HP, leaving him at 28 ), but the skeletal warrior's bone explode in the conflagration. (19 damage puts it down, just, and I don't have another immediate action to raise it...so it stays down)

Mauro takes a step to give himself a clean line of attack and slashes at the remaining blast shadow. As he does so he raises a shield of mental energy to protect him from harm...

5' step
standard Action - Attack Blast Shadow
Swift Action - Use Mind Barrier Focus Power (effectively + 10 temp HP)

Mauro to Hit: 1d20 + 3 + 4 + 1 + 2 ⇒ (15) + 3 + 4 + 1 + 2 = 25
+3 bab +4 str +1 enhancement+2 Naturalist
Miss Chance: 1d100 ⇒ 79> 20 is good
Mauro Damage: 2d4 + 6 + 2 + 1 ⇒ (3, 4) + 6 + 2 + 1 = 16
6 str* 1.5 +2 Champion spirit +1 enhancement

HP 28+10(mind barrier) AC 24 (22+2 Naturalist)


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

"NO!!" Becky survives the blast shadow's detonation pretty well, but Asher and Mauro are less fortunate, suffering the brunt of the fiery damage. There's potent magic in the teen bard's shouted word, and she works some magic into it to allow Asher a second chance to shrug off some of the damage.

Becky casts saving finale on Asher as an immediate action. Her bardic performance (naturalist) stops immediately...or does it, since she's got the lingering performance feat? Best case scenario is that she has to restart it after 2 rounds; worse means she'll have to spend her standard action next round to restart it.


✦ Anyhathyra: Buried Laboratory (area C2) Round 3 * ˚ ✦

In Round 2, Crispin acts! (You may take your round retroactively if you wish.) Mauro focuses his mind, bolstering his physical fortitude. Then the occultist uses his reach weapon to attack the remaining blast shadow. The weapon strikes true, cutting deep into the smoldering flesh!

In Round 3, the blue blast shadow shambles towards Mauro and the cloud of smoke and fire follows the undead, encasing both Mauro and Becky! The cloud of smoke and fire wash harmlessly over the bard's resist energy spell.
Cloud of Smoke and Fire: 1d6 ⇒ 5

The undead claws out at Mauro!
To hit: 1d20 + 11 ⇒ (7) + 11 = 18
Claw 1 + Fire: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12
To hit: 1d20 + 11 ⇒ (8) + 11 = 19
Claw 2 + Fire: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12
The claws scrape against Mauro's armor, unable to penetrate.

Round 3
Blue Blast Shadow 23 (21 damage, Concealment)
Becky 21 (38/38, resist energy)
Asher 19 (26/49)
Antaral 18 (29/38, enlarged, resist energy)
Red Blast Shadow 15 (77 damage, dead)
Crispin 13 (24/33)
Mauro (and skeleton) 12 (33/38)
Talath 4 (29/38, resist energy)

Bold may act!

The blue blast shadow currently has concealment (20% miss chance or 1-20 on 1d100 is miss).

Adjusted health of party to account for resist energy and +2 Naturalist bonus to reflex saves.


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 takes a quick 5-foot step, repositioning herself north of the remaining blast shadow. She pokes at it annoyingly, trying to distract its attention away from those who can actually damage it effectively.

Miss Chance (20%): 1d100 ⇒ 28

Becky Beys mwk rapier (Aid Another--Asher): 1d20 + 7 ⇒ (7) + 7 = 14 SUCCESS! Asher gets a +3 to his next attack, via Becky's Helpful trait.

I'm operating under the assumption that Naturalist is still going, thanks to her Lingering Performance feat.


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 calls on the power of Desna to disrupt the undead!

Channel: 3d6 ⇒ (6, 6, 2) = 14

DC 14 Will save for half.


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 takes a step back to let him use his polearm. He again raises a shield of mental energy, and then slashes at the undead...

5' step
Swift Action - Use Mind Barrier Focus Power (effectively + 10 temp HP for the round)
standard Action - Attack Blast Shadow

Mauro to Hit: 1d20 + 3 + 4 + 1 + 2 ⇒ (7) + 3 + 4 + 1 + 2 = 17
+3 bab +4 str +1 enhancement+2 Naturalist
Miss Chance: 1d100 ⇒ 41> 20 is good
Mauro Damage: 2d4 + 6 + 2 + 1 ⇒ (4, 2) + 6 + 2 + 1 = 15
str* 1.5 +2 Champion spirit +1 enhancement

HP 28+10(mind barrier) AC 24 (22+2 Naturalist)


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

Wincing as he is heavily charred Crispin decides to avoid the miss chance and uses Magic Missile. "I'd rather be medium-rare thank you." He mutters in his confused dismay.

