DM Brainiac's Ruins of Azlant: Ladies of Adventure! (Inactive)

Game Master Brainiac

Battle Maps on Google Slides
Loot Spreadsheet
Map of Talmandor's Bounty
Map of Ancorato


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Learning that they would start with the canoe, Abigail asks: "I too can help with the swimming. Better yet, I can ask the spirits for a charm to make a person breathe underwater... Now, who is going to go down and investigate that canoe? Are we trying to bring it back to the surface?"

When Tessa illuminates the canoe, Abigail stops and watches intently, wondering of the light has drawn a predator's attention.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


A stream of bubbles emerges from beneath the canoe as a tiny creature swims out, trying to avoid the dancing lights. This waterlogged gremlin has lobster claws for hands and an almost canine face with webbed ears. It glares up at you angrily.

Initiative:
Abigail: 1d20 + 1 ⇒ (18) + 1 = 19
Arma: 1d20 + 4 ⇒ (12) + 4 = 16
Relia: 1d20 + 1 ⇒ (13) + 1 = 14
Tessa: 1d20 + 6 ⇒ (11) + 6 = 17
Gremlin: 1d20 + 4 ⇒ (12) + 4 = 16

Everybody but Relia can go before the gremlin.


Abigail loads her sling and waits for the creature to emerge to strike at it.

Sling: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 4 ⇒ (1) + 4 = 5

Confirm?: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 4 ⇒ (2) + 4 = 6


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

Arma peers over the edge and makes a face at the gremlin. "The hell..."

know nature: 1d20 + 7 ⇒ (1) + 7 = 8

Arma quietly tries to get out of line of sight, drawing a dagger on principle but unable to do much with it.


HP 32/32; AC 17/12/15, Saves Fort +2, Ref +3, Will +3 (+2 v. charms, compulsions); Per +4/+6 (Familiar +9), Init +6; 4/8 Presience Female Aquatic Elf Diviner (foresight) 5

Tessa hefts her crossbow, preparing to fire it as soon as the creature breaches the water.
Crossbow: 1d20 + 3 ⇒ (15) + 3 = 181d8 ⇒ 4


You stand ready to attack, but the gremlin doesn't emerge from the water. Bubbles swirl around it as it focuses on gathering magical power.

If you attack next round, you can use your rolls for the readied attacks.


HP 32/32; AC 17/12/15, Saves Fort +2, Ref +3, Will +3 (+2 v. charms, compulsions); Per +4/+6 (Familiar +9), Init +6; 4/8 Presience Female Aquatic Elf Diviner (foresight) 5

"Oh, Calistra. Here goes nothing."

She steps off the dock, plunging into the water, and, her eyes strangely not affected by the saltwater, shoots the gremlin point-blank before it has time to complete its spell.

Spellcraft to ID the spell: 1d20 + 10 ⇒ (1) + 10 = 11 ....

Taking a -2 penalty to the attack to shoot the gremlin- spellcasting means it can't make an AoO, right?


AC 16, T 11, FF 15 hp 42/42 Fort +5 Ref +2, Will +6 Female human (Varisian) cleric (stoic caregiver) of Gozreh 5 LN humanoid (human) Init +1; Senses Perception +4

"Time to go swimming." She drops her backpack, and pulls out her trident as she jumps into the water.

I believe that's two move actions.


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

Arma groans, and she, too, leaps into the water and swims down.

Swim?: 1d20 + 1 ⇒ (8) + 1 = 9


Abigail holds her attack, waiting for the gremlin to emerge.


While Abigail stays on the dock, the rest of you dive into the water and swim down towards the gremlin. Tessa shoots it with her crossbow, but the bolt doesn't seem to hurt it at all!

The creature finishes its spell, and both Arma and Relia feel very sleepy. Then it swims towards Tessa, snapping her fingers painfuly!

Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Dmaage: 1d3 - 2 ⇒ (3) - 2 = 1
Claw: 1d20 + 3 ⇒ (9) + 3 = 12

1 damage to Tessa. Arma and Relia must make a DC 10 Will save or fall asleep, as per the sleep spell.


