Figurine

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1,131 posts. Alias of Ventiine.


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I'm sorry I haven't posted. I will when I can. I haven't forgotten about you all


Sorry I've been really busy with work I'll try to update this weekend


✦ The Garden (A6) * ˚ ✦

Becky:
You piece together from your knowledge of Ancient Azlanti history and will-o-wisps that the Azlanti people may have used will-o-wisps to power their light sources. It would make sense based on their use of a water elemental to power their water pump. (Tower in Book 1) From your readings and conversations, you know the Azlanti were powerful beings but not saints. They didn't seem to have any morals against using living creatures for simple mundane conveniences of day-to-day life.

Encouraged by the warm reception of Crispin's dance, the party attempts communication with the will-o-wisps.

Talath first speaks, using the Ancient Azlanti tongue. The wisps slow their dancing to listen to the cleric, but quickly move away to favor Crispin's company. They seem disinterested in Talath, giving the cleric the sentient light orb equivalent of a cold shoulder.

Mauro, please make a communication check of your choice. In Azlanti or Aklo?


I'm sorry, I've been forgetting to roll knowledge checks for Becky outside of combats :x


✧˚ · . Old Sycamore: Prack Workshop (Area R1) ೄྀ࿐ ˊˎ-

In Round 1, Adela hunches to pass through the low-ceiling doorframe and angles an awkward shot at the red mite! Despite the cramped space, the bolt lands in the mite's shoulder! Rhiann goes to swing, but her weapon hits the low ceiling and misses!

Despite the cramped space, Erik fires an arrow at the blue mite, killing it instantly! The arrow shot straight through the creature's heart and embedded itself into the dirt wall.

Alyssa offers some Guidance to Rhainn.

The red squeaks angrily while swiping a dagger at Erik's shins!
Dagger: 1d20 + 0 ⇒ (4) + 0 = 4
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
But the dagger isn't even close to his foe's boots!

Undercommon (Mite language):
"Uurch! Get up!" the red mite squeaks.

Liz hears the sounds of battle from the top of the hole, alas, it is a small space.

Round 2
Adela 27
Rhiaan 21 (Guidance)
Erik 20
Alyssa 13
Blue Mite 9 (7 damage, very dead)
Red Mite 7 (2 damage, badly injured)
Liz (and Fifi) 5

Bold may act!


✦ The Garden (A6) * ˚ ✦

Crispin identifies the creatures as wil-o-wisps and conjures Dancing Lights. He sends the lights bobbing and weaving, which interests the will-o-wisps. Soon the will-o-wisps begin mimicking the lights to dance in sync with Crispin's orchestration.
(+5 Circumstance Bonus to influence will-o-wisp)

Crispin recalls that the will-o-wisps speak Aklo. Perhaps these lights would be amenable to communication. The party also knows that most things on the island seem to know the ancient Azlanti tongue.

Please make a Bluff, Diplomacy, or Intimidate check. Certain factors impact DC so I can't list it.


✦ Pillars of Long Shadow (A5) * ˚ ✦

The party struggles to move the ancient dial and ends up spending most of the late evening grunting and pushing. As the moon and sun are beginning to change places, Mauro manages a burst of strength, and the ancient stonework scrapes along the foundation until it's no longer aligned. The entire party sighs in relief, as they know the hounds won't be able to find their way back.

The night cooled the jungle and your aching bodies are eager for sleep. Someone suggests camping and - other than spotting the occasional bee of unusual size - your watches pass without incident.

✦ The Garden (A6) * ˚ ✦

Today is Fireday (Fireday), 7 Erastus (July) 4717.

Everyone feels rested by lunchtime and the party cuts their way in the direction of lights. The longer you walk, the closer the day turns to evening and evening turns to night.

Finally, you arrive at what looks to be more ancient stonework. Six twenty-five-foot-long stone blocks, each tapered like an arrowhead, are arranged in a vaguely flower-shaped formation in the moist ground. Some of the ancient stone blocks are cracked and splintered, while others are half-sunken in the marsh.

The large, flower-shaped monument in the ruined garden bears two sets of carvings on its stone petals. The first set depicts the sun setting near the stone monument and a few radiant globes flying overhead in a complex and attractive formation, suggesting that something happens after dusk. The second set of carvings shows a bee flying from a hexagonal building to what looks like a temple, suggesting that there is a connection between the bees and a temple.

