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


2,601 to 2,650 of 3,128 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>

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)

Loot updated, except for the Spell Lattice, since that is spell level dependent.


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:
Loot updated, except for the Spell Lattice, since that is spell level dependent.

Thanks! Hopefully at the end of this book/before the beginning of book 3 we can sell some loot and buy/craft what we need going forward.


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'm back

"Victory" crows Mauro, and he continues "I thought the hag would pose more challenge, but I guess we got to her before she could prepare!"

When Talath and Becky propose to revisit and rescue the blind cyclops, he is willing to go along "I have no objections to aiding that poor prisoner, although but I suspect there are a few more hidey holes in this tower that we should visit before our magicks wear off. So let us visit it quickly, explore the rest of the tower, and then return to free it." (assorted 1 minute/lvl spells)


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:

I'm back

"Victory" crows Mauro, and he continues "I thought the hag would pose more challenge, but I guess we got to her before she could prepare!"

When Talath and Becky propose to revisit and rescue the blind cyclops, he is willing to go along "I have no objections to aiding that poor prisoner, although but I suspect there are a few more hidey holes in this tower that we should visit before our magicks wear off. So let us visit it quickly, explore the rest of the tower, and then return to free it." (assorted 1 minute/lvl spells)

"I understand the eagerness to explore for more enemies but we didn't have time to check on the health of the cyclops. I am loathe to leave it prisoner let alone risk having it die due to lack of care."


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

"Well, best be off: soonest begun, soonest done."

Mauro leads off back to the second level of the tower an the cyclops's prison...


✦ Nal-Shakar: Helekhterie’s Sanctum (area L13) * ˚ ✦

1d3 ⇒ 3
After examining the Spell Lattice, the party determines it has False Life imbued in the crystal.

.

✦ Nal-Shakar: Ocularum Prison (area L12) * ˚ ✦

The party returns to the cyclops, who is in terrible shape. He's blind, exhausted beyond normal exhaustion, scarred, covered with his own dried blood, and badly injured. He treats you with deference and outright fear. He doesn't speak when you enter.

Previous/original post encountering cyclops (link)


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

Ok, Talath, Becky, it's your show...


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

A 25 isn't automatic. Giving himself Guidance, he can get to a 22 on a Take 10 but that requires at least 2 aids to barely pass the DC. Does anyone else have Diplomacy besides Talath and Becky?

Talath will begin by trying to speak with the cyclops and see if they share a language. He will speak softly in Common, Elven (doubtful), Draconic, and Azlanti to see if he responds.


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

Ooh--just noticed that Becky still has inspire competence +2 among her bardic abilities, so that plus an Aid Another from her should help us hit the DC.

"We can do this--YOU can do this!" Becky says to Talath, invoking some of her magic to inspire her ally. Then she turns to the captive cyclops, casting a comprehend languages spell to better understand the creature should she get it talking.

"The sea hag is dead--she can never hurt you again. We'll set you free if you promise not to attack us. If you want to be left alone after that--fine. Or perhaps we could work out a deal--maybe you return to our settlement with us and do some chores in exchange for food and shelter. Would you be interested in such an arrangement?"

Becky Beys Diplomacy Check (Aid Another--Talath): 1d20 + 6 ⇒ (2) + 6 = 8 CRAP ! CRAP! CRAP! CRAP! CRAP!!!!

Becky Beys Sense Motive Check (to judge cyclops's reaction): 1d20 + 5 ⇒ (12) + 5 = 17


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

Sensing the situation perhaps slipping away, Talath makes a couple of gambles and prays for the divine guidance of Lady Luck...
He slowly casts a spell, exchanging one form for another, to heal the cyclops.

Cure Moderate Wounds: 2d8 + 6 ⇒ (8, 8) + 6 = 22

Converted Communal Endure Elements into Cure Moderate Wounds.

He then calls once more upon the Song of the Spheres to grant himself a measure of Her luck.

Talath will expend a use of Bit of Luck to give him a 2nd bite of the apple. He will also cast Guidance upon himself to improve his odds a bit.

