Ruins of Azlant

Game Master Aldizog

Pathfinder Adventure Path: Ruins of Azlant

Set sail and join the expedition to colonize the lost continent of Azlant.

Slides

Character Perception Checks:

[dice=Brannart]1d20 + 3[/dice]
[dice=Fenna]1d20 + 8[/dice]
[dice=Malakar]1d20 + 9[/dice]
[dice=Razor]1d20 + 1[/dice]
[dice=Sho]1d20 + 10[/dice]
[dice=Vexas]1d20 + 8[/dice]

Character Initiative Rolls:

[dice=Brannart]1d20 + 6[/dice]
[dice=Fenna]1d20 + 6[/dice]
[dice=Malakar]1d20 + 3[/dice]
[dice=Razor]1d20 + 2[/dice]
[dice=Sho]1d20 + 3[/dice]
[dice=Vexas]1d20 + 8[/dice]

Character SpellCraft Checks:

[dice=Fenna]1d20 + 7[/dice]
[dice=Vexas]1d20 + 8[/dice]

Hero Points:
Brannart: 1
Fenna: 3
Malakar: 1
Sho: 2
Vexas: 3


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Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Malakar sighs and moves in to attack.
Inspired Scimitar attack: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 4 ⇒ (5) + 4 = 9


GM Screen:

Assassin Vine Attacks: 1-2 = Brannart | 3-4 = Sho | 5-6 = Malakar

Who Assassin Vine Attacks: 1d6 ⇒ 2 (Attacks Brannart)

Vine Slam at Brannart AC 20: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 7 ⇒ (2) + 7 = 9

Grab Brannart (CMD 20): 1d20 + 13 ⇒ (8) + 13 = 21

Brannart is already in reach of the berries when Sho shouts her warning. The veteran's instincts and muscle memory kick in as a vine lashes toward him. Brannart plants his foot and raises his sword to meet the attack. The severed vine drops to the ground and twitches for a moment.

Before Brannart can recover from the swing, another heavy vine crashes into him, almost knocking him to the jungle floor. Brannart feels its strength as it coils around him like a snake and begins to squeeze.

As Brannart becomes wrapped in the vine, grasses and plants from the forest floor climb out from their earthy tomb and begin to wrap around everybody.

Brannart is Grappled. Everyone else: make a Reflex Save DC 13; Failure results in the Entangled Condition . At the end of each turn, make another Reflex Save.

ROUND 1

Sho
Fenna
Malakar
Brannart
Assassin Vine
Vexas <----

ROUND 2

Sho <----
Fenna <----
Malakar <----
Brannart <---- (15/24 HP)
Assassin Vine
Vexas


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna finds herself caught, but she pulls herself forward toward Brannart a little. She looks for something that seems like the central point from where the vines emerge in order to stab at the plant, but her spear finds no purchase.

Reflex: 1d20 + 5 ⇒ (4) + 5 = 9

Attack: 1d20 + 3 + 1 - 2 ⇒ (6) + 3 + 1 - 2 = 8

Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Reflex, DC13: 1d20 + 8 ⇒ (3) + 8 = 11 Entangled :/

Vexas curses as the vines wrap his bare feet. He begins trudging towards the creatures while drawing his rapier.

[double move] half movement, 20' (drawing sword)

Reflex (end of turn), DC13: 1d20 + 8 ⇒ (11) + 8 = 19


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Oh, forgot the 2nd reflex save.

1d20 + 5 ⇒ (1) + 5 = 6


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart swings his sword at the plant, but wrapped up as he is he cannot get good leverage.
Attack, Grappled, IC: 1d20 + 7 - 2 + 1 ⇒ (1) + 7 - 2 + 1 = 7

Look at our dice...

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Ref save DC 13: 1d20 + 6 ⇒ (4) + 6 = 10 Entangled, -2 To attack-4 to dex

Attack: 1d20 + 4 + 1 - 2 ⇒ (8) + 4 + 1 - 2 = 11
Dmg: 1d8 + 2 ⇒ (5) + 2 = 7

Sho hacks at the plant, but without much success

reflex save DC 13 at the end of the round: 1d20 + 4 ⇒ (14) + 4 = 18

GM, I guess someone entangled has a lower reflex save to break free, as his Dex is reduced by 4 (-2 to Reflex save)?