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

will: 1d20 - 1 ⇒ (7) - 1 = 6

Arma is barely in the water before she feels her limbs going heavy, and she passes out dead away in the water.


HP 32/32; AC 17/12/15, Saves Fort +2, Ref +3, Will +3 (+2 v. charms, compulsions); Per +4/+6 (Familiar +9), Init +6; 4/8 Presience Female Aquatic Elf Diviner (foresight) 5

Tessa involuntarily gasps as the gremlin attacks her, inhaling a lungful of water. She instinctively starts to lash out- then stops, puzzled. She's breathing normally, somehow. She doesn't have time to ponder this exciting revelation, though, as Arma goes unconscious, she has seconds until she drowns. Around her hand, colors appear, distorted and strange in the saltwater, and they blast out, refracting through the ocean directly at the pugwampi, threatening to overtake his very awareness!

Color Spray, DC 16

"Someone get Arma out of here before she drowns!" Tessa exclaims, her voice somehow understandable despite being underwater. "I'll hold off the gremlin!"


At this point, is it possible to change my action?


Yes, it's a new round so you can take your actions as normal. You don't have to keep readying the same action.


Cursing as her friends dive in the water and find nothing but doom, Abigail lets her sling and her backpack drop to the ground and grabs her longspear as she runs and dives in the water.

For this round, I'm hoping to get the gremlin within the range of my longspear. If the Color Spray worked, I'll reach for the closest between Arma and Reila.

Swim with ACP: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17


Posting for Relia to keep things moving.

Relia Will Save: 1d20 + 5 ⇒ (10) + 5 = 15
Tessa Spell Resistance: 1d20 + 4 ⇒ (3) + 4 = 7

Resisting the sleep spell, Relia grabs Arma and drags her to the shore to keep her from drowning. Abigail grabs her spear and dives into the water, swimming behind Tessa. The elf tries to knock out the gremlin with a color spray, but her magic falters and has no effect on the resilient fey!

The fey shrieks as it continues to claw at Tessa, pinching her painfully!

Claw: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 - 2 ⇒ (1) - 2 = -1
Claw: 1d20 + 3 ⇒ (20) + 3 = 23
Crit Confirm?: 1d20 + 3 ⇒ (15) + 3 = 18
Crit Damage: 2d3 - 2 ⇒ (2, 2) - 2 = 2

2 lethal and 1 nonlethal damage to Tessa. Relia can spend a standard action to wake Arma up next round, meaning she will be able to act normally.


GM, please check my understanding of underwater combat: first, I need a swim check (DC?); then I can make a normal attack with a piercing weapon. Otherwise, it would be -2 to hit and half damage, right?

Swim: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12

Longspear: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 6 ⇒ (5) + 6 = 11

Confirm: 1d20 + 5 ⇒ (19) + 5 = 242d8 + 12 ⇒ (7, 2) + 12 = 21

Wow! Big rolls...

Abigail swims up to the gremling assailing Tessa, who seems to struggle getting her spells off. With her legs, she stabilizes herself enough to jab the spear forward. It sinks straight in the gremlin's throat.


If this were Baldur's Gate, the gremlin would have just exploded into giblets.

Abigail drives her spearpoint right into the gremlin's throat and out the back of its neck. Blood fills the water as the little creep dies instantly.

When you get a chance to examine the canoe, you see that there's a wicker basket and a fishing pole inside, but nothing else of value. There's also a large hole in the bottom of the hull. The canoe seems to be of recent construction, and it was likely built on this island. Upon closer examination, Abigail notices that the hole was created from inside the canoe, not from underneath, and was punctured by a tool or weapon.

If you have the proper tools, a DC 15 Craft (woodworking) or Craft (ships) can repair the canoe.


Abigail tries to pull the canoe up. If this doesn't work (likely), she'll get a rope and attach it to the canie so that they can haul it upwards.

