Ruins of Azlant: the wonderful journey!

Game Master bigrig107

Roll20 link
Map of the Colony
Map of the island
Aquatic combat rules
Loot Sheet


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Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

Okay great. That means the longsword, swarmsuit, quick runner's shirt, and lesser talisman of good fortune are all back on the table.


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used
Ku'Hania wrote:
Okay great. That means the longsword, swarmsuit, quick runner's shirt, and lesser talisman of good fortune are all back on the table.

Thanks for all the loot management Ku'Hania! Could you please repost a link to the loot sheet (and make sure it's viewable--I remember I had some trouble accessing it last time)?

For Ankha, I believe she used 18 gp of party gold previously. I'd be happy to forgo taking any of the items if it means a larger share of gold for me. My reasoning is that she can use the gold to add more formulae to her formulae book and brew potions for the whole party. (If there's a particular potion you'd like, just let me know--you can find her known spells on her character sheet or on her profile.)


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Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

Here's the link again


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Added a link to the loot sheet in the campaign header! Should work, let me know if it doesn't.


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)
Ankha Brushbender wrote:
Ku'Hania wrote:
Okay great. That means the longsword, swarmsuit, quick runner's shirt, and lesser talisman of good fortune are all back on the table.

Thanks for all the loot management Ku'Hania! Could you please repost a link to the loot sheet (and make sure it's viewable--I remember I had some trouble accessing it last time)?

For Ankha, I believe she used 18 gp of party gold previously. I'd be happy to forgo taking any of the items if it means a larger share of gold for me. My reasoning is that she can use the gold to add more formulae to her formulae book and brew potions for the whole party. (If there's a particular potion you'd like, just let me know--you can find her known spells on her character sheet or on her profile.)

That sounds fair to me.


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Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

I think I'd like to claim the Quick Runner's shirt. (Interestingly enough it gives a move action 1/day, but doesn't specify that it has to be land movement.)


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

Thank you both! Link works great.

I'm good with Ku'Hania taking the Quick Runner's shirt.

Unless there's more to do tonight, Ankha will add Disguise Self and Shield to her formula book, brew a new mutagen, and, if anyone wants one, brew potions for the rest of the party.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

I'm good with Ku'Hania taking the quick runner shirt as well. I think Braxton should get the mithral chain shirt too. I'd like one of the masterwork machete's if no one minds.

What do we know of the wand in the teak box? Has anyone tried to identify it?


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used
Dakari wrote:
I think Braxton should get the mithral chain shirt too. I'd like one of the masterwork machete's if no one minds.

That all sounds good to me!

Dakari wrote:
What do we know of the wand in the teak box? Has anyone tried to identify it?

I think we tried and failed, so it'd be great if someone new tried and succeeded!


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

Don't have ranks in Spellcraft yet


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

In terms of loot distribution (these are just suggestions to ensure everything is accounted for and not sitting around unused):

--I think the +1 Azlanti longsword needs to go to Braxton, as he's the only one with proficiency with martial weapons. If he doesn't want it, maybe we can trade it for something really nice from the other colonists?

--Didn't we already distribute the 4 CLW potions, one to each PC? I feel like that's where the potion Ankha gave to the queen came from.

--Maybe split the two alchemist's fire between Ku'Hania and Dakari, since Ankha and Braxton are most likely to be in melee all the time?

--We don't have any real arcanists who can use the wands. So I think they need to go to Dakari, who I believe is the only one with ranks in UMD?

--Maybe the lesser talisman of good fortune goes to either Braxton or Dakari, who have a bit of a luck theme?

--Braxton seems to have the lowest Swim modifier (+2) so maybe he gets the Ring of Swimming?

--Since there aren't any fancy shops to spend money in, Ankha will freely use up the party gold for her formula book, brewing potions, and general crafting. Let me know if there are any potions or alchemical items you'd like!


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Bards also get longsword proficiency but I don't really want it. If we're going to eventually be fighting underwater I'd rather stick with the rapier.


