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


151 to 200 of 3,128 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

When the Goblins are getting ready to leave, JeVeAnne leans over to Becky and whispers, "They're kinds cute...in a gross way," and gives her a smile.


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 and tries Brodigan's suggestion, in slow, simple Aquan.

Aquan:

"Longshanks here. Where now?"

Next he will try speaking Aquan very loudly.


Smithy

"Tribe... Longstanks?" the yellow monkey goblin parrots in terrible Aquan. The creature, even more scared after Asher's threatening display, looks confused, "y-yes, you, Tribe Longstanks, here." The monkey goblin uses its tail to point at Crispin, then the dirt. "Me, Tribe Ghosthater, leave. Not come back. Promise." The yellow monkey goblin repeats the tail gesture, this time pointing at itself then the forest.

Oops! I'm sorry I forgot to include the monkey goblin loot! There are four small shortspears and four small daggers that can be taken from the monkey goblins.

After the party officially decides the fate of the two monkey goblins, please let me know which area you would like to go to next.


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 makes no protest when the Monkey Goblins are let go. Trying to talk to them was a tedious struggle at best.

"Shall we circle the settlement?" He asks, indicating the next building.

Head to 6 next?


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

"As good a choice as any." Mauro collects his horsechopper and re-slings his shield before continuing.

Sure, 6 works for me


Smithy

The two monkey goblins are quick to scamper off towards the forest when they're untied. The yellow one is still wearing the nightcap when they completely disappear from view.


Chapel

The party heads to area 6. The large building immediately southeast of the Smithy is durably built in a log cabin–style construction with a thatched pitched roof and three gables. Its several open windows are uncovered, and the sole entrance on the east side of the building is bereft of a door. A small porch covered by a gable shelters this door, though the porch has not been swept and dirt and dust have started to accumulate, while one end of the gable is starting to sag from neglect.

As the party proceeds inside, the interior of this building suggests a modest place of worship—not quite a temple but more than a mere shrine. A table near the center of the west wall appears to serve as an altar, draped in a white but dusty cloth. Behind the table, a large wood carving of a humanoid figure with a stag’s head leans against the wall. Two rows of benches face the altar, although some have been knocked over and two piles of ashes are visible in the aisle between them. Scattered throughout the room are assorted objects related to public worship, such as a chalice and a ceremonial rod. An ornately carved longbow hangs on the wall near the altar, as if on display. Against the north wall is a smaller shrine. Nearby is a wooden statue roughly three feet tall that depicts a male half-human and half-avian creature. One carved wing hangs partially broken from the statue.

Know. Religion 10 (large wood carving of a humanoid figure with a stag’s head):
The wood carving behind the altar represents the deity Erastil.

Know. Religion 15/Know. Planes 15 (wooden statue near smaller shrine):
The other wooden statue near the smaller shrine is the agathion patron of Andoran, Avoral.

Appraise/Know. Nature/Religion 25 (ornately carved longbow):
The longbow hanging over the altar is a +1 holy reliquary composite longbow (+2 Str) which can be used as a holy symbol of Erastil.

-

Upon entering, the party immediately realizes two things: 1 it smells terrible in here (like something is rotting) and 2 there was a struggle in this area and it was never straightened up afterward. Time has made the tracks on the floor unidentifiable.

Survival 15 or Perception 20 (floor):
There is a trail of dried blood leading from the altar to the front entrance.

Survival 20 or Perception 25 (floor):
No creature has entered this place in the last few weeks, or possibly a month.

Perception 15 (altar):
You remove the dusty white cloth covering the altar. It becomes evident that it is not a table on four legs but is constructed more like a large box with religious carvings on the front face. And it has a secret sliding panel! It looks like it is easy to open (no check needed.)

Some of the points of interest use the same skill so please specify if it's not clear in the roleplay.


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 ⇒ (2) + 6 = 8

"What is that awful stench?"

Crispin is clueless.


