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

Game Master Ventiine

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

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


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Male CN Elf UnRogue 9 Initiative +10 Hp 66/66 AC 22 (T17) Fort+6 Ref+14 Will+8(+2 enchantment/illusion) Senses Perception +14 (+4 Traps), Trap Spotter, LLV, DV 120' Active: Shades of Gray (Ex), EE, WP, ER

Nodding at the decision to begin tracking the stalkers immediately, the Rogue fishes out a couple of Wands from his Haversack.
I have wands of Endure Elements and Waterproof if any are Interested?

Endure Elements Use Magic Device (Cha) DC 20: 1d20 + 16 ⇒ (2) + 16 = 18
Waterproof Use Magic Device (Cha) DC 20: 1d20 + 16 ⇒ (13) + 16 = 29

He shakes the first Wand.
Endure Elements Use Magic Device (Cha) DC 20: 1d20 + 16 ⇒ (11) + 16 = 27

Endure Elements 25/24 charges and Waterproof 25/24 charges

Smiling the rogue holds them out for anyone else before following along.


To recap:
On the party’s way Carver’s house for the celebratory dinner, they were ambushed by six starving faceless stalkers. It turns out faceless stalkers have been impersonating some of the settlers. (Where the real settlers are, however, the party isn’t sure.) At the head of the operation, was a faceless stalker named Thanaldhu, who attempted a suicide mission to lure the party into the Government Building and burn them all to death while trapped inside.

After the party defeats Thanaldhu, they’re are left with the task of calming the residents of Talmandor’s Bounty and possibly hunting down any remaining faceless stalkers left behind after Thanaldhu’s death. It appears as if some of the faceless stalkers chose ran during the chaos instead of fight, but the party isn’t sure to where.

Even with Thanaldhu defeated, the repercussions of the faceless stalkers’ plot will be felt for months as Talmandor’s Bounty attempts to repair the emotional and physical damage.

The party have become trusted confidants of Ramona Avandth and potentially strong and reliable figures that the town turns to in its time of crisis. Until reinforcements arrive from Andoran (which could take months, depending on whether the Argent Cornucopia survived the attack), the party is in a position where they may be the individuals best equipped to stabilize the colony and prevent its collapse.

✦ Talmandor's Bounty * ˚ ✦

Today is Wealday (Wednesday), Erastus (July) 5, 4717

After spending grueling hours hunting and eliminating fleeing faceless stalkers, rescuing injured colonists, and assessing damage, the party finally stops to rest in the Barracks. The whole party pushed themselves to exhaustion, so sleep comes easily and deeply.

You awake after a deep slumber in the early morning. You missed Ramona’s speech to the colonists but you know you had more important obligations to the settlement. As you’re getting ready, you hear someone knocking on the wooden door of the building - it’s Perrell. “Ramona wants to meet with you in her home.” The scholar waits patiently outside.

When you exit the Barracks, you notice the supply ship is being repaired so it can return to Andoran.

When the party is ready, Perrell leads you across the square to the Governor’s House. There’s a wooden table and two chairs near her front door where two clerks are seated. A line of colonists and a sailor curl around the building waiting for their turn. One of the colonists is holding a chicken and lamenting the loss of most of her poultry. There’s a father comforting a sniffling child, who isn’t old enough to understand what happened. “B- but where’s mama?” The clerks are scribbling on a roll of parchment, taking names, documenting losses, and setting up appointments.

Inside the Governer’s House, you see the furniture in Ramona’s home has been completely rearranged into a makeshift office. Chairs have been lined against the wall, the dining table sits across from the front door, stacked with books and papers Perrell recovered. There’s a large, unfinished desk near Ramona’s bedroom. The wood is unfinished, but the desk looks to have been sanded and smoothed for use. Ramona stands behind it and pulls the string off a piece of rolled parchment.

With soot on her face and blood on her jacket, Ramona Avandth wearily nods a greeting when she sees you enter her house. “Thank you for saving our colony and dealing with those… monsters. If it hadn’t been for your efforts and bravery, we would have lost many more of our people. But as you probably guessed, I didn’t ask you to meet me only because I wanted to thank you. We mustn’t give up hope that there may still be a way to find the people that those aberrant horrors had taken. I feel that they are still alive somewhere."

"During the last few weeks, you’ve shown your importance to the colony, and many of you have exhibited incredibly useful talents that can help us further. I would like for you look for clues about the missing colonists’ whereabouts. Studying the bodies and equipment of the shapeshifting creatures you defeated may reveal something useful. It’s also possible that people here in the colony might have seen something that may help you. Last, you might want to search the colony and the surrounding area for any suspicious-looking tracks, signs of struggle, or drag marks that might point us to the right direction, but it may be like trying to find a needle in a haystack unless you have an idea of where to start looking."

“I’m afraid I have to ask you to hurry, since we don’t know why these monsters were kidnapping our people. If they wanted food or destruction, they wouldn’t have taken the victims alive. As you can imagine, everyone tends to assume the worst, and every passing hour is painful to those whose friends and family are missing. Please bring me back good news as soon as possible, but at the latest in six days from now. I don’t believe I can keep the people calm much longer than that, and those taken might have died from hunger or thirst by then."

“I must return to my duties—I’ll try to do whatever I can to help the people recover from the attack. The recent events have caused morale to plummet in the colony, and some people just want to go home. But before I go, please tell me if there is something I can do to help you with the investigation.”

