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

Game Master Brainiac

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The trail leads from the field to the edge of the water and then disappears. It seems whatever made it came and went from the ocean, so it couldn't be followed.


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

Ah, I gotcha. I thought maybe it went up to the water and then turned parallel to the water's edge. Would a Knowledge check help identify the bite marks maybe?


The bites aren't distinctive enough to narrow down what type of creature might have made them. For sure not a chupacabra or a vampire though.


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...it's gotta be something amphibious, at least..." Gideon thinks aloud as he stands at the water's edge. "Aside from that, I'm at a loss. Best I can think to do right now is to recommend a watch be set over the flock, plant some lanterns out here. Y'know, this ioun torch I found is immensely useful...I think we should get in touch with our new neighbors and see if they might have some of them that we can keep a supply of on hand for anyone on night watch."


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana is delighted by the prospect of a walk, she spends most of her time at the 'crime scene' pacing back and forth - clearly irritated at not being more helpful.

Once the tracks lead into the water she leaps into the sea herself, swimming some way out from the shore before admitting that there really is no way to trace the creature out in the ocean depths.

"Setting a watch is good, but perhaps we should set a small one, and have an ambush party nearby - if we can draw whatever it was in then we can deal with it, rather than simply scaring it off."


INACTIVE - GAME DIED

"What the heck is it though? I don't know what a 'curious bite mark' means," grumbles Tobar.

Since you never specified what you think it is, Gideon, Tobar only knows what you say, not what the DM describes to you. :)

"More swimmin', it looks like."


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

"If it's coming out of the water, then perhaps a pasture further inland would be better. I don't recognize the bite mark, but it looks like that of an eel or leech. As to what might make a bite like that and yet walk on two humanoid feet... well, you've got me."

"But perhaps we ought to patrol the waters around here."


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...it's kind of circular. Ever seen the kind of mark a sea lamprey makes when it attaches to something? It looked sorta like that. And yeah, I'm with Weyve. No idea what could make a mark like that and go back and forth from land to sea. Patrols are a good idea, too. I can practice with this new cloak!"


You talk to the colony's soldiers about setting up patrols around the pastures to watch for more creatures preying upon the livestock. Still, many of the other colonists are worried about monsters lurking in the surf. A few murmur that the creatures might be allies of the sahuagin you fought--or worse, the locathahs who they still don't fully trust!

A Diplomacy check is needed to calm the colonists' concerns.


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

"Now, now, folks... your troubleshooters are on it. We'll find the trouble... and Tobar will shoot it." Weyve smiles, trying to make light of the situation.

Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28


INACTIVE - GAME DIED

Tobar points his finger and brings down his thumb as if to pantomime shooting.


Weyve's joke is simple but effective, reminding everybody of all the dangers you have already overcome since arriving on Ancorato. The dissenters chuckle and cease their worrying, at least for the time being.


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

"Nice going." Gideon says to his allies, patting them on the back.


Perception:
Gideon: 1d20 + 10 ⇒ (1) + 10 = 11
Terana: 1d20 + 7 ⇒ (7) + 7 = 14
Tobar: 1d20 + 10 ⇒ (13) + 10 = 23
Weyve: 1d20 + 8 ⇒ (3) + 8 = 11

After calming down the colonists, the four of you begin patrolling the coast south of Talmandor's Bounty near the livestock fields, keeping an eye out for the creature that exsanguinated the goats. You head out a ways into the surf as well, checking under the waves for any lurking menaces.

Late in the afternoon, Tobar spots a disturbance in the water--something large is making its way towards you under the surface. As he shouts a warning, a vicious beast emerges from the surf. Not quite sea serpent or dragon, the 14-foot-long creature is covered with shiny blue-green scales. Its arms serve as both wings and flippers.

