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

Game Master Brainiac

Battle Maps on Google Slides
Loot Spreadsheet


251 to 300 of 1,493 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Eliza's plan was to open the tank and swim down to the lower level to try to escape. The water elemental would have been compelled to defend her in that case.


Retired - Adventure Path Complete!

So, how long did it take us to get to this tower? If we're going to bring these colonists back to Talmandor's Bounty, they might expire en route--I think they were afflicted by aboleth slime, and without enough water to douse them with, they'll die of dehydration.


It's a six mile hike or so, which will take several hours. One of Eliza's rings can help with keeping them damp, if you identify it. :)


Retired - Adventure Path Complete!

Oh, that'll come in handy. :D


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

I figured I could just splash them with create water every 5 minutes or so. =P


Retired - Adventure Path Complete!

Oh. That'll work too.


Yes, that will work. :)


By the way, everybody has gained enough experience to reach level 4!


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

I am leveled up.

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've agonized for a few weeks about how to best help the party. Do we need more Melee, more Arcane, more Buff, or is my role as skill monkey and punching bag valuable enough.

In the end, the benefits of a fourth level of Imvestigator (2nd level extracts, Studied Combat) are too valuable to pass up, but I wonder what others think of our party mix.

I am open to the idea of multiclassing into Magus or Witch or even Bard at the next level.

I'll have my new sheet posted tonight.

BTW: Please post if you have interest in keeping any of the new items we found.

Ema, I currently show you having both an Everburning Torch and and Ioun Torch. Do you want to keep both?


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

Didn't realize I had either. Up to you guys, I'm not normally in the front so they might do better there.


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

I'll try to get updated tonight when I get home, assuming the baby cooperates.

Investigator is probably the way to go Simon. Mixing in those other classes will probably just spread you to thin. From personal experience, magus multiclass can work, but really only for very specific reasons. You give up a huge amount multiclassing those classes, so you have to be sure you get enough in return. For the record, I had Magus 12/Rogue 3, and was focused on stacking many debuffs whenever I hit.

I think our group is pretty well balanced, and it will get better once we can really fall into our roles better.

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 |
Emalliandra wrote:
Didn't realize I had either. Up to you guys, I'm not normally in the front so they might do better there.

You are the only one without darkvision, that's why we handed then to you.

If you don't want them, we can sell them both.


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

True, forgot about that. I'll keep teh stone then, that way I keep my hands free.

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 Ema allows Simon to borrow the new spellbook, Simon will copy the following formulae:
Invisibility, Haste, Heroism


Retired - Adventure Path Complete!

Level Up Summary

+1 Barbarian

+1 STR

+9 HP

+1 Reflex/Will Saves

+5 Skill Ranks

--1 Diplomacy
--1 Intimidate
--1 Perception
--1 Sense Motive
--1 Swim

New Class Feature: Extreme Endurance (Hot Climes)

+1 BaB

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'll remind everyone that I am maintaining a list of all loot that we find.

I remove items as I see them used/sold. If you see anything in this spreadsheet that seems wrong, please let me know so I can correct it.

The link is here

The current items to sell are:
2 +1 Tridents
Everburning Torch

We never discussed the distribution from Rayland and Eliza and there is some good stuff in that haul.

2 Potions CLW, 1 Potion CMW
- I have a few potions already. I still show Victrix holding 4 CLWs and Ema holding 1. Who wants to hold these?

Wand of Mage Armor (15)
- This should obviously go to Ema. (Don't forget that you also have two other wands from previous loot)

2 Cloaks of Resistance +1
- Victrix should definitely get one, Maybe Ema should take the other? Enemies are eventually going to start targeting the spellcaster

4 Alchemist Fire
- One to each of us

Ring of Protection +1
- Victrix has one already, so I'd like this one as the other "front liner"

Saltspray Ring
- This doesn't seem useful to us. Sell it?

Elixir of Swimming
- Ema has a ring, Kip can swim, I have an extract, I think Victrix should take this

Silversheen
- Victrix. Best for the damage dealer, though I can hold it to apply to one of her weapons in a battle.

+1 Breastplate
- Victrix, do you want this and give me the +1 Mithril Shirt or would you prefer to stay more lightly armored?

Mwk Longsword and Spiked Shield
- These should be sold

Input?


