
GMMichael |

Here are my entries. Claiming the wand (if that's ok)
750 Wand of Cure Light Wounds
350 Mwk Breast Plate
305 Mwk Longspear
300 Potion of Invisibility
200 Holy Water x4, Antitoxin x2
200 Healer's kit x2; Magnifying glass
100 Self filling water jug (Create water)
45gp 6sp Morningstar, Large Steel Shield, Dagger x2, Backpack, Bedroll, Belt pouch, Crowbar, Fling & Steel, Hammer, Trail rations x10, Hemp rope, Sewing needle, Soap, WaterskinMoney left: 749gp 4sp
Name Urtar Rockburst AC:16 (T:10/FF:16) CMD:15 HP: 24/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield
note: Looking at others purchases, I know at least 2 (Gideon and Arronus) pitched in for the cure light wand...and as thats not over the '1000 gp, you can still purchase either a wand 1000 or over or a piece of jewelry over...and you have 749+250 = 999 4sp. If others kick in anything, youll be over the 1000 needed. or you could get a misc magic item under the 1000gold

GMMichael |

Apologies on the delay. I'm not ignoring this or losing interest. Just got hit with a couple days of mandatory overtime at work. Crunch and combat summary for Rhaeodlaf coming in the next day or so.
I understand.
while we wait, Ill need everyone to roll one of these three.
1. A Knowledge History Check
2. A Gather Information Roll (diplomacy)
3. A Knowledge Local check
or if you have none of those you can roll
a single d20

DrOcellus |

Guess I'll go first, lets see if dice bot is kind.
Kn: Local: 1d20 + 8 ⇒ (6) + 8 = 14
Ahh well.

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K Local: 1d20 + 5 ⇒ (12) + 5 = 17

Arronus Triari |

Ok, I am assuming this is gathering information during downtime, so I will spend mental focus... (also, it makes a nice demonstration of the kind of skill games I can play.)
1) Arronus Uses Soulbound Puppet to summon a temporary familiar...
a thrush with the sage and figment archetypes.
Int 8,
3 skills ranks (K local 2, K Hist 1),
+1 on all knowledge checks from Sage's Knowledge,
1 Evolution point (skilled, K Local +8 racial)
K Local, Aid Another, take 10, Arronus: 10 + 2 = 12 vs dc 10
+2 int
K Local, Familiar A: 1d20 + 2 - 1 + 1 + 8 + 2 ⇒ (9) + 2 - 1 + 1 + 8 + 2 = 21
2 ranks -1 int +1 sage's knowledge +8 racial +2 aid another
K History, Aid Another, take 10, Familiar A: 10 + 1 - 1 + 1 = 11 vs dc 10
1 rank -1 int +1 sage's knowledge
K Hist, Arronus: 1d20 + 3 + 3 + 2 + 2 ⇒ (1) + 3 + 3 + 2 + 2 = 11
3 ranks +3 trained +2 int +2 aid another
2) Arronus uses Soulbound Puppet to summon a familiar.
a thrush with the ambassador and figment archetypes.
Cha 8,
Speaks common (thrush special ability)
+3 bonus to master's diplomacy checks.
Persuasive Feat,
1 Evolution point (skilled, diplomacy +8 racial)
Diplomacy, Aid Another, take 10, Arronus: 10 - 1 + 3 = 12 vs dc 10
-1 cha +3 familiar bonus
Diplomacy, Gather information, Familiar B: 1d20 - 1 + 2 + 2 + 8 ⇒ (8) - 1 + 2 + 2 + 8 = 19
-1 cha + 2 persuasive +2 aid another+8 racial

Tessai |

So…. Your thrushes are better than any of us on those skills? :P
And the Soulbound Puppet, when you summon it, it can come with any skill? Say… Any Knowledge skill for a thrush? Diplomacy? Intimidate? Any ‘social’ skill? Or also other skills?
And let me see if I am understanding correctly - you are aiding the thrush, and then the thrush is aiding you? Is that it?
Are you planning on leaving any skills for the rest of us? Just curious :D

