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

Game Master Brainiac

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Map of Talmandor's Bounty
Map of Ancorato


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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 wakes up with Arma shaking her. "What happened?" She looks over and sees the dead goblins. "Wow that was was fast. All I remember is them hitting me. Did I faint?" She stands up and moves away from the goblins, and channels energy to heal herself and her companions.

She looks around detecting magic. She studies the buckler.

Channel: 1d6 ⇒ 3
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10


Relia is unable to identify the buckler at this time. There are no more magic auras here.

You have explored all the buildings in the palisade. There is still an area of pitted ground to the north, but after that, you will have completed your survey of the colony.


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

Spellcraft: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Tessa also tries her hand at identifying the buckler, "Yeah....." she sheepishly replies to Relia, "Sorry about that. I panicked, cast a spell, forgot you were in the way.... Could you give me a few minutes, by the way?"

Tessa pulls out her spellbook, and spends a few minutes reading it before she nods that she's ready to move on.

Taking 15 minutes to fill my open slot with another color spray


+1 darkwood buckler


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 removes the bodies of the monkey goblins from the building and drags them a good twenty feet away, and loots the daggers off of them.

She returns to the smithy and examines the chain shirt, and compares it to her sweat-soaked armor. "Ey, uh, anybody else want to wear this? Just in case we run into anything else nasty, otherwise, I'd like to borrow it."

If nobody else wants it she'll change into the mwk chain shirt


"Take the armour. I can use one of the machetes. They're of a much better make than mine! Now, those goblins... They are some kind of cross with monkeys?! How horrifying! And we fought goblins that seemed to be a cross with octopi... Someone has been messing with the natural order in this place."

"Anyone needs the buckler? I could make good use of it. This is the finest wood I've seen in a long time! So light, yet sturdy."

Adding one machete and the buckler to my sheet. Let me know if you ahve other plans. I won't mind.


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

"Take the buckler Abigail. You will make good use of it."

Relia gives Tessa a long look. "At least your forgetting didn't involve fire. Just fainting. I can live with that. When you are finished we should take a look at that piece of ground to the north."


North of the colony, but well within sight, is a small field. Inundating the meadow is a series of large holes dug in at an angle. Piles of dirt surround each hole. A large copse of trees grows due east of this location.

Azil detects a faint magic aura within one of the holes.


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 first mutters a short incantation, preparing her for whatever might spring out of the holes, and cautiously ventures into the field, looking for the magical aura Azil noticed. "Be careful. I wouldn't be surprised if there were more Ankhegs here," she says, keeping her crossbow at the ready and Azil at her shoulder.

Perception: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15

Casting heightened awareness for a +2 to perception and knowledge.


Abigail takes a deep breath at the reminder of Ankhegs. She puts away the longspear and switches for the magical buckler and fancy machete.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Initiative:
Abigail: 1d20 + 1 ⇒ (6) + 1 = 7
Arma: 1d20 + 4 ⇒ (2) + 4 = 6
Relia: 1d20 + 1 ⇒ (17) + 1 = 18
Tessa: 1d20 + 6 ⇒ (10) + 6 = 16
Ankheg: 1d20 ⇒ 12

You cautiously approach the holes, but don't get too far before a fully grown ankheg emerges from the largest one. Big as a horse, it clacks its drooling mandibles and moves towards you!

Relia and Tessa can act before the ankheg. It is 20 feet away.


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

Before she even fully realizes why, Tessa hefts her crossbow and fires it, the bolt streaking through the air just as the ankheg even surfaces.
1d20 + 2 ⇒ (10) + 2 = 121d8 ⇒ 1
Her shot going wide, Tessa turns and runs, getting out of the immediate vicinity.

"That's a big one. I really hope that's the last of them." she mutters.


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

Relina sqeeks when the Ankheg climbs out from under the ground. That think is huge." She fires an icicle at the creature.

