DM Brainiac's Ruins of Azlant: Gills and Grit! (Inactive)

Game Master Brainiac

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INACTIVE - GAME DIED

My stat bar is accurate: 4/20.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Mine is accurate too; I got fully healed after the fight with the little chokers and didn't take any hits the last one.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

As the group makes to leave, Weybe lays his hands on Calvin and Tobar.

2 x Healer's Way - Calvin: 2d6 ⇒ (6, 6) = 12
2 x Healer's Way - Tobar: 2d6 ⇒ (4, 2) = 6

I'm holding back one in case someone needs to be stabilized fast.


You make your way back out of the caves, avoiding any other dangerous encounters. You are able to climb back up out of the well and find yourselves on the safety of the surface once more.

Let me know if you want to do anything else before resting.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Gideon wants to get something to cover the mouth of the well with; something heavy that couldn't be moved be moved by the chokers trying to push it aside. He also wants to see if they can get some kind of collar made for them all that would at least reduce the damage the chokers can do with their throttling, if not eliminate it entirely.


INACTIVE - GAME DIED

Neck Guard

10 gp.


Working with some of the other colonists, Gideon is able to drag a large slab of stone to cover up the well. He seeks out Luetin to ask the blacksmith about metal collars.

"Ya want some neck guards, eh? Yeah, I can forge a couple for ya if you've got some coin."

Luetin can craft two neck guards a day for 10 gp each.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Calvin gladly forks over 10 gp to get his own collar.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Gideon giddily gives his gold for a guard!


Luetin hammers out some reinforced leather gorgets, handing them over to Calvin and Gideon by the end of the day. You rest and recover from your harrowing battles in the cavern, waking up the next morning feeling refreshed.

Any other business or are you ready to return to the cave?


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Once we have returned to camp and have secured the lid of the well, Weyve uses his last Lay On Hands on Tobar.

healer's way: 1d6 ⇒ 1 Oh, well... sorry!

---------------

The next day, Weyve asks around the settlement for a polished steel hand mirror for purchase.

After getting one of those, I'm good to go.


INACTIVE - GAME DIED

Tobar attaches his new gorget with some delicacy, as he still bears ugly bruises from his close brush with the choker.

"Thanks for th' thought, Weyve," he says to the gillman. "I'll be right as rain in a few days."

Also regained 2 hit points for resting overnight.

"I'm ready to go back to the cave when you guys are."


The weaver Eskelda Teredin happens to have an extra mirror that Weyve is able to purchase from her.

Eamon Caranth approaches you before you leave. "You still look a bit banged up from yesterday. Here, let me give you some of Erastil's blessings." The half-elf clasps his holy symbol and channels positive energy. "Now, go get 'em!"

Channel Energy: 2d6 ⇒ (6, 3) = 9

Everybody heals 9 HP.

You climb back down into the well and head back into the caves. Retracing your steps, you find the chokers' bodies lying where you left them. In the cave where the adult chokers attacked you, you find a burlap sack stashed in a nook in the wall. The sack contains a porcelain tea set, haphazardly thrown into the sack such that three of the teacups now have broken handles. There is also a steel flask full of whiskey etched with an elaborate "R," a silver mirror with a rose motif worth 150 gp, a set of dice in a wooden cup capped with leather, two vials of defoliant, four star candle fireworks, a thunderstone, a magic belt, and a wadded-up magic cloak.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Weyve takes the steel hand mirror and breathes on the top. It begins to glow with a bluish light. Then he holds the mirror up and lets go; it floats lazily on the air as if it is a piece of cork in the sea.

"I can float this mirror through any narrow doorways we find. Then I can turn it left and right, like so, so we can see around the corners. So next time, if there's something lurking just inside a doorway, we can see that it is there."

"Mind you, this will also give us away. But since none of us can see in the dark, our torchlight would do that anyway."

-----

Once back in the tunnels, Weyve looks through the materials in the sack.

spellcraft (belt): 1d20 + 6 ⇒ (6) + 6 = 12
spellcraft (cloak): 1d20 + 6 ⇒ (18) + 6 = 24


Weyve is able to identify the cloak as a shield cloak, but the belt remains unidentified.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

"Let me have a look at the belt..." Gideon offers after Weyve is unable to identify it.

Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15


Gideon is likewise unable to identify the belt at this time.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Calvin sighs and holds out his hand. "Well, gimme the belt. I'll try it on." he says. [b]"It seems that 'test subject' is my role in this group."[/]b he gives a light-hearted chuckle.

one of these days, he's going to regret this.