GMMichael |

Ok, I am assuming this is gathering information during downtime, so I will spend mental focus... (also, it makes a nice demonstration of the kind of skill games I can play.)
1) Arronus Uses Soulbound Puppet to summon a temporary familiar...
** spoiler omitted **
[dice=K Local, Aid Another, take 10, Arronus]10+2 vs dc 10
+2 int[dice=K Local, Familiar A]1d20+2-1+1+8+2
2 ranks -1 int +1 sage's knowledge +8 racial +2 aid another[dice=K History, Aid Another, take 10, Familiar A]10+1-1+1 vs dc 10
1 rank -1 int +1 sage's knowledge[dice=K Hist, Arronus]1d20+3+3+2+2
3 ranks +3 trained +2 int +2 aid another2) Arronus uses Soulbound Puppet to summon a familiar.
** spoiler omitted **
[dice=Diplomacy, Aid Another, take 10, Arronus]10-1+3 vs dc 10
-1 cha +3 familiar bonus[dice=Diplomacy, Gather information, Familiar B]1d20-1+2+2+8
-1 cha + 2 persuasive +2 aid another+8 racial
Arronus has heard

GMMichael |

Need Arronus and Urktar to let me know about a major magic item. Did anyone else kick in any money for the cure light wand? or Urktar did you want t0 choose a lesser magic item?
Major Magic items:
1 character can have a magic weapon- Gideon
1 character can have magical armor- Tessai
1 character can have a magical ring or bracers- Dr. Ocellus
1 character can have a magic wand ?
1 character can have a magical piece of clothing- Rhaeodlaf
1 character can have a magical piece of jewelry (necklace etc) ?
I have Combat Summaries from
Need them for Rhaeodlaf, Urktar, and Arronus
1. Iron Perenti: Gideon Stormborn (Half-Elf Fighter 2 Brawler 1)
2. Mr. Nevets: Rhaeodlaf (Dwarf Conjuror 3)
3. Veniir: Urkar Rockburst (Oread Cleric of The Green 3)
4. Fangdragon: Dr. Ocellus (Human Investigator 3)
5. Albion, The Eye: Tessai (Tiefling Paladin 2 Oracle 1)
6. pad300: Arronus Triari (Half-Elf Occultist 3)
Name AC:?? (T:??/FF:??) CMD:?? HP: ??/?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??
Urktar and Rhaeodlaf can still roll for rumors.
and finally each of you get to choose your Motivation.
Theres a room associated with your motivation. Arriving in the room, will trigger a mythic tier advancement as a perk.
Theres a room at least on each level. some have multiple. and because theres so many ups and downs and twists and turns, with only 1 exception, you guys can run into any room at any time.
There are 8 motivations for coming to Caverns of Azlantia. Each player will choose 1. Tied to each will be a location within the 'dungeon' that helps satisfy the motivation. Arriving at that location will award a mythic tier for that character. Only the DM will know the location. Some characters will gain it earlier than others. But each has the capability of gaining it.
The Agent: whether The Pathfinders, The Aspis Consortium, A church, a pirate ship or any organization or nation, you are tasked to enter the caverns ffor something specific. The Oracular Skull. Find it. If possible bring it back.[Rm77]
The Bandit: you are on the run and seeking enough treasure to change your future. [Rm90]
The Explorer: you've stumbled on information regarding the location of an ancient city of The Azlanti. You just need proof. [Rm63]
The Expert: it is rumored the Azlanti had discoveted technologies far beyond what is currently known, oh what could be done bringing some of that out to the world[RM135]
The Guide: you've lead many a group into the jungles but this time there's something personal in it for you. [RM31]
The Hunter: there's rumors that there are things older than anyone has ever seen in the depths of Azlantia, oh to see it. [RM106]
The Historian: improving your knowledge of the past is all that truly matters.[RM52]
The Mercenary: Opportunities arise how can this foray be exploited? [RM28]
Once everyone has completed each of these, Im ready to roll.

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Gideon is pretty much Mercenary. His motto is "Fortune and Glory".