You will get a chance to sell things by giving them to the sailors that will take the Peregrine back to Andoran to sell supplies and restock on provisions and the like. It does take six weeks for the return trip as well, so it'll be close to 3 months before the ship returns. The captain plans to return to Andoran after taking a couple of days to rest.

In the meantime, you will have to barter and trade with the other colonists, or any native groups you find (like the grindylows).

It's part of why this adventure is so interesting!


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

Ooh, 3 months is a long time! Barter and trade it is!

@GM: Would it be possible to add a link to the colony map and what each building is to the campaign header? I've kept a record of the map but need to hunt for what the various buildings are. This might help Dakari too.


Brewmaster 2 | HP 09/20 Nonlethal 0/20 | AC 18 T 13 FF 15 | CMB +2, CMD 15 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +6| Equipped Weapon: Rapier +5 (1d6+3/18-20 P) | | Speed 30ft | Panache: 1/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (0/2): CLW, Divine Favor

Braxton can take the longsword in case we need a magic weapon, but he only has +1 str, so it's probably selling fodder in the future, but would be good to have for now in case we come up on a ghost in the near future. The mithral shirt does suit him nicely though =) With the mithral armor his swim mod is actually +9, so maybe someone else needs the swimming ring more? The pendant of luck also suits him mechanically, but I don't wanna take ALL the loot lol


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Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

My swim mod is +14 and next level when I take a new Hex I'll get water breathing and a swim speed so I definitely don't need the ring either.


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

Oh, I misread Braxton's profile. In that case, would it be okay for Ankha to claim the Ring of Swimming? Her Swim modifier is +3.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Go ahead and take it.

GM of the Ruins wrote:
The wand is a wand of flaming sphere with 9 charges left.

This is the wand from the Grindylow Queen's chest. The wand Dakari is trying to identify is from earlier, before he joined the group.


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

And yeah the pendant of Luck suits a follower of the Lucky Drunk.


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CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used
Dakari wrote:
Go ahead and take it.

Thanks! I've added the Ring of Swimming to Ankha's character sheet.

Ku'Hania, please note this on the loot sheet for me.


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

Okay. I've noted the Mithil Shirt and the +1 sword (for now) for Braxton. Let me know when it's on your sheet and I'll remove it next time I clean up the loot sheet.

If you want the pendant go for it (unless Dakari wants it.) strong front line helps us all. We'll just keep track of the fact that Braxton's on the higher end of the loot scale right now the next time something that can work for multiple people comes up.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

I wouldn't mind getting the talisman (luck also plays a factor in being an Archaeologist, you know).


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

That does seem like a more even distribution.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Is there anyone who can use the wands? I'd say leave the goodberry wand here with the colonists. Maybe there's someone who can use/UMD it.

Speaking of the wands, I had forgotten the flaming sphere, so I may not need the alchemist's fire after all (provided I can get the thing to work).


When Dolgrin went into the room with the swarmsuit, the swarm could only damage him on a 6 on a d6. We shortcutted it so that every 6 rounds he took one damage, so if you can deal enough damage to the swarm to kill it before 6 rounds have passed, you won't suffer any ill effects.

Whether that is with the alchemist's fire or the wand, I'll leave up to you and the group. Just let me know!


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used
Dakari wrote:
Is there anyone who can use the wands? I'd say leave the goodberry wand here with the colonists. Maybe there's someone who can use/UMD it.

Goodberry appears on the Shaman spell list, so Ku'Hania could use it. I believe UMD (aka Dakari) is needed for the others.

I like the idea of using Flaming Sphere on the swarm--much easier to control than a splash weapon.


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

Yeah I agree, Flaming sphere is definitely the way to go.


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used
GM wrote:
We shortcutted it so that every 6 rounds he took one damage, so if you can deal enough damage to the swarm to kill it before 6 rounds have passed, you won't suffer any ill effects.

