Caverns of Azlantia

Game Master Dread

Hidden away in the jungles of the Mwangi Expanse, the crumbling ruins of the ancient Azlanti people, known as Azlantia, has remained unknown....until now. An Explorer dying from a strange disease has surfaced in Bloodcove. His fevered ramblings of treasure, Beast-Men serving a Minotaur King, Lizard-Folk in direct rebellion to the King, a Death Cult trying to find secrets long buried, rumors of an ancient evil waiting release and more perk the attention of those who are intrepid enough to face these dangers to find the secrets of the Caverns of Azlantia.

Are you brave enough?

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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.


Urtar Rockburst wrote:

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, Waterskin

Money 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


Rhaeodlaf wrote:
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


Human LN Investigator (Gravedigger) 3 | HP 22 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +7 Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Guess I'll go first, lets see if dice bot is kind.

Kn: Local: 1d20 + 8 ⇒ (6) + 8 = 14

Ahh well.


Diplomacy to Gather Information: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

K Local: 1d20 + 5 ⇒ (12) + 5 = 17


M 1/2 Elf| HP 24/24 | AC: ??, T: 12, FF:?? | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

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...

Familiar A, relevant stats:

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.

Familiar B, relevant stats:

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


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


DrOcellus wrote:

Guess I'll go first, lets see if dice bot is kind.

[dice=Kn: Local]1d20+8

Ahh well.

Dr. Ocellus knows the following rumor

Rumor:
Deep under the earth, there is a sunlit garden and a sparkling palace


Tessai wrote:
[dice=Diplomacy to Gather Information]d20+7

Tessai has heard

Information:
The Beastmen are enslaving humans


Gideon Stormborn wrote:
[dice=K Local]1d20+5

Gideon heard

rumor:
The Caverns are only 2 levels deep and The Rope Bridges are rotted out and unsafe


Arronus Triari wrote:

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 another

2) 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

rumors:
The touch of a good person can destroy the undead found in the depths of Azlantia, Beware Zon Kuthons Avatar of Death and the Remnants of an ancient human civilization may still exist within the bowels of the earth

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.

Grand Lodge

Skills:
Acrobatics 6 Climb 7 C: Carpentry 7 Heal 7 Know: Engineering 6 Know: Local 5 Know: Dungeon 5 Prcptn 12 Prof Sailor 6 Survival 6 Swim 7
Half-elf Male NG Fighter 2 / Brawler 1 | HP 30/30 | AC18 T12 FF16 | F+7 R+4 W+2 | CMD 18 | Init+2 Percep+12 Lowlight vision, Darkvision 60'| Current effects: none

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

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +6 | CMD 15 | HP 24/24 | Perception +10 Channel Energy 4/4 | Acid Dart 7/7 | Wooden Fist | conditions: none
Urtar Rockburst wrote:

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, Waterskin

Money 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.

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