As the sun sets upon the ancient stone monument, one by one, dozen upon dozens of lights appear in the darkness, hovering like ghostly lanterns above the fetid waters of the marsh. Four of them notice you and start flying in wide circle around you, observing and edging closer and closer. (image)

Knowledge Dungeoneering DC25 or Sense Motive 20 (the lights):
You determine that the creatures aren’t immediately hostile. If anything, the glowing balls of light seem to be curious about the visitors.

Knowledge Dungeoneering 25 (the lights):
You remember a few flight patterns that will-o’-wisps use to greet one another. You gain a +5 bonus on checks to perform a suitable greeting. You can use a torch or other mundane light source with a successful DC 25 Acrobatics or Perform (dance) check to correctly perform a greeting.

Knowledge Dungeoneering 25, then Dancing Lights or Fly DC20:
You seem to have interested the creatures. They gently sway back and forth, entertained by your actions.

New "Combat" Map (link)


Happy New Year. Typing up a post now.


I hope everyone had a happy holiday!


Posting will be slow around the holidays. I still have lots of holiday shopping :x


I'm so sorry, Crispin. That is rough.

I'll try to update tomorrow but take all the time that you need.


✦ Pillars of Long Shadow (A5) * ˚ ✦

Asher flies to the top of the tallest pillar and manages to pry two interesting items from the stone. It feels as if the items were magnetized to the stone, but they both lose their magnetic attraction once pulled off.

Even with Becky's astute knowledge, there doesn't seem to be any explanation of the magnetism. (Read: Book doesn't give any explanation.) Perhaps the ioun stone partially molded to the site or the veil between dimensions is particularly thin here. Becky thinks the pillars are leeching energy from the surrounding area (60 feet surrounding pillars), which makes it seem darker here than the larger surrounding area.

Trained Use Magical Device (pillars):
You deduce that it is probably possible to disrupt the creatures’ connection with the pillars by realigning the symbols.

Use Magic Device/Spellcraft DC25 (pillars):
You determine the right alignment
for the symbols to disrupt the connection, but you think you'll have a 50/50 chance on getting it right. A DC 12 Strength check is required to move the ancient metal dial.

In the far distance, someone thinks they spot a torch along the southwestern coastline!

What would you like to do? The clock is ticking to rescue the kidnapped colonists, the hounds could reappear to this location, and there was the light of a torch southwest.

Island Maps Updated (link)


I'll try to update tomorrow at lunch


✦ Pillars of Long Shadow (A5) * ˚ ✦

In Round 2, Talath uses his faith in Desna to grant Asher Bit of Luck. Asher focuses on the blue hound, landing two arrows in the creature's flank! Becky continues to inspire her allies with information. Mauro's reach weapon just manages to spear the blue hound!

In Round 3, the blue hound howls and disappears, but doesn't reappear. The red hound went still at the blue hound's howl and similarly disappears! Seconds pass and Becky thinks perhaps they must have Plane Shifted away.

Reference post 3050 for area description. (Link)

On the tallest of the pillars, you spot something glinting in the moonlight. Perhaps someone can Fly or climb up to retrieve it.

Top of highest pillar:
At the top of the highest pillar, you find a circlet of persuasion and a dusty rose prism ioun stone. A strange, almost magnetic force holds the items in place, making it difficult to pull the items from the stone. DC15 Strength to loot the items.

Loot Sheet Updated. (Optimistically)


✦ Pillars of Long Shadow (A5) * ˚ ✦

In Round 1, Talath controls a spiritual weapon is Desna to cut the red hound! The blade draws a trickle of blood! Asher shakes off the blue creature's stare! Then, the ranger turns, firing two arrows at the red one. The second arrow hits! Becky makes a sound of epic proportions!
Red Fort DC14 (Sound Burst): 1d20 + 10 ⇒ (18) + 10 = 28
Blue Fort DC14 (Sound Burst): 1d20 + 10 ⇒ (14) + 10 = 24