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 religion, large carving w/stags head: 10 + 2 = 12
take 10 +2 int

Appraise, Ornately Carved Longbow: 1d20 + 1 + 3 + 2 ⇒ (20) + 1 + 3 + 2 = 26
1 rank +3 trained +2 int

Perception, Floor: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (5) + 1 + 3 + 1 + 2 + 3 = 15
1 rank +3 trained +1 wis +2 racial +3 skill focus

Perception, Altar: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (15) + 1 + 3 + 1 + 2 + 3 = 25


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 over the church and comments "Erastilian, as you'd expect in a new community like this one. That longbow on the wall is valuable, magical and holy to Erastil. Whatever happened to the community was simply not interested in valuables..." He moves up the aisle to the altar, wrinkling his nose against the stench, where he spots a corner ajar on the secret panel it the altar! "This is interesting, there is a hidden compartment in the altar."

He pulls an odd roll of tolls from his backpack (masterwork thieves tools), and begins carefully examining the compartment for traps...

Perception, check sliding panel for traps: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (9) + 1 + 3 + 1 + 2 + 3 = 19
1 rank +3 trained +1 wis +2 racial +3 skill focus

Call me paranoid, but I'm gonna check for traps before opening it...


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck
Abeowin N'thera wrote:

Bey gathers the spears and breaks off the tips, pocketing them for later.

I'm a halfling and very small one at that so unless someone objects I can use a dagger and took the spear heads for further use.

survival floor: 1d20 + 1 ⇒ (6) + 1 = 7
perception altar: 1d20 + 2 ⇒ (2) + 2 = 4

Bey not seeing much of interest on the floor or altar, moves to the Avoral statue,carefully removes and unwraps a magnifying glassand examines the break carefully.
perception with magnifying glass: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19

What might have caused the break in the statue? Was it blunt force or maybe cut?

Then for no reason but possibly curiosity, Bey grabs the wing, places it in the proper position and whispers a few arcane words.A small foggy beaver like apparition appears and melds into the statue immediately. casting mending


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 looks like she doesn't entirely agree with JeVeAnne's assessment that the monkey goblins are 'cute' in any fashion but gives her new friend a polite nod. Then she examines the statue near the smaller shrine.

"I think this is the avoral agathion this settlement is named after. Neat!"

The little brainiac notices a bit late that Mauro is also injured from the battle against the monkey goblins, so she uses the wand to heal him up some (8 hp healed; back to full).

Becky Beys Knowledge (religion) Check: 1d20 + 8 ⇒ (13) + 8 = 21

wand of CLW (charge #1 of 50): 1d8 + 1 ⇒ (7) + 1 = 8


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 circles the room, looking at the various points of interest:

Perception: 1d20 + 5 ⇒ (16) + 5 = 21 at Floor

Perception: 1d20 + 5 ⇒ (19) + 5 = 24 at Altar

He nods at Mauro and looks at the bow, feeling the carvings.

So this is dedicated to old Deadeye?


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

JeVeAnne begins looking around at the floor to try to see if there are tracks or clues that might indicate what happened here. After all, if she can discover something helpful, maybe Master Brodigan will be proud of her!

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

But alas, the gal's fine attention for knitting does not translate well to tracking.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Brodigan quietly looks around the area as some of the others share insights.

Perception: 1d20 + 0 ⇒ (5) + 0 = 5

But nothing grabs his attention beyond what has already been observed. He does, however, make his way across the room to where the longbow hangs, speaks some arcane words, and then studies it.

Casts detect magic

Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21


Chapel

The party enters the building and begins walking around, exploring.

Becky correctly identifies the smaller statue as the avoral agathion and moves up to Mauro to heal him after the party’s tussle in the Smithy. Abeowin carefully removes and unwraps a magnifying glass and examines the break carefully, he then lifts the statue’s broken wing back into place and casts mending, repairing the damage!

Brodigan casts detect magic and the bow pings as magical! Mauro identifies the +1 holy reliquary composite longbow (+2 Str) hanging above the altar, notices a trail of dried blood leading from the altar to the front entrance, then spot a secret panel underneath the dusty cloth covering the altar. He takes out his thieves tools and spends extra time examining the altar for traps. (He finds none.) Asher follows right behind Mauro, noticing the same interesting things as the occultist – the dried blood on the floor and the seam on the altar hinting at a secret compartment.

Crispin, Anne, and Brodigan, like everyone else, notice the foul stench.