@Dakari: I think you can keep retrying the UMD skill check until you either succeed or roll a natural one. Also, maybe you could activate the wand before going in the shed (since you can command the flaming sphere to move into the shed afterwards).


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

Yep.

UMD entry wrote:

"Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand’s spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge."

"You make a Use Magic Device check each time you activate a device such as a wand.

Retry?
Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can’t try to activate that item again for 24 hours.


Okay so this next part of the adventure is pretty open ended. It's close to actual nighttime, the sun is almost down on this day. It advises me to give you a week or so of in game time to explore a bit and get to know the colonists do any crafting, and just run the story events throughout the exploration. Things will be happening on the island and in the colony as you explore, so don't think that pushing the story is all on you solely. I won't let you wander aimlessly for too long.

Did you have an idea of what you wanted to explore/do over the next few days? I know you mentioned following the clockwork spy back to the place it gets its orders, and the NPCs of the colony (both that you know and ones you haven't met yet) will have requests for help, so if there are any you'd like to interact with we can do that too.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

RE: the remaining treasure (just my 2 cp's worth).

Dakari will take one of the masterwork machetes and donate his mundane one to the colony for clearing brush, etc. I think we should donate the other masterwork one to the colony as well.

Alchenist's fire x2. I think they should go to whoever has the highest Dex/BAB in the group (which would be Braxton, with the rest of us tied at a +3). I think Braxton should get at least one, if not both, with the other going to someone who's not going to be a front-liner. My vote is for Ku'Hania (1) or Ankha (2).

Cure light wounds potions x4. I think we should either split them amongst the four of us or, since Ku'Hania and I can spontaneously cast it, Ankha and Braxton should take two apiece.

Wand of Goodberry. I think we need to leave this with the colonists as it may be needed to supplement their provisions until such time as they can plant/harvest their first crops.

Any thoughts?


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used
Dakari Brightshore wrote:

RE: the remaining treasure (just my 2 cp's worth).

Dakari will take one of the masterwork machetes and donate his mundane one to the colony for clearing brush, etc. I think we should donate the other masterwork one to the colony as well.

Alchenist's fire x2. I think they should go to whoever has the highest Dex/BAB in the group (which would be Braxton, with the rest of us tied at a +3). I think Braxton should get at least one, if not both, with the other going to someone who's not going to be a front-liner. My vote is for Ku'Hania (1) or Ankha (2).

Cure light wounds potions x4. I think we should either split them amongst the four of us or, since Ku'Hania and I can spontaneously cast it, Ankha and Braxton should take two apiece.

Wand of Goodberry. I think we need to leave this with the colonists as it may be needed to supplement their provisions until such time as they can plant/harvest their first crops.

Your suggestions all sound good to me. For Alchemist's fire, I'd suggest Braxton gets one and Ku'Hania gets the other.

Also, I'm pretty sure Ankha gave her CLW potion to the grindylow queen, so there's only 3 left.


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used
GM of the Ruins wrote:
Did you have an idea of what you wanted to explore/do over the next few days?

Ankha's goals over the next week (in addition to tracking the clockwork spy back to its master) are:

--Clear the colony of ankheg larvae and Mother Ankheg
--Kill a shark for the grindylow
--Share alchemical knowledge/formulae with Alba
--Craft stuff (brew potions, craft alchemical items, craft anything else--is there anything the party or colony wants/needs?)


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)
Ankha Brushbender wrote:
Dakari Brightshore wrote:

RE: the remaining treasure (just my 2 cp's worth).

Dakari will take one of the masterwork machetes and donate his mundane one to the colony for clearing brush, etc. I think we should donate the other masterwork one to the colony as well.

Alchenist's fire x2. I think they should go to whoever has the highest Dex/BAB in the group (which would be Braxton, with the rest of us tied at a +3). I think Braxton should get at least one, if not both, with the other going to someone who's not going to be a front-liner. My vote is for Ku'Hania (1) or Ankha (2).

