Ruins of Azlant: Strangers in a Strange Land
Game Master
Phantom Genius
Thousands of years ago, a barrage of meteors called forth from the vastness of space by humanity's greatest enemies rained down on Golarion, cutting short the remarkable human empire of Azlant while plunging the world into an era of darkness. Since then, the shattered continent of Azlant has lured intrepid explorers to its broken shores, but few have the mettle to survive in the remains of this dangerous and mysterious land. Now, a hopeful expedition has established a colony on one of the nearest islands across the sea, but danger has struck the fledgling settlement. An ancient enemy was accidentally released from its prison and has resumed its millennium-old machinations to punish the hubris of humanity once again. Can the adventurers survive in a faraway land and track down this enigmatic being before its sinister plans can come to fruition?
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Ommerra pauses outside the chapel with Aleece, panting and trying to catch her breath. She listens carefully to see if they are being followed and what is happening to the others.
Repurposing Renshaw's roll from Survival to Heal
As Petre moves toward Renshaw, the shaman notes that a human male was the stabbing victim in the altar, but he has been dead for at least several days. At that point, the most unimaginable horror you have ever seen appears above the altar. Some of you may have studied undead or even seen a skeleton, but this... nothing could prepare you for this. A flying, intangible, ghostly skeleton appears for an instant and screams so loudly and inhumanly that you forget to breathe, your legs can barely support you, and you bite your own tongue.
"Rayland!!!"
The three still in the chapel, Ma'oa, Renshaw, and Petre, please make a (fear, mind-affecting) Will save DC14.
Aleece you haven't started the next set of hexes yet.
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Will: 1d20 + 6 ⇒ (19) + 6 = 25
Init: 1d20 ⇒ 19
HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Active Spells: Bless | Effects:
Will: 1d20 + 5 ⇒ (12) + 5 = 17
Init: 1d20 + 5 ⇒ (4) + 5 = 9
"Ah, hells! Stand your ground!"
Human Witch 1 | HP: 2/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements
Does the effect reach outside?
Aleece wrote: Does the effect reach outside? Nope, but feel free to cringe.
Human Witch 1 | HP: 2/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements
Still affected by the nausea Aleece hears the yelling from inside. She wants to go back within to help, but can't, not yet....
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Ommerra shoots Aleece a sympathetic look. She does her best to remain watchful, checking around her to see if the seemingly-abandoned colony reacts in any way to the sounds. She is confident that the rest of the party will follow them outside, since she does not think there is anything they can do to fight what she believes to be a ghost.
We need rolls from Ma'oa, then take a turn if you beat a 17 initiative, such as what Renshaw did.
After this round Aleece's stomach returns to normal.
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
Will: 1d20 + 2 ⇒ (15) + 2 = 17
Init: 1d20 + 2 ⇒ (19) + 2 = 21
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
Ma’oa feels the abject terror chill her to the bone, but she holds on to her purpose, to protect the others, and ensure that this place was safe for those that would be settling here. Steeling herself, she leans on instinct, her features at once becoming sleeker and sharper as her jaw lengthens, filling her mouth with razor sharp teeth, her physical condition seeming to approach its peak as her body floods with adrenaline.
Change Shape (Bite attack)/ +2 Con (+1 hp, +1 Fort save)
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Renshaw holds his ground and sees Ma'oa changing shape which surprises him as well as the ghostly skeleton. Unfortunately he has no idea if this is a haunt, a ghost or something else entirely. He decides he'll try to help the others. He casts a spell.
Cast Bless.
@Team: Don't forget that bless gives +1 morale on saves vs fear on top of attack, if it comes up again.
A bench flies past Renshaw, impacts the wall, and bursts into splinters that rain down on Renshaw and Petre. "Gaaah!" says the invisible thing.
Round 3: Everyone may go.
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Renshaw tries to pinpoint the source of the "Gaaah".
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Pooky perception: 1d20 + 1 ⇒ (18) + 1 = 19
It seems that actively looking for something is a move action, so, assuming I find the source with my awesome roll...
The shaman says "There!"
Hydraulic Push targetting the relevant square: 1d20 + 5 ⇒ (10) + 5 = 15
If the bull rush doesn't do anything interesting, I hope it at least soaks the invisibler so a form can be seen by the others.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Outside, Ommerra waits nervously for the rest of the team to escape the chapel and what she believes to be a ghost, based on what they have said. She tries to be brave for Aleece. "I'm sure they are right behind us," she whispers, her voice trembling.