MM: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12


✦ Anyhathyra: Buried Laboratory (area C2) * ˚ ✦

In Round 3, Becky aids her ally, Asher! Asher DMPC moves up to attack the remaining blast shadow. He's immediately engulfed in the hot smoke surrounding the creature!
Cloud of Smoke and Fire: 1d6 ⇒ 3

Concealment (1-20 miss): 1d200 ⇒ 84
To hit Asher DMPC (+Aid Another): 1d20 + 15 + 3 ⇒ (5) + 15 + 3 = 23
Damage Asher DMPC: 2d8 + 11 ⇒ (3, 5) + 11 = 19

Meanwhile, in Round 3, Antaral acts! (You may take your round retroactively if you wish.) Crispin raises his hand towards the undead, muttering "I'd rather be medium-rare thank you." Several magical missiles erupt from his hand and explode into the blast shadow's chest! The force of Crispin's magic missiles causes the blast shadow to lean back, just barely avoiding Mauro's swing! Talath follows up with a ray of healing and light.
Will DC14 for half: 1d20 + 7 ⇒ (16) + 7 = 23

The blast shadow lets out a garbled scream and explodes amidst Talath's healing!
Death Burst: 5d6 ⇒ (1, 5, 3, 2, 3) = 14 (Reflec DC17 for half)
Becky Reflex DC17: 1d20 + 7 ⇒ (20) + 7 = 27 Becky avoids all damage
Asher Reflex DC17: 1d20 + 8 ⇒ (4) + 8 = 12 Asher takes 14.
Antaral Reflex DC17: 1d20 + 6 ⇒ (16) + 6 = 22 Antaral avoids all damage.
Crispin Reflex DC17: 1d20 + 3 ⇒ (17) + 3 = 20 Crispin takes 7.
Mauro Reflex DC17: 1d20 + 5 ⇒ (8) + 5 = 13 Mauro takes 14.
Talath Reflex DC17: 1d20 + 4 ⇒ (14) + 4 = 18 Talath avoids all damage.

Current HP
Becky 21 (38/38, resist energy)
Asher 19 (23/49)
Antaral 18 (38/38, enlarged, resist energy)
Crispin 13 (26/33)
Mauro 12 (24/38)
Talath 4 (38/38, resist energy)

Mauro, remind me: does your false life allow for healing up to it? Or can you not regain past your standard HP?


✦ Anyhathyra: Buried Laboratory (area C2) * ˚ ✦

To recap the room, This chamber with an enormous vertical cavern tunnel to the surface goes silent (other than the noises the party makes.) The mostly collapsed structure is in severe disrepair and flooded with water in some areas. Water cascades through the overhead cavern opening although there is not enough to be concerned. The floor, partially obscured by piles of broken stone and crumbling masonry, consists of corroded, interlocking tiles of copper and brass lined with delicate silver circuitry. A pair of steel doors is set in the wall to the north, and a break in the wall to the east reveals another chamber.

Someone in the party notices a node on the wall to the east near the gap where a door once stood contains a dull gray ioun stone. Perhaps it was once used in this facility. There is nothing to loot off the smoldering corpses.

With the threats neutralized, the party examines the set of double doors to the north and the single door to the east. Both appear to be locked and barred from the other side. (Hardness 10, hp 90, break DC28.) The doors have a similar make as the floors - interlocking tiles of copper and brass lined with delicate silver circuitry. However, unlike the floor, the doors each sport an empty sphere socket as if something could fit there.

Knowledge Arcana DC18 (doors):
You study the nodes on the doors for 10 minutes and surmise their function as unlocking mechanisms for the doors. You recall finding a tourmaline sphere ioun stone at the Azlanti Archaeological site (area B) where the clockwork diggers were. (Post 1620, annotated on loot sheet)

Knowledge Engineering DC18 (doors):
You assess these locks have degraded over time, and while they once only functioned for specific ioun stones, they will now function for any ioun stone of the correct shape. The dull ioun stone will not function well enough to unlock the doors. You recall finding a tourmaline sphere ioun stone at the Azlanti Archaeological site (area B) where the clockwork diggers were. (Post 1620, annotated on loot sheet)

What do you wish to do?