Retired - Adventure Path Complete!

Sure. You can have the mithril shirt.


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

Hmmm, forgot I had any wands at all, recall what they were?

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 |
Emalliandra wrote:
Hmmm, forgot I had any wands at all, recall what they were?

All the loot you have taken over the course of the adventure (at least that I am aware of) is on a tab on the spreadsheet linked above.

You have a wand of color spray and flaming sphere.

I started keeping this spreadsheet because it seemed like people were losing track of loot and because I wanted to keep a good accounting of the party fund.

If there is a better way to track this stuff, please let me know.

BTW: We all forgot about the soul soap when dealing with Eliza and Rayland, but that might be better to keep in case one of us gets controlled.


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

Whoops, missed that there were other tabs.
Doh!


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

I'm good with all of your suggestions. I'm adding the 1 alchemist fire to my gear.

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 |

Level Details

Investigator Lvl 4
+1 BAB, +7 HP
Ability Increase +1 Int (Aditional Language: Giant)
Free Extracts: Fire Breath, Levitate
Skills: Craft (Alchemy), Know(History), Linguistics (Elven), Know(Nature), Know(Religion)x2,
Perception, Spellcraft, Acrobatics, Disable, Stealth, Diplomacy, Swim, UMDx2

New Abilities Of Note:
Studied Combat (as Move Action, study one foe gain +2 to atk/damage for 4 rounds)
Studied Strike +1d6
Unfailing Logic +2 save vs. illusion and disbelievable effects

I'll update statblock, etc tomorrow after I'm sure we have full agreement on loot distribution and sale of items


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

What was in the Hendrake Spellbook?
Never mind, found it.


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

Leveled up!

Highlights:

  • Kip has a wandering spirit now! For now that means Channel Energy (2d6) three times a day for some extra healing. Later or when we want to change things up, his other options will likely be Flame or Heavens, depending on what is needed.
  • Kip is going to be spending the next month or so learning Azlanti from the statues, books, and Ema and Simon. Also learning about Azlant and religions and stuff from the statues. Learning is fun!
  • Kip has perfected +1 new recipe! What is it? It's a secret... for now...
  • Kip's connection to the deep waters has grown stronger. He picked up Crashing Waves, which makes his water spells cast at +1 caster level, and if they do damage (very hard to find...) they knock the target prone if they fail a fortitude save. Because of his archetype, this also applies to spirit abilities as if they were spells with the water descriptor, so his Wave Strike touch attack can now knock people prone. If he's using the Flame wandering spirit, he'll also have a fire touch attack (steam?) that will knock people prone as well.


  • I put a link to the loot spreadsheet at the top of the page.

    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 |

    OK. I updated the loot spreadhseet. Make sure you make updates to your own character sheets so that you know what gear you have currently.

    We are selling 2 +1 Tridents, Everburning Torch, Saltspray Ring, Mwk Longsword, Mwk Spiked Light Steel Shield, and Mwk Chainshirt.

    The 5-way split is 997.4gp. The party fund is now at 1,106.02.

    Updating my character sheet now.


    Does anybody want to do anything else at the tower or are you ready to return to the colony?

    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 ready to return.


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

    I'm good to return.


    Retired - Adventure Path Complete!

    Unless there's something we missed, I'm good to head back.


    Retired - Adventure Path Complete!

    Does anyone object to me just smashing her head into the floor?

    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 |

    Wait a minute.

    Where did the idea that the elf actually WAS an aboleth in disguise come from? I totally missed that.

    It is an interesting idea, but what makes you think that? If true, how would that Azlanti actually have been able to capture an aboleth? Why would it have told them about an aquatic influence on their society?


    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 elf spy was captured>They freed the elf and she joined him>They were changed by the Master in ways only an aboleth can>the elf was an aboleth.

    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 |

    Interesting theory, though I'm not sure I buy it. Time will tell, I suppose.


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

    I'll post more later, but question time first.

    Is there a way to learn plant growth as a shaman? Either with existing resources, or through our downtime? I'm not actually quite high enough for it yet (since it's a level 3 spell), but I'd like to be able to learn it to use on my garden and the town's farms in the future.

    Also... I'd like to place an order for a variety of fruit tree seeds. I may have just realized I can cast awaken at level 9 and am working on plans to make a grove of awakened fruit trees later...