Diplomacy with Guidance: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Diplomacy with Guidance: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29

Obviously I'll take the 2nd Diplomacy roll. ;) And WOW maxed out that Cure Moderate roll, woot!

Assuming Talath can find a common language with the cyclops, he will start with asking for his name, where he's from, basic information to build rapport. He will also offer the cyclops food and water if he's hungry or thirsty. If he needs more healing Talath will provide that too. Once the cyclops is more comfortable with the party Talath will begin asking questions related to his current circumstance.


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)

Added the Spell Lattice to the loot sheet.

Note: It's only usable by a spontaneous caster or an Arcanist.


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

False life isn't on the bard spell list, so Becky can't use it. A shame....


✦ Nal-Shakar: Ocularum Prison (area L12) * ˚ ✦

Even though Becky has honest intentions, the cyclops doesn't seem to trust her words. Luckily, her companion has better luck.

Talath manages to coerce the cyclops into speaking. The cyclops identifies himself as Aeroclyse and seems convinced escape from Nal-Shakar is impossible until you provide proof of Helekhterie's death. Aeroclyse accepts the food and water, but what really seems to make a difference is the healing. In fact, healing his prolonged injuries seems to shift his attitude toward you.

Aeroclyse attitude: Friendly

He's able to share much of what you've already figured out, but he didn't know anything about the oozes or hidden brick (if you choose to share that with him).

If asked about the colonists from Andoran, Aeroclyse claims to know nothing of any humans anywhere near here. All of Helekhterie’s victims that are locked in with him are aquatic creatures, such as locathahs, merfolk, sahuagin, sea elves, and the like. You take another look around the room and identify more aquatic humanoid bones, which corroborate Aeroclyse's claim.

Even though he's unshackled, Aeroclyse is still fatigued so he sits on the ground, moving his butt and limbs to reduce their soreness. His empty eyesocket stares blandly ahead towards the double-doors although he can't see.

If asked about his desires, Aeroclyse confides his primary goal is to return to his people in the Shackles, though traveling there in his current condition is infeasible, and few ships will likely take on a cyclops passenger without the party’ intercession. Once freed from Nal-Shakar, Aeroclyse is content to spend his days helping the party to the best of his ability for a while, though he is unlikely to be able to accompany the party on long journeys until they can remedy his afflictions. Remember: Blinded and physically weakened, Aeroclyse is neither a formidable opponent nor an exceptionally helpful ally.


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 turns to the party and gestures them away from Aeroclyse (out of hearing range), "We must find and free the other captives. I'm guessing the floor where we heard the odd sounds is where they're being held. They may be in similar poor health so I'll conserve my healing until we gather them all together. The sahuagin are going to be a problem; I know my people consider them an enemy as do the locathah and likely the merfolk. They are a cruel and evil race and, despite them being captives, I have no sympathy for them and see no benefit in releasing them. In fact anything they learn from us or of this place may motivate them to return in greater numbers to raid. I also had not counted on beings wanting proof Helekhterie is dead."
He apologetically motions to Asher and Mauro, "My friends, it is a gruesome favor to ask but if you could return upstairs and first decapitate the hag and bring her head and all of her body back downstairs. I plan on on disposing of her remains in such a way that any of her followers will have great difficulty returning her from the dead."
Addressing the party again, "I cannot heal Aeroclyse's eye as I do not have access to such powerful magic. I don't know if anyone in the colony has it either. We will likely have another struggle on our hands getting the colonists to accept a cyclops in their midst. I do not have any influence with the Andoran ships coming in and no knowledge if they would even consider transporting a cyclops or go to these Shackles he speaks of."


Does the party want to take Aeroclyse back to Talmandor's Bounty?

✦ Nal-Shakar: Ocularum Prison (area L12) * ˚ ✦

The party discusses plans to finish exploring and dispose of the dead sea hag's corpse in a way that will make it difficult to resurrect her.

.

✦ Nal-Shakar: Living Quarters (L5) * ˚ ✦

When the party to ready to proceed, you descend the stairs back to the first floor and move to open the western double doors. As the doors are pulled open, the strong stench of troll hits your nose.