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

I forgot to mention Fenna is continuing Inspire Courage. But with our rolls I don't it would have made any difference.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Reflex Round 1: 1d20 + 3 ⇒ (5) + 3 = 8

Malakar makes an attack at the nearest plant.

Scimitar, Inspired, Entangled: 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 141d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Reflex End of round 2 entangled: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4


The Paizo Dice have surely turned against you . . .

Remember your Hero Points. You will be leveling up soon enough.

Sho, I agree with the lower Reflex Save due to decreased Dex., but if you are already entangled you do not need to make another Reflex Save. Instead, you would need a Strength or Escape Artist Check DC 14 to break away or stay Entangled and accept the penalties. If you do break away and stay in the area, another Reflex Save would be needed at the end of your turn. I should have added this to my earlier post. Agreement? Is my interpretation incorrect?

Due to my oversight, any Successful Reflex Save made at the end or your turn - Treat as a successful Escape Artist / Strength Check.

GM Screen:

Vine Continues to Grapple Brannart CMD 20 : 1d20 + 13 + 5 ⇒ (18) + 13 + 5 = 36

Constrict Brannart: 1d8 + 7 ⇒ (5) + 7 = 12

Assassin Vine Attacks: 1-2 = Sho | 3-4 = Malakar | 5-6 = Fenna

Who Assassin Vine Attacks: 1d6 ⇒ 4 (Attacks Malakar)

Vine Slam at Malakar AC (19-1 = 18): 1d20 + 7 ⇒ (2) + 7 = 91d8 + 7 ⇒ (6) + 7 = 13

As plants and grasses grow and envelope his companions, Brannart feels the vine tighten around him. He hears ribs snap beneath his chest. This should hurt, but the veteran is more concerned on the lack of oxygen he can now breath in and the taste of crimson as he begins to choke up blood. His vision starts to blur while he watches his companions futilely strike out at the carnivorous plant.

Another vine lashes out at Malakar, but the Druid, wise in the movement of nature, ducks low and blocks the attack with his shield.

ROUND 2

Sho
Fenna
Malakar
Brannart ( 3/24 HP )
Assassin Vine ( -13 HP )
Vexas <----

ROUND 3

Sho <----
Fenna <----
Malakar <----
Brannart <---- ( 3/24 HP )
Assassin Vine ( -13 HP )
Vexas


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart has a flash of regret for his actions, most specifically using up his Potion of Enlarge Person earlier. But he presses on.

It can move. Had we left it alone it would have killed colonists sooner or later.

He swings his sword again, hoping that his foe will fall before he does.
Attack, Grappled, IC: 1d20 + 7 - 2 + 1 ⇒ (19) + 7 - 2 + 1 = 25
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Confirm?: 1d20 + 7 - 2 + 1 ⇒ (2) + 7 - 2 + 1 = 8
Nope... even using a Hero Point for a +4 after the fact is probably not going to do it. Not even sure if it is crittable.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas advances on the line of savage vines and pokes at the one grappling his teammate.

[5' step] E
[standard] attack (the one grappling brannart)

masterwork rapier attack, P damage (small), IC: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 231d4 - 1 + 1 ⇒ (1) - 1 + 1 = 1

See how ineffective his sword is, the halfling sheathes it.

[move] stow rapier

Do I still have those alchemist's fires?

UPDATE with inspire courage on the attack roll


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Don't forget Inspire Courage, Vexas; I think that makes it 1 real point of damage.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none
Brannart Teskerwill wrote:
Don't forget Inspire Courage, Vexas; I think that makes it 1 real point of damage.

Thanks. Fixed.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna continues her oratory, though the exhortations for everyone to do their best are getting more strident. She plunges her spear into a place that looks thick, and manages to wiggle free.

Attack: 1d20 + 3 + 1 - 2 + 4 ⇒ (11) + 3 + 1 - 2 + 4 = 17

Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Ecape Artist: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20

Using a Hero Point on attack, continuing Inspire Courage.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

"Fenna!" Brannart calls out as he is caught tight in the vine's grip. Perhaps this motivates the bard...

Brannart will spend a Hero Point to give Fenna a +4 after the fact on her attack roll.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Ugh, I'm in a post-2nd vaccine daze and not thinking well. Fenna's got Hero Points dripping off her, hasn't used one yet. She'll use one herself for the +4.

