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

Game Master Brainiac

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

Kip can help with the diplomacy if you'd like, when he's not working on the bar, unless you'd rather do it yourself.

Is there anything we can do to salvage material from the Azlanti tower?


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

If it weren't so far from the colony I'd almost look at using that Azanti tower as a base for building such a place from.


It would take too much of an investment in money and labor to try to dismantle the tower and repurpose it. It will be faster and less expensive to build from scratch.

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 |

You guys have inspired me to create a library. I've never actually read the downtime rules before, so this is all quite fascinating.

Seems straightforward. I'll work out some calculations later.

Assumptions: I already said I was going to craft some Alchemist's fire for the party, so I will reduce downtime by the amount of time required to craft them.

I also will be studying at the temple, so I am planning to double the time amount required to earn each Good, etc. during the month of study.

Totally fun exercise :)


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

Wasn't thinking dismantle, more move in, but the distance is too great for now.

Might I suggest building the Library and Mage Tower near each other so we can later join them for the academy idea?

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 |

As long as the library remains open to the public, that sounds great.

I plan to add a museum in time as well.


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

It would.

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 |

So, we have 6 weeks of downtime, 4 weeks of which I will spend part of the day at the shrine.

I will back off on my Alchemist's Fire promise and only create 3 (1 for each of you). That will take a week, leaving 4 weeks where I have half time and 1 week of full time.

A Library requires 29 Goods, 4 Influence, 28 Labor, and 2 Magic.

I can use Spellcraft for the Magic (2 days or 4 days at half time)
Hopefully I can recruit Kip to use Diplomacy for the Influence for me (2 days for him, none for me)
I'll use Craft(Alchemy) to barter for the Labor and Goods. 24 half days gets me 36 G/L. The remaining 7 full days will get me the other 21.

So, I'll have the resources before the end of downtime and be 7 days into the build time.

Looks like the build time is 32 days and I have to pay 730gp for the resources.

Did I get that right?

BTW: The first two Book Repositories will be dedicated to Nature (to benefit the farmers and other settlers) and History.
I will add on a Magic Repository as the first upgrade.


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

Absolutely. Kip doesn't have any specific tasks he wants to accomplish right now. He's going to work on his garden a bit, but nothing specific since he's got plans in the future for his intelligent grove. He's happy to help out whoever needs it.


That math looks right, Simon. You don't have to wait until you have all the capital to start building the library, though. You can build it as you go, spending up to 4 capital each day. So you can have it finished by the end of the six weeks of downtime.


Retired - Adventure Path Complete!

Is the Justice for All going to be bringing some alcoholic cargo when it returns?

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 |
DM Brainiac wrote:
That math looks right, Simon. You don't have to wait until you have all the capital to start building the library, though. You can build it as you go, spending up to 4 capital each day. So you can have it finished by the end of the six weeks of downtime.

That's great! Looks like I'll need to hire a Head Librarian now. Looking over the Manager section to figure out how that works.

Victrix Bloodmane wrote:
Is the Justice for All going to be bringing some alcoholic cargo when it returns?

I'd assume that is part of the "goods" that are needed, just like the books for my library.


Retired - Adventure Path Complete!

I'm guessing I'll need to hire a Manager as well. I wonder who among the colonists is good with bookkeeping...


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 can't imagine your lady friend not jumping at the opportunity to run a library.


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

This is all I can get done during the 6 weeks, 42 rolls for goods, I'll change the last ones if I get more than I need.
Knowledge (dungeoneering): 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (dungeoneering): 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (dungeoneering): 1d20 + 11 ⇒ (7) + 11 = 18
Knowledge (dungeoneering): 1d20 + 11 ⇒ (7) + 11 = 18
Knowledge (dungeoneering): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (dungeoneering): 1d20 + 11 ⇒ (10) + 11 = 21
Knowledge (dungeoneering): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (dungeoneering): 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge (dungeoneering): 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge (dungeoneering): 1d20 + 11 ⇒ (1) + 11 = 12Knowledge (dungeoneering): 1d20 + 11 ⇒ (2) + 11 = 13
Knowledge (dungeoneering): 1d20 + 11 ⇒ (7) + 11 = 18
Knowledge (dungeoneering): 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (dungeoneering): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (dungeoneering): 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge (dungeoneering): 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge (dungeoneering): 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge (dungeoneering): 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge (dungeoneering): 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge (dungeoneering): 1d20 + 11 ⇒ (9) + 11 = 20Knowledge (dungeoneering): 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge (dungeoneering): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (dungeoneering): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (dungeoneering): 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge (dungeoneering): 1d20 + 11 ⇒ (19) + 11 = 30
Knowledge (dungeoneering): 1d20 + 11 ⇒ (20) + 11 = 31
Knowledge (dungeoneering): 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (dungeoneering): 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge (dungeoneering): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (dungeoneering): 1d20 + 11 ⇒ (3) + 11 = 14Knowledge (dungeoneering): 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge (dungeoneering): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (dungeoneering): 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (dungeoneering): 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (dungeoneering): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (dungeoneering): 1d20 + 11 ⇒ (7) + 11 = 18
Knowledge (dungeoneering): 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge (dungeoneering): 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (dungeoneering): 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (dungeoneering): 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (dungeoneering): 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge (dungeoneering): 1d20 + 11 ⇒ (11) + 11 = 22