You realize that centuries of disrepair and water intrusion have caused considerable damage to this corridor. Mold blotches the walls and floor while the stink of sulfur mixes with a musky odor. A nest of filthy rags, damp cloth, seaweed, and bones occupy the corner by the northern door. The room is empty except for the filth left behind by the scrags.

In the rag pile, you find two more Necklace of Air Adaption.

.

✦ L5a Nal-Shakar: Ruined Kitchen (5a) * ˚ ✦

What may once have been a small kitchen now lies in ruin. Humanoid bones, strips of decaying flesh, and clusters of oyster shells and tangled seaweed cover the counters. The entire room smells of sweat and brine mixed with a tangy, sulfuric musk. A twisted nest of waterlogged cloth, partly dried seaweed, and gnarled animal carcasses fills the middle of the room.

A pewter cuff bearing the seal of Andoran (worth 20 gp), is placed obviously within the tangle of animal carcasses like a cherry on a sundae.

.

✦ L5b Nal-Shakar: Ruined Communial Quarters (5b) * ˚ ✦

This spacious room contains the shattered wooden frames of beds and some dilapidated, threadbare cloth mattresses placed in a pile, atop which a foul nest of animal bones, seaweed, and other watery detritus is heaped.

You find a battered and rusted tower shield emblazoned with the spiral-and-star symbol of Nal-Shakar as a “headboard,” behind which there is a small assortment of gemstones pilfered from remote shipwreck, worth 350 gold pieces. The rusted tower shield is an interesting find, but it is non-magical and rusted beyond use.

Map Updated.


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

"Well, I think we can safely say we have cleared the witches minions from this tower, although there might be more outside." (the ruined causeway and/or the front door) Mauro turns, however, to the stairs back to the basement, continuing "But before we leave, there was that odd brick in the basement, and the Azlanti writings. Let us go investigate."

Once we go downstairs, Mauro (who speaks Azlanti as a language via the linguistics skill) take as long as needed to a) read the stone tables and b) figure out what the pushable brick does. He will use object reading on the brick as well as mundane inspection...

@GM Ventiine, What skill check do you want?


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

Did we pass any other captives or are the various remains we've found all that's left of them? Mauro might want to save/do an object reading on pewter cuff; maybe a hint/clue to the fate of the previous settlers? Talath will cast Guidance and use the Bit of Luck on Mauro for his skill checks.


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)

As Mauro does his object reading, Asher will look for any signs or tracks so we can see if there were any other opponents or victims walking around the tower.

Survival (Tracking): 1d20 + 10 ⇒ (10) + 10 = 20
Add +4 for Aberrationsm and +2 for Aquatic Humanoids


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 offers to lead Aeroclyse throughout the tower, still not giving up on befriending the tortured giant. She introduces herself and her friends by name. hoping that might put the cyclops more at ease.

Yeah, the brick in the basement's the last big 'must-do' thing on our list, I believe.


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
Becky Beys wrote:

Becky offers to lead Aeroclyse throughout the tower, still not giving up on befriending the tortured giant. She introduces herself and her friends by name. hoping that might put the cyclops more at ease.

Yeah, the brick in the basement's the last big 'must-do' thing on our list, I believe.

If he's fatigued as in the condition, Talath has a couple of scrolls of Lesser Restoration.


Asher does not track anything recent. Everything that was residing in this tower is either dead or long gone - with the exception of Aeroclyse, whom you rescued.

Talath could use a scroll of lesser restoration on Aeroclyse if he wanted. Please let me know if you decide to remove his exhaustion.

.

✦ Nal-Shakar: Library of Heavenly Prophecy (area L6) * ˚ ✦

Opening the connected doors, you see much of this cavernous library lies in terrible disrepair. The stone shelves set into the walls are cracked, chipped, and split and heaps of ruined, ancient tomes are scattered across the floor. A tile mosaic in the room’s center depicting a spiraling comet with a star at its center has been shattered by multiple blunt impacts from fragments of marble slab shelves. What few books remain on the shelves have crumbled into illegible scraps of long-lost lore.

