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

Game Master Ventiine

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

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


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Male Human. 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

I'm back now thanks. Looks like my Botted Spellcraft has given us an answer. Anyone going to try the strength check?


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:
I'm back now thanks. Looks like my Botted Spellcraft has given us an answer. Anyone going to try the strength check?

If someone can get Talath up there, he'll FLEX on it! 8)


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

At Crispin's direction, Mauro tries to move the ancient dial...

STR check: 1d20 + 5 ⇒ (6) + 5 = 11 vs DC 12


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

Strength Assist - FLEX!: 1d20 ⇒ 4

Bahahahaha! Hopefully Asher will provide the requisite muscle! :)


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 flexes his pecs..

STR: 1d20 + 3 ⇒ (5) + 3 = 8

I think I pulled a muscle.


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 flexes his pecs..

[dice=STR]1d20 + 3

I think I pulled a muscle.

"I think you're supposed to put your back into it?"

Next time maybe Asher and Mauro and Talath will Guidance both of them to give a better chance of success. Oh and Talath will FLEX! again!


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

Mauro looks at the ancient dial, and decides it's mocking them. He starts to take this challenge seriously...

STR check, take 10: 10 + 5 = 15 vs DC 12

With that out of the way, let's go chase some torches..


✦ Pillars of Long Shadow (A5) * ˚ ✦

The party struggles to move the ancient dial and ends up spending most of the late evening grunting and pushing. As the moon and sun are beginning to change places, Mauro manages a burst of strength, and the ancient stonework scrapes along the foundation until it's no longer aligned. The entire party sighs in relief, as they know the hounds won't be able to find their way back.

The night cooled the jungle and your aching bodies are eager for sleep. Someone suggests camping and - other than spotting the occasional bee of unusual size - your watches pass without incident.

✦ The Garden (A6) * ˚ ✦

Today is Fireday (Fireday), 7 Erastus (July) 4717.

Everyone feels rested by lunchtime and the party cuts their way in the direction of lights. The longer you walk, the closer the day turns to evening and evening turns to night.

Finally, you arrive at what looks to be more ancient stonework. Six twenty-five-foot-long stone blocks, each tapered like an arrowhead, are arranged in a vaguely flower-shaped formation in the moist ground. Some of the ancient stone blocks are cracked and splintered, while others are half-sunken in the marsh.

The large, flower-shaped monument in the ruined garden bears two sets of carvings on its stone petals. The first set depicts the sun setting near the stone monument and a few radiant globes flying overhead in a complex and attractive formation, suggesting that something happens after dusk. The second set of carvings shows a bee flying from a hexagonal building to what looks like a temple, suggesting that there is a connection between the bees and a temple.

As the sun sets upon the ancient stone monument, one by one, dozen upon dozens of lights appear in the darkness, hovering like ghostly lanterns above the fetid waters of the marsh. Four of them notice you and start flying in wide circle around you, observing and edging closer and closer. (image)

Knowledge Dungeoneering DC25 or Sense Motive 20 (the lights):
You determine that the creatures aren’t immediately hostile. If anything, the glowing balls of light seem to be curious about the visitors.

Knowledge Dungeoneering 25 (the lights):
You remember a few flight patterns that will-o’-wisps use to greet one another. You gain a +5 bonus on checks to perform a suitable greeting. You can use a torch or other mundane light source with a successful DC 25 Acrobatics or Perform (dance) check to correctly perform a greeting.

Knowledge Dungeoneering 25, then Dancing Lights or Fly DC20:
You seem to have interested the creatures. They gently sway back and forth, entertained by your actions.

New "Combat" Map (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

Sense Motive: 1d20 + 7 + 3 + 1 ⇒ (8) + 7 + 3 + 1 = 19
7 rank +3 trained +1 wis

I really have to start using the take 10 mechanic.


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

"Hummpf" Although not willing to initiate hostilities, Mauro suspiciously does cast a defensive spell...

Casts False Life

Temp HP: 1d10 + 7 ⇒ (10) + 7 = 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
Mauro Ocela wrote:


I really have to start using the take 10 mechanic.

Take 10 you say? Talath will do so and hit 20 on the nose.

"The creatures aren't immediately hostile so please don't make any threatening gestures or acts. They appear to be as curious about us as we are about them."

@Everyone: Talath doesn't have Kn (Dng) so he can't provide any further information.


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: 1d20 + 9 ⇒ (20) + 9 = 29 Woot!

"Will-o-wisps!" Crispin whispers, "But not hostile or malicious? Lets try this....

Crispin uses Dancing lights to aid his attempt at communicating with the lights.

dance untrained?: 1d20 + 1 + 5 ⇒ (19) + 1 + 5 = 25

He thinks he may have greeted the lights acceptably?

And erased the memories of his attempts at dancing at his schools mandatory social events. :)


✦ The Garden (A6) * ˚ ✦

Crispin identifies the creatures as wil-o-wisps and conjures Dancing Lights. He sends the lights bobbing and weaving, which interests the will-o-wisps. Soon the will-o-wisps begin mimicking the lights to dance in sync with Crispin's orchestration.
(+5 Circumstance Bonus to influence will-o-wisp)

Crispin recalls that the will-o-wisps speak Aklo. Perhaps these lights would be amenable to communication. The party also knows that most things on the island seem to know the ancient Azlanti tongue.

