Ruins of Azlant: the wonderful journey!

Game Master bigrig107

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


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Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Dolgrin looks up at the offending goblins up above him, stowing his spear and beginning to climb up the side of the building while he reaches within himself and begins to cause the ground and structures near him to tremble with incredibly low vibrations.

Climb, ACP: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14

Tremor (Su) wrote:
As part of another bardic performance, a stonesinger can cause the ground within 30 feet to tremble, throwing enemies off balance and causing them to take a –1 circumstance penalty to AC as long as the stonesinger continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Creatures levitating or flying above the ground are unaffected by this ability. This replaces countersong.

Rounds of Bardic Performance: 5/6


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)

Looking up at the goblins, Ku' Hania begins to gesture, water being drawn out of the air around her to swirl around her hands before being shot up in a powerful hydraulic blast that sends one of the goblins flying off of the roof.

Hydraulic Push (Bullrush): 1d20 + 4 ⇒ (20) + 4 = 24

Goblin is knocked prone (+ whatever falling damage from being knocked off the roof)


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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, 2 open| mutagen used 0/1

With the instincts of a trained warrior, Ankha is already on the lookout for any openings to exploit—and when the goblins drop their guard to focus upon throwing their spears, she immediately strikes, swinging her fauchard in one massive arc. The blade skims low over the ground at first, then angles up sharply to slash at the pair on the rooftop.

Ankha has Combat Reflexes, so she can take 3 AoOs, one for each goblin making a ranged attack within her threatened area. These occur just before the goblins throw their spears.

AoO vs ground goblin, trip attempt: 1d20 + 4 ⇒ (11) + 4 = 15
AoO vs roofie who threw spear at her: 1d20 + 4 ⇒ (12) + 4 = 16damage: 1d10 + 6 ⇒ (3) + 6 = 9
AoO vs roofie who threw spear at Dolgrin: 1d20 + 4 ⇒ (11) + 4 = 15damage: 1d10 + 6 ⇒ (2) + 6 = 8

She winces hard when one spear finds a gap in her armor, but shrugs it off with a determined smile—at least Dolgrin wasn’t hurt. Better her than him.

After the water shaman blasts one goblin off the building, and the dwarf attempts to shake the other one down, the alchemist takes a more direct approach. Using her polearm like a massive hook, she curls the weapon behind the goblin’s knees and yanks down hard, hoping to bring him crashing down to earth. Preferably onto the point of Braxton’s blade.

Now for her action this round--she'll use her fauchard to make a Drag combat maneuver against the one still on the roof.
Drag combat maneuver vs roofie goblin: 1d20 + 4 ⇒ (5) + 4 = 9

And assuming her trip attempt was successful, here's an AoO in advance should the goblin try to stand up ...
AoO vs prone goblin standing: 1d20 + 4 ⇒ (11) + 4 = 15Damage: 1d10 + 6 ⇒ (4) + 6 = 10


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Braxton exits the building the boring way, by the door.

Double Move 50'.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

I don't know if Dolgrin gets an AoO because I don't see any more than one enemy on the map. But just in case.

AoO: 1d20 + 2 ⇒ (13) + 2 = 15
Dmg: 2d6 + 3 ⇒ (1, 2) + 3 = 6


Perhaps I should have actually added the tokens to the map instead of just thinking I did. Sorry about that! Added now.

Ankha manages to wound both of the goblins on top of the roof quite heavily, but doesn't take either down. She does not, however, manage to trip the one on the ground.

Ku'Hania's water blast smacks directly into the closest goblin, and knocks it off the roof with it landing next to Ankha. It takes a small amount of damage but survies that as well.

Falling Damage: 1d6 ⇒ 2

The prone goblin (the one that fell off the roof) attempts to stand up and is finished off by Ankha's quick reactions. The other two quickly assess Ankha as the true threat and bring their spears to bare in melee, with the one on the roof climbing down the side and sticking to it in order to get close enough to Ankha to hit her.

Attack, Ankha: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack, Ankha: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d4 + 2 ⇒ (4) + 2 = 6

The party is up! I believe Ankha is unconscious at -2 hp, but the other three can see that the two goblins left are extremely wounded and near death.


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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, 2 open| mutagen used 0/1

The goblin climbing down the building to make a melee attack should provoke an AoO for leaving a threatened square. And since it’s climbing, it loses its dexterity bonus to AC.
AoO vs climbing goblin: 1d20 + 4 ⇒ (19) + 4 = 23damage: 1d10 + 6 ⇒ (4) + 6 = 10
Woo hoo! Not that the extra damage is needed, but ...
Confirm crit: 1d20 + 4 ⇒ (1) + 4 = 5crit damage: 1d10 + 6 ⇒ (10) + 6 = 16
So the big question is: which goblin hit Ankha? If it was the one climbing down, it may be dead before it could attack. (Also, the token for the one on the ground needs to be moved adjacent to Ankha to make a melee attack.)