After Mauro’s thorough investigation, and after determining there are no traps on the altar, the panel is opened. The strong smell of a rotting corpse fills the dusty air. A dead body is curled into a ball inside the altar. Those standing at the front altar, please make a DC 10 Fortitude save, or be Sickened for: 1d4 ⇒ 4 rounds.

Heal 10 (corpse):
The man died of a few stab wounds, but the body is not significantly mutilated.

Just then, a chorus of agitated raps and blows rings out from nearby hard surfaces, particularly the altar! The ceremonial silver chalice goes whizzing by Mauro’s head and clanks against the back wall! The ceremonial silver rod lifts up into the air and nearly smacks Crispin on the forehead! The wooden benches closest to the main altar scrape against the floor, moving a couple of inches in a diagonal V-shape towards the door! Above the altar, a translucent form outstretches a rotting finger and rasps, “You… I trusted you! We all trusted you!”

Everyone, please make a DC 11 Will save against Fear. (Lasts 4 rounds/24 seconds.)

For those who resist being feared, you notice the translucent, rotting form look at Abeowin, to the repaired wing of the smaller statue, then back to Abeowin. It seems appeased by Abeowin's actions enough that you think it might listen to reason.


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 opening the compartment
"Thank you Becky"

*****

Heal, Untrained, take 10: 10 = 10

Fortitude save: 1d20 + 5 ⇒ (1) + 5 = 6 vs dc 10

Will save: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3 vs dc 11
-2 sickened

*****

Gagging from the smell, Mauro panics and runs for the door.


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

"Waaa...haaa...Aieeeeee!"

With those noises, Becky turns tail and flees, heading back toward the dock.

Becky Beys Will Save: 1d20 + 3 ⇒ (3) + 3 = 6


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 reels back from the apparition.

Asher's Will Save: 1d20 + 1 ⇒ (18) + 1 = 19

Asher's Fortitude Save: 1d20 + 4 ⇒ (18) + 4 = 22

_______

Asher chokes down the stench and is able to keep his breakfast down.

He looks at the ghostly figure and feels a chill running down his spine but he stands his ground.. for now.

To the spirit:
Who are you? Were you a colonist? Where is everyone?


Chapel

Mauro and Becky flee in terror from the chapel! Asher manages to gather his wits and fortitude and stands bravely before the rotting humanoid apparition.

The translucent form turns from staring at Abeowin and the repaired wing to Asher. "I am Silas Weatherbee. I am, was, a farmer." The transparent, skeletal head looks down at the corpse curled inside the altar. "Who are you?"

The apparition clutches its head with both skeletal hands, "...I used to come here to help Father Felton, so when I got injured I knew where to hide. But, who?" He looks back up at Asher, suddenly furious: "Did you kill me?! I trusted you! We all trusted you!" Silas Weatherbee looks as if he might start throwing more objects if he isn't calmed down. (DC 15 Diplomacy)

Know. Religion 11:
Because of his traumatic death, this poor soul has turned into a persistent haunt.

Know. Religion 16:
If Silas is reminded of who killed him, he will be able to pass on.


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 keeps eye contact with the spirit.

My name is Asher. We are all new settlers who arrived today. The expedition leaders saw that there was damage to the settlement and sent us ahead to reconnoiter.

We have done you no harm, and do not mean to do so.

Do you know what happened to the colony, and to you?

Diplomacy: 1d20 - 1 ⇒ (10) - 1 = 9

Asher is not a charmer. He can't make the knowledge check untrained since both DCs are over 10.


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

Will save vs Fear: 1d20 + 3 ⇒ (8) + 3 = 11

Crispin goes white but manages to lock his knees and stay in place."Abeowin. He seems pleased that you repaired the statue. Perhaps you might be able to talk with him?" If his voice is a little high-pitched I'm sure it's from the smell.


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

Will Save: 1d20 - 1 ⇒ (4) - 1 = 3

"Becky, wait for me!!" JeVeAnne calls out as she rushes after her friend.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Will Save: 1d20 + 2 ⇒ (20) + 2 = 22

Fort Save: 1d20 + 1 ⇒ (4) + 1 = 5

Fighting against his own nausea, Brodigan begins inspecting the corpse to see if he can find some clue as to how the specter may have been killed...and hoping that he can stomach opening his mouth to speak if he finds something.