Perception DC23 (text fragments):
Amid the destroyed books and scrolls are a handful of sheets of hammered copper and tablets of glossy black stone that have been inscribed with millennia-old revelations about ancient Azlant. You translate historical information pertaining to the philosopher-priests’ unconventional religious beliefs and some fleeting mentions of the “veiled masters” who they believed secretly ruled the empire of Azlant. Unfortunately, the fragmentary texts offer no context for these references.

.

✦ Nal-Shakar: Helekhterie’s Lab (area L8) * ˚ ✦

After the party finishes exploring the library, you head back down to the basement. The stink of mold and sulfur hits your nose again as the dark lab surrounds you.

The brick compresses easily and you hear an audible click behind you. You turn and see a wall shelf with a full collection of alchemical reagents worth 1,250 gold pieces.

Perception 20 (location of click noise):
Looking closer at the curved wall shelf, you see part of the furniture has popped open to reveal a secret compartment! (see yellow star)

Inside the secret compartment, you find a chest containing 17 platinum, 457 gold, 3,770 silver, and 11,700 copper coins. Additionally, there is a +1 chain shirt, a +1 light steel shield engraved with the spiral-and-star symbol of Nal-Shakar, a +1 shortsword, a silver statue of Desna in Pharasma’s embrace worth 600 gold, assorted gemstones worth 550 gold, a scroll of corrosive touch, a scroll of darkness, a scroll of delay poison, a scroll of fox’s cunning, a scroll of mage armor, and a scroll of restoration.


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, Text Fragments: 1d20 + 6 + 3 + 1 + 2 + 3 ⇒ (2) + 6 + 3 + 1 + 2 + 3 = 17
6 rank +3 trained +1 wis +2 racial +3 Skill Focus

Perception, Click Noise: 1d20 + 6 + 3 + 1 + 2 + 3 ⇒ (18) + 6 + 3 + 1 + 2 + 3 = 33


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

✦ Nal-Shakar: Library of Heavenly Prophecy (area L6) * ˚ ✦

Mauro's voice is venemous as the speaks his thoughts: "Damn whoemever did this - if they'd left the books on the shelves, there might be something salvageable. As it is, this is simply garbage. Such a waste!"

✦ Nal-Shakar: Helekhterie’s Lab (area L8) * ˚ ✦
Keen ears and sharp eyes lead Mauro to the compartment hidden in the furniture, "Oooh, this looks like quite a haul!"


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

"Oh no!" Becky wails when she sees the library in ruins, all of its ancient lore lost forever. She hears a click to the north that threatens to tear her attention away from the tragedy before her, but the little bookworm can't abandon the chance of finding something of value amongst the tattered scraps. She starts gathering copper sheets and glossy black stone tablets that have survived where paper has crumbled away. Looking at them closely, the bardic intellectual reads some of the engraved text. "Something about "veiled masters," secret rulers of ancient Azlant," she announces. "We should bring them back to Ramona."

Her eyes fall upon Asher and Mauro. Apparently "we" refers to one or more of the stronger men in the party.

Becky can also point out the secret compartment, should no one else hit the DC. She's currently more interested in 'brain treasure.'

Becky Beys Perception Check (text fragments): 1d20 + 10 ⇒ (17) + 10 = 27

Becky Beys Perception Check (click noise): 1d20 + 10 ⇒ (10) + 10 = 20


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

It would be up to the party if they want Talath to use the scroll on Aeroclyse since Talath can't handle the cyclops by himself.

"I do have some magic which I could use to try and repair some of the damage. It's a shame so much has been lost."


The party has successfully explored Nal-Shakar and rescued a blind cyclops (attitude: Friendly). Would you like to return to Talmandor's Bounty?


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:
The party has successfully explored Nal-Shakar and rescued a blind cyclops (attitude: Friendly). Would you like to return to Talmandor's Bounty?

No other survivors/captives besides the cyclops?


