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

Game Master Brainiac

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Relia's searing light sails past the creatures, but Tessa's aim is true. The vampiric mist shrieks as the flames burn up a large portion of its gaseous body.

As Arma readies a vial of alchemist's fire, the mists rush down at you. Abigail swings on the wounded one, tearing through its body and causing it to dissipate into harmless gas. The other one reaches out to touch her, siphoning blood out through the ranger's skin! Abigail weakens as blood pours freely from her pores, and the mist seems to absorb the vitality into itself, turning dark crimson and moving with greater alacrity!

Touch: 1d20 + 7 ⇒ (11) + 7 = 18
Con Damage: 1d3 ⇒ 2
Temp HP: 1d8 ⇒ 8

Abigail takes 2 points of Con damage and 1d6 bleed damage. Everybody may act!


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 flicks her hand around, summoning arcanic symbols as missiles of force appear from her fingers, the two melding into blazing arcane power and slamming into the surviving mist.

Trying for Empowered Magic Missile (11, 13, 17)
Sacred Geometry: 5d6 ⇒ (2, 3, 3, 1, 3) = 12
2*1+3+3+3=11

Empowered Magic missile: 3d4 + 3 + 4 ⇒ (2, 3, 4) + 3 + 4 = 16


"Aaaaaaaaaargh!" screams Abigail and she swings madly at the mists.

Bleed damage: 1d6 ⇒ 2

Axe: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 191d12 + 6 + 6 ⇒ (9) + 6 + 6 = 21


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

attack: 1d20 + 8 ⇒ (15) + 8 = 23

fire damage: 1d6 + 3 ⇒ (3) + 3 = 6

Arma wings the alchemist fire at one of the mists as hard as she can, and the vial cracks open and ignites with a fwoom! as oxygen mixes with the volatile fuel.


Tessa's magic missiles blast holes in the vampiric mist, and Abigail tears through it, splattering blood everywhere. Arma's alchemist fire strikes true, igniting the mist and burning away all of its remnants! Abigail is splashed by the burning liquid.

With the threats dispatched, things get quiet once more. But Arma is certain that the hag at the top of the tower knows you are here now...

1 fire damage to Abigail. She will continue to bleed until she receives healing or a DC 15 Heal check.


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

"I'm nearly tapped out on combat spells." Tessa notes while Abigail is being tended to, "Surprise is already gone, if you give me a few minutes I can be battle-ready again."

Assuming they agree, Tessa will spend 15 minutes preparing Magic Missile twice more.


Abigail falls on her ass and tries to stop the blood from spilling: "It cut through me. It's still bleeding." she says, wincing with pain, growing dizzy.

Relia hasn't acted yet, so I think she may have an action before I roll bleed damage.

Bleed: 1d6 ⇒ 1


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 hurries over to Abigail while pulling out basic medical supplies. "Man alive, where are you even bleeding from--oh, screw it, here."

know nature-cruel anatomist: 1d20 + 11 ⇒ (8) + 11 = 19

Arma is methodical, and stops the bleeding.


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 moves up, and casts Cure Light Wounds on Abigail. That should fix it. Tessa. Any idea if the hag can manifest the mist again soon or if she's got to wait until tomorrow or can't do it at all?

She looks around. "Wasn't there a path around the side with a cave of something? We can at least get out of sight of the tower."

CLW: 1d8 + 5 ⇒ (6) + 5 = 11


"Thanks! I feel a bit better, but I- I don't know... I feel... drained? Tired? Anyways, I'll have a few things to say to that hag. We press on, yes?"

Abigail is still in pretty bad shape.


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

"I can pray for a spell tomorrow that will heal the damage to your constitution."

She casts Cure Light wounds again.

CLW: 1d8 + 5 ⇒ (7) + 5 = 12


You move out of the tower's line of sight, climbing down to the crater island's southeastern face. Here, a fifteen-foot-high flooded cave mouth cuts into the steep cliff face. Old, wooden scaffolding props up much of the cave mouth, reinforced by rusted metal brackets and splintered wooden supports. Water floods the tunnel at a depth of 2 to 3 feet.


Abigail looks down the tunnel and says: "Great. This island is just full of surprises. We'll need to check that hole at some point..." and she takes a moment to look for signs of passage.

Tracking: 1d20 + 13 ⇒ (14) + 13 = 27

Once she's satisfied, she adds: "Thanks to Relia, I have some fight in me, but from what Arma described, this is a nasty one, and... perhaps... Well, I don't know if we can defeat it!? Only one way to know though."