Initiative:
Gideon: 1d20 + 3 ⇒ (11) + 3 = 14
Terana: 1d20 + 1 ⇒ (16) + 1 = 17
Tobar: 1d20 + 5 ⇒ (6) + 5 = 11
Weyve: 1d20 + 2 ⇒ (2) + 2 = 4
Sea Drake: 1d20 + 6 ⇒ (10) + 6 = 16

Before you can react, the creature opens its mouth and spits forth a crackling ball of electricity! It strikes Terana before arcing to the rest of you!

Ball Lightning Breath: 6d6 ⇒ (4, 1, 1, 6, 4, 2) = 18
Recharge: 1d6 ⇒ 2

Everybody takes 18 electricity damage. A DC 17 Reflex save reduces this to 9. Tobar may act in the surprise round, and then Terana may take her first full round of actions before the creature goes again. It is 50 feet away in the water.

Knowledge (arcana) DC 16:
This is a sea drake. It is capable of breathing lightning on prey and moving rapidly when on the hunt. It is immune to electricity, paralysis, and sleep effects.


INACTIVE - GAME DIED

"What the what!"

Ref save: 1d20 + 7 ⇒ (20) + 7 = 27

Tobar twists partly out of the way of the blast. When he finishes spinning around, his crossbow is incongruously loaded and already coming up for a shot.

Crossbow attack: 1d20 + 10 ⇒ (13) + 10 = 23
Crossbow damage: 1d8 + 3 ⇒ (3) + 3 = 6


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

Reflex: 1d20 + 3 ⇒ (10) + 3 = 13

"Aaagh! What?" Weyve says as he is surprised by the burst of electricity.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Reflex: 1d20 + 5 ⇒ (9) + 5 = 14

Terana takes the blast full on her chest which leaves her writhing for a second before she kicks into full speed, arrowing towards the creature - glaive first. As she swims she curses the creature fluently in Azlanti.

Smite and Charge! :) AC will be 25 (23 this turn due to charging).

Charge: 1d20 + 10 + 3 + 2 ⇒ (20) + 10 + 3 + 2 = 35 Damage: 1d10 + 5 + 8 ⇒ (8) + 5 + 8 = 21
Confirm: 1d20 + 10 + 3 + 2 ⇒ (9) + 10 + 3 + 2 = 24 Damage: 2d10 + 10 + 16 ⇒ (7, 10) + 10 + 16 = 43 Since I hit it, it is now dazzled until my next turn (-1 to hit).

Ignore the +3 to hit and the +8 damage if it isn't evil. I'm guessing that it does have the aquatic subtype though.


Terana charges in and smites the drake, her glaive tearing through its chest as she scores a critical hit. It shrieks in pain, blood pouring from the horrid wound, the edges of which sizzle with holy energies.

Terribly injured, the monster turns and flees, withdrawing from the paladin's ire. With a surge of speed, it swims away as fast as it can manage!

The creature withdraws and then spends a swift action to take another move action, moving a total of 180 feet further away and submerging beneath the waves. It has total cover against anybody not underwater. I'm pretty sure it's going to get away, but if somebody has something that can stop it, you're free to try. It's not interested in fighting any more at any rate. :)


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

Reflex: 1d20 + 7 ⇒ (3) + 7 = 10

Gideon cries aloud in pain when the electricity hits him...and then, before he even has an opportunity to react to the thing, Terana has already nearly killed it and caused it to flee. Breathing heavily beneath his new cloak, the archaeologist releases the edges of it, the illusion of the manta ray disappearing and leaving him in its place.

Know(Arcana): 1d20 + 9 ⇒ (20) + 9 = 29

"That was a sea drake...very quick in the water. And they can breath lightning...not that we didn't figure that part out already."

Current HP: 15/33.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"Coward!" Terana roars after the creature as it flees, before returning to the group. "Are you all alright? Sorry I couldn't finish it off."


INACTIVE - GAME DIED

"Yeah, little bit singed, but I'm all right," says Tobar as he finishes reloading. "But that wasn't sucker-head. Just an angry neighbor. We gotta get back into fightin' trim and keep lookin'."


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"So that's not our culprit..." Terana muses. "I wonder what we did to rile it? Anyway - you're right Tobar. Weyve, can you deal with this or shall I?"