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

Wait for someone with actual Knowledge skills to make a check hehe!

Talath will grab the dull gray ioun stone and study it.
"With the silver, copper, and brass there is much to be salvaged here if we cannot repair or activate whatever they were designed to do. Does this look similar to other Azlanti sites you've found previously?"

Perception: 1d20 + 14 ⇒ (6) + 14 = 20

Perception check so I don't feel totally useless.


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 Arcana: 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge Engineering: 1d20 + 9 ⇒ (10) + 9 = 19

"Ah Talath. Do you have any more healing? I'm a little singed and I'm sure some of the others feel much the sme."

After studying the doors intently Crispin reports the the nodes on the doors function as unlocking mechanisms. "I recall we found a tourmaline sphere ioun stone at the Azlanti Archaeological site. Does anyone have it? Where the Clockwork diggers were."

With a little more examination he adds, "The lock has degraded over time and now any Ioun stone will do as a key. Sadly not that one though." He indicates the dull grey ioun stone Talath is holding. "It would need to be an active stone I believe."

With the chance to delve into ancient history Crispin seems to be much more cheerful, is still looking a little charred.


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

@GM: Would a UMD check with an incorrect ioun stone work on the locks?

"Yes I have a bit of Desna's healing left for the group."

Channel: 3d6 ⇒ (5, 5, 6) = 16

If Becky is willing to use the Wand of CLW on Asher or I can convert a spell to heal him.


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

Any active ioun just needs to be placed in the lock for it to work. Just not the dead one we found here. Sorry if I wasn't clear on that?


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 a bit slow on the draw, and Crispin gets to the door first to examine it and discover how it works. After using the healing wand once on Asher, the little Know-It-All takes her turn at examining the door and sees that Crispin's got it right. Although the explosive deaths of the two blast shadows didn't burn her, the force of them has made a mess of the teen's hair, something Becky's oblivious to.

Becky Beys Knowledge (arcana) Check: 1d20 + 13 ⇒ (6) + 13 = 19

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

Wand now at 36/50 charges.


2 people marked this as a favorite.
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 very pointedly not looking smug.


1 person marked this as a favorite.
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
GM Ventiine wrote:


Mauro, remind me: does your false life allow for healing up to it? Or can you not regain past your standard HP?

Temporary HP cannot be regained by healing or any other method. Post the second blast, I am at 24/38 hp. After Talath's healing, I will be at 38/38 hp.


✦ Anyhathyra: Buried Laboratory (area C3) * ˚ ✦

The party regroups to make sure everyone is alright. Talath channels and Becky waves the wand of cure light wounds.

When the party is ready, Crispin astutely identifies the sockets on the doors and their purpose and Becky confirms they'll need to use an ioun stone to open the lock. Someone in the party pulls the tourmaline sphere ioun stone you looted at the Azlanti Archaeological site (area B) from their pocket and inserts it into each door on the northern side. The circuitry running up and down the doors flashes green faintly before going dim and the party hears clicking and whirling on the other side. Then the doors shudder and open on their own inward!

Before you, you see a smooth metal dais rising from the floor of this chamber, surrounded by four crystal pillars containing fine threads of silver in angular patterns. Sputtering, irregular lights flicker and flash from each crystal pillar and arcane sigils on the floor of the dais spark and crackle with energy.

Anyone with the Knowledge Arcana skill:
You think smooth metal dais is a communication device - like the cantrip Message but amplified by the dais and crystal pillars. You think you might be able to partly reactivate the device long enough to playback the most recent message stored in its crystal matrix.

Everyone if someone succeeds at a Knowledge Arcana DC20 (dias):
The crystal pillars flare to life and the arcane sigils on the dais crackle with activity. A moment later, a spectral image of a robed figure in an ornate helmet that obscures its face flickers into view. The figure looks familiar. “The time we have been preparing for is now upon us. Our enemies move to bring about our end, but we will not allow them this victory. Hold fast, remain brave, and have faith that the final solution is at hand. Soon we will rid the world of this veiled menace. Glory to Azlant!” The spectral figure raises a clenched fist and then disappears like the blown-out flame of a candle.

