DM Brainiac's Ruins of Azlant: Pretty Women and Green Men (COMPLETE!) (Inactive)

Game Master Brainiac

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Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |
Victrix Bloodmane wrote:
I hadn't eaten any berries before combat started.

Ah. In that case, you currently have 6 berries in your possession.


Retired - Adventure Path Complete!

Victrix takes out the berries Kip gave her and starts eating them.

"Mmm." She blinks and lets out a sigh as some of her wounds heal. "Thanks, Kip."


Male Grippli Shaman 7 |59/59 | Fort +7, Ref +6, Will +10 | AC 19, T 14, FF 16, CMD 14 | Perc. +6 | Init +3

"Better than berries, I've got my special healing waters massage!" Kip grinned as he reached out to Victrix.

Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8


Retired - Adventure Path Complete!

Victrix stretches as healing energy causes the worst of her injuries to knit.

"Ahh..."


The dead woman's handaxe is rusted and nearly useless. Simon doesn't find any other items of interest.

With the danger passed, you continue traveling for another hour or so. That's when Simon notices something odd about the terrain ahead. An unusual swath of ground lies ahead. A section of ground approximately ten feet wide crossing your path looks as if it is grooved, covered with minute depressions and trampled grass. A first impression suggests a path left by hundreds of thousands of insects marching in a tight formation, but none of the plants appear to be eaten or damaged. Where the strange trail intersects with obstacles, it either splits and goes around the obstacle like water, or veers to avoid it entirely.

You can attempt Perception checks to try to learn more.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

As they continued on Ema found herself curious about the strange path. The tracks looked like they might belong to some kind of mass group of bugs in perfect marching order but with all of the plants still intact that couldn't be the case. She wondered what had caused it and began looking for signs that might indicate an answer for her.
Perception: 1d20 - 2 ⇒ (3) - 2 = 1

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

"A moment please. These tracks are quite interesting.

Has anyone ever seen anything like this?"

Perception T10: 10 + 8 = 18
Know(Nature): 1d20 + 7 ⇒ (12) + 7 = 19 Inspiration: 1d6 ⇒ 5

-Posted with Wayfinder


Though Ema is unable to glean anything about the tracks, Simon studies them closely. The trail is not perfectly uniform in width, but it is consistently about 10 feet wide with some minor variances, usually where the terrain is uneven. Close examination reveals tiny pointed impressions, like the trail was formed by hundreds of stabs from small spikes. The tracks don't seem to conform to any natural creatures that the half-orc knows of.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

"These tracks seem too uniform. Almost like they were created by a machine.

I wonder if our mysterious construct owner has other missing devices about the island?"

Know(Arcane): 1d20 + 8 ⇒ (19) + 8 = 27Inspiration: 1d6 ⇒ 4

-Posted with Wayfinder


Wow, I guess you made the check!

With his keen intellect, Simon recollects an obscure reference in an Azlanti tome he read a long time ago. Some of their structures used to be protected by swarms of tiny constructs called warden jacks. A warden jack swarm comprises thousands of steel ball bearings that move in electro-thaumaturgical cohesion. Each spehre can extrude sharp spikes, which essentially transforms it into a swarm of caltrops. The creatures can navigate uneven terrain, roll up hills and very sharp slopes, and flow around and between obstacles.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

A construct swarm?!?! That sounds scary. Good thing we have a swarmsuit...

"So, if my studies are correct, there is a swarm of constructs about protecting some ancient Azlanti structure.

We can either attempt to follow the tracks now, or come back once we have informed the settlers about clearing the villiage.

What do the rest of you think?"

-Posted with Wayfinder


Male Grippli Shaman 7 |59/59 | Fort +7, Ref +6, Will +10 | AC 19, T 14, FF 16, CMD 14 | Perc. +6 | Init +3

"Well, I wouldn't want a bunch of vicious constructs following us to the settlers. And what if the settlers ran up against these things and were captured en route to the rendezvous area? I vote we check it out."


Unfortunately, only this small swath of ground still bears evidence of the swarm's passing. The trail quickly becomes too indistinct to follow further.