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Dang Ankha
Braxton steps over to Ankha to assist. Not that she looks like she needs it.

I'm not entirly sure how many gobbos are on the ground and alive at the moment. I'll attack one if I can!
Rapier: 1d20 + 5 ⇒ (10) + 5 = 15
P/S Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Parry-Riposte if one tries to AoO him or whatevs.
Rapier: 1d20 + 5 ⇒ (19) + 5 = 24
P/S Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Crit Cont: 1d20 + 5 ⇒ (7) + 5 = 12
Crit: 1d6 + 3 ⇒ (1) + 3 = 4


Ah, of course! Silly goblins.

1 is for the one climbing, 2 is for the one on the ground.

1d2 ⇒ 1

And Ankha finishes off the one trying to be sneaky and climb down the side of the building before it can hit her! Braxton steps in nicely and cleans up the last remaining goblin on the ground, ending the combat.


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)

Ku'Hania's expression shows that she is clearly impressed with Ankha's prowess in battle, after watching her mercilessly dispatch the attacking goblins.

"You are very deadly with that weapon." she comments, walking over to the other woman and resting a hand over her wound. Cool water coalesces over her hand, flowing over Ankha's injury, soothing and healing some of the pain.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


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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, 2 open| mutagen used 0/1

With a long, controlled exhalation of relief, Ankha relaxes when Braxton finishes off the last goblin. “Thanks,” she lowers her weapon and smiles gratefully in response to the shaman’s compliment and curative spell. “That feels better already—you’re a good healer.” She stretches gingerly, testing how much her injuries have healed, then starts cleaning the blood off her blade.

“Everything I learned about fighting is thanks to my family,” she converses amiably. “They bought me the best weapon they could find,” she glides a hand up the haft of her fauchard in demonstration, “and made a special sling staff, just for me,” she nods backward at the ranged weapon on the side of her pack, “on account of me being so much bigger. And they were really patient with me—I had to train for years to figure out some of the maneuvers. Not ‘years’ like a dwarf or half-elf, of course,” she looks at Dolgrin and Ku’Hania with a noticeable hint of regret, “or even like my family, but it was a while for me.”

“My family would like you,” the short woman gushes up at Braxton, “because you’re so amazingly quick. I really had to work hard to build up decent reflexes. But it definitely helps when you’re guarding the village. ‘Fast, alert, and out of reach’ is what they taught me. I’m just lucky to have had good teachers.” She shrugs humbly.

Looking down at the corpses Ankha cheerfully changes the subject. “Do you think the goblins were just opportunists taking advantage of the missing colonists, or do you think they might have had something to do with their disappearance?” Curious, the alchemist begins searching the dead greenskins for anything that might provide a clue or otherwise be of use.


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 don't see them taking out the whole settlement unless they had numbers big enough that we would have seen sign of them by now." Ku'Hania replies, happy to see Ankha substantially better. "Probably opportunists."


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Dolgrin nods at Ku'Hania's assessment. "Aye, we would likely have seen more signs of struggle if there had been a battle between the goblins and the colonists."

He was pleasantly surprised by Ankha's ferocity. That was a nasty weapon, it was. Dolgrin had spent too long of late in labs, allowing some of his combat prowess to diminish. He hadn't much hoped to need it here, but he'd focus on the fundamentals and get back up to snuff soon.

"There is an easy way to find out, of course, and that's looking for their tracks and following them back. But we still have some ground to cover here."

Buildings Explored:
A9: Arkley House
A10: Government House
A11: Lodging
A3: The Provisions House
A4: The Tool House
A5: The Forge

"Perhaps we'll find more in the shrine."

A vote for A6, to continue our full triangular search.


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)

With a nod, Ku'Hania heads toward the shrine, alert for any potential attacker.

Perception (Alertness0: 1d20 + 6 ⇒ (16) + 6 = 22


The goblins don't have much of use besides a few shortspears they were using to throw at you, but the inside of the forge is a different matter. Among the scattered tools are two masterwork machetes, a masterwork chain shirt, and a +1 darkwood buckler, which appears to have had a new arm strap affixed recently.

The chapel (A6) is durably built in a log cabin–style construction with a thatched pitched roof and three gables. Its several open windows are uncovered, and the sole entrance on the east side of the building is bereft of a door. A small porch covered by a gable shelters this door, though the porch has not been swept and dirt and dust have started to accumulate, while one end of the gable is starting to sag from neglect.

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

Ku'Hania's perception doesn't reveal any threats inside the church, but it's immediately obvious that there was a struggle in this area and it was not cleaned up afterwards. Where the rest of the colony has been covered in dust and abandoned, here several pews and pieces of furniture are moved and other objects are likewise disturbed.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

I probably won't do much better, but let's see...

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Significantly worse!