Human Witch 1 | HP: 2/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements
Aleece stands and moves toward the door. "No. I think they're trying to fight it."
Making it to the doorway she calls out, "We can't fight a ghost. Come out. Hopefully it won't follow into the daylight."
HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Active Spells: Bless | Effects:
Heeding Aleece's advice, Petre raises his hands to guard against any flying objects and makes a run for the door.
We just need Ma'oa's turn.
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
Ma'oa tries to spot something she can actually fight.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
There's a something floating in the air above the altar, as if you were squeezing an invisible sponge and water was falling off.
Petre makes it outside. A bench misses Ma'oa. Everyone may go.
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
@GM: Can you tell me the resolution of my turn please?
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Ommerra breathes a sigh of relief as Petre stumbles out of the chapel. She calls out to the others. "Ma'oa? Renshaw? Are you all right?" She looks at Petre and Aleece. "I hope we don't have to go back in to rescue them," she murmurs, her voice trembling.
Renshaw Blackburn wrote: @GM: Can you tell me the resolution of my turn please? You think the entity is still there over the altar. I don't know that an incorporeal creature can be wetted, but the area you targeted is visible to Ma'oa and yourself.
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Renshaw shouts out back outside "Well, there's something here... I can't touch it, but it seems it can't touch us either. It only tries to scare us or throw random stuff at us."
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Ommerra shouts, "Let us regroup outside and consider our options?"
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
Ma'oa exits with limited options on how to deal with the entity. "is it some kind of ghost? Maybe the body that was in there?"
Human Witch 1 | HP: 2/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements
"Come out. We certainly don't have the power to fight a ghost!"
HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Active Spells: Bless | Effects:
Petre breathes heavily as he turns to the others. "Was there anything else important in there? Should one of us take another look?"
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Renshaw also steps out and says "Well, there's a dead body in the altar. I think that's important. Maybe the ghost is that person's spirit?"
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Ommerra remains in hiding, peering out at the entrance to the chapel. "If it does not follow you out, we should report our findings to the rest of the colonists on the ship. Once we have made sure there are no other enemies that lie in ambush!" She points with her chin in the other direction from the beach. "Shall we continue searching?"
The entity fires a final shot at Renshaw on his way out. A shard of bench impales the ground at his feet.
Clues or items of interest:
Magic bow, burned books, signs of a struggle, dead body, and trail of blood leading out. Also, "Rayland!" and the undead must have had cursed dice.
Anyone have thoughts? I know about refreshing the protective luck, but do you plan to go into another building? Something else?
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Is there a map of what we've seen so far? I don't see anything pinned to the campaign. I can suggest places we might go next, but we can probably just continue past the chapel, right?
Click Campaign Info and then Map of Talmandor's Bounty.
Yes you can go to any building.
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
"We should check the other buildings in the triangle first, maybe starting from the top " Ma'oa suggests.
HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Active Spells: Bless | Effects:
"Before we do," Peter adds, "did anyone grab that bow? It would be a waste to leave it to be taken by someone else."
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Renshaw definitely didn't care about the bow, as interesting as it was. He says "Any other building is as good as the other."
I imagine my 1 minute Bless won't be up for our next building.
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
At Petre's mention of the bow, Ma'oa quickly dashes back into the chapel, making a beeline to the bow and trying to dodge any hurled objects.
Ma'oa makes it to the bow, but the creature's luck seems to change as it launches a bench into Ma'oa's back almost bringing her to her knees.
5 hp damage. Ma'oa and the bow can make it outside next round without being attacked again if she doesn't linger, dillydally, or lollygag.
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Renshaw watches the scene and 'eeck's, 'ook's and winces. He says "Come out! Quick!"
The next closest building is the:
A4. TOOL HOUSE
This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Renshaw asks Ma'oa if she's ok. Then, at the mud house, he says "I hope there's nothing throwing things at us in here..." He waits until someone braver opens the door.
Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
"Relatively. That bench hit hard!" Ma'oa replies quite bruised, "But I'm alive."
Human Witch 1 | HP: 2/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements
Aleece renew the Protective Luck on everyone before any other doors are opened.
Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Seeing everyone is reticent about opening the door, Renshaw puts his ear to it, as does Pooky. Hearing nothing, he opens the door.
Human Witch 1 | HP: 2/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements
Aleece will stay outside. She has Mage Armor on, but she's the only one that can't be covered with Protective Luck.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 1/3 | spells 1st-1/2 | effects: tears to wine 1h
Ommerra will follow Ma'oa through the door. (If Ma'oa doesn't go through, she will follow Renshaw.)
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