A light rain falls as you continue on, though it only lasts about an hour before the sun returns. You emerge back onto the island's shoreline for the last bit of the trek. The shoreline arcs to the northwest until it hooks sharply south like a bird's beak to form a small cape. Anchored offshore is the Peregrine. Pulled up on the shore is a ship's boat, evidence of a landing party.

Ramona Avandth waits near the boat, accompanied by a few sailors and colonial soldiers. When she sees you coming, she rises to her feet quickly to greet you.

"You're here. That's a relief. We had some...unexpected problems. I'll tell you about it, but first I'd like to hear your report on the colony. What did you discover?"

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

"The colony was abandoned but in good repair."

Simon will begin recounting their adventures, allowing each of the team members to interject when they want.

"So, it is our belief at this time that the colony was abandoned due to the ankheg problem.

We have cleared out the known ankheg, so it should be safe to return. The colony will need some cleanup, but there are supplies, tools, shelter, and water there.

Were any of the colonists here at the backup site?"

-Posted with Wayfinder


Ramona shakes her head. "Nobody was here to greet us. If it was merely ankhegs that drove them away, I'd have thought they would leave some indication where they were going. Their disappearance is troubling."

After a moment's consideration, she nods. "Good job in dealing with all the dangerous creatures lurking about. I'm glad to hear we'll still have everything we need to survive at the colony. Although the situation is not ideal, the best course is to have the colonists disembark at Talmandor's Bounty. That is, if the ship can actually get there."

Her expression turns glum. "After we dropped you off, the Peregrine sailed almost all the way to where it is anchored now, quickly and without incident. When the ship approached the cape, however, its momentum dropped to a snail's pace, despite the fact that its sails were full of wind. The anchor wasn't lowered, they weren't dragging the keel through a sandbar, and no giant monster was sighted with the ship in its clutches. At least one sailor swam underneath the ship, but didn't report anything unusual.

"Both the ship's crew and the passengers are on edge. I believe that if whatever curse has befallen the ship were to be lifted, the nervous colonists might relax. Would you mind checking the ship and find the cause of the mysterious problem?"

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

"Of course, captain."

Simon begins removing his pack, chain shirt, and weapons, keeping only his dagger.

"I wish I had prepared my Monkey Fish elixir today. I am sure Kip will have resolved the issue before I even get under the ship.

Ema, do you think it would be a good idea to take a boat around the ship looking for magical effects?"

How should we do this? Post a bunch of Swim and Perception checks?

-Posted with Wayfinder


Ramona will take you back to the Peregrine aboard the ship's boat. Then you can swim under it and make a Perception check. The waters are calm so the swim DC is only 10.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Swim: 1d20 + 3 ⇒ (4) + 3 = 7 erm... Inspiration? Inspiration: 1d6 ⇒ 6

Better

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

-Posted with Wayfinder


Male Grippli Shaman 7 |59/59 | Fort +7, Ref +6, Will +10 | AC 19, T 14, FF 16, CMD 14 | Perc. +6 | Init +3

Kip interjected with more exciting versions of their battles to far. When they got to the story of the ghost, Kip explained, "We found evidence that some of the original settlers may have betrayed the others and even murdered one." As they continued on, he added, "We also found evidence of some creepy Azlanti bugbots. Maybe the ship's problems are related to some ancient Azlanti defense thing? I'll take a look!"

Kip dove under the waves and quickly searched the bottom of the ship, then passed over it with detect magic for good measure.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

As they told the story of the colony Emalliandra was about to mention the back stabbing and seeming power struggle but Kip beat her to it. Instead she let them tell the tale as she listened to their thoughts.

As the discussion turned towards the ship's plight Ema found herself intrigued. If ever there was a problem she could help with it was this one. "Interesting, I take it that your smaller boat there didn't have the same problem?"

She considered the situation some more and Ema finally siad, "If there was nothing under pushing against the boat it's possible that something on board might be the cause of the problem. Have you done a search of the ship for anything that shouldn't be there?"


"Betrayal? Murder? Bug-bots? Troubling indeed," Ramona says. "Fathers Eamon and Kurvis will hopefully be able to deal with the ghost, or at least keep him in check. Once everybody is settled, we will have to see about further investigations."

She turns to Ema as the sailors row back towards the Peregrine. "This boat has had no issues. We swept the ship and didn't find anything, but you all are welcome to try to do so as well."