Regardless of who does the healing Terana will keep patrolling into the night. :) Use LoH if needed to fix fatigue


You continue patrolling late into the night, Terana's blessings helping to alleviate the fatigue from staying awake. However, you encounter no other creatures, and eventually the sun begins to rise on another morning. There's no sign of your blood-sucking quarry.


INACTIVE - GAME DIED

"Dang it! We should check back at the colony to see if any more goats were eaten while we were out. This one might be tricky."


No goats or other livestock were harmed the previous night.


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, there's that to be thankful for, at least...should we hang out one more night or keep exploring the island?" Gideon asks of the others.


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 works on healing the group.

CLW Weyve: 1d8 + 5 ⇒ (3) + 5 = 8
Healer's Way Weyve: 2d6 ⇒ (2, 6) = 8
CLW Terana: 1d8 + 5 ⇒ (2) + 5 = 7
CLW Tobar: 1d8 + 5 ⇒ (3) + 5 = 8
CLW Gideon: 1d8 + 5 ⇒ (1) + 5 = 6

Terana and Gideon also have their own healing, so I'll leave it at that.

"I suppose that mush have been that dragon's territory? But I agree, it can't possibly be the thing we are looking for. We should keep looking."


After resting through the morning, you head back out to patrol around the colony for a second day. Most of the afternoon passes by without any sign of creatures lurking about. Just before sunset, though, you spot a small fishing boat approaching the shore. As it gets closer, you can see its occupant is Soran Vigaldo, who has been missing for several days! He appears to be sun-burnt and slightly dehydrated, but overall is in pretty good shape.

"At last, I made it!" he says when he reaches land. "It's quite embarrassing, really. I was out fishing after dusk and I must have been more tired than I realized. I fell asleep in my boat, and the currents dragged me out to sea! It took me a few days to find my bearings and make my way back home. I apologize if I worried you all."


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana slides out into the water to meet the fisherman and aids in propelling the boat to shore. Not knowing the man she isn't sure whether or not to take his story at face value, but contents herself with a questioning look at her companions - rather than saying anything.


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

Upon seeing the approaching boat, Gideon anxiously waits for it to get close enough to see the vessel's pilot. When it does, and he realizes who it is, he seems at once relieved and joyful.

"Soran! By the gods, man! We thought you'd been eaten by a buncha chupacabras! I'm sure it will be a great relief to everyone to see you here, alive after all!" Gideon says to the man. Still...though outwardly expresses gladness, experience has taught him that things on this island are seldom what they first appear to be.

Sense Motive: 1d20 + 5 ⇒ (19) + 5 = 24


"Chupa-whats? Nope, nothing ate me!" Soran laughs. Gideon doesn't sense anything from the fisherman other than relief at finding his way home.


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 c'mon then, let's get you home and get you some water. Don't go gluging it down, now! Take it slow or your stomach'll send back up whatever you put in it." he advises.


The other colonists are quite happy to see Soran return home safe and sound. They gather around him at the Plum Tree tavern as he drinks copious amounts of water and shares his harrowing tale with eager listeners, though he embellishes quite a bit. You're pretty sure he didn't have to fight off an army of sea serpents to make it back home!


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

"Well, it's good to hear how you made it back. We'll be glad to let you deal with any sea serpents we encounter from now on!" Weyve chuckles.


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

"Yeah, we've done our fair share of fighting; you can come out with us on our exploring from now on if you want." Gideon offers, elbowing Soran good-naturedly.


"That's alright. I think I'll just stick to fishing from now on. And I'll get a good nap in before I'm out in my boat!" Soran laughs.


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

"Now that is a plan we can all agree on." he answers with a grin to their rescued companion.

After seeing him off, Gideon looks to the others. "So...it was good that we were here to see Soran's return, but I'm not sure we need to keep spending time just waiting for some mysterious goat-slurping thing to crawl out of the water. I'm gettin' the itch to go back out and keep following that Pathfinder trail we were on a few days ago. We're already back here, it shouldn't take that long to go further south to pick the trail back up."