Abigail discovers a few faint scuff marks along the scaffolding that indicates some large creature has come and gone from this tunnel recently, but she is unable to determine any more details.


Does the tunnel seem to be pointing at the tower?


Yes it does.


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

"You up to this, Abi? Ready to go?" Tessa asks, starting towards the tunnel.


"Yes!" Abigail says with a wink, her spirit back, and she fixes her ponytail before grabbing her polearm.

As she steps into the darkness ahead, her eyes change from brown to blue.

Adaptation: darkvision 60 ft.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


Unfortunately, Abigail doesn't notice the trap on the tunnel entryway. A glowing rune appears on the ground before detonating in a cacophonous burst of sound! The concussion shatters the weakened supports of the cave scaffolding, causing it to collapse on the ranger!

Empowered Sound Burst: 1d8 ⇒ 5 +2 = 7

7 damage to Abigail. She must make a DC 20 Reflex save or take 4d6 points of bludgeoning damage. A creature that fails its save is also buried under the rubble, while creatures that succeed at their saves can choose which side of the 10-foot area of effect they safely dodge to. Buried characters can free themselves with a successful DC 25 Strength check; or, in 1 minute, an ally using only her hands can clear an amount of rocks and debris equal to five times her heavy load. The rocks weigh 1,000 lbs.


Reflex: 1d20 + 6 ⇒ (4) + 6 = 104d6 ⇒ (1, 4, 2, 4) = 11

Her voice drowned by the noise, Abigail disappears under the rocks.

Str: 1d20 + 4 ⇒ (9) + 4 = 13


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

"Abigail!" Tessa calls in shock, and scrambles to start clearing rocks, not making much progress, but at least doing something.

I can clear 400 pounds/minute, which is actually a lot more than I was expecting.


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 curses loudly in surprise and quickly moves forward to help Tessa clear the rocks away. "Criminy! Are you okay?"

650lb cleared/min


Working together, Arms and Tessa are able to dig Abigail out of the collapse.


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

"Abigail!!" Relia helps pull her from the ruble, and heals her. "That was scary."

CWL: 1d8 + 5 ⇒ (3) + 5 = 8


"That was painful as well..." comments Abigail, coughing and shaking the dust off herself, sometimes stopping to feel her neck. I think I sprained something trying to get out...

She looks at the tunnel to see if they can still get through. Secretly hoping that it is blocked completely.


Clearing more rubble away from the entrance will allow you to proceed without further incident, should you still desire to do so.


Abigail takes a deep breath, fixes her ponytail, while secretly asking Desna to look over her and bestow some much needed luck her way.

"I'm starting to hate that hag, even though we've never met..."

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


The cave tunnel runs beneath the island, arcing slightly west until it opens into the tower's basement, where the masonry of the east wall has collapsed.. The lower half of the basement is flooded by five feet of water. Mold cakes the walls and ceiling in black blotches, rivulets of water leak from cracks in crumbling masonry, and the air is a foul mixture of musty and sulfuric stink. A wide stone staircase connects this lower level to an upper level of the basement.


Is it possible to get to the staircase without stepping into water?


No, you're already in water at a depth of 1-2 feet. You'll have to swim or wade through the deeper water to get to the stairs, unless you can fly or climb along the walls.


Abigail turns to her companions and asks: "We still have ways to help underwater?" She seems quite unwilling to wade further in...


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

"I never have problems with water, I can go first, I guess? Not sure how good of an idea that is, though, if there's something with teeth down there." Tessa offers, "I can't do another flight spell until tomorrow."


Perception:
Abigail: 1d20 + 9 ⇒ (9) + 9 = 18
Arma: 1d20 + 7 ⇒ (11) + 7 = 18
Relia: 1d20 + 4 ⇒ (16) + 4 = 20
Tessa: 1d20 + 6 ⇒ (17) + 6 = 23

As Tessa glances around the room, she happens to look up. There, her keen eyes spot a nearly transparent blob stuck to the ceiling. A single eye floats in the mass, staring unblinking down at you.

Knowledge (dungeoneering) DC 18:
This is a hag eye ooze. The hag that creates one can see through its eye as if it were one of her own! Hag eye oozes seem to be imbued with a sliver of caution, watching intruders from a distance and avoiding combat unless directed to attack.


Know Dungeoneering: 1d20 + 6 ⇒ (2) + 6 = 8

"What the..." comments Abigail as Tessa points to the ceiling.