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

STR check to escape: 1d20 + 2 ⇒ (6) + 2 = 8

attack, IC, Grappled: 1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 9
dmg: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

That won't do...


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

"Damn these things! Now I know what it is to be a sheep in the nettles.

Strength to break free: 1d20 + 3 ⇒ (20) + 3 = 23

"Rah!"

Scimitar Inspired: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 161d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Hey its a hit!


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Once the plant adjacent to Brannart and I is down I will give him a heal but it isn't worth it while we are in AOO range.


To Vexas: I believe Vexas still has the Alchemist Fires.

Brannart shakes his vision clear and finds the strength to free his arm and strike out at the plant. As his sword cleaves through the vine, he wills his voice to shout to Fenna. Is it for survival alone or longing for the continuation of her embrace? The veteran does not know why he selected her, out of all of his companions, but he shouts for her.

Fenna hears her name and responds. Noticing a crack in the main stem created by Vexas’s rapier, she focuses on that spot and jabs her spear through the stem, crushing its integrity. Malakar notices the opening, and with a swing of his scimitar, severs the vine from the main stem. Vines and Brannart crash to the ground with a thud and shaking of the ground. The veteran feels the coiled vine go slack and air return to his lungs once again. As he lays there sucking in air and spitting out blood, the pain in his chest enters the forefront of his perception. He looks down at his chest and views the crushed-in armor around it.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart pulls himself to his knees.

"Thanks. Ow."

He cleans and sheathes his sword, then stands unsteadily and picks up his ranseur again.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

For round 4 Malakar will heal Brannart
Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7
and than step in to be adjacent to the next vine.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna relaxes with a grateful sigh and picks up where Malakar finished, healing Brannart some more. But not much more.

"Oh, that was disappointing. You alright Brannart?"

CLW: 1d8 + 2 ⇒ (1) + 2 = 3


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Don't forget, we also have a Wand of CLW that Kowal had acquired with party gold, I think.

"I've been better, Fenna, but thank you. I can continue." He nods to Malakar as well.

"I hope there are no more of those things."


You watch as a small blue, black and white bird swoops down and grabs a berry. It flies away unharmed.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna asks Malakar "so are the berries fine to eat now?"


Malakar:
Malakar has heard that the Assassin Vine berry is tough and typically bitter, but the taste can change depending on what kind of victims the plant has captured recently.


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

"I have heard tales that the berries taste is dependent on what the vines have been eating, but that they are usually bitter. So they are safe but may not be pleasant. Only thing to do is to try 'em"

Malakar will pop a berry in his mouth to form an opinion.


The berry offers an intense gush of bitter juice that forces a puckered expression on the Undine's face.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

When she gets Malakar's explanation Fenna declines.

"That's nasty. I'll take a pass."


What would you all like to do? Collect the plants for Nymbleth and return to the colony? Gorge on berries? Track down 'The Voice'? Find the odd trail that Malakar and Sho followed? Something else?


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

I vote for collect plants and than depending on time of day and resources maybe go look for the trail we found.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas chuckles at Malakar's reaction.

Hmm, yes, I think that face says it all. But, we should still collect a healthy bunch of them for Nymbleth. Were there any more plants on the list?

Dark Archive

Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

Let's try to find useful - and good-tasting, if possible-plants. I'm sure this forest has many things to teach us.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Brannart decides against tasting any berries. He limps along.

I would be okay to keep doing more exploration if we broke out the Wand of CLW, but I don't want to risk another fight at 13/24 HP.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Who has the wand again?

"After we get the plants maybe we could see we can find a new trail back to the colony that avoids all this? It would be good if people could move around outside the colony's boundaries without having to be heavily armed and double-digit group sizes."


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

I was never sure if we were allowed to use the wand after Kowal left or how many charges it has. I can use the wand easy and willingly just need GM to give us a charge count and ok on it.


The sun is in the west but still several hand spans above the horizon when you arrive back in Talmandor’s Bounty. Looking around the colony, you begin to realize subtle changes that have been overlooked due to your persistent adventures on the island. The twin barracks have been turned into store fronts while small structures and stands have been built opposite the barracks forming the colony’s first Merchant District.