What does the acronym UMD stand for? Sure, I will allow activation of arcane objects with the same DC check. Use Magical Device makes sense to me in this area.

Yes, any spherical ioun stone will work as long as it is not dull. Conveniently, the book gave the party one such spherical stone at the dig site. XD


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 + 5 + 3 + 2 ⇒ (12) + 5 + 3 + 2 = 22
5 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

"More functioning azlanti devices. The ancients built to last..." Mauro sounds awed, perhaps at the age of what is being found. After checking for possible traps, he approaches metal dais and examines it.
"I think it's a communications device of some sort. I think perhaps I can have it show the last message that was sent again..." He manipulates some of the arcane sigils on the dais...

Everyone can read the K arcana DC20 spoiler for themselves

After playing the message, Mauro will use his object reading ability on the dais. He will then carefully search the room for items of interest...

Perception: 1d20 + 5 + 3 + 1 + 2 + 3 ⇒ (9) + 5 + 3 + 1 + 2 + 3 = 23
5 rank +3 trained +1 wis +2 racial +3 Skill Focus

A bit of detect magic might also be useful folks...


✦ Anyhathyra: Buried Laboratory (area C3) * ˚ ✦

While Crispin basks in self-accomplishment, Mauro moves north into the room, studies the dias, then touches it.

(Repost of above spoiler) The crystal pillars flare to life and the arcane sigils on the dais crackle with activity. A moment later, a spectral image of a robed figure in an ornate helmet that obscures its face flickers into view. The figure looks familiar. “The time we have been preparing for is now upon us. Our enemies move to bring about our end, but we will not allow them this victory. Hold fast, remain brave, and have faith that the final solution is at hand. Soon we will rid the world of this veiled menace. Glory to Azlant!” The spectral figure raises a clenched fist and then disappears like the blown-out flame of a candle.

The party watches the image as it speaks.

Knowledge Arcana or Nobility 22 (ornate helmet):
You recognize the style of helmet the figure wore as a decemvirate helm, a type of minor artifact worn by the mysterious leaders of the Pathfinder Society. (Those routine campfire chats with Carver Hastings are paying off.)

While inspecting the room, Mauro turns to the doors which he came through and sees writing above them. In Azlanti, the letters read "Spindle Solutions Communication Hub." On the floor, there are two spherical ioun stones. Perhaps at one point in time, they unlocked these doors. Someone with arcane knowledge identifies them as a clear spindle ioun stone and a tourmaline sphere ioun stone.

There does not appear to be anything else of value in the room that Mauro can spot.


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 + 5 + 3 + 2 ⇒ (3) + 5 + 3 + 2 = 13
5 ranks +3 trained +2 int


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 Arcana: 1d20 + 12 ⇒ (10) + 12 = 22
Knowledge Nobility: 1d20 + 8 ⇒ (10) + 8 = 18

Crispins 'not looking smug' intensifies.

"That person is wearing a Decemvirate Helm. Much as the leaders of the Pathfinder society do. I wonder if they use them for the Helms abilities, or because they are attempting to cloak themselves in the prestige of ancient Azlant?" Crispin devolves into an academic muttering about the motives of the the Pathfinder leaders.


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 did not memorize Detect Magic today; he left that to the arcane casters.

"Or perhaps the Pathfinders have discovered and learned more about the Azlanti than they've let on? Does anyone know who or what this 'veiled menace' that were their enemies?"


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 thinks a bit and grunts "The Harbringer's Dais also spoke of veiled foes."


✦ Anyhathyra: Buried Laboratory (area C4) * ˚ ✦

When the party is ready, everyone gathers at the remaining unexplored door. Someone inserts one of the spherical ioun stones into the door. Although less impressive, this door also glows faintly and clicking can be heard as the mechanisms move after thousands of years of dormancy. The door moves sideways, into the doorframe, but gets stuck two-thirds open. The party has to shimmy sideways inside.

Inside, you see the ceiling of this chamber collapsed long ago, filling much of what was once a colossal vault with stone debris and water. A musty odor wafts up from the stagnant pools on the floor, and mold encrusts the walls and ceiling. Most of what was contained in here lies in twisted heaps of corroded metal and smashed crystal.