Book 3 is a soft timer adventure: many of your fellow colonists were kidnapped during the attack and you need to try to rescue them as quickly as possible.

There are several things you can do:
- Ask Ramona questions
- Examine the bodies of the dead faceless stalkers
- Examine Thanaldu's equipment
- Interview colonists
- Visit your allies, the locathah
- Anything else you want


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 nods along as Ramona talks. When she is done, he makes his suggestion.

Let's look at the bodies of the infiltrators. They may have something on them that may give us a clue. There must be a rallying point or other location to which the others retreated, and their possessions may give us some idea of where to begin looking.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Asher 'Cinnis' Regillenus wrote:

Asher nods along as Ramona talks. When she is done, he makes his suggestion.

Let's look at the bodies of the infiltrators. They may have something on them that may give us a clue. There must be a rallying point or other location to which the others retreated, and their possessions may give us some idea of where to begin looking.

"Perhaps Mauro can use a reading to learn more about them and where they come from?"

Please check Discussion thread.


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 sounds troubled as he speaks: "Yes Ramona, I will put my esoteric gifts at the colony's disposal. Talath, you are correct, I will start by using psychometry on Thanaldu's gear."
"Then I will join Asher in examining the bodies - phrenology is something I am familiar with. We should also bring Antaral in on that examination; he is a master of medicine and his insight might be valuable. Also, it will give him something to do other than grieve for his friend , Alba Divenvaar.
"Speaking of whom, we should search her lab - all that alchemist's fire came from somewhere, and I suspect I know where. There might be clues there, but we should be very careful going in. I would expect booby traps; fiery, explosive, booby traps."
"There are also less exciting avenues of investigation, that might be as productive. Ramona, have you established a list of which colonists were replaced? Is there some unifying factor?"

Thanaldu's Gear:

Not sure what rolls you will want for this GMVentiine. I will use Object Reading (details on my character sheet under class abilities).
A perception check in case you need it: 1d20 + 7 + 3 + 1 + 2 + 3 ⇒ (11) + 7 + 3 + 1 + 2 + 3 = 27
7 rank +3 trained +1 wis +2 racial +3 Skill Focus

@GMVentiine, do the Message Bottles we found on his body have messages in them? (ie are they corked)


Male CN Elf UnRogue 9 Initiative +10 Hp 66/66 AC 22 (T17) Fort+6 Ref+14 Will+8(+2 enchantment/illusion) Senses Perception +14 (+4 Traps), Trap Spotter, LLV, DV 120' Active: Shades of Gray (Ex), EE, WP, ER

Turning to look at the others, as they interview, examine and further plan, Cirok remains silent. The elf helps out wherever he can.


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)

With the bodies and their items in Mauro's and the others' capable hands, Asher will range around the settlement to look for any signs of tracks or signs of organized activity or struggles. He will take Huntress with him for company. Anyone with any Survival or Excellent Perception is welcome to come along.

He also suggests that the casters use whatever magic they can soon to vett the rest of the settlers so we can interview any of them that go outside to learn if they saw anything suspicious.


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 resists the lure to further lick Ramona's boots and instead makes an effort to interview other colonists to try to discern how/when the faceless stalkers seeded the colony and if anything unusual was witnessed at any point over the last month or so.

Sorry for the delay; thought I'd posted something earlier.


✦ Talmandor's Bounty: Ramona's Home (Continued) * ˚ ✦

When Becky asks about unusual activity, Ramona rubs her chin. "Well, you know of all the strange happenings, as I had you - or you volunteered yourself - to investigate them... Most of the remaining colonists are too distraught by the recent events to be much help right now. But I'm sure someone probably saw something I missed."

Eventually, Asher, Becky, Mauro, and Talath depart from Ramona's home. They decide to examine the gear recovered from the faceless stalker corpses next. While, the party has claimed the imposter Carver's equipment, the actual body is being kept inside one of the houses outside the palisade.


This section of the book requires a successful skill check which may or may not reveal a (CLUE). After finding a (CLUE) the party "unlocks" the next story progression. It is possible to gather more than one (CLUE).

✦ Talmandor's Bounty: The Corpses Of Our Enemies * ˚ ✦

Due to Ramona's cramped quarters, the group arrives at the thatched house, the roof and side of the building are black from blown soot. The surrounding timber homes appear burned beyond repair.

Despite the gloomy exterior, the inside is quite tidy. Faceless stalker bodies have been placed neatly in a row on the floor, including the faceless stalker that had been impersonating Carver Hastings.

Everyone: Anyone can take a 10 on any of these checks.

Mauro: For simplicity (since there are a lot of items) I'll let you pick one spoiler as your object reading. You can know everything in that one spoiler from object reading. Just make clear which spoiler.

Heal 20 or Knowledge Dungeoneering 20 (All Corpses):
You notice numerous little pockmarks likely resulting from burns and blisters, suggesting that the creatures are native to an environment where radiation or heat caused frequent burns. You also learn that the creatures’ flesh and cartilage offer increased protection against blunt trauma, which means that one of the most reliable—though not safest—ways to reveal a faceless stalker disguised as a human is to see how its body reacts to bludgeoning damage.

❀。• *₊°。 ❀°。

Imposter Carver's body is still wearing an explorer’s outfit consisting of a voluminous cloak with many pockets, gloves of supple leather, well-worn leather breeches, a thick leather belt, a cotton shirt, and a pair of muddy but sturdy boots — all taken from Carver Hastings. These mundane clothing items definitely belong to Carver and aren't an imitation.