Cure light wounds potions x4. I think we should either split them amongst the four of us or, since Ku'Hania and I can spontaneously cast it, Ankha and Braxton should take two apiece.

Wand of Goodberry. I think we need to leave this with the colonists as it may be needed to supplement their provisions until such time as they can plant/harvest their first crops.

Your suggestions all sound good to me. For Alchemist's fire, I'd suggest Braxton gets one and Ku'Hania gets the other.

Also, I'm pretty sure Ankha gave her CLW potion to the grindylow queen, so there's only 3 left.

Works for me.


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

--Clear the colony of ankheg larvae and Mother Ankheg
--Kill a shark for the grindylow
--Spend time on the beach/swim
--Interact with colony members


Brewmaster 2 | HP 09/20 Nonlethal 0/20 | AC 18 T 13 FF 15 | CMB +2, CMD 15 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +6| Equipped Weapon: Rapier +5 (1d6+3/18-20 P) | | Speed 30ft | Panache: 1/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (0/2): CLW, Divine Favor

Busy with work, I'll try to get a post up mañana but don't feel a need to wait for me!


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Whenever you guys are ready to move on to (big) bug extermination, let me know! Just thought it'd be nice to interact a bit with the other colonists.


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Hey guys, had a death in the family. Dealing with some things, I'll be back in the groove tomorrow. Thanks for your understanding!


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Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

I'm so sorry for your loss.`Take all the time you need.


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

You have my deepest condolences. Don't worry about us--take care of yourself and your family.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Yes, please take your time. We'll be here when you're ready to carry on.

Just an FYI. I'm going to be on vacation with my daughter for spring break next week. I'll be gone from Saturday the 9th until Sunday the 17th.


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Hey all, apologies for the extended absence. Done with the family stuff, but I had to take my pc to the shop for some GPU crashing issues.

Should have it back by tomorrow, but if I don’t then I’ll make a post on my phone by the end of the day. Thank you so much for your understanding this past week!


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And we're back! Combat begins immediately, hope your dice are ready!


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Just remembered Dakari said he'd be gone until Sunday. Do you want to bot him, someone? Don't want to make the decision for you in this specific fight.


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CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

I forgot about Dakari's vacation too. Yes, I can bot him. I'll get a post up for Dakari in a bit ...

Post is now up.


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Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Thanks, Ankha. That's what I was thinking of doing except I was thinking about using the color spray wand instead.


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

Thanks for the vote of confidence Dakari--I always worry about handling other player's characters correctly. Actually, I was also tempted to use the color spray wand, but I'd have to move Dakari within 15' for that, making him the closest (aka first) target, and I was really wary about doing that to another PC.


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I hope you all had a wonderful Easter, even if you don’t celebrate it. Family holidays are always fun.

I’ll be taking my PC back into the shop tomorrow, the overheating/GPU crashing issue hasn’t stopped. I’ll get posts up from my phone, just warning you ahead of time.

I also want to apologize for the slow speed of the game, a lot of personal things have been happening lately. When it rains it truly pours, doesn’t it? But not to worry, we’ll be getting back into full stride soon enough. Thank you for your understanding!


CG Human Alchemist L2 | HP 17/17 | AC16 (T12,FF14), CMD17 | Fort +4, Ref +5, Will +0 | Init +2 | Per +5, SM +0 | Extracts: Enlarge Person, Shield, Comprehend Languages | mutagen used

Thanks for the update, and don't worry about the slowdown--life happens to us all. Take care of yourself, and we'll be here once your PC and everything else are back in order.


Female Neutral Half-Elf (Deep Shaman)2 | HP: 13/19| AC: 14 Touch, 12 Flatfooted 12 | CMB: +3, CMD: 15 | Fort: +3, Reflex: +2, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+7 (+9 underwater)

Definitely understandable. Take it easy, and hopefully things will ease up a bit for you.

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