Ranged Touch Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Relia's icicle strikes the ankheg, and it chitters angrily as it leaves behind an icy wound.

Tessa's crossbow bolt breaks against the big bug's carapace.

The ankheg rushes forward and bites at Abigail. Its mandibles close around the druid, crushing bones as its acidic spittle scours her flesh. It holds her tight, lifting her off the ground!

Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Acid Damage: 1d4 ⇒ 4
Grab: 1d20 + 11 ⇒ (6) + 11 = 17

11 total damage to Abigail. She is grappled by the ankheg.


Abigail's scream of pain tears through the island. On the brink of death, she tries to slam her machete into its head.

Machete: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (5) + 4 = 9


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 starts at the appearance of the ankheg but pushes down her fear to advance and attack.

dagger: 1d20 + 4 ⇒ (7) + 4 = 11

"Damn it--oi, you oversized vermin!"


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 reloads her crossbow and fires again. While the shot flies true, it's only a glancing wound and does little beyond aggravating the creature.

Crossbow, Into melee: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 171d8 ⇒ 1


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

Relia runs up and stabs at the ankheg with her trident.

Trident: 1d20 + 3 ⇒ (6) + 3 = 9 If I can get in a flank +2
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Abigail stabs the beast in the head with her machete. It chitters angrily at the wound, thrashing the druid back and forth.

Arma and Relia move to flank the ankheg with one another, but neither lands a good hit. Tessa manages to graze it with a crossbow bolt, but it doesn't do much harm.

The ankheg crushes Abigail in its mandibles, dropping the druid as she goes limp.

Grab: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9
Acid Damage: 1d4 ⇒ 2

11 damage to Abigail, leaving her dying at -9 HP. Not quite dead thankfully.


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, mindful of the last time she got too close to a threat, keeps her distance, sighting carefully down her crossbow to avoid hitting Abigail, "Hold on Abigail! Even though you likely can't hear me...."

Crossbow, into melee: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 131d8 ⇒ 6


Abigail's body sizzles slightly from the acid. Her fingers twitch, and she seems to be mumbling something...

Let me know when you want me to roll Con. Meanwhile, I'll start leafing through the books for new ideas, just in case ;) Good luck guys! Don't let it grab you!!!


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

twf+flank: 1d20 + 4 ⇒ (16) + 4 = 20

sneak attack: 1d4 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3

twf+flank: 1d20 + 4 ⇒ (10) + 4 = 14

It's just logical, helping Abigail would expose her back and risk the ankheg coming after Arma next, but it still felt wrong.

Arma attacks desperately and inflicts glancing hits. "Damn you! Relia, help Abigail!"


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 am!" She casts stabilize on Abigail. "That will keep her stable until I can get her healed. Be careful."


Arma stabs the ankheg with a dagger, leaving a light puncture wound behind. Relia takes a step back to stabilize the dying Abigail, keeping her alive for now. Tessa fires a crossbow bolt, but the beast's hard carapace protects it from the projectile.

The ankheg turns on Arma and spits forth a line of acid at the alchemist!

Acid Damage: 4d4 ⇒ (1, 1, 4, 2) = 8

8 acid damage to Arma. A DC 14 Reflex save reduces this damage to 4.


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

ref: 1d20 + 6 ⇒ (9) + 6 = 15

Arma jerks away, avoiding the worst of the acid. She takes a step back and draws and drinks her extract of Cure Light Wounds.

clw: 1d8 + 1 ⇒ (6) + 1 = 7


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 runs up closer, staying just outside of the creature's reach as she sends forth another blast of color, taking extra care to not hit any of her allies.

Using another color spray, DC 16


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 stabs at the creature with her trident.

Trident: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Arma steps back to drink a healing extract, soothing her acid burns. Relia stabs at the creature but fails to pierce its carapace. Tessa moves in and unleashes a color spray at the ankheg, and it reels about, blinded and stunned!