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
Talath Na'El wrote:

It would be up to the party if they want Talath to use the scroll on Aeroclyse since Talath can't handle the cyclops by himself.

I wouldn't use a scroll on Aeroclyse; time will heal him given competent care, and magical resources should be husbanded...


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:
The party has successfully explored Nal-Shakar and rescued a blind cyclops (attitude: Friendly). Would you like to return to Talmandor's Bounty?

I don't see anything else to do here (in terms of the adventure at least), so I suppose that we will return to Talamandor's Bounty eventually. However, Mauro would like to spend a week or so out here, object reading everything he can touch...


That is correct - the cyclops was the only prisoner. Everyone else was killed before you arrived.

Talmandor's Bounty in next post.


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:

That is correct - the cyclops was the only prisoner. Everyone else was killed before you arrived.

Talmandor's Bounty in next post.

Yikes! :( Talath will closely study any of the statues that Becky tells him are of Desna as Talath wasn't making those Knowledge (History) checks hehe.


✦ Talmandor's Bounty (area a) * ˚ ✦

The party collects anything of worth and loads into the boat docked at Nal-Shakar's secret entrance. Aeroclyse, blind and exhausted, is slow but follows you without complaint. He feels his way into the boat and along the jungle path with you to Talmandor's Bounty.

To recap: The party journeyed to the highest point of Ancorato, which used to be a volcano. The mouth of the volcano was filled with water (a caldera lake) as a sort of hot springs. In the center of the caldera lake was the island on which Nal-Shakar was built by the Azlanti long ago.

The observatory Nah-Shakar is in good condition overall and could perhaps be turned into a hot spring resort in the future. While exploring the facility, you eradicated Helekhterie’s scrag minions and eventually fought the sea hag oracle herself!

Although the party was unable to find any of the missing settlers, it was time to return to Talmandor’s Bounty with the good news of Helekhterie’s defeat!

Today is Sunday (Sunday), 2 Erastus (July) 4717

Carver invites you all and Ramona to his house for a celebratory dinner tomorrow evening. In addition, Ramona reveals to you that the resupply ship from Andoran arrived, loaded with trade goods and necessary supplies for the growing settlement. (Treat the Andoran ship as if it is the size of Andoran - i.e. there are no gold purchasing restraints like in Talmandor's Bounty.)

You have the rest of the day to rest, sell, buy, relax and celebrate! Dinner at Carver's will be Moonday, 3 Erastus in the evening.


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:

✦ Talmandor's Bounty (area a) * ˚ ✦

Today is Sunday (Sunday), 2 Erastus (July) 4717

Carver invites you all and Ramona to his house for a celebratory dinner tomorrow evening. In addition, Ramona reveals to you that the resupply ship from Andoran arrived, loaded with trade goods and necessary supplies for the growing settlement. (Treat the Andoran ship as if it is the size of Andoran - i.e. there are no gold purchasing restraints like in Talmandor's Bounty.)

You have the rest of the day to rest, sell, buy, relax and celebrate! Dinner at Carver's will be Moonday, 3 Erastus in the evening.

Time to plan out purchases and trade/sell the loot.


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 briefly considers heading straight to Ramona to report to the colony leader but ultimately decides against it. First, she checks in with her mom to let her know she's fine. The teen also changes out of her enchanted eelskin. Though she loves wearing the specialized armor in the water, she feels like (and believes she looks like) a beached seal when wearing it on overland journeys. Slipping back into her comfier and more distinguished mithral shirt, Becky gives her mom a peck on the cheek and heads off to give her exhaustive report to Ramona. After that, she drops by the Harleau home to say Hi to Sighra and hang out with Medrinnah for a while. She tells no one of the harrowing magic the sea hag used that drained about half her life force in one fell swoop.

As the hour of Carver Hastings's dinner party draws near, Becky considers maybe wearing something a little more formal...more 'girly.' Her mother smiles and says she brought a distinguished outfit along for her daughter for a special occasion. The white dress she digs out of a chest looks rather like a no-frills wedding gown, not something one would wear to a dinner party.