Spellcraft 16 (Imposter Carver's Breastplate):
You identify Thanaldhu’s breastplate has been glamered. Perhaps to allow the faceless stalker to more easily imitate the appearance of Carver Hastings.

If Spellcraft, then Will 11 (Imposter Carver's Breastplate):
It’s the armor’s appearance that is masked with illusions. The illusion appears to be make the armor look like that worn by the colonial soldiers.

Knowledge Geography 20 or Nature 20 (Imposter Carver's Boots):
You notice purple flower petals stuck to the soles of the boots and remember that these flowers grow in patches in a number of places on the beach. (CLUE)

Knowledge Geography/Local 20 or Profession Soldier (Imposter Carver Weapons):
You notice Thanaldhu’s crossbow bears the initials “C. H.” and other personal markings that strongly suggest the item belonged to the real Carver Hastings.

[spoiler=Appraise 25 or Craft Weapons 25 (Imposter Carver's Sword)]ou notice the masterwork sword’s design and decorations are similar to ones frequently used by Pathfinders, especially those interested in ancient Azlanti weapons.

The imposter Carver was a number of minor magic items, such as a pouch of dust, oils, and potions. (You've already gathered the usable in post #2794. There isn't enough of the remaining ones for meaningful use.)

Appraise 20 or Spellcraft 20 or Perception 25 (Imposter Carver's Magic Consumables:
You realize they are of an unknown origin and are stored in strange containers, which suggests the faceless stalker owned them before it assumed Carver’s identity.

The mirror on Thanaldhu’s body is square and palm-sized and has a hole in the center.

Knowledge Geography or Local 25 (Imposter Carver's Pocket Mirror):
The markings suggest this mirror belongs to Saymor Landis, not Carver Hastings. Saymor Landis is not anyone from your ship's charter.

Appraise 20 or have Profession Sailor (Imposter Carver's Mirror, Continued):
You identify the mirror as a signal mirror. Because such mirrors are generally useful for long-distance communication in relatively open terrain, you can easily rule out locations where Thanaldhu would not have been able to use the mirror. (CLUE)

The spyglass bears a number of dents and its lenses have small scratches on them, but it still seems to be completely functional.

Knowledge Geography/Nobility 20 or Perception 25 (Imposter Carver Spyglass):
You realize the spyglass bears a small golden symbol that indicates it must have been issued to a high-ranking crew member of the Liberty’s Herald. (The Liberty’s Herald transported the original colonists who went missing.)

Imposter Carver was also carrying a backpack, a belt pouch with a flint and steel inside, and a waterskin.

Knowedge Geography/Local 20 or Perception 20 (Imposter Carver Generic Equipment):
There is nothing out of the ordinary about the items, which means they probably belonged to Carver Hastings.

__________

Book 3 is a soft timer adventure: many of your fellow colonists were kidnapped during the attack and you need to try to rescue them as quickly as possible.

There are several things you can do:
- Ask Ramona questions
- Examine the bodies of the dead faceless stalkers
- Examine Thanaldu's equipment
- Interview colonists
- Visit your allies, the locathah
- Anything else you want

Asher I have not forgotten about your tracking. I will use it was a segway for following the (CLUE)/s.


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 Dungeoneering Corpses: 1d20 + 9 ⇒ (19) + 9 = 28

After studying the bodies Crispin tells the party, "They seem to have lived in an environment with frequent fires. They bear the marks of heat damage? Plus their bodies resist blunt trauma better then most."

spellcraft Breastplate: 1d20 + 13 ⇒ (19) + 13 = 32

will save: 1d20 + 6 ⇒ (13) + 6 = 19

"The imposters breastplate has been Glamered to match those of the colonial soldiers."

knowledge Geography Weapons: 1d20 + 9 ⇒ (19) + 9 = 28

"But this does seem to be Carver Hasting crossbow. Which doesn't bode well for him?"

spellcraft Consumables: 1d20 + 13 ⇒ (8) + 13 = 21

"The containers used to store his potions are odd? Probably his own rather than Carvers."

Knowledge Geography Pocket mirror: 1d20 + 9 ⇒ (6) + 9 = 15
Crispin can't do more than give an Aid another of the pocket mirror.

knowledge Geography Spyglass: 1d20 + 9 ⇒ (13) + 9 = 22

"This spyglass was issued to the high rankers on the Liberty's herald. Which bought the original colonist here. How long have they been lurking among us?"

knowledge Geography Generic equipment: 1d20 + 9 ⇒ (18) + 9 = 27

"This all seems to have been Carvers."

Almost missed these.

knowledge Geography Boots: 1d20 + 9 ⇒ (1) + 9 = 10 Oh well.

"Now would be a good time to talk to the other Colonists. We need more information to work out what these creatures where working to achieve?"

Not bad, the break seems to have been good for Crispin.


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 spoilers we haven't gotten from Crispin:
a) Imposter Carver's boots, K Geo or K Nature DC 20
b) Imposter Carver's sword (sub-entry under weapons), Appraise 25 or Craft Weapons 25
c) Imposter Carver's mirror, Knowledge Geography or Local 25
d) Imposter carver's Mirror con't , Appraise 20 or have Profession Sailor
I'm reserving my object read to fill in holes after everyone's skill checks...

"I can examine these objects for psychic significance, but that will take considerable effort and time on my part. Let's see what we can deduce with conventional methods first."