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Here are my entries. Claiming the wand (if that's ok)
750 Wand of Cure Light Wounds
350 Mwk Breast Plate
305 Mwk Longspear
300 Potion of Invisibility
200 Holy Water x4, Antitoxin x2
200 Healer's kit x2; Magnifying glass
100 Self filling water jug (Create water)
45gp 6sp Morningstar, Large Steel Shield, Dagger x2, Backpack, Bedroll, Belt pouch, Crowbar, Fling & Steel, Hammer, Trail rations x10, Hemp rope, Sewing needle, Soap, WaterskinMoney left: 749gp 4sp
Name Urtar Rockburst AC:16 (T:10/FF:16) CMD:15 HP: 24/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield
Hi GM, you find my choices and summary here.
don't have those skills: 1d20 ⇒ 8
Urtar is definitely the Hunter.

DrOcellus |

DocOcc is somewhere between Historian & Expert, I'm going to go with Historian here.

Tessai |

Urktar in advance of going, found a source that taught him ancient Azlanti.
Well I guess theres no reason two of you cant have the same one.
Hunter might not be the most fitting, but I feel like it is the closest.
We could try to find another. What about...The Oathkeeper: there’s evil in the dark and Tessai swore long ago to stand against it — Azlantia may hold the kind of threat she was born to face.
:)

Arronus Triari |

DocOcc is somewhere between Historian & Expert, I'm going to go with Historian here.
OK, if you have Historian, I'll go with Expert. Arronus is not looking for technology though, he's looking for occult objects...

Arronus Triari |

All right, Arronus's finalized pile of equipment for GM Michael's review:
1. No More Than 150 gp in mundane gear (like youd buy at 1st level)
hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), Wandermeal 12 days (12 cp), Halfling Trail Rations 2 days (4 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), 2 Canteens (4 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp), pen(1 sp), ink (8 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), Automatic Writing Planchette (25 gp), Pomander (12 gp), Grappling Hook (1 gp)
128.23 gp
2. No More than 300 gp in potions or scrolls
Potion of Swift Girding (CL 1) 50 gp
Potion Sponge of Touch of the Sea (CL 1) 50 gp
Potion of Protection from Evil (CL 1), 50 gp
150 gp
3. No more than 200 gp in Alchemical items
Alchemist Fire (20 gp), Alkali Flask X2 (2*15 gp) Holy Weapon Balm (30 gp), Smog Smoke Pellet (40 gp), Cytillesh Stun Vial (75 gp)
195 gp
4. Spend as much on weapons as you want, but only 1 can be Masterwork and only 1 can be from alternate materials. those can be combined. within the limits of your gold though.
Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 40 bullets (2 gp),Sap (1 gp)
29 gp
5. Spend as much as you want on armor/shield. Only 1 can be MW and only 1 of alternate material. within the limits of your allotted Gold.
MW Agile Breastplate, Darkwood Heavy Shield, Leather Lamellar Armor
867 gp
6. 1 major magic item. (1,000 gp or over. However---)
Further guidelines here...
Minor Bag of Holding (1000 gp) (or, if the bag is unacceptable, Centering Jewel (1000 gp, Headband))
7. Spend up to 400 GP on any MW tools, healing kits, Chirgeons kit etc.
MW Thieves Tools
100 gp
8. spend balance on minor magic item. Anything under 750 in price. (or we can make one up if its not on the table by picking a cantrip and telling me what you want the item to do)
125 gp team wand of CLW
80 gp Caltrop Bead (Iron) X2
250 gp Traveller’s Anytool
75 gp Ioun Torch
530 gp
Total spent so far: 2999.23 gp

Arronus Triari |

And a combat summary
Arronus Triari
AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep

DrOcellus |

I've updated Doc Occ's gear, he has ~2983gp of stuff so there's ~12gp left for party funds.
1 Masterwork chain shirt 25 lbs 250 gp
1 Potion of cure light wounds (CL 2nd) 100 gp
1 Ring of protection +1 2,000 gp
1 Traveler's any-tool 2 lbs 250 gp
5 Alchemist's fire 1 lb 100 gp
1 Alchemy crafting kit 5 lbs 25 gp
1 Backpack, masterwork 4 lbs 50 gp
1 Bandolier 5 sp
1 Bedroll 5 lbs 1 sp
1 Belt pouch 0.5 lbs 1 gp
1 Bullseye lantern, waterproof 3 lbs 17 gp
1 Flint and steel 1 gp
1 Ink, black 8 gp
1 Inkpen 1 sp
1 Investigator Starting Formula Book 3 lbs 85 gp
1 Mess kit 1 lb 2 sp
1 Occultist's implement (Necromancy) 0.5 lbs 10 gp
5 Oil 1 lb 5 sp
1 Pot 4 lbs 8 sp
1 Soap 0.5 lbs 1 cp
1 Tanglefoot bag 4 lbs 50 gp
1 Thieves' tools 1 lb 30 gp
5 Trail rations 1 lb 2 gp, 5 sp
1 Waterskin 4 lbs 1 gp

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I didn't have a dagger listed as a separate item but it comes as part of the pathfinder kit so I added it to my character sheet.

DrOcellus |

I guess we'll soon see how GM Michael brings us together, but I wonder if any of our characters know each other already?

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Ready and waiting

Jenna Wilde |

I've received the invitation from GMMichael and am happy to join the party.
I'll read through the threads and get Jenna set up here thanks.
Just looked at the equipping list, is a Handy haversack OK?
Jenna will have an Alchemy kit on her along with her other gear so weight will be a big factor.
That's 2000gp so aside from the Travelers any-tool she's not going for any other magic items.

Jenna Wilde |

As a Crypt breaker Alchemist Jenna covers Rogue, she has Trap-finding and disable device.
Her theme would be the Explorer.
Happy to put money in for the Wand of CLW.
She doesn't have those skills yet. So many skills so little time!
D20 roll: 1d20 ⇒ 3

Jenna Wilde |

You're not the only one who can cover trapfinding and disabla device.
Always good to have more rather than less on the trap-finding and DD. :)

GMMichael |

1. Iron Perenti: Gideon Stormborn (Half-Elf Fighter 2 Brawler 1)
2. DBH: Jenna Wilde (Aasimar Alchemist 3)
3. Veniir: Urktar Rockburst (Oread Cleric of The Green 3)
4. Fangdragon: Dr Ocellus (Human Investigator 3)
5. Albion, The Eye: Tessai (Tiefling Paladin 2 Oracle 1)
6. pad300: Arronus Triari (Half-Elf Occultist 3)
The party now.
Jenna's piece of info.
Since one has chosen the Explorer, what say we make up one for you.
What about The Crypt Breaker? You've heard the Azlanti had a way of perfectly preserving the dead. Now to find out how. [rm 11]

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I'm pretty good at disabling devices. Find device, use hammer.

GMMichael |

everyone make sure you join the roll20 link by campaign info, so I can link you to your avatar.
all the posting will be here, but moving on the map will be done there.
for dice rolls, you can use either roll20, or here, as long as I can see them. Ill do the same. If I use roll20 Ill tell you the rolls are there. In some cases I may.

Jenna Wilde |

I'm pretty good at disabling devices. Find device, use hammer.
The non-magic version of the Find traps spell. Material component - one fighter 30' ahead of the party. :)

Jenna Wilde |

That really does fit her better.
Motivation The Crypt breaker.
Forgot to add her spells. On her sheet now.
1st - comprehend languages (DC ) , cure light wounds (DC 13) , endure elements (DC 13) , touch of the sea (DC 13)
Character combat summary:
Jenna Wilde:
AC:15 (T:13/FF:12) CMD:16 HP: 24/24 SAVES: F:+4 R:+6 W:+2 (+2 vs Poison)
Resistances: Acid 5, Cold 5, Electricity 5,
level 3 Alchemist (Crypt breaker) Fem Aasimar (Peri blooded)
init:+3 perception: +7 Senses: Low Light Vision, Darkvision (60 ft)
Special Qualities: Alchemy, Alkahest Bombs, Celestial Resistance, Crypt Breaker's Draught, Formulae, Infusion, Poison Resistance, Poison Use, Skilled, Spell-Like Ability, Swift Alchemy, Trapfinding.
Feats: Point-Blank Shot, Precise Shot, Throw Anything
Anything else needed let me know.