Mauro and his skeleton crowd the red hound, but only Mauro seems to land a hit! Crispin appears to possess a similar skill as the hounds as he disappears only to reappear next to Becky! The arcanist then casts Glitterdust, coating both hounds.
Red Will DC16 (Glitterdust): 1d20 + 8 ⇒ (1) + 8 = 9 Blinded
Blue Will DC16 (Glitterdust): 1d20 + 8 ⇒ (20) + 8 = 28

In Round 2, the blue hound stares down Mauro!
Mauro, please make a Fort DC18 check or take:
Ripping Gaze: 5d6 ⇒ (2, 4, 3, 4, 2) = 15 (bypasses DR/magic and slashing)

Meanwhile, the blinded red hound disappears and reappears on the tallest pillar! See Combat Map

Round 2
Blue 24 (2 damage)
Red 20 (33 damage)
Talath 19
Asher (and Huntress) 15
Becky 14
Mauro (and skeletal servant) 12 (False Life)
Crispin 5

Bold may act!


I'll try to update tomorrow


@Mauro, yes, the shortest pillar is five-feet tall. Each pillar is five feet higher than the last.


These are really interesting creatures.

Talath, I rescanned your sheet! I have it on a flashdrive I just need to upload it hehe


GM Screen:

Stealth v. Perception
Red Stealth (Invisible): 1d20 + 18 + 20 ⇒ (5) + 18 + 20 = 43
Blue Stealth (Invisible): 1d20 + 18 + 20 ⇒ (15) + 18 + 20 = 53
Asher: 1d20 + 8 ⇒ (4) + 8 = 12
Becky: 1d20 + 8 ⇒ (9) + 8 = 17
Crispin: 1d20 + 7 ⇒ (20) + 7 = 27
Mauro: 1d20 + 13 ⇒ (6) + 13 = 19
Talath: 1d20 + 13 ⇒ (16) + 13 = 29

Initiative
Asher: 1d20 + 6 ⇒ (9) + 6 = 15
Becky: 1d20 + 3 ⇒ (11) + 3 = 14
Crispin: 1d20 + 2 ⇒ (3) + 2 = 5
Mauro: 1d20 + 2 ⇒ (10) + 2 = 12
Talath: 1d20 + 2 ⇒ (17) + 2 = 19
Red: 1d20 + 9 ⇒ (11) + 9 = 20
Blue: 1d20 + 9 ⇒ (15) + 9 = 24

As the group organizes themselves, casting spells and instructing animal companions, something happens!

In Round 1, a long-limbed quadruped appears atop a nearby pillar and stares at Asher!
Asher, please make a Fort DC18 check or take:
Ripping Gaze: 5d6 ⇒ (3, 3, 6, 5, 6) = 23 (bypasses DR/magic and slashing)

Darkvision/Light Sources + See Invisibility:
The red creature also vanishes from atop one pillar to reappear on the shortest! It opens its toothy maw and attempts to chomp down on Crispin!

Another creature of the same type appears on the smallest pillar and attempts to chomp down on Crispin!
Bite (Attack): 1d20 + 15 ⇒ (12) + 15 = 27
Bite (Damage): 2d6 + 3 ⇒ (3, 5) + 3 = 11

༊*·˚

Becky Knowledge Planes: 1d20 + 12 ⇒ (17) + 12 = 29

Knowledge Planes DC22 (Creatures):
You recognize these gaunt, long-limbed quadrupeds - they're Hound of Tindalos!

Becky or Knowledge Planes DC27 (Creatures):
You recognize these gaunt, long-limbed quadrupeds - they're Hound of Tindalos! These creature have the special ability "Angled Entry," which allows them to move through the dimensions in ways other creatures cannot comprehend. They may use Greater Teleport (self only) once per round as a Swift Action and Plane Shift (self only) three times a day. These creatures also possess an "Otherworldly Mind," meaning anyone attempting to telepathically speak with these creatures may become confused and take damage. These creatures also have a "Ripping Gaze," which it seems to have done to Asher!

Round 1
Blue 24
Red 20
Talath 19
Asher (and Huntress) 15 (Gravity Bow, Fly)
Becky 14
Mauro (and skeletal servant) 12 (False Life)
Crispin 5 (11 damage)

Bold may act!