The work of the forge is immediately impressive to Dolgrin, who admires the craftsmanship with a dwarf's eye. He wasn't a particularly capable hand at the forge. That had been Riordi...

The dwarf gets a bit quiet as they move from the forge to the chapel, his mind wandering to reminiscence. But even if he's a bit distracted, it's impossible to miss the signs of a struggle.

It was the first obvious dynamic, temporal sign (i.e., other than records and buildings) that there had been people there. He moves carefully forward, wary of facing another ambush like the goblins, but wanting to discover clues in the ash.

Survival: 1d20 + 2 ⇒ (4) + 2 = 6

Dolgrin is having a day. Anyway, as a player I recognize several things, but I don't know if we need to roll Knowledge checks to recognize ____ and ____ or if they're just character knowledge. If it's the former, please just let me know what to roll.


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, 2 open| mutagen used 0/1

Lagging behind the others, Ankha spends some extra time searching the interior of the forge. Though there are no further clues, she does emerge triumphant, holding a well-crafted chain shirt in one hand and a sturdy buckler in the other.

“Look at what I found! Ku’Hania, you should try these on—you look positively naked without any armor. Not that that’s a bad thing,” the alchemist hastens to add, “but if we run into any more goblins or other enemies, you really should wear some protection, just in case. It’d be terrible if you were hurt. And look at the quality of this armor and shield—these are really well made!” The young woman earnestly presses them into the half-elf’s hands.

“Hmm … what happened in here?” she mutters, noticing the signs of struggle inside the chapel. “Do you think the goblins fought some colonists here?” Stooping low, she scans the floor for tracks and any hints as to what transpired. “But why would they move the pews around? Were they searching for something?”

Survival: 1d20 + 4 ⇒ (2) + 4 = 6
Knowledge (Nature): 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 4 ⇒ (13) + 4 = 17


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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 find most armor...restricting, especially metal." Ku'Hania replies looking at the chain shirt dubiously.

This is one of those times where thematically (more primally inclined, pearl diver background) someone who prefers to be swimming most times, wouldn't wear armor, though the class definitely gets armor prof. At a -4 ACP a chain shirt is pretty hampering, though the boost to AC is also pretty important at these levels. I've been bouncing back and forth mentally on the armor deal. Ironically as a very naturalistic class, none of the shaman archetypes (or spirit options for that matter) modify weapon/armor proficiencies.

"A shrine...temple or whatever is an odd place for a fight. No blood or weapons so may not have been an outsider." she muses, looking around.


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Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

"Perhaps the shield, though," Dolgrin muses. "It is made of wood, no? Darkwood, even. I wonder if it's from Darkmoon Vale or one of the other forests."

I am increasingly drawn to mechanically suboptimal but flavorful character decisions! You'll get no argument from me!


Survival is good for the tracks, though neither Dolgrin or Ankha quite have any success following anything that may have been outlined on the floor.

Ankha's nature knowledge is enough to reveal that the figure of the man with stag horns is Erastil, the god of community and family. The other statue, the half-human half avian one, requires a more specific religious or planar knowledge and is beyond any nature check.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Erastil was a cinch to notice, even as a non-adherent. Torag had good sufficiently feelings towards Old Deadeye to be held in decent respect even among dwarves.

Knowledge (religion): 1d20 + 8 ⇒ (12) + 8 = 20

And well, you didn't spend most of your life outside the Mountain in Andoran and not recognize...


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, 2 open| mutagen used 0/1

“Are you sure?” Ankha looks doubtfully at the shaman. “This chain shirt is really well-designed—I bet you’d hardly notice it at all.” She nods in agreement with the dwarf. “Dolgrin’s right—you should at least use the shield. It’s super light darkwood, and it won’t get in the way at all. Or, if it does, you can just drop it and pick it up later.”

The alchemist glances over at the elk-headed human. “I guess Erastil is the natural choice when you’re trying to found a community in the wilderness. I wonder if that longbow is functional or just decorative?” She wanders over to examine the ornately carved bow near the altar.

“Anyway,” she looks back at the half-elf, “if you don’t want this chain shirt I’ll take it. Would you like to try my armor instead? It’s not as nice as the chain shirt, but it’s all leather—not an ounce of metal at all.”

@Ku’Hania: I totally support flavor over mechanics. I’m just offering an IC nudge in case you want one—I’m cool with whatever you do. But just to ensure you have the right numbers: a masterwork chain shirt has +4 AC & -1 ACP. The +1 darkwood buckler has +2 AC & 0 ACP.


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)

"The shield would be a benefit." Ku'Hania concedes, taking the well made darkwood shield in her offhand. "You can use the armor, though I appreciate the offer Ankha, and I'll bear it in mind if I find myself in ned of the protection later on."

I think in the back of my mind I still had the old 3.5 double ACP for swimming thing going which Pathfinder eliminated. and was looking at Chain shirt rather than masterwork adjustment. Still doesn't quite work flavorwise, at least for now.