When you reach the Peregrine, Kip and Simon dive underwater and swim beneath the keel to investigate. The grippli detects a faint aura of magic emanating from the entire ship. As he and the half-orc get closer, they notice two creatures attached to the bottom of the hull. These thin, colorful fish are about three feet long and have a broad, segmented sucker above their narrow mouth, which they are using to hold onto the ship. A line of spines runs down their backs.

Knowledge (arcana) DC 16:
These magical fish are known as echeneises. Known as major pests to sailors, they have the supernatural ability to sap the speed of any creature or vessel they attach to, somehow stealing fragments of time and boosting their own speed.


Male Grippli Shaman 7 |59/59 | Fort +7, Ref +6, Will +10 | AC 19, T 14, FF 16, CMD 14 | Perc. +6 | Init +3

Unfamiliar with the strange fish, Kip resurfaced. "Hey Ema!" he called out from the water's surface, "There's a couple weird colorful fish, about one and a half times as long as I am tall, they're pretty skinny and all spiky and they're stuck to the bottom of the ship! Uh... also, there's a bit of magic on the ship, but I don't know what it is. Any ideas?"

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Know(Arcane), Inspiration: 1d20 + 7 + 1d6 ⇒ (6) + 7 + (3) = 16

Surfacing next to Kip, Simon takes a few deep breaths, then chimes in.

"They are echeneises and are definitely the cause of the ship slowing. We will have to remove them."

Does my bare level of knowledge include a way to deal with them other than killing them?

-Posted with Wayfinder


Nope. They are of animal intelligence and usually aggressive when disturbed.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

"Looks like we'll have to deal with them physically, Kip.

Are you up for it? Ema, anything you can do to help?"

Assumimg no other suggestions are coming, Simon will swim back down, draw his dagger, and stab one of the fish.

Swim: 1d20 + 3 ⇒ (12) + 3 = 15
Dagger (Pierce): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Are they disturbed if I miss them really badly?

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

-Posted with Wayfinder


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

At Kip's description Ema began to think on the creatures.
Knowledge (arcana): 1d20 + 9 ⇒ (13) + 9 = 22
Her eyes lit up as she remembered the creatures and what she knew of them and said, "Yes, Simon has the basics of these creatures."
Anything else I know with that roll?

Turning her gaze to Simon the lovely mage spoke, "Yes, let me call my dolphin again." With that she focused and opened a gate to what ever realm her creatures came from. When it came out of the portal and danced on it's tale she gestured to the creature and said, "Go with him, attack his target." Ema punctuated her words with gestures and hoped the creature understood her.

Attack Roll coming up after I get home.


There's nothing else to know about these creatures.

Ema summons a celestial porpoise, which swims down alongside Simon and Kip to confront the echeneises. The half-orc draws near the first and stabs at it with his dagger. It thrashes around angrily, and the other one seems to pick up on the danger as well.

Initiative:
Ema: 1d20 + 1 ⇒ (3) + 1 = 4
Kip: 1d20 + 3 ⇒ (7) + 3 = 10
Victrix: 1d20 + 1 ⇒ (19) + 1 = 20
Ema: 1d20 + 1 ⇒ (1) + 1 = 2
Echeneises: 1d20 + 5 ⇒ (10) + 5 = 15

Simon and Victrix can go before the echeneises. Victrix, if you want to be swimming with the others to start the fight, you can do so.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

The dolphin danced along the water on it's tail a moment before diving under and following Simon. When it saw what the half-orc attacked it zoomed in and slammed into the same fish from the opposite side of him.
slam w/ flank: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d4 + 3 ⇒ (1) + 3 = 4
+2 damage if evil.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

I only need a swim check if I try to move, right?

Simon does his best to stab at the fish again.

Dagger, Flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

-Posted with Wayfinder


Correct. You can tread water without making a check. I'm going to roll for Victrix to keep things moving since she hasn't posted in a while.

...and I just realized I had an extraneous entry in the initiative list. Oops!