"Did the creature possess you in some way? Why would you so tempt the darkness by venturing in the water without much thought to danger? It would have been much safer to draw the creature to us, no?" She's visibly peeved, but perhaps more out of fear of losing you.


AC 16, T 11, FF 15 hp 42/42 Fort +5 Ref +2, Will +6 Female human (Varisian) cleric (stoic caregiver) of Gozreh 5 LN humanoid (human) Init +1; Senses Perception +4

Relia shakes Arma to wake her up after she drags both of them up on the shore. "I thought leaving Tessa to fight alone was a bad idea. So in I went. We do need to be more careful. It's not like we can run to the closest cathedral to get healed or restored."

Relia will help Abigail drag the canoe out of the water.


Abigail and Relia are able to drag the canoe out of the water together.


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

Arma wakes with a start and gross coughing that brings up water. "Guh, what? I don't...boat? Ugh, what was that thing?" She squeezes the water out of her hair and coughs again.


"Let's put that canoe away. It can be repaired later if needed. In a dry place, it should keep from rotting away. At least until we're back. If we're back... Right then. Do we need to explore further or should we start making our way to the rendez-vous?"


AC 16, T 11, FF 15 hp 42/42 Fort +5 Ref +2, Will +6 Female human (Varisian) cleric (stoic caregiver) of Gozreh 5 LN humanoid (human) Init +1; Senses Perception +4

"Was there any other places to look? If we've checked out everything let's start overland to the ship. They need to know something happened soon." Relia pulls a fish out of her armor and tosses it back into the water.


You have explored every area of the colony. It's time to rejoin the rest of the colonists aboard the Peregrine.

When you are ready, you head north from Talmandor's Bounty and into the wilds of the island of Ancorato. There are no trails or paths, so the going is slow, though not particularly arduous. You skirt the coast, and the vegetation isn't as dense as it becomes further inland. Most of the plant life on the island consists of evergreens. Pines and live oaks make up the majority of trees in the inland forests, with palm trees appearing near the coast. Small evergreen shrubs cover the ground along with short palmettos.

The weather is warm and humid. Insects buzz and chirp in the trees around you.

Everybody can attempt a Survival check.


Survival: 1d20 + 11 ⇒ (1) + 11 = 12

Abigail watches her surroundings, but her mind is still on the canoe. She wonders how they would manage to repair it, going through the list of the tools they're carrying.


HP 32/32; AC 17/12/15, Saves Fort +2, Ref +3, Will +3 (+2 v. charms, compulsions); Per +4/+6 (Familiar +9), Init +6; 4/8 Presience Female Aquatic Elf Diviner (foresight) 5

Survival: 1d6 - 1 ⇒ (3) - 1 = 2

Tessa spends some time underwater, enjoying the discovery of her gills and flippers, "So I guess I can breathe underwater. That's interesting. And quite interesting. Hmmm... I wish I still had a sending for my mother." she touches her necklace absentmindedly.

Later, when they're walking through the woods, Tessa looks around,
Hmmmm.... I'm missing something here.... but what?


Tessa, you rolled 1d6 instead of 1d20.


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

Survival: 1d20 + 4 ⇒ (16) + 4 = 20

Arma smacks the side of her head to get the water out of her ears, and considers the environment. 'What did Anya say about navigating...'


After an hour or so, Arma comes across a bush full of wild blueberries. They would make fine components for your wand of goodberry. She also notices several signs of wild boars in the area, and can point them out to steer clear of their territory and avoid angering the ill-tempered beasts.

There are 36 berries in all.


AC 16, T 11, FF 15 hp 42/42 Fort +5 Ref +2, Will +6 Female human (Varisian) cleric (stoic caregiver) of Gozreh 5 LN humanoid (human) Init +1; Senses Perception +4

Relia picks her way through the undergrowth, and is very happy to be near the sea on the trip to the boat. "What happened at the colony is very odd. Why would they suddenly start fighting with each other like that?"