That said, we have at least 4 pc's coming back, and we can take 10. Assuming Aid another is valid, that means checks can be made at a +6... Assuming that a clerical type is coming back, liberal use of guidance for another +1 is valid.
In the order above
a) I can only aid another; by taking 10 on either knowledge check I end up with a 13, which will aid someone else.
b) I can theoretically make that appraise check with an 18 or higher; aid another attempts, guidance, whatever, will be appreciated. That said:
Appraise: 1d20 + 1 + 3 + 3 ⇒ (4) + 1 + 3 + 3 = 11 vs DC 25
1 ranks +3 trained +3 int
c) Again, I can only aid another; by taking 10 on either knowledge check I end up with a 13, which will aid someone else.
b) I can make that appraise check with an 13 or higher; aid another attempts, guidance, whatever, will be appreciated. That said:
Appraise: 1d20 + 1 + 3 + 3 ⇒ (16) + 1 + 3 + 3 = 23 vs DC 20
1 ranks +3 trained +3 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

He points : "That hand mirror is a signal mirror for long distance communication in open terrain - we can probably rule out locations where using one wouldn;t be practical."


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
Mauro Ocela wrote:

Ok spoilers we haven't gotten from Crispin:

a) Imposter Carver's boots, K Geo or K Nature DC 20
b) Imposter Carver's sword (sub-entry under weapons), Appraise 25 or Craft Weapons 25
c) Imposter Carver's mirror, Knowledge Geography or Local 25
d) Imposter carver's Mirror con't , Appraise 20 or have Profession Sailor

Becky Beys Knowledge (nature) Check (Carver's Boots): 1d20 + 16 ⇒ (13) + 16 = 29

Becky Beys Appraise Check (Carver's Mirror, Pt. 2): 1d20 + 3 ⇒ (19) + 3 = 22

Becky does a lot of sage nodding and "Yup!"-ping at Crispin's revelations. The brainy and (at times) observant teen also notices remnants of purple flower petals on the bottom of Carver's boot and says she believes these grow mainly along the beach. Then she nods at Mauro's observations about the signal mirror.

"We need to narrow down where whomever was supposed to receive the flashed signals would have been able to see them. Chances are the monster doing the signalling didn't dare risk going too far afield to send such signals. We need to make some guesses as to where on this island the fake Carver could have aimed his signals; if they were being sent off-island, we should check to see if there are other islands close enough to our colony where the flashes could've been seen."


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

Thanks for the summary of what Crispin wasn't able to discover; he nailed most of them! Talath isn't skilled but there's a 20 on ever dice.

From Mauro's list above - A) Carver's Boots:

Knowledge Geography: 1d20 + 2 ⇒ (8) + 2 = 10


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 After Becky's contribution, we now have 2 outstanding
b) Imposter Carver's sword (sub-entry under weapons), Appraise 25 or Craft Weapons 25
c) Imposter Carver's mirror, Knowledge Geography or Local 25

@Becky, you have a +14 K local from your sheet, you can make the check for C. You would have a +2 aid another from me, a +2 aid another from Crispin, and possibly a guidance from Talath... That would leave me to use object reading to get the entry for b)...


✦ Talmandor's Bounty: The Corpses Of Our Enemies * ˚ ✦

Crispin easily identifies the faceless stalkers must be native to an environment where radiation or heat caused frequent burns.

He also points out that the breastplate has been glamored. It would have been unlikely for the faceless stalkers to do it. The true appearance beneath is decorated with Pathfinder insignia. The breastplate must be the real Carver's armor.

With the aid of others, Becky, with the aid of Mauro and Crispin fits the puzzle pieces together: the faceless stalkers must have a method of getting on and off the island. They must signal from afar - perhaps to another boat? Asher is confident he'll be able to track any footfalls there once the party is done with their investigation.

Although excited by this new revelation, the group quiets down for 10 minutes to thoroughly study the mirror. The markings suggest this mirror belongs to Saymor Landis, not Carver Hastings. Saymor Landis is not anyone from your ship's charter.

You have enough information to follow the (CLUE)s or you can complete the other two investigation pieces. The interviews are also skill checks (but fewer.)

__________

Book 3 is a soft timer adventure: many of your fellow colonists were kidnapped during the attack and you need to try to rescue them as quickly as possible.

There are several things you can do:
- Ask Ramona questions
- Examine the bodies of the dead faceless stalkers
- Examine Thanaldu's equipment
- Interview colonists
- Visit your allies, the locathah
- Anything else you want


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

While trying to do a mental inventory of what the party has and has not figured out, Becky suddenly blurts out that there's a name on the mirror found on the faceless stalker that was impersonating Carver. "Anyone know the name 'Saymor Landis?'" After pondering the development a moment, Becky suggests that maybe he was with the first wave of colonists. "We gave the first group's charter to Ramona after we found it in Arklay's home, right?" before heading off to chat some more with the object of her hero-worship.

Becky Beys Knowledge (local) Check (Carver's mirror Part 1?; 2 Aid Anothers): 1d20 + 14 + 2 + 2 ⇒ (14) + 14 + 2 + 2 = 32

Thanks for the direction, Mauro. I've been scatterbrained (more than usual) lately, and even though I read, re-read, and even jotted down notes about what checks Becky needed to make according to your post, I still managed to miss that one.