Heal: 1d20 + 0 ⇒ (16) + 0 = 16

"Stabbed," Brodigan mutters, fighting down a renewed wave of nausea, "not our blades," he says to the specter. "Show him," he manages to the others suggesting they show their weapons to prove we don't have weapons that would match the stab wounds.

Since Brodigan is using logic and evidence to make a case more so than charm the spirit, could I roll an int check? Happy to make my own roll if that's the case, but feel less confident about being the primary on a diplomacy check.

Rolls:
I'm going to roll a d20 and it's +1 if I'm trying diplomacy, but +4 if it can be int. d20: 1d20 ⇒ 7 +1 or +4


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

fear: 1d20 + 4 ⇒ (10) + 4 = 14diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16
Bey looks up at the apparition in curiosity. I am Abeowin N'thera. We came with the latest group of settlers that were supposed to arrive today.We came to investigate and see what was going on. We would like to help you. Bey pauses I am sorry that the altar and statues were defiled. I tried to fix what I could.
He pauses for a longer period this time as if in thought; Can we help you? You mentioned someone betrayed your trust?


Chapel

Anne follows after Mauro and Becky as they flee the chapel in terror!

Asher manages to gather his wits and fortitude and stands bravely before the rotting humanoid apparition. Brodigan seems equally brave, although he struggles with the stench of rot and decay. Abeowin and Crispin stand their ground some feet away from that altar.

Abeowin, Asher, and Brodigan work together to talk Silas Weatherbee down, effectively avoiding unnecessary combat. Abeowin explains the party is the second wave of colonists, not the first which the party deduces Silas was a member of. Asher bolster's the summoner's assertion by explaining the party only just arrived today. Brodigan points to the corpse's wounds insisting that the party doesn't have weapons that would cause that sort of damage. By this time, the fear has worn off.

"I see." What remains of Silas' rotted face looks sad. "I'm so tired. I was scared for so long as I lay there hiding and dying in that box. I relive it over and over again, but I can't remember. All I know is that someone I trusted killed me. I can feel it in my bones." He seems deeply troubled and upset by the mystery, but for the moment is subdued.

"Thank you for repairing the statue. Father Felton and I worked hard to make this place suitable and welcoming for worship."

When someone re-enters the chapel after the fear effect (or as someone is leaving) someone steps into a pile of ashes and glances down. It's easy to determine the ashes had been books. The leather cover of one of the books is still intact and bears the title Parables of Erastil. Parables of Erastil is a common text of worshipers of Erastil. The other book’s cover is burned beyond recognition, but some text can be deciphered on some of the inner pages. An Andoren citizen (the majority of the settlers) thumbing through fragments of the unburned pages within can identify the text as a copy of On Government, a political treatise written in a poetic style.

Know. History/Local 12 (Andoran get +2) on the books:
On Government is a book that played a part in Andoran’s People’s Revolt and sparked the Red Revolution in Galt, allegedly inspired by conversations with Talmandor himself.

Brodigan, yes, you may roll Int - especially for roleplay purposes. If a skill or other roll is based in roleplay (and it's roleplayed out) I generally want to allow it.


Posh stats :
INI+6|DV60ft|AC 14/12/12|HP 11/11| f+3|R+4|W+0 |bite +3 dmge d6+3|immune cold paralysis sleep
Vitals:
AC=18/14/11 |INIT +3|HP 11/11 |F-1|R+3|W +3(+5fear)|Perc +0|Lowlight
daily uses:
summon monster 9/9 day Spells 3/3| link surge 1/1 | 3/3 day adaptable luck

What do you remember? Do you remember who you were last with? How long were you hiding in the box?Bey queries. I am glad that you realize we are here to help.


"My memories are hazy... Some of the other settlers had been acting strange. I remember feeling scared. I was attacked so I came here to hide. Only me and Father Felton knew about the altar, but the Father had gone missing. I was alone but I was hopeful he'd come back and save me." Silas begins moaning, "oh, Father Felton, where did you go? ...I guess he never came back." Silas looks at the altar where his corpse rots.