Perception 15 (room):
You search the collapsed vault and discover some salvageable items in the rubble: an ioun gauntlet and a mossy disk ioun stone. From the items and heaps of metal destroyed by water and time, it seems like this place may have once produced ioun stones.

You also find sheets of engraved metal-containing detailed mechanical schematics for an orrery designed to chart the course of the planets in Golarion’s solar system. Comparing the mechanical schematics to your map, the engraved metal indicates a place named "Nal-Shakar" in Azlant being at area L of your map. Each plate is etched with a serial number on the back and reads, “Commissioned for Nal-Shakar” in Azlanti. (Vriskirsa already told you a witch resides in area L, but now you realize it must contain Azlanti ruins.)

What does the party wish to do? Return to Talmandor's Bounty, explore the Crystal Monument detailed in Durvin Gest's Pathfinder Chronicles (area D) (post 1209 introduced), explore the Ancient Observatory detailed in Durvin Gest's Pathfinder Chronicles (area K) (post 1209 introduced), prepare to confront the witch (area L), or something else? Map updated.


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 scoots into the room and immediately begins pointing out things she thinks might still be functional or at least salvageable. The strange maps quickly fixate her, however, and soon the teen wonder is looking them over, muttering the term 'Nal-Shakar.'

Becky Beys Perception Check: 1d20 + 9 ⇒ (13) + 9 = 22


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 + 5 + 3 + 1 + 2 + 3 ⇒ (3) + 5 + 3 + 1 + 2 + 3 = 17
5 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 joins Becky in poring over the Azlanti relics, but suggests "That haunt above may re-form. We should gather as much material as practical, then close the site back up and get out. We can review the material once we are safely at home in Talmandor's Bounty."

My suggestion for further exploration: take an overnight rest in Talmandor's Bounty, then head to Area K (the ancient observatory) because we can get there without transport issues (area D requires a boat or swimming... I have a cloak of the manta ray, but how about the rest of you?). I say leave the witch for last.


1 person marked this as a favorite.
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
Mauro Ocela wrote:

Mauro joins Becky in poring over the Azlanti relics, but suggests "That haunt above may re-form. We should gather as much material as practical, then close the site back up and get out. We can review the material once we are safely at home in Talmandor's Bounty."

My suggestion for further exploration: take an overnight rest in Talmandor's Bounty, then head to Area K (the ancient observatory) because we can get there without transport issues (area D requires a boat or swimming... I have a cloak of the manta ray, but how about the rest of you?). I say leave the witch for last.

I believe the GM helpfully hinted that leaving the witch for last is the best course of action.

"And perhaps that Pathfinder fellow in Talmandor's Bounty can shed some light on what we've found. What preparations should we make in case the haunt has re-formed? I don't have another Resist Energy available but I do have my Fly spell and one that should provide us with luck in case of danger."


✦ Talmandor's Bounty: Leftovers * ˚ ✦

The party gathers the engraved metal, ioun gauntlet, and ioun stones before climbing back up the rope. The hike to Talmandor's Bounty takes the rest of the night and its sunrise when the palisade comes into view.

Today is Wealday (Wednesday), 21 Sarenith (June) 4717. It's early morning.

Faedwyr Trundlebrook and Irvin Hastings, two farmers, and a group of other colonists are crowded around one of the farmsteads in several small groups. You're all tired, but it's too peculiar of a scene to not investigate. As you approach, you see Perrell Beys. She's talking to Irvin while busily making notes in a ledger.

"Five goats! Five goats, Perrell! I only brought six with me! How am I supposed to start my business and feed my family when my animals are slaughtered?" Irvin looks visibly upset and the surrounding colonists are looking increasingly worried.

"We'll compensate you for your goats and increase patrols around the farms," Perrell promises, her nose inches from the ledger she's frantically writing in.

"Irvin's got a point! It's not right! How are we supposed to feel safe in our own beds if something like this happens?" Faedwyr motions to the goats spread out on the field. "When all the animals are drained dry, who's to say we won't be next?"

Other conversations are going on as this is happening. Several small groups of colonists surround the pasture where the goats grazed. You can hear them whisper fearfully amongst themselves, and you pick out the words “chupacabras” and “vampires” from their hushed conversations. One riled-up colonist complains “Ramona Avandth needs to put together a search party to scour the local wilderness for the creatures responsible!” A few colonists look like they are on the brink of becoming hysterical. Perrell Beys glances over at you nervously. A Diplomacy DC20 is needed or things might escalate.