"Well, dear, you are getting to that age," Perrell says with a beaming smile. "And those Asher and Mauro fellows both seem like nice young men...."

"Mom!"

Perrell rolls her eyes and sets her sights lower and in an entirely different direction. "Or, if you prefer, I suppose Medrinnah might've caught your fancy. Her father, Sighra, is a handsome gentleman, come to think of it. I wouldn't mind...."

"MOM!!"

In the end, Becky goes 'adventurer casual,' wearing her mithral shirt and a clean pair of trousers. Though she listens intently to anything and everything Ramona and Carver have to say, she uncharacteristically doesn't kiss up to either, instead enjoying the company of the friends she's spent the last few weeks facing many dangers with. I'm lucky to have them!


✦ Talmandor's Bounty (area a) * ˚ ✦

Today is Sunday (Sunday), 2 Erastus (July) 4717

The party is thoroughly exhausted upon returning to Talmandor's Bounty. The settlement is a comfort on an island jungle full of dangers.

Becky's mother Perrell is overjoyed to see her daughter again. Perhaps she sees her young daughter blossoming into a young adult because she hints at marriage.

The party spends their Sunday resting, selling, briefing Ramona about Nal-Shakar, and doing whatever else they desire. While being debriefed, the colony leader listens intently, nodding and occasionally making a note in the colony journal. "It's good you went. It seems like this sea hag - Helekherie, was it? Was responsible for all the strange things that have been happening here. Her vampire mists must have been the ones draining our livestock. I'm glad we can put that mystery to rest; the other colonists will be relieved." Ramona also asks if you happened to find the ship's manifest and resupply schedule. (You didn't.)

The sky is blue and clear - a perfect day for sailing. The supply ship at the port is called The Argent Cornucopia and is filled to the hull with supplies and goods. All day, sailors load goods off the ship to be taken to storage areas and a makeshift market along the shore. Several colonists have set up their own wares. There are baked goods, carved toys, mundane household items, and Eskelda, whom you saved from the mob, is selling potions. Some are still wary of her, but Eskelda has been filling the void that Alba left when she closed shop.

Around midday, a few representatives from Skalorah's tribe arrive. The strix curiously observe the market and trade a few mundane art objects with sailors and colonists alike.

Koloshkora arrives later with several other locathah. They saw the ship arriving and decided to swim over with their wares to sell and trade. They set up a net of goods on the sandy shore.

The overall mood of Talmandor's Bounty seems to have improved. It's better than it's been for the past week, though still not as optimistic as having first cleared the settlement. News from Andoran (courtesy of the sailors) and tales of your victory against Helekherie are the only things anyone seems to be talking about.

.

✦ Talmandor's Bounty (area a) * ˚ ✦

Today is Moonday (Monday), 3 Erastus (July) 4717

Trading continues and spirits continue to rise. Relations between the colonists and their trade partners improve slightly as talks about a routine market day are suggested in conversation.

The evening eventually arrives, and the party prepares for dinner at the Pathfinder's, Carver Hasting's, home. He lives in a modest wooden house outside the palisade walls. The evening air is still hot and humid, but the sun is setting so it'll begin to get cool soon. Today was another beautiful, clear sky day. There are a lot of people out on the dirt streets, walking home or to other various places. Combat map updated.

Please let me know if your character does anything special for the occasion. Are you all walking there together?


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

On Sunday, Becky gives her masterwork darkwood buckler to Koloshkora to get it enchanted, hoping that the item will be ready by the time of Carver's dinner party the next evening. She spends much of Moonday with her BFF, Medrinnah, shopping among the vendors from the colony, the newly-arrived Andoran vessel, the strix, and the locathah. Becky buys some neat gifts for her friend and herself, including matching shark-tooth necklaces from the locathah and small feathered hand-fans from the strix.

As the afternoon grows late, she checks in with Koloshkora to see if her shield's ready. After saying goodbye to Medrinnah, the teen bard takes a bath and prepares for the dinner party. Meeting up with her comrades-in-arms, she makes one last stop at the makeshift market to pick up some pastries as a gift for Carver (just in case he forgot to procure dessert).