You find Alba and Nymbleth’s alchemy shop in the far corner of the northern barracks. A dark wooden sign above reads in thick, yellow lettering bordered in green Talmandor’s Elixirs. A painting of a gold-colored eagle is portrayed between the words. Stocked shelves of vials, bottles, jugs, and decanters line the coarse, wooden walls while a simple, yet sturdy, middle table holds a full alchemical set currently brewing a blue-white concoction. Alba stands on the farside of the table in deep concentration as she makes slight adjustments by turning a knob or adding a powder.

Nymbleth smiles while he looks over the plants you brought him, then he comes across the berries. ”Assassin Vine berries”, he states excitedly. ”These can make a very fine wine. Well, once it ages for a few decades. I hope this did not cause you much trou . . . “. Nymbleth’s voice trails off as he sees Brannart’s armor. ”Oh my Brannart.” the Tiefling says as his mouth pulls to the right causing his lower lip to curl. ”Here,” Nymbleth reaches into the satchel hanging at his side and produces a clear bottle containing a dark blue fluid. ”drink this. Won’t fix the armor, but will sure help your insides.”

Perception DC 20:
Through the noise and voices in the market area, you hear what sounds like men shouting. Your view is blocked due to all of the new structures, but it sounds like the shouts are coming from the middle of the colony.

Perception DC 23:
You perk up your ears and can now determine that it sounds like two men are arguing and shouting at each other.

Perception DC 26:
You can also pick up jeers and haughty snickers coming from several other people.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Oh, we won't lie, it was a bit more dicey than we expected. But, what do they say? What doesn't kill you...

The thought trails off as Vexas looks about the alchemical shop.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Hmm, I thought I heard something. Oh well.


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Brannart looks at the bottle.
"Thanks, Nymbleth."

He drinks it, then sets out to find an armorer or blacksmith who can help get his breastplate back into shape.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna is impressed and pleased by all the progress she sees.

"Heya Nymbleth, Alba! Things are really coming along aren't they? It all looks really good!"

Fenna tells Nymbleth "no more trouble than the usual trip out" as an inside joke for her friends.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Dark Archive

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Female Half elf Ranger 5 Ini+3 HP 56/56 AC 18 T13 FF14 Fort+6 Ref+7 Will+2 Per+9 Spd 30

If we can find some tools, I can try to repair your armor, Brannart, if we have some time.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Sho sensitive ears pick sounds of ruckus not too far away

Sounds like troubles... One man with only one shoe on, with green eyes and a horse named Barney, and another with bad breath and grey hair. Just kidding. But maybe we should bring some peace before things go to far.


male halfling rogue 3/wizard 2 | HP 33/33 | AC 21, t16, ff17; dodge +1 vs attacks by traps | CMB 1, CMD 16 | F+3 R+9 (evasion; avoid traps +1) W+6; +2 vs. fear | Init +8 | Perc +13 (avoid surprise +1, locate traps +1), SM +6 | Speed 20ft | Spells 1st ☐color spray ☐comprehend languages ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐ | Skillful☐ | Active conditions: none

Vexas snaps to attention when Sho hears something. He thought he had been then doubted himself.

Troubles, where? Lead the way, Sho!


While looking around the shop, Vexas notices that he now understands many of the runes transcribed on bottles. By examining certain runes in combination with others, the new Wizard is able to piece together the purpose of certain potions.

Brannart downs the potion offered by Nymbleth. The warrior feels the liquid course through his body, mending tissue, repairing bone, and lessening the bruising on his body.

CLW on Brannart: 1d8 + 2 ⇒ (6) + 2 = 8

Nymbleth nods to the veteran as he moves away to find the smithy. Brannart recalls having brief conversations with Luetin Calwick, the stocky blacksmith, during the trip over on Peregrine. He seemed friendly enough, but had a way about him where it seemed he was always sizing people up. As he enters the colony’s main square, he hears Sho mention something about trouble. Then he sees it. A small crowd has formed a loose circle around two men standing aboutt twenty feet apart from each other. The blacksmith, Luetin with his hands clenched into fists, is having a loud argument with Harcourt Carrolby, the horse breeder.

”Ramona gave me rights to the house if the clerics did not want it. You know this to be true ya stupid fop. Now go back to your horses and leave the matter be, before I squish ya,” Luetin shouts at Harcourt.