Spear, PA: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14
Damage, PA: 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12

Ema's dolphin rams the echeneis, slamming it with its powerful snout. Simon stabs at the fish again, this time landing a good hit. Victrix thrusts out with her spear, driving it deep into the creature's side. The echeneis detaches from the hull, blood flowing from its limp body as it sinks towards the sea floor.

The other echeneis detaches and swims at Victrix, moving supernaturally fast! It bites her and attaches its sucker to her body, draining her speed.

Bite, Haste: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

3 damage to Victrix, and the echeneis is grappling her. She takes a -1 penalty to her Dexterity and must make a DC 12 Will save or be affected as if by a slow spell until the end of the echeneis’s next turn.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

I think Initiative is on Ema/Kip/Dolphin, then Victrix/Simon, then the fish again, right?

-Posted with Wayfinder


Yes, so you all can post your actions for this round which will resolve before the fish goes again.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

While Ema wasn't in a position to do much right now her dolphin was. The creature, with it's first victim down, shifted to attack the one latched onto Victrix.
slam w/flan: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d4 + 3 ⇒ (1) + 3 = 4
Yet again it hit the fish thing viciously.


Retired - Adventure Path Complete!

I'm back! Sorry about the absence!

Round 2: Actions
Standard Action: Stab the eel-thingy!

Will Save: 1d20 - 1 ⇒ (16) - 1 = 15

A disgruntled Victrix glares at the weird-looking eel-thing that just bit her, and stabs at it.

Stab *Grappled*: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Damage?: 1d8 + 6 ⇒ (8) + 6 = 14


Male Grippli Shaman 7 |59/59 | Fort +7, Ref +6, Will +10 | AC 19, T 14, FF 16, CMD 14 | Perc. +6 | Init +3

Kip was shocked by how fast the creatures had turned and retaliated, but he shot through the water as quickly as he could, gathering a vortex of water behind him as he swam and slammed into the thing.

Wave Strike (touch): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage (lethal): 1d6 + 1 ⇒ (2) + 1 = 3

AC is 15 for this round from charge. If the attack hits, it's knocked back 5 feet, though not sure that will do anything if it's grappling.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Simon began to wonder just how long he could swim under water while exerting himself in battle.

Several different methods for performing experiments to see ran through his head.

The experiments all seemed to have an unfortunate flaw of one of the combatants dying before really finding the real answer.

By and large, he realized he didn't actually want to conduct these experimemts, and figured it would be best to get this battle over with.

Looking up, he noticed that the fish was hanging off of Victrix now.

"I'm not sure you should be playing with that fish, Victrix. Who knows what kind of effect it could have on you.

Here, let me see if I can get it off."

Well, he would have said that if he weren't holding his breath underwater...

Swim: 1d20 + 3 ⇒ (20) + 3 = 23

Dagger: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

-Posted with Wayfinder


Grapple: 1d20 + 11 ⇒ (7) + 11 = 18

Kip blasts the echeneis with wis wave strike, but it maintains its tenacious hold on Victrix. Emma's dolphin and Simon both land good hits, but Victrix is unable to get a good angle to stab it with her spear.

The strange fish continues to sap the barabrian's speed and lashes out with its tail at Simon.

Tail Slap: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d4 ⇒ 4

4 damage to Simon. Victrix takes another cumulative -1 penalty to a Dexterity and must make another DC 12 Will save or be slowed for a round.


Retired - Adventure Path Complete!

Round 3: Actions
Standard Action: Spear stab!

Will Save: 1d20 - 1 ⇒ (13) - 1 = 12 Made it!

Victrix tries stabbing the bloody thing again.

Spear Stab: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Assuming that killed the thing, I'll want to grab its corpse and bring it to the surface to show the captain.


Victrix manages to impales the echeneis this time. It thrashes on the end of her spear as it dies, and the aasimar feels her speed returning to her.

As she finishes the creature off, Simon spots a lone grindylow bobbing just beneath the surface of the water, observing the fight. It jets off to the north, departing quickly in a stream of bubbles.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Quickly swimming back to the surface, Simon starts gulping air till the burning in his lungs subsides.

Glad there were only the two of them and that the waters were calm. I'm going to have to make sure to learn some air breathing formulas soon.

After making sure that Victrix makes it back to the surface, and everyone gets aboard the ship, Simon brings the corpse over to the captain.