I hope everyone is having a great weekend! I haven't forgotten about you


✦ Pillars of Long Shadow (A5) * ˚ ✦

Becky realizes the symbols resemble what modern spellcasters use in teleportation magic. And Crispin expands on the young bard's observation, noting some of the symbols depict extraterrestrial locations. Crispin reveals it would require days, weeks, months, or even years of research to determine the precise calculations required to use the device as intended.

Mauro summons a skeletal servant and casts False Life on himself. Asher casts Gravity Bow and Huntress looks up at her master, curious. Talath offers to cast Fly on anyone who needs it.

Is everyone happy with their map position?


✦ Hullhold (A2) * ˚ ✦

Crispin eyes the pearl of power while the party discusses if and what will be traded. Locwudu extends their offer to trade in the future, but with the condition that the party must come back to their home. The wyrwood seem adverse to leaving their territory.

ೃ⁀➷

✦ Pillars of Long Shadow (A5) * ˚ ✦

Today is Oathday (Thursday), 6 Erastus (July) 4717.

The party finishes their trade with the wyrwood and sets off towards the last area (A5) that had been marked on the damaged watchtower map (from A1). The party avoids the slimes, trudging through the thick forested island.

Seven pillars of stone, each taller and thicker than the previous one, stand in a spiral-shaped formation. The pillars bear many intricately carved symbols inlaid with a silvery metal and lines of a crystalline material, and each pillar is fitted with a ring-shaped, metal dial with similar symbols carved into it. The entire area seems unnaturally chilly and dim, as if a great shadow lay over the land.

The smallest pillar here is 10 feet tall, and each subsequent pillar is 5 feet taller than the last, with the central pillar standing 40 feet tall.

The area within 60 feet of the pillars is one level of illumination lower than it would normally be and 20 degrees colder.

From studying the observatory (A4) you were at previously, you know this place and the observatory were intended to be used together in some way.

Knowledge Acrana 20:
The symbols resemble what modern spellcasters use in teleportation magic.

Knowledge Geography or Planes 25:
Some of the symbols depict extraterrestrial locations. You know it would require days, weeks, months, or even years of research to determine the precise calculations required to use the device as intended.

The tallest pillars are the higher than the surrounding trees. You think you could use the spyglass from atop one of them to scout the surrounding area. The book does not give me a DC check for Climb. Please let me know if you attempt to climb. For no particular reason, it will take five minutes.

Combat Map Updated

Please adjust yourself on the Combat Map.


I'm going to sleep and then I'll update


Just let me know what the total trade will be with items from each side. Everything in your inventory should be on the Loot Sheet.


Happy Halloween!!


✦ Hullhold (A2) * ˚ ✦

Becky, I'm going to treat your Diplomacy roll as a Geography/Local DC25 check. I forgot we were using Diplomacy as a second chance after failing the Knowledge roll. Becky pass.

"The faceless stalkers wouldn't talk like that. I guess you aren't shifters." The small wooden creatures lower their bows slightly but still seem weary. The one speaking introduces himself: “We are wyrwoods. I am Locwudu, the oldest of us, and they consider me their leader.” Locwudu seems hesitant to talk about the tribe’s troubled history. Party reputation with Wyrwood improves to Indifferent.

At Becky's mention of the ugothols, Locwudu seems to have a lot to say: “Those ugly creatures can change their appearance. They live in caves near the river. They haven’t always been living here on the island. Something or someone made them come here.” The party recalls they just came from such a cave, which appears to have been vacated.

“We’ve seen many ugothols here in the north, but the ugly creatures are smart enough to stay out of our territory. Ulat-kini are common in the southeast, but we don’t know where their lair is. Ghost lanterns inhabit the southern marshes. Many kinds of beasts also live in the woods and marshes.”

“The Ulat-kini look like walking frogs and fish, and they’re cruel creatures, but thankfully, they don’t bother us. They live somewhere many miles to the south, and they like swimming better than walking, so we don’t run into them too often here.” Their description reminds you of skum that you've fought.