Survival: 1d20 + 2 ⇒ (12) + 2 = 14


On finding the berries, Abigail suggests: "Let's take advantage of those and put them to good use now. I'd rather we have healing at our disposal."

She first chants softly over the berries in her hands, then uses the wand and does the same.

Goodberry (spell): 2d4 ⇒ (1, 4) = 5
Goodberry (wand): 2d4 ⇒ (4, 1) = 5
Goodberry (wand): 2d4 ⇒ (1, 3) = 4
Goodberry (wand): 2d4 ⇒ (1, 1) = 2
Goodberry (wand): 2d4 ⇒ (3, 3) = 6
Goodberry (wand): 2d4 ⇒ (4, 4) = 8
Goodberry (wand): 2d4 ⇒ (1, 2) = 3

She then distributes them: "Tessa, take those 5 berries. Reila and Arma, you each take 10. I'll take the last eight. Tessa's are good for two days. The rest is good only for a day. Each is like a meal, and it will heal you some as well."

Please note those. They're basically hp.


After distributing the berries, you continue on your way. Soon, the presence of saltmarshes along the coast forces you to deviate inland a bit. Tangled clumps of moss dangle from the sprawling branches of ancient oaks, and the smell of pine sap hangs in the air. You cross through a lightly wooded region and approach a stream running southwest to the sea.

As you draw near, though, something emerges from the water--the rotting corpse of a woman wearing leathers and gripping a handaxe. A strange nautilus clutches the corpse's head with oversized tentacles, its crimson-streaked flesh textured like the surface of some exposed, alien brain.

Initiative:
Abigail: 1d20 + 1 ⇒ (20) + 1 = 21
Arma: 1d20 + 4 ⇒ (17) + 4 = 21
Relia: 1d20 + 1 ⇒ (12) + 1 = 13
Abigail: 1d20 + 1 ⇒ (6) + 1 = 7
Incutilis: 1d20 + 6 ⇒ (10) + 6 = 16

Abigail and Arma can act before the creatures. They are 20 feet away. Attacks against the nautilus take a -4 penalty while it is attached to the undead.

Knowledge (dungeoneering) DC 17:
The nautilus is an intelligent aberration known as an incutilis. It can extend its tendrils into a dead body and animate it like a zombie, directing its every motion.


”Damn! What a way to go... Let the thing come to us! Form a line!” Chal shouts, not wishing to have anyone shar that fate.

Longspear at the ready, she waits for the creature to close in.

AoO Trip: 1d20 + 5 ⇒ (12) + 5 = 17

Readied attack: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 6 ⇒ (7) + 6 = 13


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

sneak attack!/range penalty: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23

confirm crit: 1d20 + 5 ⇒ (4) + 5 = 9

damage: 1d4 + 1d6 + 1 ⇒ (1) + (4) + 1 = 6

"Eugh!" Arma snaps her knife out of its scabbard and throws it at the undead.


Arma hurls her knife at the undead. It sinks into its rotting flesh, but doesn't seem to hurt it much.

Brace Damage: 1d8 + 6 ⇒ (1) + 6 = 7

As the corpse charges forward, Abigail braces her spear and runs it through. It falls unmoving to the ground. The nautilus withdraws its tendrils from the dead body and crawls towards the druid before lashing out with its tentacles. It hits once, wrapping around her as it tries to climb up towards her head!

Tentacle: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Tentacle: 1d20 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 7 ⇒ (17) + 7 = 24

3 damage to Abigail and she is being grappled.


"Crap! Get if off! Get it off!" Abigail shouts, frantic, as she drops her spear to pull at it, summoning an extra font of strength.

Bull Animal Focus
CMB: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24


AC 16, T 11, FF 15 hp 42/42 Fort +5 Ref +2, Will +6 Female human (Varisian) cleric (stoic caregiver) of Gozreh 5 LN humanoid (human) Init +1; Senses Perception +4

Relia runs forward as the creature climbs up Abigail. "Get off her." She stabs at with her trident.