The thin cloth belt has a silver buckle in the shape of four interlocking rings. Calvin fastens it around his waist, but no obvious effects are immediately apparent.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Weyve looks around in the room to see if there is anything else of interest.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

In case there are secret doors or hidden things.

Also: are the choker bodies still here? Does it look like anything has tried to eat them?

"So where to now?"

I marked letters on the map. I believe we have been to A and B. So that leaves C or D. No particular preference on my part.


You don't find any hidden things. The bodies are still here. Nothing has tried to eat them.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

"Well...let's just leave the belt put away for now. I'm a little nervous about trying to figure out what it does while we're busy cleaning out a choker den." Gideon responds.

For his part, the archaeologist will vote for heading toward C.


INACTIVE - GAME DIED

"Along the next hall. It's a good sign that the bodies are still here, means less likely that there's something else down here," says Tobar.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Calvin shrugs. "Fair now. I'll take point." he says.


A section of the northern wall in this spacious cavern has been hollowed out and veins of various crystals exposed, which refract any light cast upon their surface. Small piles of rock are heaped on the ground nearby, where the earth has been carefully chiseled away to expose the potentially precious stones.

Knowledge (engineering) DC 10 or (dungeoneering) DC 15:
The excavation is not a full-blown effort to mine the cave, but is instead the effort of a singular or small group of creatures with a specific purpose in mind (extracting crystals and precious stones).


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Engineering: 1d20 + 5 ⇒ (7) + 5 = 12

"Looks like they were trying to just get at precious stones and crystals here, not actually mine out the whole area. You can see the marks in the rock here and there." he says, pointing with his glowing longsword.


INACTIVE - GAME DIED

"What do chokers do with precious stones? It's not like they can walk into town and say 'hey, we have some pretty rocks, wanna trade?'. They just roll into town and choke everyone to death," quips Tobar.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

"Maybe they like shinies? Or someone else was digging down here." Calvin offers.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

"Perhaps the colonists were digging here and then the chokers moved in? They might have inadvertently connected these chokers to a choker den somewhere else."


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

"I suppose it doesn't matter unless we want to become miners ourselves. Shall we see what is in the other branch of the original passage?"

Let's look at room D.


Just past a small cave-in on the western wall, the tunnel opens into a rounded cavern with rough and irregular walls. Occasional piles of fallen rock litter the passage, but not to the degree that navigating it is impossible. A fair number of bones litter the cave floor here.

As Weyve floats the glowing mirror in front of the group a ways, inky darkness suddenly envelops it, extinguishing the glow and leaving you unable to see. You hear a flapping noise in the darkness...

Initiative:
Calvin: 1d20 + 2 ⇒ (10) + 2 = 12
Gideon: 1d20 + 3 ⇒ (3) + 3 = 6
Tobar: 1d20 + 3 ⇒ (4) + 3 = 7
Weyve: 1d20 + 2 ⇒ (14) + 2 = 16
Something: 1d20 + 6 ⇒ (17) + 6 = 23

Slam: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d4 ⇒ 4
Slam: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Grab and Constrict: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 4 ⇒ (1) + 4 = 5

Calvin feels leathery, hook-lined tentacles scraping at him. Several dig into his flesh as whatever they belong to grabs a hold and starts to squeeze!

9 damage to Calvin, and he is being grappled.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

The glowing mirror is not our only light source. I also have an everburning torch tied to my back sticking up over my shoulder.


Fair enough, my mistake. Since you can see the creatures, they don't get the +2 bonus to hit from being invisible which means Calvin did not get damaged or grappled.

In the light from Weyve's everburning torch, you can see two small creatures assaulting Calvin. They look like hideous octopuses, their thin, hook-lined tentacles connected by a fleshy web.

Knowledge (arcana) DC 11:
These creatures are darkmantles, magical beasts that hunt in the dark places beneath the earth. They can conjure magical darkness and squeeze their prey to death with their tentacles.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

I don't have (arcana). Gideon?

"Hideous Octopi! Look out!"

Weyve begins to concentrate, calling a creature from beyond...

"Actually," he mutters, "I've seen octopi before. I don't think those are octopi."

Begin casting summon monster I


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Know(Arcana): 1d20 + 7 ⇒ (7) + 7 = 14

"Darkmantles! As handsy as the stupid chokers!" Gideon says to the others as he moves forward with his machete in hand to slash at the closest creature to him.

Machete Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Machete Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Calvin shouts his dismay and swipes at one of the bat-touchy-feely octopi with his longsword which also generated light!. But his surprise at the sudden strange creatures throws off his aim.