    Retired - Adventure Path Complete!

    Victrix's To Do List:

    --Build a tavern for the colonists!
    --Not sure what else yet.

    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 will make 8 Alchemist's Fire and give 2 to everyone.

    I will continue visiting the temple every day until we earn the bonus.

    @Ema: 2 questions
    - Are you still planning to get crafting feats later on? I'm really hoping to get Rings of Protection from Evil (though we can't afford them yet). If you aren't getting the feats, maybe we can put an order in.

    - Are there any spells you would be interested in going halfsies on? (We buy a scroll, you scribe it, I copy from your spellbook)

    - Spells I am interested in: Expeditious Retreat, Enlarge Person, Barkskin, Detect Thoughts, Lesser Restoration


    Kip, if you take Nature as your wandering spirit, I'll let you swap out plant growth for speak with plants as your bonus 3rd level spell.

    Victrix, you can build a tavern! Based on the downtime system, it will take 11 days and 460 gp assuming you use Diplomacy or Intimidate to do work around the colony and earn capital.


    Retired - Adventure Path Complete!

    What would the DC for the Diplomacy check be? And can I take 20 on it?


    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

    I'll think on spells and such tomorrow, didn't have time to post much this morning as I had a rough night getting to sleep and had to wake up a lot later.

    Yes, I do still plan on taking some crafting feats, certainly wondrous item, possibly arms and armor, and maybe even construct later on.


    Basically, you make a skill check and pay a reduced cost to earn capital, which is then put into buildings. It takes 45 total points of capital (Goods, Influence, and Labor) to build a tavern, and with a DC 20 skill check, you can earn 2 points of capital a day. So if you take 10, you can earn enough resources with 22 days of work, then spend 11 days building the tavern. So in just over a month, the whole thing will be ready to go!

    Now you'll just need to name it. :)


    Retired - Adventure Path Complete!

    Tavern name... tavern name...

    I'm thinking The Eagle's Roost. In honour of the Eagle Knights of Andoran.

    Does anyone have any other suggestions?


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

    Sweet. The wandering spirit feature is great for downtime as well since I can switch back to something more combat useful when we go seeking out ancient ruins and such.

    If you'd like, Kip would totally be down to help build the tavern. I can use Wood Shape a few times per day, so we can get some really neat effects for the bar. Plus if you go with Eagle's Roost, maybe we can incorporate an actual tree into the construction, with the inside parts and connecting walls worked with magic instead of tools.


    Retired - Adventure Path Complete!

    That sounds like an awesome idea. :)


    Sounds good to me! When you get the chance, you can make a post in the main thread summarizing your efforts to build the tavern and describing the final result. :)


    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

    Given what I plan to do, making magic items and such, I would like to work towards a Magical Academy. the whole thing won't be built quickly but I would like to try for a Caster's Tower as a start.

    Caster’s Tower 30 BP, 1 Lot

    Kingdom Economy +1, Loyalty +1

    Magic Items 3 minor items, 2 medium items

    The home and laboratory for a spellcaster.

    Three of those spells are ones that I can use so we can certainly get them, are there any other spells we would like?


    Using the smaller scale downtime rules (the colony is far too small to count as a kingdom!), a caster's tower costs 88 Goods, 9 Influence, 81 Labor, 11 Magic (4,750 gp). That's 2,375 gp if you take the time to earn the capital. It will take about 3 months to accumulate the resources needed to build the tower, so you can start working towards it, but it may be a while until it is complete.


    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

    That's fine, I didn't expect to finish it in short order after all. What rolls do I need to make?


    You can use Knowledge (dungeoneering) to earn Goods, any Knowledge or Linguistics for Influence, and Spellcraft for Magic. If you take 10, you can earn 2 points of one of these resources per day. Each point of Goods costs you 10 gp, each point of Influence costs 15 gp, and each point of Magic costs 50 gp. You can use Diplomacy to gain Labor, but the DC to gain 2 points is 20, so if you take 10 you'd only earn 1 per day. Each point of Labor costs 10 gp.

    251 to 300 of 1,493 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Brainiac's Ruins of Azlant: Pretty Women and Green Men Discussion All Messageboards

    Want to post a reply? Sign in.