Dolgrin suddenly recalls that this specific half-avian creature is a representation of the Agathion patron of Andoran, Talmandor. Seems to be quite important to the people of Andoran, given that they named the colony after him and all.

I noticed Ku’Hania didn’t make a survival check, could I have one real quick?

As Ankha inspects the longbow, it is clearly of fine make and most certainly not a ceremonial weapon. Appears to be some sort of relic, at the very least. Dolgrin knows that the longbow is Erastil’s favored weapon, so it was (and is) likely holy to the priests of that god.


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, 2 open| mutagen used 0/1

Ankha smiles at the half-elf, glad that she would have at least some protection. “Well, in that case, I’ll try on the chain shirt right now—it looks like it might be an even better fit than my current armor.” She doffs her leather lamellar, placing it on one of the pews, then dons the newly found armor. “Ooh, much better,” she grins. “Not really any lighter, but definitely less bulky and easier to maneuver around in.”

She glances over at the longbow. “That looks like it would work just fine—better than an ordinary bow. Pity to just leave it hanging on a wall. Would it be more respectful to Erastil to use it for hunting, or to leave it unused as a religious object?” She shrugs, then turns back to Ku’Hania. “Do you want any help with those tracks? I couldn’t make head or tail of them, but you’re much more observant than me.”

Aid Another check for Survival: 1d20 + 4 ⇒ (6) + 4 = 10
Just made it! Ku'Hania gets a +5 bonus on her Survival check.


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)

Survival: 1d20 + 7 ⇒ (15) + 7 = 22

So 27 total


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Hot damn.

Glad that they had been able to convince Ku'Hania to take some measure of protection, Dolgrin seems satisfied. Furthermore, the new darkwood acquisition doesn't seem to hurt the half-elf's tracking skills, which put Dolgrin's sense of navigation to utter shame. He stands back and marvels as she gets to work looking through the detritus of the chapel.

"It would, if I recall, be more respectful for the item to be used than to collect dust. Erastil's is not a martial faith, but for them hunting would be an act of worship." The dwarf adjusts the goggles on his head, which have begun to collect a bit more sweat than he's comfortable with. "I'm afraid the longbow would be a bit too much for me, though."

Then Dolgrin points out the broken statue of Talmondor. "While the wing is not meant to be broken, I do believe that is supposed to be a representation of our--and by our, I mean Anodran's--celestial patron: Talmondor. You all know of the avoral who patronizes the Steel Falcons, yes? What am I saying, of course you do."


Ku’Hania, with Ankha’s help and direction, locates what appears to be a very faint dry trail of blood leading from around the middle of the chapel towards the cloth-sheathed altar at the far end.

Beyond your recent intrusion, she also knows the last tracks from in here were made around a month ago, maybe a few weeks at the latest.

All of you do remember that there is a cleric of Erastil with the rest of the second wave of colonists, Eamon Caranth, who might be able to shed some more light on whether or not using the bow would be a good or bad thing. If you have any doubts either way, that is.

For the record, should it be relevant, it’s Talmandor, with two A’s, not two O’s.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Ha! That's what I got for not paying attention.

"Pardon, ahem: Talmandor," Dolgrin says, correcting his pronunciation. Well that was embarassing. Pray that the others did not judge a slip of the tongue too harshly.

As Ku'Hania points out the trail of blood, Dolgrin nods grimly. "Good eyes," he praises. "I know there are spells to investigate this sort of thing, but I'm afraid they're beyond my ken. A little old-fashioned investigation seems prudent, then. Let's step carefully."

The dwarf moves up slowly, sure to avoid scuttling over any pieces of potential evidence.

The player's danger sense is tingling!


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, 2 open| mutagen used 0/1

Ankha nods at the dwarf. “The birdman? Yes, I’ve heard of him, though I’ve never seen his statue before. To be honest, our village pays more respect to Chaldira Zuzaristan than the usual Andoran gods, though we honor them too.”

Her eyes light up with excitement when the bloody trail is discovered. “How interesting! Might this lead to a clue? Or maybe a survivor? Or …” she beams with giddy, cheerful hope, “… maybe an exotic, mythological creature to experiment upon?” When she reaches the cloth-sheathed altar she takes her time to investigate it thoroughly.

This seems important. Ankha will take 20 on Perception for 24.


Ankha, taking her time in making her way over to the altar, is the first to notice the nearly overwhelming stench of dead rotting flesh. There isn’t an obvious source, not even a pool of dried blood large enough to explain it.

As Ankha studies the altar carefully, it becomes apparent that it is not a table on four legs but instead is constructed more like a large box with religious carvings on the front. She can easily see an outline of what looks to be an opening to the box in the back side of the box.


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, 2 open| mutagen used 0/1

“Ooh … it smells like something died!” Ankha wrinkles her nose as she comments in a voice that is at first disappointed, then optimistic and hopeful. “Well, I suppose it can’t be helped, given how old this blood trail is. Hopefully the remains are in a good enough condition to be at least somewhat useful.”