Attack: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8


INACTIVE - GAME DIED

"What is it with tentacle monsters on this island? I'm sensing a theme, and I don't like it," says Tobar as he reloads and fires.

Crossbow attack, point-blank: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11


Slam: 1d20 + 3 ⇒ (14) + 3 = 17
Slam: 1d20 + 3 ⇒ (13) + 3 = 16

As Weyve starts to summon an ally, the rest of you attack the darkmantles. None of you manage to land a good hit. Fortunately, neither do they, their tentacles scraping harmlessly against armor and shields.


INACTIVE - GAME DIED

Tobar reloads and fires again.

Crossbow attack, point-blank: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Crossbow damage, point-blank: 1d8 + 1 ⇒ (6) + 1 = 7


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Calvin tries thrusting with his sword.

Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

With so little room to maneuver, Gideon does the only thing he presently feels he can and drops his machete to the ground, bringing his shortbow to bear and firing it at the remaining darkmantle.

Shortbow Attack+PBS: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Shortbow Damage+PBS: 1d6 + 1 ⇒ (1) + 1 = 2

Welp, so much for that.


HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c

"Sssskkkkrrrreeeeee!"

A silver eagle appears in midair and with a screech it tears into one of the darkmantles.

It is a celestial eagle so it will use smite evil for +1 damage per hit if the darkmantles are evil. All attacks are +2 for flanking.

Fly DC 15 to hover in place: 1d20 + 9 ⇒ (8) + 9 = 17

talon 1: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
talon 2: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
bite: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
bite crit?: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

I'm guessing there are two hits here.

damage talon 2: 1d4 ⇒ 3 +1 if darkmantle is evil
damage bite: 1d4 ⇒ 3 +1 if darkmantle is evil


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Weyve concentrates, and places his fingers to his temples. He mouths some words, but nothing seems to come out. Instead, a sound can be heard from behind the darkmantles, like the howl of a wolf!

{Awoooooooo!}

Can't really get in through this narrow passage, so casting ghost sound and hoping I can distract one (or both) of them. DC is 14.


Weyve's summoned eagle tears into one of the darkmantles, wounding it, though the strange beast doesn't seem to be evil--just hungry. The oracle creates an illusory howl, but it doesn't appear to distract the creatures.

They have blindsight so they know there's nothing actually there.

Calvin thrusts his sword into the wounded darkmantle, tearing through leathery flesh. Blood flies and the thing drops to the floor.

Tobar manages to shoot the remaining monster with a crossbow bolt, but Gideon's arrow goes wide.

With a smaller target present, the darkmantle turns to try to grab the eagle. It batters the bird but doesn't manage to get a grip.

Slam: 1d20 + 3 ⇒ (18) + 3 = 211d4 ⇒ 1
Grab and Constrict: 1d20 + 5 ⇒ (4) + 5 = 9

1 damage to summoned eagle.


INACTIVE - GAME DIED

One more shot, Tobar thinks, just one more...

Crossbow attack, point-blank: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Crossbow damage, point-blank: 1d8 + 1 ⇒ (2) + 1 = 3


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
DM Brainiac wrote:

...The oracle creates an illusory howl, but it doesn't appear to distract the creatures.

They have blindsight so they know there's nothing actually there.

Can they see in all directions with their blindsight? The point was to get one of them to turn around for a moment.

If they have 360-degree vision then they probably can't be flanked either.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Weyve holds his shield out and pushes past the others, stopping beside the darkmantle.

"Over here, freak!"

Full Defense and then move. I will deliberately provoke an AoO. AC is 23.


They do not have all-around vision, but they do have blindsight 90 ft. The darkmantle would probably turn around and look behind it just to be sure nothing was there, but that doesn't take an action and doesn't really confer any combat benefits. And with numerous threats in its face, it wouldn't leave melee.


HP 17/17 | AC 16, TAC 10, FAC: 16, CMD: 13 | Fort: +6, Ref: +1, Will:+1 | Per: +4 | Move 20', Burrow 20' | Slam +6, 1d4+4+1d3 c

fly check to hover: 1d20 + 9 ⇒ (3) + 9 = 12

The eagle breaks off and flies to one side of the darkmantle, pecking at it with its beak.

Can't stay in the same spot and multiattack, so fly 10' and bite at the darkmantle once the eagle is flanking with Calvin.

Bite +2 flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Bite Damage: 1d4 ⇒ 3


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Gideon twists a bit, trying to get an arrow into the remaining darkmantle.

Shortbow Attack+PBS: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13-4 if it's into melee
Shortbow Damage+PBS: 1d6 + 1 ⇒ (2) + 1 = 3

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