Harcourt, hands crossed behind his back, responds calmly and articulate, with a straight back and raised nose, ”Why would someone like you need such accommodations? You already have a mat to sleep on in your smithy.”

The argument continues and appears to be escalating as the crowd offers jeers and insults, taking one side or the other.

Sense Motive DC 20:
There does not seem to be any leadership around. You assume that Ramona is off mapping the island. You come to the realization that your group holds some authority and it might be a good idea to attempt to diffuse the situation and find an amicable agreement. If this is not done, you feel that this could create animosity in the colony causing distrust and an eventual community split. A split could have long-lasting future ramifications.

Pictures of Luetin Calewick and Harcourt Carrolby can be found on Slide 2


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Fenna quickens her pace toward the two men and shouts over toward the crowd.

"Hey! Hey! What's going on here? What's all this about?

Sense Motive: 1d20 + 9 ⇒ (17) + 9 = 26


Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
"I hear it too show lets find out what is happening!"

Upon seeing the squabble Malakar knows he is not suited for negotiating the fight however he readies his nature magic in case things get physical to try and keep the two apart.

Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20

Ready Entangle to cast if the two approach each other with aggression.

Sorry for the delay, Malakar is fully updated let me know if anything is missing.


GM Screen:

Initiative:

Luetin: 1d20 + 1 ⇒ (1) + 1 = 2
Harcourt: 1d20 + 4 ⇒ (2) + 4 = 6

Brannart: 1d20 + 6 ⇒ (19) + 6 = 25
Fenna: 1d20 + 6 ⇒ (5) + 6 = 11
Malakar: 1d20 + 3 ⇒ (3) + 3 = 6
Sho: 1d20 + 3 ⇒ (3) + 3 = 6
Vexas: 1d20 + 8 ⇒ (11) + 8 = 19

The crowd quiets upon Fenna’s arrival. Many look down to the ground and slowly back away, essentially removing themselves from the circle of onlookers.

Luetin, back toward Fenna, turns as he hears her voice. His sourness turns into a semi-lusty grin of uneven and stained teeth. His eyes venture up and down over her smooth and fitted leather armor. His fists unclench slightly as he looks from Fenna to Harcourt, then back to Fenna.

"The priests didn't want the house by the smithy. Ramona gave me first rights to the house if the priests didn't want it so I could be close to the smithy and keep an eye on it. My children will be coming over with the next ship, and I'll need the house. It's mine, it is. Ramona said so, but this fop is trying to make claim and move in. Not happenin'." The blacksmith pauses for a moment as his own words seem to make him angry. He puffs out his chest, shakes his head, and wags a semi-clenched fist at Harcourt, "I SAID NOT HAPPENIN"

Knowledge: Local DC 10:
You remember Ramona speaking with the priests Eamon and Kurvis regarding moving into the home closest to the church. They both made off-handed jokes about that they would probably 'kill each other if they lived together' even though they have been good, long-time friends. Ramona then promised the home to Luetin, since it was also close to the smithy, if the clerics declined the home.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Luetin is gross, but his telling of events regarding the house match what she remembers.

"Yeah, that's how I remember things."

Fenna looks at Carrolby. He's not a favorite person of hers either lately.

Why are you laying claim to the house then Harcourt?"

K Local: 1d20 + 8 ⇒ (7) + 8 = 15


M Human Ftr5 | AC 22, T12, FF20, CMD 21 (26 vs Grapple, 23 vs Disarm, 24 vs Trip) | HP 56/56 | F +7 R +5 W +2 (+1 vs mind-affecting, +1 vs fear) | Move 30' | Init +6 | Per +5 (low-light) | Hero Points: 1

"Gentlemen... citizens... we will need to work together to prosper here.
And we will need to be honest."

Knowledge (Local): 1d20 ⇒ 12
He moves to stand beside Fenna.

"Fenna has the right of it, Carrolby.
And Luetin, you know that all you need do is speak the truth, as you are doing, and you will prevail. Ease up. There is more call for laughter than anger - Carrolby's case is nonsense and everybody knows it.

Carrolby, would this house even have a decent stable? Being near the smithy and all? Surely you can't want your horses disturbed by the clang of hammer and anvil. This colony is the place to build the fine house of your dreams. Expansive property, a nice barn, maybe by the orchards."

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