Heal 20 (goat corpses):
The goats bear multiple circular bite marks resembling those made by a lamprey. You already fought a pair of winged chupacabra and successfully identified them. These goats could possibly be victims of more chupacabra on the island.

Survival 25 (pasture ground):
There are traces of bare humanoid footprints in the field that lead to the shore.

The party will need to rest soon or become fatigued.


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 ground around the pasture and examines the goats themselves.

Survival: 1d20 + 7 ⇒ (11) + 7 = 18 (Add an additional + 2 for Aberrations)

Heal: 1d20 + 5 ⇒ (9) + 5 = 14

I can't make anything of this.

I think we need some rest, and we can address this threat in the morning.


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

@GM: Could you do a Heal check roll for Antaral? I didn't take Heal with Talath because of how high his Heal is.

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22

Talath speaks to the assembled crowd:
"Good people, calm yourselves please. We don't know if there are chupacabras or vampires but, as a Cleric of Desna, I have seen no sign of vampires. We must come together to solve our issues. We are still new to this island so we don't yet know all of the predators that live here - it's probably a hungry animal of some kind. I'm sure Ramona will organize a search to locate the predator."

Talath sighs a bit as he says the last sentence because he's sure exactly WHO Ramona will send to search for the menace...


Sure!

Antaral Heal: 1d20 + 16 ⇒ (1) + 16 = 17


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 steps out of her comfort zone briefly to examine the dead goats. Ick! That horrid sight drives her back into one of her other comfort zones: Kissing up to Ramona!

"I'll bring it to Ramona's attention...right now!" She gives her mother a quick but confident nod. And with that, the plucky teen is hustling off to speak with the colony's leader.

Becky Beys Heal Check: 1d20 + 1 ⇒ (11) + 1 = 12


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

Heal: 1d20 + 4 ⇒ (18) + 4 = 22

Talath will consult with the others before revealing any further information to the gathered crowd.


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

"We need some answers do we, well give me ten minutes..." says Mauro, as he looks over the scene. He moves off to the edge of the pasture, and twists a crude doll from the grass. Some mystic muttering and gesturing, a drop of his own blood and him breathing into the figurine, the figurine animates...

Occultist tricks 301: Soulbound Puppet
Mauro gets himself a temporary familiar: A Raven (15 wis = +2, I choose common for the language that it speaks), with the sage and figment archetypes. From the sage archetype it has 5 ranks in Heal and 5 in survival. The figment archetype allows it to pick up the Skilled evolution +8 racial to one skill; he selects survival. This means a +7 heal check and a +15 survival. Let's hope the dice are kind.

He whispers to the now animate grass raven, and it flaps about the scene, looking at things closely, and then lands on his shoulder, whispering into his ear...

Heal: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
5 ranks +2 wis

Survival: 1d20 + 5 + 2 + 8 ⇒ (10) + 5 + 2 + 8 = 25
5 ranks +2 wis +8 racial

Aid another checks would be welcome, the raven understands and speaks common ...


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

And the dice are kind!

"The bite marks on the goat resemble those of a lamprey; possibly more chupacabras like the ones we slew. But there are tracks, bare humanoid footprints that lead to the shore. We could follow them, but we will have to break off soon - it has been a long day fighting, and a longer night hiking!"


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 carefully stays quiet as he is not proficient in the required skills. "Perhaps we rest the night and then track down the culprits first thing in the morning?" Is all he can offer.


✦ Talmandor's Bounty: Leftovers * ˚ ✦

With Desna by his side, Talath manages to calm the hysterical crowd. The part about Ramona organizing a search party seems particularly effective at placating the settlers. Several settlers talk amongst themselves, echoing phrases like "search party" and "locate the predators."

A few of the settlers yelp and leap back as Mauro constructs a raven from the bone of a goat. The crowd's shock quickly turns to curiosity as they watch the occultist work. The result leads a few of them to clap as if it were a parlor trick. You hear someone whisper "maybe he'll bring the goats back" and someone else "no, stupid, they'd still be dead." With the help of his puppet, Mauro discovers there are traces of bare humanoid footprints in the field that lead to the shore.

Crispin suggests resting and beginning the investigation tomorrow, which sounds appealing considering the party's long trek through the forest.