Upon discovering the opening, she excitedly waves the others over. “It looks like there might be a secret entrance to some sort of basement. Bring your light over and let’s investigate!” Given their recent goblinoid encounter, she prudently arms herself first, electing to use her sling staff in what are likely to be cramped quarters, then removes the cloth covering the altar.


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Add the masterwork weapons and armor being left behind to the pile of evidence that something wholly unfathomable has happened to the settlers. He does not speak his doubts aloud, but the others no doubt come to the same conclusion. "A hidden staircase under a decrepit altar? I hope we don't find the rats... the rats in the walls." Braxton quips leaning down to peer into the darkness. "I've heard many a tale of things like this leading to the endless darklands below; lands teeming with unspeakable horrors." Since his buckler and rapier function quite well in cramped quarters, Braxton volunteers to go first.

My shaman also did not wear armor for story reasons, so I feel ya, Ku'. She just... stood far away and tried not to get hit :P


The fantasy of a secret entrance dies pretty quickly as Ankha opens the box’s face and reveals the shape of the box, just a closed storage space for the priests’ garments and books.

The more shocking revelation, however, is the rotting body hidden inside the box. Obviously the source of the rotting flesh smell, as soon as Ankha opens the box a wave of the scent of death fills the dusty air of the previously empty chapel.

I need a Fort save from everyone, to resist the stench of weeks old death.

As soon as the box is opened, however, the large silver chalice laying on the floor raises up and flings itself towards Ankha.

Attack, chalice: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d6 ⇒ 6

Init, Dolgrin: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Ankha: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Braxton: 1d20 + 3 ⇒ (10) + 3 = 13
Init, Ku'Hania: 1d20 + 2 ⇒ (20) + 2 = 22
Init, It?: 1d20 + 1 ⇒ (14) + 1 = 15


The chalice flies past Ankha’s head, leaving her shocked, and slamming into the wall beside her.

Dolgrin, Braxton, and Ku’Hania are up!

Knowledge (religion) would be appropriate here, should you have 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, 2 open| mutagen used 0/1

“What the …?!” Doubly frozen with surprise, Ankha stares dumbly at the putrid corpse, not even flinching when the silver cup inexplicably whizzes past her head. Bewilderment is scrawled all over her face while her stomach churns in revolt at the smell.

Fort save: 1d20 + 3 ⇒ (1) + 3 = 4

Just reacting and rolling my Fort save while I wait for Ankha’s turn to come.


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Ankha you lied to me about the stairs!


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Fort: 1d20 + 2 ⇒ (7) + 2 = 9What's the effect of a failed fort save?


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Dolgrin chuckles at Ankha's excitement at terrible smells, wishing that she had some camphor or some other chemical to dull their noses to whatever they were about to find.

Fortitude: 1d20 + 2 ⇒ (4) + 2 = 6 +3 if it's a poison or spell effect

The chuckle turns to retching as horror takes over the dwarf's senses.

Knowledge (religion): 1d20 + 8 ⇒ (6) + 8 = 14

This feels familiar...

If I can still act after that presumably-failed save..

Dolgrin tries to puzzle out what's going on, connecting the dead body to the flying objects, looking around for a culprit and getting ready to swing his spear at anything that shows up.

Readied Action, Dwarven giant-sticker: 1d20 + 2 ⇒ (17) + 2 = 19
Slashing Dmg: 2d6 + 3 ⇒ (5, 2) + 3 = 10

Shadowhunter wrote:
Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons.


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)

Fort: 1d20 + 3 ⇒ (17) + 3 = 20

Save DC? Effects on a failed save??


1d4 ⇒ 2

Apologies, thought I had put the DC of 10 in. Anyone who failed is sickened for 2 rounds.

Dolgrin is aware of certain permanently invisible spirits, known as poltergeists, that can manipulate physical objects and use them as weapons. Beyond that, he doesn't remember anything else about them.

Ku'Hania and BRaxton, you two have actual actions before it goes, if you want to do anything.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Dolgrin heaves at the smell assaults his nose. "Might be a poltergeist," he ekes out, trying to block his nose from his throat so that he doesn't taste the horror as well. "Telekinetic buggers, I think. Watch ou--urrrgh."

Well, if Dolgrin sees it within his 10 ft reach, then that's a 17 vs its AC for (10-2)/2 damage, 4 damage! Fingers crossed!


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)

" How in the nine hells do we kill it if we can't see it?" Ku'Hania yells, stabbing at the space the believes whatever they the pitcher would be.

Spear: 1d20 + 2 ⇒ (12) + 2 = 14
Piercing: 1d8 + 2 ⇒ (7) + 2 = 9
miss chance?: 1d100 ⇒ 98


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Braxton wretches and swings wildly at the evil... cup.