Trident, Cold Iron: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

Arma grabs at the aberration with one hand and slashes at it with her knife in the other hand.

attack: 1d20 + 5 ⇒ (13) + 5 = 18

damage: 1d4 + 1 ⇒ (2) + 1 = 3


Relia stabs the incutilis with her trident, the cold iron tines cracking its hard shell.

Tessa draws her dagger and moves to try to assist, though she can't find a good opening.

Dagger: 1d20 ⇒ 9

Arma flanks with Relia. She grabs at the creature while she slashes it with her knife, finding a soft spot to tear at its fleshy insides.

Sneak Attack: 1d6 ⇒ 4

Abigail pries the thing off of her with a surge of strength, dropping i to the ground in disgust.

The creature tries to drag its way back to the stream, but it leaves itself open to attacks. Relia impales it on her trident, and the horrid thing wriggles and dies.

Relia AoO, Flank: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Out of breath, her heart racing with fear, Abigail curses the thing, saying: "How can the spirits of the land suffer a monstrosity such as this?! To steal a life and yet to keep its husk animated is nothing but necromancy!"

Once she calms down, she adds: "We should give that person a proper burial, no?" and looks over at Relia.


HP 32/32; AC 17/12/15, Saves Fort +2, Ref +3, Will +3 (+2 v. charms, compulsions); Per +4/+6 (Familiar +9), Init +6; 4/8 Presience Female Aquatic Elf Diviner (foresight) 5

Weird. This campaign wasn't showing as having new posts. I clicked on it primarily to see why nothing was happening, so sorry for not posting.
Tessa sheathes her dagger, stepping back.

Knowledge (dungeoneering): 1d20 + 9 ⇒ (10) + 9 = 19

"It's an incutlis. To answer your question about why the land would tolerate such a thing, it wouldn't. It's an abberation- a creature that should not exist. Besides, it's not true necromancy- that requires the negative energy plane. This... thing just controls corpses like they're puppets. It is intelligent, though, which means it could have a lair nearby. Do we want to look for it?"


"By lair, do you also mean there could be more of it? But before we go, this was one of the settlers. Do we know which?" asks Abigail and carefully inspects the corpse's belongings.


HP 32/32; AC 17/12/15, Saves Fort +2, Ref +3, Will +3 (+2 v. charms, compulsions); Per +4/+6 (Familiar +9), Init +6; 4/8 Presience Female Aquatic Elf Diviner (foresight) 5

"There could be more, yes, but it's unlikely. However, as an intelligent creature, it might have something of value or some form of knowledge. It may well also have the bodies of former victims, discarded after being unusable. We have the potential to learn much about the local lifeforms, or about the incutlis' life itself."


Besides the corpse's soggy clothes and rusted handaxe, there is nothing else on it. Without magic, it will be impossible to identify the unfortunate woman.

There are no tracks to be found, since the creature traveled here via the waterway. It is unlikely you'll be able to locate its lair, if it had one.


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

"Don't get me wrong, ya, I'm always up for poking dead things, but aren't there more important things we should be doing right now?" Arma said, the first part mostly in jest. She glances at the corpse and quickly looks away from its decaying features.

Is the dagger I threw retrievable?


Yes, you can recover the dagger.


Human Alchemist (Vivisectionist) 5 | HP 38/38 | AC 19 T 14 FF 15 | F+6 R+9 W+1; +2 vs Poison | Init +4 | Per +7 | CMD 20

With the adrenaline wearing off, Arma goes about retrieving her dagger clinically, not thinking too much about the smell of decay, and breathing through her mouth. She pulls it out of the corpse, cleans it off, and stows it away.


AC 16, T 11, FF 15 hp 42/42 Fort +5 Ref +2, Will +6 Female human (Varisian) cleric (stoic caregiver) of Gozreh 5 LN humanoid (human) Init +1; Senses Perception +4

Relia says a prayer over the corpse. "We should bury her, but I don't think we have the time at the moment. Let's get back to the ship. We need to let them know what happened."

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