"Here is the culprit, captain. They are a magical beast. Ema can tell you more about them, but they sap speed from things that they attach to and feed off of it somehow.

If this ever happens again, have your sailors look for these on the ship. They seem to be pretty easy to kill, but as far as I am aware, there is no way to dislodge them peacefully.

Before you go captain, let me ask, the cape where the ship started slowing down. Was that to the north of here?"

When the captain goes off to speak to the crew and passengers, Simon will turn to the other party members and speak quietly.

"Did the rest of you notice that grindylow that was watching us? It makes me nervous to be observed like that. What will be the result of such reconnaissance?

We might want to head toward the north to see if we can perform some counter reconnaissance."


Retired - Adventure Path Complete!

"...I did. They're probably sizin' up the ship fer another strike."

"Does this 'counter-reconnaissance' involve barrelin' in an' breakin' things? 'Cause I can do that fine."


As you climb aboard the Peregrine, the tension among the passengers and sailors alike is so palpable it can be cut with a knife. You overhear whispered conversations that the expedition should be scrubbed and everyone sail back to Almas. The ship's officers and crew look sullen and apprehensive.

Captain Markosi looks at the dead fish curiously. "We'll keep an eye out for any more magic fish. And aye, the cape's to the north, right there." He points to it in the distance. "One of my sailors spotted a partially submerged sea cave nearby."

Ramona has gone to try to calm the colonists, but as you look over, it seems that she isn't having much luck. She steps away for a moment and calls you over.

"I could use a bit of help here. I don't want this to escalate to a confrontation--we need to assuage their fears."

There are four main individuals who, through their words and actions, are agitating their fellow passengers. If you can acquire the cooperation or acquiescence of at least three them, it will drain the anxiety from the rest of the passengers. The four individuals are Antona Sedgewick (a soldier), Faedwyr Trundlebrook (a farmer), Harcourt Carrolby, and Perrell Beys.

The PCs can attempt a discovery check involving each of these NPCs to learn what skills can be used to influence that NPC. A PC who succeeds at an NPC’s influence check persuades that NPC to reconsider his or her feelings and cooperate with the colony’s leadership. The PCs have enough time to each attempt two checks (whether discovery checks, checks to influence an NPC, or aiding another PC on an influence check) before the tension flares into violence.

Discovery checks must be performed individually, as they are based on each PC’s individual assessment. Success at the discovery check means the PC learns the best way to relate to that NPC and his or her concerns; this allows the PC to know what check to attempt in order to influence that NPC. Otherwise, the PCs must guess which skill to use to influence the NPC, and using the wrong skill to influence an NPC automatically counts as a failure.

Once the PCs are ready to influence one of the NPCs, they can each attempt one check to influence that NPC’s behavior. Unlike the discovery checks, PCs can use aid another on this check, but no more than two other PCs can assist on an influence check; an NPC becomes overwhelmed and feels as though the PCs are ganging up on her if too many people approach at once.

The discovery checks for each NPC are Sense Motive for Antona, Knowledge (nature) for Faedwyr, Knowledge (local or nobility) for Harcourt, and Knowledge (arcana, engineering, or history) for Perrell.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

I'm not going to steal everyone's fun by making the first attempt at everyone, but I can provide backup for any of the attempts. I believe I am the only one who can talk to the farmer, though, so I'll make the first attempt there

Simon strolls up to Faedwyr with an air of confidence and sticks out his hand for a hearty shake.

"Good Day! Faedwyr, isn't it? I don't believe we've met yet. I'm Simon, one of the adventurers they sent along to take care of special problems."

Simon pauses politely to listed to the farmer's response, whatever it might be.

After exchanging pleasantries (or at least expressing his own pleasantries), Simon will continue.

"You're the lead farmer on this journey, right? I've got to say, they picked out a good location for you. The ground is fertile and well-aerated, there is plenty of water. Now that the vermin have been dealt with, you'll appreciate that the fields have already been set aside and mostly tilled.

Looks like an ideal situation. It is certainly not without its dangers, but that is part of the reason we all signed on to this trip, right?"

Simon will continue, listening to any questions Faedwyr might ask, and providing his opinion on the arability of the soil and the possibilities for raising livestock.