Rapier (Sickened): 1d20 + 5 - 3 ⇒ (3) + 5 - 3 = 5
P Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Braxton will stab the... goblet, I guess :P


For concealment, I usually say it's the bottom half of the d100, so Ku'Hania's attack hit. Unfortunately it is incoporeal and takes no damage from nonmagical weapons.

The poltergeist is kind enough to reveal itself, a horrid form of twisted spectral flesh that bears many stab wounds and somewhat resembles a humanoid figure. Dolgrins' attack hits home, and does manage to score some damage due to his unique upbringing.

Need a Will save, DC 14 or be frightened for Fear: 1d4 ⇒ 1 1 round.

It then flies out over the open area of the chapel, and hovers there before resuming its natural invisibility.

You know where it is now, but it still has the 50% miss chance.


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)

Will: 1d20 + 5 ⇒ (16) + 5 = 21


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, 2 open| mutagen used 0/1

“Urrgghh …” Ankha’s face pales as she gags and retches at the horrible smell. “Why can’t people learn how to properly preserve a body?” She vomits again while bemoaning the colonist’s lack of a proper mortician.

“Poltergeist?” she mumbles feebly as blades stab wide and spears pierce true, but to discomfitingly little effect. While struggling to think of a way to fight a ghost, the spirit reveals its terrifying form … and the alchemist’s reaction is instantaneous.

Will Save (sickened): 1d20 - 2 ⇒ (2) - 2 = 0

“AGH!” Dropping her sling staff in fright, Ankha turns and races out of the chapel, fleeing as fast as she possibly can.


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)

Unable to affect the supernatural creature, and noting that Dolgrim sees able to do so, Ku'Hania utters a mystic chant, resting a hand on the dwarf's shoulder to impart magical protection to better aid him in the fight.

Cast Protection from Evil:+2 deflection bonus to AC and a +2 resistance bonus on saves


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Thanks for the buff, Ku'Hania! I'm guessing that will come after I've made the save, but it's still a nice bump!

Will save DC 14: 1d20 + 4 ⇒ (15) + 4 = 19 +3 vs poison, spell, or spell-like ability, +2 if I can use Ku'Hania's bonus

Dolgrin was a dwarf stout of heart who had seen dreadful things in his years. His stomach might not have been able to handle the rot, but he expects the spectral horror that appears and steels himself against it. As Ankha runs, Braxton throws, and Ku'Hania casts, Dolgrin hefts his spear, runs down the stairs, and attacks!

Giant-Sticker, sickened: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Miss Chance, high hits: 1d100 ⇒ 60
Damage, Sickened: 2d6 + 3 - 2 ⇒ (1, 3) + 3 - 2 = 5 For a whopping 2 damage after halving

He knows he had hit it before. But this time, he wasn't so sure. Despite the incorporeality, there was a slight drag on the haft of his spear-blade indicating that he had encountered the insubstantial ectoplasmic residue that typified these sorts of creatures. "We dwarves learn to fight things we can't see!" he cries. "I don't know if we can negotiate with it, but if keep at it I can bring it down!"

"Spirit, speak to us! What tethers you here so?"


Instead of another object flying across the chapel attempting to strike at one of you, everyone can almost sense the spirit contemplating as whatever forces it was using to float items around the room halt leaving them hovering motionless.

A series of loud knocks echoes from the altar, sounding like some attempt to communicate with the group.

I need a DC 10 Linguistics check to interpret the message, which means you can attempt it untrained.

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Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

I agree with the way that Ankha described it. It doesn't do away with Initiative entirely: it just consolidates it.

The worst situation for PbP is when every PC is separated by an enemy. Even if the player who is up and the GM each post within 24 hours of each other, it might be a full week between when players can act in combat. And if it's longer than 24 hours (as it often is), then it gets hard to keep track of who's up, what's happened, etc.

So yeah, there can still be a benefit of having a high initiative if you beat the enemy. And there may be situations where breaking up party actions with an enemy makes sense/makes things more interesting. But I prefer whatever keeps things moving.

Edit: Ninja'd. Y'all already clarified what I spent too long typing.


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, 2 open| mutagen used 0/1

@GM: Thanks! I needed the info to sort out my actions. Combat Reflexes plus a reach weapon can escalate the number of dice rolls quickly.


I knew you'd recognize them, Poly, but I promise it's just a coincidence! There just happened to be one here as well.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Thankfully, this PC actually has something he can do against 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, 2 open| mutagen used 0/1

@GM: You're not waiting for me, are you? Ankha's initiative is lower than the enemy's.


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No, I wasn't. Had a busy few days, sorry about that! Posting now.


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Braxton wretches, but manages to draw and throw a dagger, which sails cleanly through the apparition to no effect. "Cayden's golden casks, what is that thing!?"