Victrix, Helbret Koors used to own a tavern, so he'd make a good manager. After all, it's not his fault his old tavern burned down...

I'm going to go ahead and post to move things along. You can retroactively post about downtime activities if you would like.


I've added a link to a map of Ancorato to 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 |

Perrell does seem like the most obvious choice as a manger for the Library.

I will ask her first. I undoubtedly would have consulted with her about what volumes to purchase.


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

Were we able to determine if the scroll of atonement would be able to work?


You can try it now in game! :)

I'll assume you spent part of the downtime talking to Eliza and trying to reach a breakthrough. Cast the spell and we'll see if you got through to her or not.

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 |

For the record: It seems like people are focusing on Carver's list of tasks and ignoring Ramona's list of tasks.

Is that by design, or is it an oversight.

I really think it makes sense to explore the "aquatic humanoids of an unknown nature just up the coast to the west" before heading over to the east coast of the island to explore an ulfen settlement that we believe to have been abandoned before the pathfinder society existed.

Maybe I am getting confused by people's use of the word "settlement".


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 agree with going to meet with the aquatic humanoids. Maybe we can make some useful trading connections and learn more about the island and surrounding oceans.


So far it's two votes for aquatic humanoids, two votes for Ulfen settlement.


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 guess I missed that there were more options than just Carver's list somehow. Probably because his list was nicely laid out and Ramona's wasn't. Guess we see who is more organized now huh?

Which direction are the aquatic humanoids and the old settlement? If they are in the same area we could do both together. It actually seems like a lot of Ramona's are things we can handle while heading to one destination or another.


Ramona relies too much on Perrell to organize things for her. :P

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 |

Talmandor's Bounty is in the SW of Ancorato. The humanoids are somewhere nearby to the W of us.

The Ulfen settlement is somewhere on the eastern coast.

It is possible that we might find one of Carver's sites nearby, but not the Ulfen settlement.


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

Well crap.


The aquatic humanoids are probably closer if it helps your decision. And you could keep going that direction to reach the crystal monument, though it's much further up the west coast.


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

The crystal monument sounds cooler than an old Ulfen settlement anyways.


Retired - Adventure Path Complete!

Fair enough.


Alright, I will post in the morning!


I've updated the map of Ancorato to show the locations of the reef and the naga's lair.


Do you have any more questions for Koloshkora, or are you ready to move on? Do you want to speak to the naga before going to the reef?

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 |

We should return to town to update Ramona first.

Are any of the other sites on the way to the reef? We could make more than one stop.

I think talking to the Naga first would be a good idea.


If you travel along the southern coast, you can stop at the Ulfen settlement on the way to the naga's lair.


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 agree, the naga's layer.


1 person marked this as a favorite.

Happy 1,500 posts, guys! :)


I've updated the map of Ancorato to show the locations of Joskadlar (the Ulfen settlement) and where the coordinates point to.

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 |

Kip, do you want to control the dolphin figurine? Ema can already summon her own. :)


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

Sounds like a good idea since other people's combat actions are probably better spent fighting.


Note that you can talk underwater with your water breathing spell in effect. Indeed, sound travels better underwater, making it easier to hear the conversation!

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 |

Really? Weird.... I assumed the spell would allow us to talk but that the sound would just stop when it hit the water. Oh well, ignore my flavor :)


I will be on vacation from tomorrow until Monday, April 16th. I will try to post when I can, but updates will be sporadic until I return.


Just need Victrix's actions for the round.


Still need actions from Ema and Kip.


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

Sorry. My posting ability on weekends is limited due to obligations that keep me away from a computer.

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 |

It would be nice if we could have the round's actions determined for when the GM gets a break from the trip.


Retired - Adventure Path Complete!

I'd take my dice roller out back and shoot it, but knowing my luck I'd roll a 1 and nearly blow my own kneecaps off.


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 can hit, but only for minimum effect. I think I need to find some abilities that don't require me to roll any dice at all. =P


I've updated the map of Ancorato with the location of the sea hag's tower.

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