Will: 1d20 + 2 ⇒ (13) + 2 = 15
Rounds Blinded and Stunned: 1d4 ⇒ 2

Going to auto-calculate the rest of the battle to keep things moving, since the ankheg can't fight back.

Attacks:
Arma Attack, Stun, Flank: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8
Arma Attack, Stun, Flank: 1d20 + 6 ⇒ (6) + 6 = 12
Relia Attack, Stun, Flank: 1d20 + 7 ⇒ (7) + 7 = 14
Tessa Attack, Stun, Into Melee: 1d20 ⇒ 9
Arma Attack, Stun, Flank: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 1d6 + 1 ⇒ (4) + (1) + 1 = 6

You focus your attacks on the beast to try to take it down before it can recover. Arma stabs it two more times, and it collapses to the ground, ichor oozing out of its myriad wounds.

When you get the chance to examine the holes in the field, you discover fragments of leather eggshells in a few of them. One hole contains a human skeleton bereft of clothing or equipment. The bones are pitted by acid, but one finger still wears a magical copper-colored ring engraved with arcane symbols.

Having survived numerous ordeals in your exploration of Talmandor's Bounty, you feel ready to face even greater challenges.

Everybody has gained enough XP to reach level 2! You can either roll for HP or choose to take half HD + 1, but once you choose your method, you can't change it after that. Spontaneous casters have immediate access to new spell slots. Prepared casters can spend 10 minutes to fill their empty slots. Your wounds have not healed, though, and any existing spells/abilities used remain unavailable until you rest.


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

hp!: 1d8 + 1 ⇒ (8) + 1 = 9

Alchemist Discovery Obtained: Infusion

Arma kicks the dead ankheg, and curses, "And your mother!"

She wipes off her knives and stows them, and immediately turns around and starts muttering to herself. "Wait, wait, if I add a dose of--and a little bit of--oh, that'll taste absolutely disgusting but it shouldn't be toxic, per se..."

She wipes off her hands, although she still has a lot of ankheg gore on her, pulls out a flask and her formula book, and mixes an infusion of Cure Light Wounds. It's gray and fizzing, and she pours it in Abigail's mouth. "Usually these have only ever worked on myself, they may as well be smelly water to anyone else, but I think I've just had a breakthrough and it should work now..."

healing to Abigail: 1d8 + 2 ⇒ (7) + 2 = 9


Abigail is either at 0 or 7 hp, depending on whether she adds the additional hop for level 2 or not.


You can add your HP now and be conscious. :)


Abigail opens her smile and smiles/winces, relieved, but suffering from nasty burns. "Never saw it coming... It was so fast."


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 throws her hands up. "Good news, nobody's dead yet! But that was hell of a rough time, and I'm completely tapped out on extracts now. I'm thinkin' hole up somewhere for a good few hours, then do whatever else needs done here, then head for the rendezvous."


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 channels positive energy again to help heal everyone's wounds a wee little bit. "I'm really tired." she says in explination of the tiny little bit of healing she is able to do. "I agree we should find a place to rest before heading to meet the ship. The bunkhouse maybe? Certainly a building that has a door we can keep closed."

Channe: 1d6 ⇒ 1

Spellcraft Ring: 1d20 + 4 ⇒ (10) + 4 = 14


"You think they'll wait for us? We might just head back to the ship now, a safe place to spend the night, then return on the morning?" cautions Abigail, every fibre of her body wanting to stop.

"Whatever we do, I will pray for a few minutes. I will ask the spirits to lend me their healing grace."


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 shakes her head, "I'm almost tapped out. If we were to run into anything else, I'd be running severely short on magic. The ship will wait for us, and even if we were to set out now, we wouldn't arrive until nightfall. I say we spend the night in one of the buildings, and set out in the morning. Besides, we still haven't investigated the dock, and the sunken canoe. We need to make sure we aren't missing anything there before we move on. Could you toss me the ring, though? I want to try my hand at identifying it."