ˏˋ°•*⁀➷

During Talath's reassuring speech, Becky briefly examines the dead goats before hustling to the Government House. The road from the fields to the inner palisade is business as usual besides the goat deaths. You see Luetin Calewick's son running along a fence, hitting it with a stick, laughing. You see Harcourt Carrolby talking to Eskelda Teredein outside her weaver's shop. And Anya Sandstrider is standing near the provisions building talking to another hunter. She has what looks like a string of dead muskrats or beavers. The tall hunter waves at you from across the town square.

Ramona Avandth is exiting the Governor's House when Becky spots her. "Oh, hi Becky, you're back!" The colony leader gives you a warm smile. She sounds genuinely happy to see you. Ramona has a case of the bedhead but her face is clean and bright. Ramona spends little effort on her appearance, but she has an attractive face. "Do you want to drink some tea? Your mom usually makes a kettle for the office." She laughs, "I'll admit: you've caught me a bit off-guard. I'm not really a morning person."

Ramona's green eyes grow intense during Becky's explanation, all traces of sleepiness gone. "You look tired and you're no use to anyone sleep deprived. Rest and eat. When you wake up, I want you all to investigate the surrounding area and report back. I'll handle things here on my end." (The party can choose to meet up with Becky after Talath's speech or do their own thing. The party feels relatively safe at Talmandor's Bounty.)


✦ Talmandor's Bounty: Leftovers * ˚ ✦

Today is Oathday (Thursday), 22 Sarenith (June) 4717.

The party decides to rest and wakes up the next morning refreshed. You first head down to the beach but the tracks end in the ocean. You continue to skirt the coast and circle around the territory but the trail is cold. You're unable to find any sign of chupacabras.

Around the afternoon, you run into another search group led by Anya Sandstrider. Her group was out searching yesterday and today and they've failed to run into any creatures besides the usual animals.

It's a frustratingly uneventful day.


✦ Talmandor's Bounty: Hunger Strike * ˚ ✦

Today is Fireday (Friday), 23 Sarenith (June) 4717.

Rumors that Andvara Jeclair, a wealthy Andoren colonist determined to start a logging company on the island, has gone on a hunger strike in protest of the dangerous living conditions in Talmandor’s Bounty.

During breakfast, you hear a few settlers gossiping Andvara refuses to eat any meals her family brings to her. "She's insisting we're all in extreme danger and that she won't eat until Ramona Avandth takes more serious measures to protect us." There's more hushed talk about the goats again, the failed search, Soran's "near death at sea" , and the dangerous creatures inhabiting the island.

Andvara Jeclair's hunger strike is starting to draw a significant number of followers who, stirred by her hunger strike, join their voices in protesting the security of the settlement. After you finish your meal, there is a small group confronting the employees at the Government House.

Ramona seems to have her hands full with calming the other colonists. However, you could go visit Andvara Jeclair if you wanted.

It's morning. What would you like to do? (Visiting Andvara is optional.)


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 absolutely basks in having a personal audience with her heroine, Ramona. She doesn't talk much, nodding in agreement where she can and imparting pieces of newly-gained knowledge when possible. When Ramona dismisses her, Becky heads straight to bed, but it's difficult trying to sleep during the daylight hours. She has weird dreams in which she and Ramona face dangers together on the island, always just barely escaping.

*************************************************

The hunt the next day proves anticlimactic. Becky's a bit surprised when the tracks lead to the sea; she'd expected the culprits to be more chupacabras.

*************************************************

The news of Andvara Jeclair's hunger strike angers the young bard/explorer (possibly because the woman badmouthed Ramona in the process). "What's a hunger strike supposed to accomplish?" Becky fumes to her friends. "It just leaves you in a weakened state when the island's dangers come a-calling! Did Andvara think these islands were going to be populated by nothing but sheep and butterflies??!!"

After an exasperated huff and protracted period of silence, Becky suggests that she NOT do the talking if the group decides to speak with Jeclair.


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

Lets go end the "rebellion of food." If there is one thing I can't stand it is those that feel like they are entitled or victims. Jeclair appears to want attention, so lets give it to her in a very abrupt manner. Maybe a spanking? Antaral drawls.

1,751 to 1,800 of 3,128 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Ventiine's Ruins of Azlant (Books 1-3) All Messageboards

Want to post a reply? Sign in.