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

"Well that looks like a giant booger," Arma remarks, classy as always. "Hell is that thing?"


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

Prescience: 1d20 ⇒ 1
K (dungeoneering): 1d20 + 12 ⇒ (7) + 12 = 19

Tessa almost wasn't able to put her finger on it, then it clicked, "Well, there goes our element of surprise. It's a Hag's Eye Ooze- magically created by a hag, who can see whatever the eyeball sees. Don't think it applies to sound, but I'm not entirely sure. It won't attack, probably, but it will completely spoil any tricks we try to pull." Tessa says.


"Right, but she already knows we're here. So it's half bad."

She looks at the eye and adds: "So, does that thing bite? Or is it just a BIG eye?"


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

"Ehh... I don't think oozes can bite, but I know what you mean. Somewhere in the middle, I think. It can hurt us, but not much at all." Tessa speculates.


"So we shoot it from here then? I've been bit enough, burned too, buried as well, come to think on it..."


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

"I have a spell that could make it hard to see us as we pass through. Do we want to try that or just attack the creature?" she offers to cast Fog Cloud. "I also can help with breathing in the water for one person when we do go swimming."


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 casts Fog Cloud in the area, and makes it hard for the Hag's Eye to see them. "Let's go quickly."


Concealed by the fog cloud, you make your way across the flooded basement. Stairs lead up to a single arched doorway that opens onto the upper part of the basement, which is mercifully dry. The door is adjacent to a tall circular shelf loaded with mushrooms, glass jars of desiccated insects, dried herbs, and other reagents. A small table outfitted with a cauldron and alchemical gear fills a nook by a large, ascending staircase. A small workbench covered with carving tools and whittled bone and bits of jewelry stands to the west, next to a large table laden with scraps of paper and fragments of etched stone tablets.

Across the room, another staircase leads up into the tower.


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 casts detect magic on the room. "Just in case." she whispers.

Tessa is any of this familiar to you? she points to the shelf and the table.


Abigail keeps her sight fixed on whatever door stands in front of them. The hag knows there here, so she'll likely send things their way, or come herself. There might be traps on the way, but she knew better than to hope of catching them before they catch her..

She asks: "Do we wish to go about carefully and explore, or aim for the hag fast and messy?"


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

"I'm a little nervous about letting her have too much time to prepare," Arma says. "Quick but cautious, maybe. We can explore later, when we aren't gonna get ambushed."


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

Knowledge (arcana) or Spellcraft: 1d20 + 13 ⇒ (2) + 13 = 15

"Hmmm. Maybe? Give me a second. Besides, at this point, the hag knows we're coming. The difference between a spellcaster who has two minutes to prepare is just as dangerous as one who had two hours, possibly even more so, depending on how much magic they use on short-term spells." Tessa notes.


It appears this room contains a fully functional alchemist's lab. The shelves hold a full collection of alchemical reagents worth 1,250 gp.

The documents hold snippets of lore in the Azlanti language, though little of actual value. However, among these fragments is a rambling treatise of the significance of prophecy as a divinatory tool and partly incoherent, resentful ravings directed towards the author. Tessa can determine that the author is an oracle or prophet of some kind and suffers from a curse that hinders the author's vision.


Tessa Mithrandir wrote:

[dice=Knowledge (arcana) or Spellcraft]1d20+13

"Hmmm. Maybe? Give me a second. Besides, at this point, the hag knows we're coming. The difference between a spellcaster who has two minutes to prepare is just as dangerous as one who had two hours, possibly even more so, depending on how much magic they use on short-term spells." Tessa notes.

Abigail perks up at Tessa's words: "What do you mean by that? Short-term spells? Are these more common than not? Perhaps we can use this to our advantage? Perhaps waiting is the best strategy? Hmm..."


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

"Well, any powerful spellcaster can make their spells last longer, but essentially, yes. There's not much in the way of explanation as to why any given spell lasts for as long as it does- my magical armor lasts for hours, but trying to make a magical shield lasts for minutes. But yes, there are spells that last for just a few seconds, those that last for minutes, those that last for maybe an hour or two at most, and some that last for hours or days." Tessa looks like she wants to go on, but cuts herself off, "It all depends on how reactive of a spellcaster she is as to whether waiting longer will give us an advantage. What's more likely is that it makes no difference how long we take."


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's eyes go wide at the stock of alchemical reagents. "Somebody's been busy. Hmph. Seems like everything on this island just moved in after the original residents...well. The colony, Vriskirsa on the reef, the hag in this tower..."

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