✦ Talmandor's Bounty: Interviewing the Colonists * ˚ ✦

Becky's question as to who this "Saymor Landis" is, leads the party outside to conversate with the other colonists. Someone jots down notes and you collect a list of three names:

- Jacques Hughon, who claims he saw Carver Hastings doing something suspicious
- Colson Werton, who spent a lot of time with a faceless stalker, not realizing they were an imposter until yesterday's attack.
- And Saymor Landis, a sailor who decided to stay behind after arriving on one of the supply ships. It appears you have a palm-sized mirror that belongs to him.

❀。• *₊°。 ❀°。

Jacques Hughton is repairing broken traps outside the palisade. He's a salt-of-the-earth hunter and seems receptive to questioning. Jacques tells you:

Two days ago, when Jacques Hughon was checking his rabbit snares a few miles north of Talmandor’s Bounty, he saw Carver Hastings in the distance. When asked about it, Jacques says, “Aye, I saw him two days ago there. I thought he was lost because I couldn’t think of any other reason he would have wandered that far from the colony. I think he was holding something in his hand, maybe a scroll tube or something of similar size and shape. I followed him for a while but lost sight of him after a few minutes. Afterwards, I didn’t think much of it because Carver was a strange duck all along.” (CLUE)

❀。• *₊°。 ❀°。

You're directed to a tree stump with a man, Colson Werton, sitting miserably on it. He's noticeably upset, which makes it difficult to get information:

It turn out, Colson was developing a budding romance with Sandra Ganis when the latter’s behavior suddenly changed—unknown to him, she had been replaced by a faceless stalker impostor. When asked about the relationship, Colson says “She was always such a sweet lady, but a few days ago she suddenly started asking me about meeting her alone in the strangest of places after sundown. I didn’t understand what was going on, and I had a lot of work to do, so I just said no each time. I didn’t want her to be cross with me, so I didn’t ask too many questions. I’m sorry. I should have known something was wrong.”

He just keeps mumbling “Let me think, let me think...” over and over again, and tears start welling up in his eyes.

Diplomacy/Intimidate 20 (Colson Werton):
You coax or bully Colson to think harder. After a moment’s hesitation, Colson exclaims, “The scent! I remember she smelled different two nights ago—like sea lavender.” Having previously explored the island, you remember a number of places where sea lavender grows on the beach. (CLUE)

❀。• *₊°。 ❀°。

Saymor Landis is at the dock when you find him.

If you show Saymor the mirror:
When he sees the mirror that was found on the imposter Carver, Saymor exclaims, “Hey, that’s mine! I thought I had dropped it somewhere and had already written it off as lost. I used to be a sailor, and mirrors like that one are handy at sea where you can see the signal flashes several miles away on a sunny day. You can keep it if you want it, I don’t have much use for it anymore here in the colony.” (CLUE) Saymor is a skilled tracker and offers to help you, but he refuses to accompany you off the island. "I just really want to see more land," Saymor Landis confides. He's cheerful and seems happy to have retired from sailing.

__________

Book 3 is a soft timer adventure: many of your fellow colonists were kidnapped during the attack and you need to try to rescue them as quickly as possible.

There are several things you can do:
- Ask Ramona questions
- Examine the bodies of the dead faceless stalkers
- Examine Thanaldu's equipment
- Interview colonists
- Visit your allies, the locathah
- Anything else 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

Talath tries to calm Colson down enough to encourage him to continue speaking with the group:

@GM: Talath's take 10 is 20 or 21 (I was caught in updating him when the pause hit so I didn't finish) but either way he'll hit the DC.

"Sea lavender hm? It is quite a pleasant scent. Stay strong Colson; we'll do what we can to assist you and the rest of the colony."
Talath gives Colson his best reassuring smile as the group departs.


✦ The Locathah, Fishy Friends * ˚ ✦

You make the quick trek over to the locathah camp. When you question the locathah, they seem confused.

Koloshkora and the other locathahs tell you they have seen people near the coast, but they didn’t realize that something strange was afoot, explaining, “We thought that they were just admiring the beauty of the sea.” (CLUE)


✦ Suspicious Rock * ˚ ✦

When you're returning from visiting the locathahs, you follow tracks to a small peninsula located some three miles west of Talmandor’s Bounty. The locathah claimed people were admiring the beauty of the sea there.

Perception 20 (Large Rock):
You notice a place that looks quite suitable for mooring a boat and find a few hemp fibers on the ground near a large rock with marks where algae and moss have been scraped off in bands, suggesting that a rope was recently wrapped around it.

After you spend a few minutes studying the peninsula, you start seeing flashes of light in the distance. It is easy to see the flashes without special equipment.

Use Spyglass:
The flashes of light come from what looks like a partially crumbled stone building on an island some 12 miles to the West.

Use spyglass, then Intelligence 10:
You recognize that the flashes follow a particular pattern that might be a coded message.

Use spyglass, then Intelligence 10, then Linguistics 20 or Sense Motive 25*:
The message reads: “Status? We must go. Leaving Karnax behind. It is waiting with instructions.”

Use spyglass, then Intelligence 10, then Linguistics 16 or Sense Motive 21*:
You catch fragments of the message: “status,” “go,” “Karnax,” and “instructions.”

*Aquan get a +4 circumstance bonus to their rolls and can make the Linguistics check untrained


✦ Reporting to Ramona Before Departure * ˚ ✦

Before you head off, you report back to Ramona with what you've discovered. The colony leader listens intently as you explain how the faceless stalkers used a spyglass and mirror to communicate with someone on a nearby island. "That's settled. I'm going to have to ask you to explore the island where the signals were coming from."