Please make a Bluff, Diplomacy, or Intimidate check. Certain factors impact DC so I can't list it.


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 is fluent of both Aklo and Azlanti; he is happy to act as a translator (but not as a diplomat)...


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

Sadly Crispin doesn't speak Aklo yet. He also has no Bluff, Diplomacy and especially no Intimidation. :)

"Ah, Becky. Do you speak Aklo? We seem to have to chance to communicate with these Wisps."


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Mauro Ocela wrote:
Mauro is fluent of both Aklo and Azlanti; he is happy to act as a translator (but not as a diplomat)...

Seeing if the will-o-wisps know Ancient Azlanti, Talath gives a general greeting, assurances of peace, and an introduction to the rest of the group.

@GM: Taking 10 on Diplomacy for a 21.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher is entranced and mystified by his much smarter companions. He settles on a rock to take a rest and inspects their surroundings.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15 (Add an additional +4 for Aberrations or a +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 looks at Crispin funny; perhaps she's surprised or impressed by his dancing ability. "No--no Alko from me, I'm afraid." Then her fascination returns to the will-o-wisps.

Not sure if Ventiine made the usual Knowledge check for Becky or not (I'm guessing she did and Becky rolled low). If not, this would be a good time for me to actually remember than Becky has the Lore Master ability which allows her to take 20 on a Knowledge check once per day. In this case, 20+16=36. (But only if Ventiine hasn't already made the check for her.)


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 volunteers "I speak Aklo; I can translate, but what do you want said?"


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 looks at the others hopefully. "Someone with a few more social graces should try to talk with them. They are not hostile. In fact they're very curious about us. Perhaps start with introducing ourselves and ask who they are, and why are they here?"

Needs Bluff, Diplomacy or Intimidate. None of which Crispin has.


Male CG Aquatic Elf Male Cleric 7 | HP 59 / 59 | AC 24 / 14 T / 22 FF | CMD 16 | Fort + 11 Ref + 6 Will + 11 Init +2 | Perception +15 (Low-Light Vision)| Speed 40 ft. |Conditions: None (Fish Person) | Effects: None | Channels: 4/5
Mauro Ocela wrote:
Mauro volunteers "I speak Aklo; I can translate, but what do you want said?"

I didn't ignore your previous post. I decided to risk it with Talath speaking Azlanti to them to see if they understand the language. I believe the GM would have Mauro make the Diplomacy check and that's not his strong suit.


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 looks at the others hopefully. "Someone with a few more social graces should try to talk with them. They are not hostile. In fact they're very curious about us. Perhaps start with introducing ourselves and ask who they are, and why are they here?"

Needs Bluff, Diplomacy or Intimidate. None of which Crispin has.

Talath gave it a shot with Azlanti and a Diplomacy of 21. If anyone who speaks either Azlanti or Aklo wants to aid his attempt that would be great because a 21 at this APL probably isn't getting it done. I don't think it's low enough to increase their hostility but probably not enough to improve their attitude either.


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

Becky looks at Crispin funny; perhaps she's surprised or impressed by his dancing ability. "No--no Alko from me, I'm afraid." Then her fascination returns to the will-o-wisps.

Talath shares Becky's surprise and considers sharing a story about how Crispin reminds him of dancing shrimp but decides now is not the time.

Definitely later though...


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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

Some of Crispin's dance now includes rude gestures towards certain people.


✦ The Garden (A6) * ˚ ✦

Becky:
You piece together from your knowledge of Ancient Azlanti history and will-o-wisps that the Azlanti people may have used will-o-wisps to power their light sources. It would make sense based on their use of a water elemental to power their water pump. (Tower in Book 1) From your readings and conversations, you know the Azlanti were powerful beings but not saints. They didn't seem to have any morals against using living creatures for simple mundane conveniences of day-to-day life.

Encouraged by the warm reception of Crispin's dance, the party attempts communication with the will-o-wisps.

Talath first speaks, using the Ancient Azlanti tongue. The wisps slow their dancing to listen to the cleric, but quickly move away to favor Crispin's company. They seem disinterested in Talath, giving the cleric the sentient light orb equivalent of a cold shoulder.

Mauro, please make a communication check of your choice. In Azlanti or Aklo?


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 hustles over to Talath and whispers, "I'm pretty sure the Azlanti used will-o'-wisps as eternal lights, kind of like they used the enslaved water elemental in Spindlelock back on Ancorato. They might still be bitter about that."


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 hustles over to Talath and whispers, "I'm pretty sure the Azlanti used will-o'-wisps as eternal lights, kind of like they used the enslaved water elemental in Spindlelock back on Ancorato. They might still be bitter about that."

"Ah I didn't realize that. While I can speak the language now I still know very little about Azlanti history."


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

A communications check? What skill is that?

Mauro attempts to introduce himself in Aklo...

Linguistics: 1d20 + 2 + 3 + 3 ⇒ (12) + 2 + 3 + 3 = 20
2 ranks +3 trained +3 int

"Do you speak this language? I can act as translator. My name is Mauro."

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