If someone inquires about the ghost lanterns, they explain further “They are intelligent, flying balls of light—that’s why we call them ghost lanterns. There is an ancient place built from stone where they gather at dusk. It is said they know everything that happens on this island, but I should warn you, they’re not very welcoming to visitors. The stories say you should carry a lantern or other light source when you approach them or they’ll think you’re an enemy.” Someone in the party recognizes their words describe will-o’-wisps.

You get the sense that the wyrwood don't venture too far from their home.

ೃ⁀➷

Locwudu eyes the party's equipment. He announces that he's open to trading. Locwudu is willing to part with the following items: shadow essence poison (4 doses), a horn of fog, a pearl of power (1st), a pirate’s eye patch, a shark tooth amulet, and a vest of escape. The party can “pay” with any magic items of approximately the same value that the wyrwoods are physically capable of using, though all ioun stones (except dull gray ioun stones) count as double their value.

When trading, the wyrwood send a couple of representatives to the sand while the rest remain along the shipwreck.

Sorry I didn't link trade goods this time :x


Update tomorrow after work


Haha!


✦ Hullhold (A2) * ˚ ✦

The group decides to camp nearby for the night, but far enough away to not annoy the small wooden creatures. The night passes peacefully and they return to the wrecked ships in the morning. "Determined, aren't you?" one of the creatures addresses your approach. Please make a Diplomacy check.


Back from the conference. I'll update tomorrow


Sorry for not posting. I've been prepping for a conference talk


✦ Hullhold (A2) * ˚ ✦

While Talath does his best (with Becky's aid) to convince the small wooden creatures, his words seem to fall short. (Diplomacy DC30 Fail) "You need to leave now unless you want an arrow in your chest." It appears these creatures are still suspicious of you and you'll need to give them some time if you wish to try again.

Do you wish to camp out nearby and try again tomorrow or move on to a new area? Or do you want to stay and fight?


Hahaha

I'll try to update later tonight.


✦ Hullhold (A2) * ˚ ✦

The small wooden creatures listen intently to Becky, but the bard's words seem to fall short. Becky check fail.

In Azlanti, they respond: "While what you say may be true, why shouldn’t we just kill you just to be sure you’re not enemies?” Please make a Diplomacy check.


Update tomorrow!


✦ Wheels of Heaven (A4) * ˚ ✦

The party assesses their situation and decides it would be best to rest. Cutting through the dense vegetation (avoiding the oozes) and hiking miles of uncharted island has eaten up the daylight and left everyone nearing fatigue.

Everyone sets up camp in the observational tower, which proves to be an uneventful night.

ೃ⁀➷

✦ Hullhold (A2) * ˚ ✦

Today is Wealday (Wednesday), 5 Erastus (July) 4717.

The party wakes up early and sets out at first light. Thanks to acute observation, the party purposefully moves to avoid the oozes. Some of the route is backtracking the way you came, so the walk is incrementally easier.

As you all approach the area, which had been labeled "Shipwrecks + Enemies" in Aquan on the defaced map, you see the broken remains to ships on the beach. Getting closer, you notice the broken remains of ships and boats on the shore actually form a perimeter around heaps of barrels, crates, and other items that look like salvaged cargo. Additional ladders, nets, ropes, and weights have been attached to the ships and boats. A crimson flag on the mast of the largest ship proudly blows in the wind.

When someone gets within 60 feet of the shipwrecked vessels, you spot four small wood-like creatures standing on the remaining ship railing. They're chattering in Azlanti and they sound angry. From their higher position, they clearly have the combat advantage.

Azlanti:
In higher-pitched voices that match their small stature, they address you, “Reveal your true form, spies! You can’t fool us!”

Azlanti THEN Sense Motive DC14:
You realize these creatures have mistaken you for faceless stalkers. You need to show evidence that you’re enemies of the faceless stalkers or Knowledge Geography/Local 25 or Perform Oratory 25 to speak convincingly about the faraway lands you come from.

Island Maps updated (link)
"Combat" Maps updated (link)


I'm going to prod the party towards A2 tonight!


✦ Wheels of Heaven (A4) * ˚ ✦

When Mauro delicately plucks the ioun memory node from the ancient device, the ghostly woman reappears. She gives a gentle smile of relief and fades away.

Loot Sheet Updated (link)
There is a typo in the book - the item is listed as 5k but AONPRD lists it as 6k.