"I fear our fellow colonists have been abducted to somewhere off the island. The neighboring island, Zanas-Tahn, seems the most likely." The colony leader rolls out a map of the region and points to a nearby island.

"Unfortunately, the only ship we have to lend is one of the ship boats from the Peregrine. You're welcome to borrow it but please bring it back. Boats are an important commodity around here - especially if you find kidnapped colonists, you'll need a way to ferry them home."

Asher is able to track and map out what he thinks is a pretty accurate estimation of how long it will take the party to reach the suspected beach. The ranger estimates it will be a seven-and-a-half-hour row from Talmandor's Bounty to the suspected beach area - roughly 15 miles of rowing. "If two people carried the boat, you'd cut down considerably on time... But your arms would probably be sore."

Thunder rumbles in the distance. Ramona walks to the window and peers out. “There’s a storm coming. You can go now, but you’ll have to sail through it. Or, you can wait for it to pass.”

When the party is ready, you exit from Ramona's home and gather your adventuring gear.

Profession Sailor DC15 or Survival DC15 (Weather):
You look towards the sky and see dark clouds approaching. You think a storm is due to arrive in about eight hours.

Profession Sailor DC20 or Survival DC20 (Weather - same check):

You think the storm will rage on for at least eight hours.

The party is faced with a decision: leave now or wait out the storm. Your fellow colonists have been kidnapped and the clock is ticking...


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 Locathah, Fishy Friends * ˚ ✦

You make the quick trek over to the locathah camp. When you question the locathah, they seem confused.

Koloshkora and the other locathahs tell you they have seen people near the coast, but they didn’t realize that something strange was afoot, explaining, “We thought that they were just admiring the beauty of the sea.” (CLUE)

While visiting the Locathah, Talath picks up his new armor fresh from Talasantri!


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 + 7 + 3 + 1 + 2 + 3 ⇒ (8) + 7 + 3 + 1 + 2 + 3 = 24
7 rank +3 trained +1 wis +2 racial +3 Skill Focus

Int: 1d20 + 3 ⇒ (3) + 3 = 6

Mauro knows the Aquan language, and has both sense motive and Linguistics...

Sense Motive: 1d20 + 7 + 3 + 1 ⇒ (20) + 7 + 3 + 1 = 31 vs DC 21
7 rank +3 trained +1 wis

Linguistics: 1d20 + 2 + 3 + 3 ⇒ (1) + 2 + 3 + 3 = 9 vs dc 16
2 ranks +3 trained +3 int

Mauro does not have prof (sailor) or survival, so the weather is someone else's checks. Unless no one has it; I can fake it with magic if need be...

Survival, Aid Another: 1d20 + 1 ⇒ (9) + 1 = 10 vs DC 10 to aid another...


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:

✦ Suspicious Rock * ˚ ✦

When you're returning from visiting the locathahs, you follow tracks to a small peninsula located some three miles west of Talmandor’s Bounty. The locathah claimed people were admiring the beauty of the sea there.

** spoiler omitted **

After you spend a few minutes studying the peninsula, you start seeing flashes of light in the distance. It is easy to see the flashes without special equipment.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

*Aquan get a +4 circumstance bonus to their rolls and can make the Linguistics check untrained

Taking 10, Talath can't miss the Perception check. Once he notices the hemp fibers around the rock he'll request the use of the spyglass. He has Int 12 so he realizes the flashing lights represent a coded message. Going with Sense Motive:

Sense Motive: 1d20 + 10 ⇒ (3) + 10 = 13

Not with that roll. Sorry everyone. :(


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: I'm guessing Asher has Survival? Talath has a Wisdom so I'll take a roll and see what he knows:

Survival: 1d20 + 4 ⇒ (17) + 4 = 21

Studying the sky Talath reports, "The storm will arrive in eight hours and last for at least eight hours. Since Asher thinks it's seven and a half hours to row to Zanas-Tahn it seems we would arrive just in time before the storm."


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)

Sorry, I had PC problems taht kept me out off the Internet and Hro Lab inaccessible. I am back in business now.

Survival: 1d20 + 11 ⇒ (10) + 11 = 21

Talath has the right of it. We can make it quick enough to shore to not be on the water during the storm, and then we can either shelter there or use it for cover as we explore a bit. I'd rather not leave those poor souls at the mercy of these creatures after they learn their brethren were killed and their plot was exposed. They may kill our people if they still live.


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:

Sorry, I had PC problems taht kept me out off the Internet and Hro Lab inaccessible. I am back in business now.

[dice=Survival]1d20 + 11

Talath has the right of it. We can make it quick enough to shore to not be on the water during the storm, and then we can either shelter there or use it for cover as we explore a bit. I'd rather not leave those poor souls at the mercy of these creatures after they learn their brethren were killed and their plot was exposed. They may kill our people if they still live.

"And they may know. The flashes looked suspicious but I couldn't discern a pattern or any words or phrases. I agree time is of the essence."

@Asher: I completely blew Talath's Sense Motive roll so he didn't learn any more than the flashes looked suspicious.


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:


"And they may know. The flashes looked suspicious but I couldn't discern a pattern or any words or phrases. I agree time is of the essence."

I made my sense motive check....