INACTIVE - GAME DIED

"Assuming the goat-slurping thing isn't some horrible parasite living inside of Soran and crawling out to eat stuff, and he doesn't even know," says Tobar. "Y'know, if you wanna talk worst-case scenarios."


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's eyes turn black for a moment as he scans Soran with detect magic.

"We're just glad you're all right," he says to Soran.

He turns back to the others.

"I'm still concerned with whatever the creature was, but we can't be everywhere at once. Let's see what is up this trail, but we should try not to stray too far from the colony."


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

"I don't think it's over a day's journey to the place where the next marker is. I guess we'll see though!"


You travel south from Talmandor's Bounty, circumnavigating the mountain that stands on the island's southern cape. It only takes about three hours for you to reach the Pathfinder coordinates.

Here, an impact crater more than a hundred feet across punches into the mountainside, shrouded in dense vegetation and surrounded by toppled stone blocks, crumbling pillars, and shattered statues obscured by the island's lush flora. Small streams flow down from the mountainside into the yawning crater that descends into the earth.

As you look around the site, you notice old carvings on an ancient, mossy pillar near the opening of the chasm--more cipher glyphs.

Knowledge (local) DC 20 or Linguistics DC 25:
The glyphs translate to "danger" and "undead" above an arrow pointing to the chasm. Other markings nearby provide coordinates to a small island off Ancorato's northwest coast.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"One of the original fragments must have hit here." Terana says, looking around. "Shall we go in?"

Knw Loc: 1d20 + 3 ⇒ (5) + 3 = 8


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(Local): 1d20 + 9 ⇒ (18) + 9 = 27

Gideon frowns as he translates the runes. "Don't really want to, but I think we should. The glyphs pointing into the chasm say 'Danger - Undead.' There are others that give the location of a small island off the northwest coast of the island, but I'm very uncomfortable just leavin' behind something as potentially dangerous as undead three hours from the colony."


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"Let's clear this out first then." Terana offers. "We can head out to this island another time as we need to."


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

"Yeah... undead don't do anyone any good. Let's have a look."


Perception:
Gideon: 1d20 + 10 ⇒ (15) + 10 = 25
Terana: 1d20 - 1 ⇒ (18) - 1 = 17
Tobar: 1d20 + 10 ⇒ (17) + 10 = 27
Weyve: 1d20 + 8 ⇒ (7) + 8 = 15

As you reach the edge of the crater, you suddenly spot moving humanoid silhouettes cast against the ruins. A feeling of dread fills you and you get the sense something bad is about to happen.

Initiative:
Gideon: 1d20 + 3 ⇒ (17) + 3 = 20
Terana: 1d20 + 1 ⇒ (12) + 1 = 13
Tobar: 1d20 + 5 ⇒ (19) + 5 = 24
Weyve: 1d20 + 2 ⇒ (13) + 2 = 15

A haunt is about to manifest! It acts on initiative count 10 on the surprise round, so each of you can take a single action since you all beat its initiative.

If you have an effect that uses positive energy such as a cure spell or lay on hands, you can use it to try to damage the haunt's HP and disrupt it before its effects can manifest.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana suddenly glows and a wave of azure blue light washes out from her, leaving behind the strong smell of salt water.

Channel: 3d6 ⇒ (4, 4, 1) = 9 Uses 2 LoH


The blue light seems to erode the shadows somewhat, but not enough to destroy the haunt yet...


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

Cure Wounds requires a touch. Can I identify something that I could touch to dispel the haunt? If so:

Weyve reaches out with his hand, which becomes surrounded by a dark cloud, though beams of light seem to burst from within.

Touch Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7

Also, this is a new day, right? Healing back up to full.


You have to hit AC 10 to target the haunt and not just the structure it inhabits.

Weyve reaches out and tries to grasp at the shifting shadows, but they evade his touch. The cure spell remains in his hands. The sky begins to darken...

It's up to Gideon!

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