Where would like party like to proceed to next?


I'll update Monday!


Tomorrow is Friday! Hype hype hype!


I'm sorry guys, I legitimately tried to post yesterday but the site's graphics disappeared whenever I clicked anything. The site lost formatting and changed to a white background with links, but when I clicked the links the site wouldn't change. This is what it looked like.

No worries, Mauro!


✦ Wheels of Heaven (A4) * ˚ ✦

Mauro notices two shadows quickly increasing in size. The occultist shouts to get out and the party rush to escape! At Mauro's warning, the rest of the party see her: a ghostly image of an Azlanti woman wearing a priest’s vestment appears (link) hovering in the air, screaming a drawn out “No!”

After one round of reaction, two firey hot meteors slam down into the earth! The two meteors explode in 40-foot radiuses, but luckily by running the group managed to avoid the flames. You all stand, perhaps a bit shaken, at what just happened.

As the smoke begins to clear, the ghostly woman (link) fades away and the observatory looks mostly intact again, just as it did before the ghostly meteors fell.

Knowledge Religion DC17 (Ghostly Woman):
It seems that operating this mechanism triggered a haunt. You think this ghostly figment was an Azlanti that was able to calculate the coming of Earthfall. Her restless spirit is trapped here. Perhaps you can do or find something here at the observatory to finally put her to rest.

???: 6d10 ⇒ (2, 10, 5, 9, 4, 4) = 34

Study Observatory (34 minutes):
You return inside the building and begin tinkering with the device for 34 minutes. You learn the central operating principle and can use it to make simple calculations. If you run a simulation without changing the parameters (in other words, using the same parameters that Imosele did over 10,000 years ago) you make the same terrible discovery as she did: a mass of objects traveling through space at a great speed on a trajectory to collide with Golarion.

You continue to look through the data entries and discover a new location (A5). The metal pin panel shows the word "pillars" in Azlanti, and displays a three-dimensional representation of the location’s topography. Maps Updated (link)

Each planet’s location relative to Golarion at any given moment is also stored in the mechanism. Curiously enough, much older data entries include two planets orbiting at a distance between Verces and Eox, and the panel displays the names Damiar and Iovo for these entries.

Study Observatory, THEN Knowledge Geography/History DC25:
You know that these planets do not exist in Golarion’s solar system as modern astronomers know it, but you remember stories about the Twins - the planets Damiar and Iovo - that were destroyed long before Earthfall, and whose remains form the asteroid belt known as the Diaspora.

Attempt to retrieve the ioun stone Disable Device DC25:
You're able to successfully pluck the mechanism's ioun memory node (worth 5,000 gold) and an invisible weight seems to lift from the area.


✦ Wheels of Heaven (A4) * ˚ ✦

Becky thinks she can activate the device. When she activates it, the party hears the whirling of gears.

Perception 13 (Surroundings):
You hear meteors screaming through the sky accompanied by a bright flash and rumbling ground.

If Perception 13, then Knowledge Geography or Spellcraft 25 (Surroundings):
The sound is caused by falling meteors!

The roof of the observatory is blown away, revealing two meteors in the sky approaching at a high speed! At the same time, a ghostly image of an Azlanti woman wearing a priest’s vestment appears hovering in the air, screaming a drawn out “Noooooooo!”

You can see the shadows of the meteors, which reveal the squares they are going to hit. You have one round to move.

"Combat" map updated.


I'll try to update later today


✦ Wheels of Heaven (A4) * ˚ ✦

The party finally arrives at their destination after eight hours of travel. You see a 20-foot-tall building that has been built into the slope near the summit of the island’s tallest hill. After investigating the exterior for threats, you all cautiously enter the building. New "combat" map (link)

The interior of the building is a machine consisting of thousands upon thousands of gears. A giant tube similar to a spyglass rises from the center of the contraption.

Either Crispin or Becky seems to grasp the purpose of the device. The ancient Azlanti used a combination of magic and technology to build great machines capable of revealing the secrets of the universe. They also made great advances in mathematics and physics, which made it possible for them to calculate the positions of planets and other celestial objects with great accuracy. This observatory is an example of that technology: a massive analog clockwork mechanism designed to calculate and display astronomical information, such as the positions of the sun, the moon, other planets, and a number of constellations.