Becky's AC will be +1 or -1 of that listed in her stats, depending upon whether her shield was ready for pick-up.


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:

"It's good you went. It seems like this sea hag - Helekherie, was it? Was responsible for all the strange things that have been happening here. Her vampire mists must have been the ones draining our livestock. I'm glad we can put that mystery to rest; the other colonists will be relieved." Ramona also asks if you happened to find the ship's manifest and resupply schedule. (You didn't.)

"Close, her name was Helekhterie. I'm not sure we can ascribe all of the strange things happening here to her. Unfortunately we weren't able to find any evidence, witnesses, or victims who could tell us what Helekhterie was up to or the nature of the...devices?...at Nal-Shakar."

Talath will make sure to meet and speak with both Skalorah and Koloshkora to make sure both of their peoples are doing well.

@GM: Talath will be creating a magic item or items but I'm not sure which one(s) yet.

#2: @PCs - Talath will use his Channels to make sure everyone (including Aeroclyse) is at full health.


Becky is conveniently able to get the weapon upgrade she needs from the supply ship. Other party members are able to do the same.

Talath are you wanting Aeroclyse (Blind, attitude: Friendly) to be with you for the dinner?


✦ Talmandor's Bounty (area a) * ˚ ✦

Today is Moonday (Monday), 3 Erastus (July) 4717

It really is a beautiful day. When you consider it, the past two days have been exceedingly pleasant. The settlement keeps growing, trade relations have never been better, and all threats to the island have finally been resolved. Fellow settlers smile and nod as you pass. The dirt streets are busy with evening activities. You hear people gossiping about your contributions to Talmandor's Bounty and about the latest news and trends from Andoran.

You're not too far from Carver's house, when a group of six settlers begin to surround you, smiling. (The smaller circles are children.)

The child closest to Mauro tugs at his shirt, asking: "Mister, mister! Is it true you killed a real witch?"

Sense Motive DC18 (six settlers):
You feel that something is deeply wrong with the situation and have enough awareness that something is amiss to act in a surprise round.

Remember: weapons are not drawn while walking around in town. I will roll the initiatives next post.


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:

... Other party members are able to do the same.

...

This presumably means I was able to get my headband of vast intelligence +2, and it's associated skill ranks in sense motive...

Sense Motive: 1d20 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15


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

Not that it helped...

Mauro smiles a the kid and replies "She looked dead to me at the end of that mess..."


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:

Becky is conveniently able to get the weapon upgrade she needs from the supply ship. Other party members are able to do the same.

Talath are you wanting Aeroclyse (Blind, attitude: Friendly) to be with you for the dinner?

If his ship hasn't left yet, yes because anytime one of the group's refugees is alone something goes wrong.


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

Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20

Talath tells the others, "We're under attack!"

And casts a spell centered on himself:

Magic Circle vs. Evil


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

All righty then... I assume we will need this.
Init: 1d20 + 3 ⇒ (4) + 3 = 7


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, like Talath, senses the weird "wrongness" of the situation. She might've frozen or panicked, but the aquatic elf's voice steels her nerves. Drawing her rapier, she takes a careful step south, giving Talath a safe spot in the group's interior in which to cast his spell unhindered.

5-foot step south, with drawing her weapon as part of that move action. Can't start Naturalist 'til I know the details of the threat we face!

Becky Beys Sense Motive Check: 1d20 + 5 ⇒ (14) + 5 = 19


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
Becky Beys wrote:

Becky, like Talath, senses the weird "wrongness" of the situation. She might've frozen or panicked, but the aquatic elf's voice steels her nerves. Drawing her rapier, she takes a careful step south, giving Talath a safe spot in the group's interior in which to cast his spell unhindered.

5-foot step south, with drawing her weapon as part of that move action. Can't start Naturalist 'til I know the details of the threat we face!

[dice=Becky Beys Sense Motive Check]1d20+5

Thanks I brainfarted and didn't even look at the combat map.


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 sees the colonists coming up to them.

Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19
(An additional +4 vs Aberrations or +2 vs Aquatic Humanoids)

Asher also steps to the side to cover Crispin, drawing his Nodachi as part of the Move action, leaving Huntress to cover their rear.


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 follows the party around but seems to be rather subdued. He is also constantly scribbling notes in his journal and stays in the background for the social occasions.

Did we report the Volcanic stone that is good for building to the colony? We noted it outside the Hag's lair I believe.


GM Screen:
Asher: 1d20 + 4 ⇒ (3) + 4 = 7
Becky: 1d20 + 2 ⇒ (6) + 2 = 8
Crispin: 1d20 + 2 ⇒ (16) + 2 = 18
Mauro: 1d20 + 2 ⇒ (19) + 2 = 21
Talath: 1d20 + 2 ⇒ (1) + 2 = 3
Red: 1d20 + 5 ⇒ (16) + 5 = 21
Blue: 1d20 + 5 ⇒ (6) + 5 = 11
Yellow: 1d20 + 5 ⇒ (14) + 5 = 19
Green: 1d20 + 5 ⇒ (8) + 5 = 13
Orange: 1d20 + 5 ⇒ (11) + 5 = 16
Purple: 1d20 + 5 ⇒ (17) + 5 = 22

Becky Knowledge: 1d20 + 15 ⇒ (7) + 15 = 22

✦ Talmandor's Bounty: Broken Masks (area M) * ˚ ✦

Talath, Becky, and Asher all feel like something is deeply wrong and act accordingly. The cleric casts Magic Circle Against Evil, the bard draws her rapier, and the ranger draws his nodachi.

You can hardly hear Talath because a woman begins to scream somewhere nearby. What at first seems like a welcoming party for the local heroes soon turns surreal. One by one, townsfolk let out wailing, inhuman shrieks before their physical forms twist and contort in gruesome fashion, revealing horrific, faceless visages beneath!

You have an up-close and personal observation of the transformation, as even the small smiling child's skin ripples and distorts into a hairless, leathery biped with unsettling whorls and slits instead of actual features. Worst of all, is your realization that they are all still wearing the colonists' clothing after transforming.

Becky or Knowledge Dungeoneering DC22:
These shapeshifting aberrations are faceless stalkers! You recall reading about a special ability they have to drain the blood, tweaking their victims (Con damage grapple). You also recall they're quite sneaky with their disguises and attacks. (They have sneak attack.)

"R- Ronald?!" a female villager screams. (Star on map.) All along the streets, you see that not everyone has transformed. In addition to your party being flanked, other colonists face an immediate threat.

Perception (free) DC20:
While this is all going on, two of the grotesque creatures have successfully snuck up behind two unsuspecting villagers (Moons on map) and knocked them out. One lifts the mother over their shoulder in a fireman's carry while her child watches helplessly. The other grabs the unconscious soldier.

In Round 1, The purple creature slams into Crispin but the arcanist evades being grabbed!
Slam (Attack): 1d20 + 5 ⇒ (10) + 5 = 15
Slam +Grab (Damage): 1d6 + 2 ⇒ (1) + 2 = 3
Grab DC16: 1d20 + 9 ⇒ (6) + 9 = 15

The red creature slams into Mauro, but even flat-footed the occultist resists the weakened attack!
Slam (Attack): 1d20 + 5 ⇒ (3) + 5 = 8

After Mauro acts, the yellow creature takes a five-foot step towards Talath, but the cleric sidesteps the slam!
Slam (Attack): 1d20 + 5 ⇒ (16) + 5 = 21

Round 1 Music (link)
Purple 22
Red 21
Mauro 21
Yellow 19
Crispin 18 (3 damage)
Orange 16
Green 13
Blue 11
Becky 8
Asher (and Huntress) 7
Talath 3 (Magic Circle Against Evil)
Party-wide buffs:

Bold may act!

As always, please be mindful that each round is only six seconds.


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 + 15 ⇒ (12) + 15 = 27

If it's allowed Talath will shout out a quick warning about what's happening.

2,601 to 2,650 of 3,128 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 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.