Prescience: 1d20 ⇒ 10
Spellcraft (ring): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 (Using prescience roll for a 22)


Ring of protection +1


"Ok, then let's focus on fighting a good place to hole up for the night and prepare camp! We need a place that is easy to defend. Perhaps one of the houses?"

"Just give me a few minutes..." she adds and moves a few feet away to pray.

CLW: 1d8 + 2 ⇒ (6) + 2 = 8


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

Arma looks over at the grave and grimaces at the skeleton. "Poor bastard. Anything on that ring give a clue who that was?"

perception: 1d20 + 4 ⇒ (15) + 4 = 19


There doesn't seem to be anything to indicate who the unfortunate person might have been.


"There's almost nothing left of him... Or her really..." replies Abigail, thinking that it could have been her.

Would the main building within the triangular walls would be fitting for camp?


Yes, the government house would be a comfortable and secure place to camp.


"Let's camp in the tall building at the apex of the camp's walls!" suggests Abigail.


You set up camp inside the abandoned government house to rest and recover. The sun sets after a few hours, and the sounds of nocturnal insects breaks the eerie silence of the abandoned colony. The night passes without event, and you awake refreshed and ready to march north to rejoin the other colonists.


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 prepares her mutagen as Dexterity and prepares one extract as Cure Light Wounds.

As they wake and prepare to head out, Arma says, "Righto, I believe we wanted to look at the sunken canoe and then head for the ship? Before that, anybody want me to prepare any particular extracts for them?"


Abigail wakes before dawn and sits looking through a window as the sun gradually brightens the sky. She spies the nearby woods for signs of animals going through their morning routines and listens to the early calls of birds. She wonders at the size of the world, thinking about people back home, going through the same morning as she, but so many miles away and in so different a setting! How privileged she was! She also looks and listens for new animals, ones she has never heard of.

As the others stir, reality gets her back to her feet. She starts by packing, then finds a quiet corner with a window where she can commune with the spirits of the land. Staying indoors might not be the best place, but it was the safest, given that ankhegs were about...

Preparing my spells for the day.

To Arma, she replies: "Well, I'm curious. What can you prepare? We'll likely have to defend ourselves today, and we will search the place some more. I guess we'll get on the water as well..."


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 flips through her formula book. "Hmm, there's one that makes you grow bigger, you get more perceptive, ooh, right, the one that makes you a much better swimmer, a magic shield protects you, or healing. There's one other, but it's not very useful, but that swimming one may be useful to investigate the docks."

Enlarge Person, Heightened Awareness, Touch of the Sea, Shield, CLW


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 rises with the others, and looks out at the ocean while praying to Gozreth for her spells for the day. Thank you for your safety yesterday. Guide us on the best way to clear the sanctuary, and solve this mystery.

She gets up after her prayer time, and packs her things. "Let's head to the docks. The swimming one sounds like it would be a good idea, Arma. I have asked for divine favoer today, and protection from evil."

Spells Prepared:
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—icicle (1d6+1 cold)
Cleric (Stoic Caregiver) Spells Prepared (CL 2nd; concentration +4)
1st—bless, divine favor, obscuring mist[D], protection from evil
0 (at will)—create water, detect magic, light, stabilize
D Domain spell; Domain Water


Returning to the dock, you see the canoe on the sea floor at a depth of ten feet. You'll have to swim down if you want a closer look at it.


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

Spells prepared: mage armor, color spray, heightened awareness, enlarge person, and new cantrip: dancing lights

Tessa, after a decent night's sleep, woke up more ready than ever, and managed to prepare more magic than ever. When they reach the boat, Tessa tells the others, "Oh, I have something that might help. Let me see..." she traces a small circle in the air with her fingertips, and motes of light dance in the air, brightening and enlarging as they spiral down to the canoe.

Casting dancing lights to illuminate the canoe.

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