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 coughs, talking with the restless dead was outside his experience but.. "Perhaps we could bury you properly?" He offers the Ghost.

Dibs on not being the one to pick up the body!


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)

We should give him a proper burial. I don't know if it'll put his spirit to rest, but it's the least we can do. As a fellow worshiper of Erastil, I feel the obligation to do so.

Asher waits to see if Crispin needs help with the body.


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

About halfway to the dock... Mauro slows his headlong sprint, and shouts ahead to the ladies, who are outpacing him (and his medium armor and load) handily. "Anne, Becky, that burst of fear wasn't natural... Asher, Crispin, Bey and Brodigan are all back there. I think we have to go back - I hope they're all right."


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 chokes down the smell and picks up the body.

With your permission, ser, he asks the spirit. We can bury you by the palisade until we find a more permanent graveyard.

He motions for the others to follow him outside with the body.


Chapel

"I suppose I don't have a use for it now," Silas responds glumly.

There is plenty of land to bury the dead farmer. However, the party will need to find a shovel or they'll be digging with their hands. Perhaps there is a shovel somewhere in Talmandor's Bounty.

When the party is ready to proceed, please let me know which area the party would like to go to next.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Brodigan gives Bey a subtle thumbs up and nod to acknowledge the summoner's excellent job in talking the ghost down.


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

Hearing Mauro's words, JeVeAnne also shakes the fear that had been pushing her to rush after Becky and calls out, "Becky, he's right. We shouldn't be running. We should go back. I...feel kind of foolish now," and she hangs her head slightly as she starts rushing back towards the temple while reaching her hand out for Becky.


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 stops her flight, looking embarrassed. She follows the others back to the chapel and then suddenly runs off to the forge to retrieve her dropped shortbow.


Chapel

Mauro, Anne, and Becky rejoin with the rest of the group as they are discussing what to do with Silas Weatherbee's body. With Crispin and Asher in charge of the burial plan and Silas Weatherbee admitting he no longer needs his rotting corpse, the party is now in need of a shovel. Luckily, being in a settlement, there is bound to be a shovel in one of the buildings.

As everyone regroups inside the chapel, someone steps into a pile of ashes and glances down. It's easy to determine the ashes had been books. The leather cover of one of the books is still intact and bears the title Parables of Erastil. Parables of Erastil is a common text of worshipers of Erastil. The other book’s cover is burned beyond recognition, but some text can be deciphered on some of the inner pages. An Andoren citizen (the majority of the settlers) thumbing through fragments of the unburned pages within can identify the text as a copy of On Government, a political treatise written in a poetic style.

Know. History/Local 12 (Andoran get +2) on the books:
On Government is a book that played a part in Andoran’s People’s Revolt and sparked the Red Revolution in Galt, allegedly inspired by conversations with Talmandor himself.

There is also the +1 holy reliquary composite longbow (+2 Str) hanging above the altar that Mauro identified free for the taking (unless the party feels it's wrong to take.)


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)

Oh, no, Asher has his eye on that. But, he wants to do the right thing first.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Knowledge History +2: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 I will find you dice roller!

Crispin scan the burnt book thoughtfully. 'On Government' is a seminal Andoran work, but why would it be here in a church of Erastil? And why would anyone do something so disgusting as burning books?" The last is said in outraged tones.


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 calls out to Becky as he spots her running to the smithy.

Becky! If you have a minute, please look for a shovel at the smithy, so we can bury this poor soul. They must have had one for shoveling coals and ashes.


Human Instructor Wizard 2, 14/14 HP; 14 AC, 13 touch, 11 FF; 12 CMD; +1 Fort, +3 Ref, +3 Will; +0 Perception; 5/7 Force Missiles; 1/1 Draconic Infusion

Brodigan places a comforting hand on Crispin's shoulder while saying, "Too true, my friend. Any loss of written knowledge is lamentable. The question, however, is whether these texts were burnt purely as an act of ignorant violence, an attempt by our Goblin friends to maybe cook some food, or if they were burnt to hide something. Silas did indicate there was some sort of betrayal. Perhaps something in these texts would have led to who committed this betrayal and why," and with that, the wizard begins scanning more closely through the salvageable pieces of text to see if there's anything more they can find.