I know it won't do anything, but Braxton will draw and throw his last dagger at the spook.
Will: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Dagger throw: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Incorporeal flying monster at level 1? I see Paizo is still TPKing new adventurers :P


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, 2 open| mutagen used 0/1

@Braxton: I think you want to move your post to the Gameplay thread?


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 guess they're assuming a pile then or a cleric in the starting party of four, otherwise yeah a first level party versus an incorporeal creature is pretty screwed.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Most adventures are probably designed around the classic Fighter, Cleric, Wizard, Rogue (Tinker, Tailor, Soldier, Spy? but not in that order) party. The further afield you go from that, the more interesting will be the challenges you face. I imagine we'll grow into those challenges (or die trying).

So far it seems like Paizo (and/or our illustrious GM) has given us a few options to handle the usual deadly encounters without prematurely ending the story. The swarm suit helped us find things without getting completely chewed up by the swarm, and they've been dropping a small handful of splash weapons our way. The poltergeist is willing to talk. We're not completely out of options and have been ready and willing to run if we find ourselves in over our heads. It's feeling pretty well-considered so far!


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Excellent use of the charter by the way, Ankha. Didn’t see that coming!


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Ankha Brushbender wrote:

With the body properly laid to rest, Ankha agrees with Dolgrin and heads towards the next building. In contrast with the dwarf, however, she becomes more cheerful and chatty the further they leave the poltergeist behind.

“At least there weren’t any signs of malicious intent—other than the murder, of course. Just enough stab wounds to the chest and stomach to kill the man, but nothing beyond that to desecrate the body. It was really a weird sensation to examine the body knowing that the spirit was watching—kind of spooky, actually. Much stranger than a usual autopsy, or even when you’re experimenting on a live specimen ... which kind of makes sense, I guess.”

Just waiting for Ankha to slip from CG to CN to CE, haha...


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)

Pretty much. I've always maintained one of the scariest things on the planet, is a pure scientist without a moral compass


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)

Do we have a compiled loot list as yet?


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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 a Link to a loot sheet with what we've gathered so far and anything that's been claimed.


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Thank you Ku’Hania for that, I always appreciate an accountant of sorts being in my groups!


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, 2 open| mutagen used 0/1

Thanks Ku'Hania! But I think the loot sheet hasn't been made public--I don't have permission to view it.


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 if you request permission' I'll approve. (I set it to approve all with the link, but there's a glitch)


Just let me know when you guys are done talking and ready to leave this house, I don't want to interrupt any conversation but also wanted to let you know I was here when you're all ready!


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, 2 open| mutagen used 0/1

I just wanted to make sure we didn't miss anything in the house. I'm ready to move on. A2 sounds good.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

To A2!


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Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Were there any arrows laying about the place? Braxton can take the bow since he's our only dex guy - I think Erastil would find leaving a perfectly functional bow as some kind of religious altar to be wasteful - but Braxton didn't bring any arrows :P


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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 it's safe to assume that a temple with a bow sacred to Erastil also has a quiver of arrow in it.

Especially in light of this:

GM of the Ruins wrote:

Pulling the charter out doesn't seem to anger the spirit at first, but then you notice a trio of arrows have silently floated over from behind the altar towards the gathering around the paper. The force holding them flings them violently towards you but their target isn't any of you: it's the charter. The three arrows pierce through Rayland Arkley's name on the document.

"He...did...it. Why."

Moments after, a pile of ash from the scattered small braziers around the chapel swirls over to form a crude circle around Silas Weatherbee's name.

"Me."


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor
Ku'Hania wrote:

I think it's safe to assume that a temple with a bow sacred to Erastil also has a quiver of arrow in it.

Especially in light of this:

GM of the Ruins wrote:

Pulling the charter out doesn't seem to anger the spirit at first, but then you notice a trio of arrows have silently floated over from behind the altar towards the gathering around the paper. The force holding them flings them violently towards you but their target isn't any of you: it's the charter. The three arrows pierce through Rayland Arkley's name on the document.

"He...did...it. Why."

Moments after, a pile of ash from the scattered small braziers around the chapel swirls over to form a crude circle around Silas Weatherbee's name.

"Me."

For some reason I pictured large, cartoon directional arrows...


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)

Lol


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Hey, anything is possible in Golarion.


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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, 2 open| mutagen used 0/1

Now I want to roleplay casting Locate Object with cartoon arrows. :)


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)

Loot sheet updated


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)

Any Items, weapons, or gear you've taken, please make sure to add it to your character sheet, then we can remove it from the loot sheet to keep it current.


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, 2 open| mutagen used 0/1

@GM: Just to be sure I understand correctly: the trail made by the rolling barrel leads to A18?


Yeah, they lead to the cottage at the hill at A18.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

I guess I'm in the market for a shield now! Ku'Hania is welcome to keep that +1 darkwood buckler, obviously, but have we found any other shields?


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)

Not as far as I can see. Goblins are pretty much the only weapon-wielding enemies we've faced so far.