Know (Nature), Inspiration: 1d20 + 7 + 1d6 ⇒ (1) + 7 + (4) = 12

Fing Dice... I guess I'll make a backup attempt for myself once I hear his response.


Female Human Arcanist (occultist) 17 | hp 95/113 (0 thp) (0 n/l)| AC 20, tac 14, ff 18 | CMB 6; CMD 17 | F +10, R +10, W +11 | Init +2 | Per +15 | Arcane Reservoir (11/23); Consume Spells 7/8 | 1-Lvl 7/7, 2-Lvl 5/6, 3-Lvl-6/6, 4-Lvl 6/6, 5th 4/6, 6th 3/5, 7th 3/5, 8th 1/4; Active: false life; Prot v Evil

The fight finished in victory for her companions once again and Ema's dolphin announced it by swimming quickly to jump out of the water and dance on the surface on it's tail while squeaking a victory tune. With a gesture she opened a portal for it again and the dolphin dove under, came jumping back out of the water in an arc and entered the portal headfirst. With a snap the portal closed behind it and Ema smiled at the antics of her summoned creature.

As the others boarded the ship once more Ema noticed the atmosphere among the passengers had turned rather ugly. It seemed there were a few individuals stirring up trouble and Ramona approached them with the news Ema sighed and rolled her eyes, "I swear, as much as we are all depending on each other to survive out here some people just never learn." For some reason her words sounded like those of a tired parent, someone who had been through such things time and time again and lent her an air of someone far far older than she appeared to be.

Realizing they would need to divide up the work Ema began to consider who she would be best suited to speak with and remembered that she had heard Perrell had an interest in history, magic, and engineering. While she knew nothing of engineering she knew plenty about the other two subjects and said, "I'll get closer to Perrell and try to find a way to reason with him. I'll be near him if you need me." She made her way near to where Perrell was speaking with people and listened in as she considered what she might say to convince him to cooperate and quite stirring up trouble.

Knowledge (arcana): 1d20 + 9 ⇒ (2) + 9 = 11
...ew...


Faedwyr is a middle-aged man with salt-and-pepper hair and a thick beard. He nods at Simon and listens to what he has to say.

"That's all well and good, but what happened to all of the original colonists? It's very spooky, y'know, seeing a whole colony deserted like that. What if whatever took them away comes back for all of us? You can stomp out some bugs well enough, but are you tough enough to keep us safe from real danger?"

Meanwhile, Ema eavesdrops on Perrell Beys, who seems to be in the midst of a heated debate with Lyra Heatherly. "Where's your sense of adventure, Perrell? Part of a mapmaker's job is to actually go to the places that they're mapping, and those aren't always safe."

"Adventure's all well and good," Perrell says, "up until the point where it gets you killed. We don't know what unknown dangers are lurking on this island. What if we face something that our group won't be able to overcome? Perhaps it would be best to return to Almas and plan a new expedition to an island that is more thoroughly charted."

No insight as to which skills may be best to influence them though...

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Simon listens to Faedwyr politely, nodding along.

"Oh, aye, we dealt with a few bugs. You heard about the Ankheg we put down?"

Simon launches into a detailed recounting of the battle with the Ankheg, getting particular abouy how the acid bubbled on the dogs flesh, describing how hard the shell was, and how big and sharp the mandibles were.

At one point, he calls Victrix over and shows the rents in her armor.

"That Ankheg is laying dead with all its babies in your primary field now and the four of us are standing here none the worse.

Yep, we can stomp on a few bugs.

There might be some truly nasty bugs in these woods, but they're going to give us a wide berth now. If they don't, we'll give them more of what that Ankheg got."

Come on dice...

Know (Nature), Inspiration: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (1) = 23

-Posted with Wayfinder


Faedwyr seems impressed by Victrix. He looks the barbarian up and down. "Are you really as strong as he says?"

A successful Strength check or Diplomacy check from Victrix will convince Faedwyr.

Scarab Sages

Male Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) | Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Victrix, I'll assist with whichever you choose

Ema, do you want a second chance with you gather attempt, or would you like someone else to take it?

-Posted with Wayfinder


Remember each PC can only make two checks total. Simon, you made two discovery checks so you can't assist any more.

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