Perception: 1d20 + 0 ⇒ (8) + 0 = 8


Halfling Apprentice 2, 10/10 HP, 19 AC, 14 touch, 16 FF, 13 CMB; +0 Fort, -1 Will, +3 Ref; +5 Perception, 3/3 Adaptable Luck

Seeing her master begin scanning the burnt remains for more clues, JeVeAnne immediately sets to work trying to help.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


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

After picking up her bow, Becky scans the area for any shovels or other digging implements.

Becky Beys Perception Check: 1d20 + 5 ⇒ (11) + 5 = 16


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
Asher 'Cinnis' Regillenus wrote:

Asher calls out to Becky as he spots her running to the smithy.

Becky! If you have a minute, please look for a shovel at the smithy, so we can bury this poor soul. They must have had one for shoveling coals and ashes.

"I presume this is to put him to rest properly? If we are going to bury him, are we going to the graveyard next? "

I figure that's got to be what 13 is. That does raise the questions of stopping in at 4, 3 and maybe 11 along the way.


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)

Mauro, we can bury him in that Northwest corner of the palisade, and make a cache of anything heavy we have found. My back is complaining about this extra chain shirt in my pack. There may not even be a cemetery here yet.

Crispin, can you bring the bow? Erastil's might may be a boon to our endeavor.

Asher says the last as he walks out of the chapel, the body in his arms, and a kerchief tied around his mouth and nose.


Chapel

Crispin discovers someone intentionally burned some books inside the chapel! One of the titles was On Government which would have been an agreeable title for the first wave of settlers. Brodigan suggests the monkey goblins may have been responsible; perhaps the monkey goblins came into the chapel and thought the books were perfect kindling. Or, the wizard hypothesizes, perhaps burning the books was part of the betrayal Silas mentioned! Anne isn't able to find any more clues inside the chapel. Asher has Crispin grab the bow hanging above the altar, suggesting Erastil's blessing could come in handy.

With the party's intention of burying Silas' rotting corpse, Mauro suggests the party explore area 13. Perhaps 4, 3, and maybe 11 along the way.


Tool House

With the intention of traveling to area 13, the party passes by area 4 and stops. This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”

The contents of this building are useful but unremarkable. Hanging on the wall from hooks and nails are an assortment of tools, such as hammers, handsaws, hatchets, machetes, trowels, and the like. Various other implements, such as makeshift ladders, barrels of tar, and shovels are stacked or otherwise arrayed about the room. Absent are tools and implements that would pertain to or be exclusively used for blacksmithing. Becky immediately finds a shovel and picks it up.

Anyone with 1 rank in survival or who has spent time looking over the ledgers realizes: There is no way the original colonists could relocate successfully without taking these tools. In fact, these materials are vital to the survival of the colonists who arrived on the Peregrine - while the second wave of colonists brought some of their own tools, they made plans around these resources being available when they arrive.

Near the back of the building, there is a wooden box with the words “Emergency Only” carved on the lid sits on a shelf. The box has a simple lock keeping it closed.

Someone can attempt a Disable Device check on the box’s lock or if that’s not an option, you could smash it open.


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 remarks "Grab a several shovels, Becky, the job will go quicker with more of us digging... as he looks the room over he continues "That box looks interesting. I'm not sure what it suggests that it's still here and locked; they obviously had an emergency."

Mauro heads over to the "Emergency Only" box and examines it. After looking it over, he tries to open the lock...

Check box for traps and external clues, then open with disable device.

Perception: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (11) + 1 + 3 + 1 + 2 + 3 = 21
1 rank +3 trained +1 wis +2 racial +3 Skill Focus

Disable Device: 1d20 + 1 + 3 + 2 + 2 ⇒ (16) + 1 + 3 + 2 + 2 = 24
1 ranks +3 trained +2 dex + 2 MW tools


Tool House

Mauro makes opening the locked "Emergency Only" box look absolutely effortless. Inside the "Emergency Only" box are two vials of alchemist’s fire and a neatly folded swarmsuit.

For no particular reason, let me know if anyone decides to wear the swarmsuit and if anyone wants to hold onto the alchemist's fire.

151 to 200 of 3,128 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 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.