"The flashes, they were a coded message, Status? We must go. Leaving Karnax behind. It is waiting with instructions"


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:


Talath has the right of it. We can make it quick enough to shore to not be on the water during the storm, and then we can either shelter there or use it for cover as we explore a bit. I'd rather not leave those poor souls at the mercy of these creatures after they learn their brethren were killed and their plot was exposed. They may kill our people if they still live.

"You assume the weather is predictable within minutes, and Murphy is not riding in the boat with us. I would much rather be ashore with some hours margin rather than minutes... I can see a couple of solutions." Mauro traces a line on the map (dashed green line HERE)

"If we had the skill to navigate, we could dare the deep sea directly rather than following the coast - that would shorten our trip considerably. Alternatively, if we carry the boat overland we would save time as opposed to following the coast. But that would tire whoever is carrying the boat. We could mitigate that if we could get some helpers to carry the boat, either from the colony, or there are darker solutions available." (I have animate dead, and we have a convenient pile of faceless stalker corpses...) Mauro's voice becomes distinctly grimmer as he contemplates 'darker solutions'....


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

Crispin is following along, leaving the tracking and survival to those equipped for it. "Agreed. Best not to let the trail get cold. We need to find those people as soon as possible. Though the identity of this 'Karnax' worries me."

Finally remembered to update Crispin. He has Water breathing loaded.


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:
Asher 'Cinnis' Regillenus wrote:


Talath has the right of it. We can make it quick enough to shore to not be on the water during the storm, and then we can either shelter there or use it for cover as we explore a bit. I'd rather not leave those poor souls at the mercy of these creatures after they learn their brethren were killed and their plot was exposed. They may kill our people if they still live.

"You assume the weather is predictable within minutes, and Murphy is not riding in the boat with us. I would much rather be ashore with some hours margin rather than minutes... I can see a couple of solutions." Mauro traces a line on the map (dashed green line HERE)

"If we had the skill to navigate, we could dare the deep sea directly rather than following the coast - that would shorten our trip considerably. Alternatively, if we carry the boat overland we would save time as opposed to following the coast. But that would tire whoever is carrying the boat. We could mitigate that if we could get some helpers to carry the boat, either from the colony, or there are darker solutions available." (I have animate dead, and we have a convenient pile of faceless stalker corpses...) Mauro's voice becomes distinctly grimmer as he contemplates 'darker solutions'....

Talath's eyes almost shoot out of their sockets, "Friend Mauro you do not want to dare the open ocean. I can tell you from experience all manner of creatures prowl these waters looking for prey. Minutes to spare may be better than two of us being fatigued to the point they are a detriment in combat. It would be asking a great deal to have Becky, Crispin, and I to take the fight to any enemies."


✦ On Rough Waters * ˚ ✦

The party debates the best route to take, but ultimately all climb into a small boat and row, racing the storm. There is comfort it having the shoreline in view, but eventually, you row to where land runs out.

The shoreline grows smaller and smaller, then you are entirely alone on the open ocean. In the distance, you see the storm clouds darken in the shade as they loom closer. It's colder than it was this morning and the water is choppy. Everyone thinks it's a good idea to remain seated in the vessel as you row for miles.

After what you think are a few miles, someone in the boat questions if you all are indeed rowing in the correct direction. Luckily, you have the compass you found when you first landed in Talmandor and, based on the compass' direction, you think you're going in the correct direction.

The choppy water crashes up against the sides of the boat and sloshes inside, drenching the lower part of your legs. Some might opt to scoop out the invading water while two others row.

Due to the choppy water preceding the storm, the two people rowing have to put some muscle behind their strokes.

Two people please make a DC20 Strength check - no taking a 10. If one of the two rowers is overzealous (rolls a 1) the boat capsizes. If capsized, players may get back onto the boat with a DC5 climb check. If you fail normally, it seems to take longer to move the boat.

It gets a little windier as the storm continues to approach.


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

The PC would remember but the player doesn't. At the first sign of maybe being lost Talath will cast Water Breathing on those PCs who can't breath in water. I think Asher (class ability) and Mauro (Cloak of the Manta Ray) can; I can't remember if Becky and Crispin can.

While not strong enough to control the boat in the storm, Talath will attempt to aid one of the rowers:

@GM: If he can't aid obviously disregard.

Strength Check Aid: 1d20 ⇒ 20

There goes my 20 for the month!


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 thinking a strength check is a Mauro thing... Not that it will matter as I roll a 3 to counterbalance Talath's 20.

Strength Check: 1d20 + 5 ⇒ (3) + 5 = 8
+5 str

@ Talath: Mauro can indeed breath underwater, but he upgraded from the Cloak of the Manta Ray to a Pearl of the Sirines.


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 thinking a strength check is a Mauro thing... Not that it will matter as I roll a 3 to counterbalance Talath's 20.

[dice=Strength Check]1d20+5
+5 str

@ Talath: Mauro can indeed breath underwater, but he upgraded from the Cloak of the Manta Ray to a Pearl of the Sirines.

Bad rolls happen and they usually happen in situations like this. :(


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List
Talath Na'El wrote:

I can't remember if Becky and Crispin can (breathe in water).

Becky can, IF she's wearing her enchanted eelskin armor. That's partly why I've been silent the last few days--I was weighing the benefits of swimming and water breathing vs. a loss of 3 to her AC. I didn't come to a decision and didn't make a post while I hemmed and hawed.

Does someone have a handy haversack or bag of holding and could carry Becky's second suit of armor? If so, she'd be wearing the enchanted eelskin during the journey (and would switch to it if it seemed swimming would be required) and wearing her mithral shirt while away from the water.