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, 2 open| mutagen used 0/1

I searched the game thread for 'shield' or 'buckler', but the only one I found is Ku'Hania's darkwood buckler.


The goblins from the forge had small-sized bucklers, but I’m not sure if there are any penalties for using undersized equipment.

That same forge had a lot of extra materials and armor/shields that needs some work done to them before they’re battle-ready, though, so you could look into that after you’ve re-settled everyone.


I got in touch with Poly (Dolgrin), and he is having some tough IRL stuff going on. He gave me permission to bot him for a little bit until he figures things out.

I'll get a post up tomorrow for him, and we'll figure out where to go from there.


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, 2 open| mutagen used 0/1

@Poly/Dolgrin: Hang in there. Hope life starts treating you better soon!


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Added a map of the island to the campaign header. Red dot is the existing colony (where you are) and the blue dot is the second landing spot where the captain took the ship after splitting with you.


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Forgot to mention: you progress to level 2 after (mostly) clearing out the colony! Congrats!


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Sorry for the multiple posts, but I actually have three games with Poly in it and it's becoming a bit overwhelming to both DM and play his character. If anyone would like to assist by running him as well as your own character, I would be grateful!


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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 can probably take that on.


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, 2 open| mutagen used 0/1

@GM: Thanks for the level up! Do we roll for hit points here in the Discussion thread, or should we roll in the Gameplay thread? I'll try to update Ankha's character sheet tonight or tomorrow.

Btw, I don't see the boars on the Roll20 map. Are they hidden in the foliage?

@Ku'Hania: Thanks for the assist with Dolgrin!

@all: Any requests/suggestions for which discovery Ankha should take for level 2? I'm currently considering Spontaneous Healing which fits nicely with Ankha's quest.


I usually do half HD plus 1, but if you want to roll here you can certainly do so!

No, I just forgot to add the boars to the map. They're on there now!


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, 2 open| mutagen used 0/1

Thanks, I'll just take half HD plus 1 for HP--I like the certainty. My character sheet has been almost completely updated--all I'm missing is a choice for a new formula and a new discovery.


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)

Will get to posting and leveling shortly.

Level 2: Shaman
+5 HP
+1 BAB
+1 Will
Hex: Crashing Waves (Su): The force of a waves shaman’s water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Her crashing waves hex applies to her spirit abilities that deal damage as if they were spells with the water descriptor, raising her effective shaman level for those abilities.

+1 0-level spell
+1 1st level spell
Skills: (5) Heal, Perception, Sense Motive, Swim, Survival
Background Skills: (2) Handle Animal, Lore (Lost Azlant)


Dwarven Scholar Stonesinger Bard 2 | HP 15/18 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +3 CMD 15 | Fort +2 Ref +5 Will +5 (+8 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +7 (DV 60), SM +4 | Active: None

Set up I'll do the basics of leveling (BAB/SAVES/CLASS FEATURES) and leave optional things like spell selection until Poly gets back or absolutely necessary.


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, 2 open| mutagen used 0/1

Just recording my level up changes for Ankha here:

Level 2: Alchemist
+7 HP (includes favored class)
+1 BAB
+1 Fort, +1 Ref

Torturer's Eye: add Deathwatch to formulae book
Poison Resistance +2
Poison Use
+1 1st level formula: Negate Aroma
Discovery: Spontaneous Healing

Skills: (7) Disable Device, Know (arcana), Know (dungeoneering), Know (nature), Perception, Spellcraft, Survival
Background Skills: (2) Craft (alchemy), Know (history)


Dwarven Scholar Stonesinger Bard 2 | HP 15/18 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +3 CMD 15 | Fort +2 Ref +5 Will +5 (+8 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +7 (DV 60), SM +4 | Active: None

Level 2: Bard (Stonesinger)
+5hp
+1 BAB
+1 Reflex
+1 Will
Dwarven Training (combat feat)
Well-versed
+1 Spell per day


Brewmaster 2 | HP 11/20 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: 2/2 | Active Conditions: *Light (20')* |
Spells:
0th: Create Alcohol, Detect Magic, Guidance, Read Magic | 1st (2/2): CLW, Divine Favor

Level 2: Inquisitor (Sanctified Slayer) 1
Domain: Conversion Inquisition
+5 HP
+2 Fort
+2 Will
+2 Level 1 Spells: CLW, Divine Favor
FCB: +1 HP

While I'm updating Braxton's page, did we identify what the longbow of Erastil was? I assume masterwork?


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Doesn’t look like anyone identified it, but it’s low enough to be pretty easy. It’s a +1 holy reliquary composite longbow (+2 Str). No, not the holy property, it’s a holy reliquary weapon, which means it can function as a holy symbol of Erastil and a weapon at the same time.

The general initial party consensus was to return it to the priest of Erastil you have on your ship, but that can always change.

Been away from my PC until recently, or else I’d have made a combat post by now. Getting one up now!

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