Knowledge History DC20 or Disable Device 20:
You realize the device also includes a large telescope whose optics were some of the most sophisticated in the Azlanti empire. The telescope’s lenses were destroyed during earthquakes accompanying Earthfall. However, the advanced telescope still retains certain functions. A user can feed data into the clockwork mechanism by pointing the telescope at any celestial object. With just two data entries, it is possible to calculate a linear trajectory and the object’s speed, and by adding more data, the machine can calculate curved and elliptical paths while refining its initial calculations to be more accurate. Once a trajectory has been calculated, the user can set a dial to indicate any point in time in the past or future, and the mechanism calculates the object’s location at that moment, automatically rotating the telescope to point in that direction if the user so desires. These calculations are stored in a gem called an ioun memory node. The mechanism also has an output panel comprising thousands of metal pins mounted in a frame that allows them to slide up and down. The mechanism can display data about the objects being observed by moving the pins so that they form letters, numbers, or three-dimensional graphs; by pressing symbols formed from extended pins, the user can feed additional data to the device.

You think you can operate this ancient technological device with a bit of time and knowledge. Others can make a Strength check to aid (Str DC10 to Aid) by removing junk and debris from between the gears.

An hour making temporary repairs PLUS Craft Clockwork/Knowledge Arcana/Engineering/Use Magic Device DC25:
You’re able to activate the mechanism! (Please let me know if you want to.)

Nothing else of interest seems to be in or around this building.


I would like two players in agreement to proceed: continue the path or take the longer but safer route.


✦ Traveling the Island (A3 to A4) * ˚ ✦

After determining that the cavern is empty, faceless stalkers gone, the party decides to investigate another area of the island marked by the ancient Azlanti wall map from the watchtower. This area was not defaced by the faceless stalkers, but was engraved in Azlanti, labeled "Wheels of Heaven."

The party heads south, skirting the rocky peaks of Zanas-Tahn on the east side. You have to use the machetes to chop through the dense jungle vegetation while watching your step on the wild, rocky terrain. Traveling along, you estimate the walk will take four hours, double the time it took from the watchtower (A1) to the cavern (A3). You suspect you'll arrive in time for an early dinner. Only choose one skill per person for the spoiler below.

Knowledge Dungeoneering 20 or Perception/Survival 30:
You notice telltale signs of the oozes’ presence: slimy excretions on the ground and on the leaves of trees and shrubs, and moist drag marks on the grass in wide patterns, as if the ground had been intentionally flattened. While these tracks are not enough to deduce the exact type of ooze in question, they are sufficient to allow the party to simply avoid the slow-moving creatures should they choose to do so. However, choosing a safe route doubles the time required to move through the ooze-infested area. Please decide on how you will travel: normally or through a safe route.


Time got away from me. I'll try to update at lunch


✦ The Twisting Cavern (A3) * ˚ ✦

When Mauro performs an object reading on the statue, he feels himself sitting on it as if it were an improvised furniture. The ring doesn't seem to give an impression. Perhaps it is ancient as well.

Becky identifies the statue as a depiction of Ydersius, the patron deity of the serpent folk. She recalls the serpent folk were one of Azlant’s chief enemies.

The cavern appears empty now, with the exception of the party.

Where would the party like to go next? There are two areas marked from the wall map in A1. Island Map (link)


✦ The Twisting Cavern (A3) * ˚ ✦

In Round 3, the party absolutely annihilates the blue chaos beast, dealing 96 damage to it. The critical attack didn't seem to affect the beast, but it didn't matter due to the party's collective focus!

The second chaos beast whithers and stills. Nothing else appears out of the eerie shadows.

Amid the filth, grime, and junk that the faceless stalkers left behind, there is a ring of the troglodyte and a 1-foot-tall jade statue of a humanoid-serpent hybrid creature (worth 1,000 gp). Loot Sheet Updated (link)

Knowledge Religion DC25 (statue):
You identify the statue as a depiction of Ydersius, the patron deity of the serpent folk, who were one of Azlant’s chief enemies.

Appraise/Survival DC25 (statue):
You realize the statue must have been in the cavern for over 10,000 years.

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