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

While not a total weakling per se, Becky's more intellectual than athletic and leaves the rowing to stronger folks, instead opting to bail water (with her buckler if it's deep enough; otherwise she uses her hands or other nearby tool such as a bucket). When someone questions if the party's still on course, she digs the Azlanti compass/watch doohickey out of her pack and holds it out for Asher or someone else to actually read. She's beginning to show signs of panic but has maintained her fear well thus far.

Not sure if there's some skill check required for the bailing.


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:


Does someone have a handy haversack or bag of holding and could carry Becky's second suit of armor? If so, she'd be wearing the enchanted eelskin during the journey (and would switch to it if it seemed swimming would be required) and wearing her mithral shirt while away from the water.

Talath 'bought out' the Handy Haversack but it isn't large enough to carry armor in it unfortunately. He mainly bought it to keep his scrolls safe in case the party goes in/under the water. Which begs a question: How do underwater race casters make scrolls that don't ruin in water? But back to the main point Talath would have strongly recommended anyone with aquatic options to use them in case something goes wrong. It's why he was quick on the Water Breathing trigger in the first place.


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:

While not a total weakling per se, Becky's more intellectual than athletic and leaves the rowing to stronger folks, instead opting to bail water (with her buckler if it's deep enough; otherwise she uses her hands or other nearby tool such as a bucket). When someone questions if the party's still on course, she digs the Azlanti compass/watch doohickey out of her pack and holds it out for Asher or someone else to actually read. She's beginning to show signs of panic but has maintained her fear well thus far.

Not sure if there's some skill check required for the bailing.

Talath can offer a skillet or a cup or bowl (with handle) from his mess kit as bailing tool options.

We won't see two 20s on Strength checks this round so bailing isn't a bad idea.


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

@Becky, Mauro has a handy haversack of his own (and the muscle to carry your spare suit if it won't fit).
@Talath why do you think a handy haversack can't fit a suit of armor (or three)? Remember they are bigger on inside than outside, and 8 cubic feet of volume is quite a bit...


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 has a Handy haversack as well if the space is needed. He will row if needed but has +0 on his STR roll. :)


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Crispin Xantrian wrote:
Crispin has a Handy haversack as well if the space is needed. He will row if needed but has +0 on his STR roll. :)

He can always aid. There's a 20 on every die roller; just look at Talath's +0 result!


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:

@Becky, Mauro has a handy haversack of his own (and the muscle to carry your spare suit if it won't fit).

@Talath why do you think a handy haversack can't fit a suit of armor (or three)? Remember they are bigger on inside than outside, and 8 cubic feet of volume is quite a bit...

It's decent volume but remember, if you're measuring it out, it's a 2' cube. Unless Becky was wearing leather or padded armor (something easily folded), it's going to be larger in volume. Just my thought it's up to the GM if it will fit or not.


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)

This is why I prefer the bulk rules in PF2E.

Asher bends his effort at the oars to help speed the party to the other island.

STR: 1d20 + 3 ⇒ (18) + 3 = 21


✦ On Rough Waters * ˚ ✦

Asher and Mauro row through the increasingly rough sea, but after a while Talath politely offers to take over for Mauro.

After what feels like hours of rowing, you see lightning a ways off in the sky. Asher and Talath pump their arms harder, cutting their oars through the water and pushing the boat forward as fast at they can. Wind pushes at your face and hair from every direction and more and more water sloshes into the boat.

Then, there's a collective relief, as someone spots land! As you close in on the island Zanas-Takn, big fat raindrops start landing on your head. The rain and wind make you feel cold, and unless protected, you're shivering by the time you make landfall.

Someone has the bright idea to carry the boat far up on land and secure it. The terrain of this island is predominantly trackless forest, hills, and swamp. It looks like you'll have to carefully cut your way through the jungle as you search for the kidnapped colonists.

As you venture into the covered jungle, you spot familiar terrain and flora as the island you came from, Ancorato.


✦ The Hollow Forest * ˚ ✦

Hollow husks of crooked, leafless tress grow from the blackened ground in this forest. The bark on the trees is marred with wound-like cracks that weep blackish sap.

The cover of the trees stops a lot of the rain and wind. Perhaps there is a more permanent structure nearby...

Knowledge Arcana/Religion 27 (The forest):
This area is bathed in necromantic energy, causing the trees and vegetation to grow crooked and strangely hollow.

Detect Magic (The forest):
You notice a moderate aura
of necromancy suffusing this entire area.

Knowledge Nature 22 or Perception 22 (The forest):
The forest is eerily quiet in the area and animals are conspicuously absent, even insects.

Map in next post. I will let people roll checks or rp.

For no particular reason, is anyone besides Talath wearing a holy symbol visibly on their person?


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

Can't make the Knowledge (Religion) check, don't have Knowledge (Arcana), didn't memorize Detect Magic but Talath can't fail the Perception check taking 10.

"From what I've learned on Ancorato this forest is eerily quiet and animals are conspicuously absent, even insects. We should prepare for combat."

@GM: If possible Talath would've added Desna's holy symbol to either/both his shield and breastplate. Since they were coming from Talasantri I would think it would be possible?


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, we already have the perception check...

K arcana: 1d20 + 7 + 3 + 3 ⇒ (5) + 7 + 3 + 3 = 18
7 ranks +3 trained +3 int

No detect magic here either

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