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

Game Master Brainiac

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Kip searches through the fallen tents. Through careful examination, he discovers four labeled potions of cure light wounds as well as a shirt made of light, gossamer-thin fabric and embroidered with arrangements of winged feet. It radiates a faint aura of magic.

You enter the palisade and look around the heart of the colony. In the center is a public well. The water is clean and potable, and the rope and bucket are still intact. Just southwest of the well si a wooden scaffold with a set of steps. It looks suitable for use as a platform to address a large crowd. North of the scaffold is the remnant of a well-used community fire pit surrounded by stones, large enough for a reasonably sized bonfire. Most of the ashes in the central fire pit have been rained on repeatedly and are now mixed in with the soil. It is clear that no fire has been lit here for weeks.

Simon leads you to the closest building to the north. This mud wall building has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”

The contents of this building are useful but unremarkable. Hanging on the wall from hooks and nails are an assortment of tools, such as hammers, handsaws, hatchets, machetes, trowels, and the like. Various other implements, such as makeshift ladders, barrels of tar, and shovels are stacked or otherwise arrayed about the room. Absent are tools and implements that would pertain to or be exclusively used for blacksmithing.

There is no way the original colonists could relocate successfully without taking these tools. In fact, these materials are vital to the survival of the colonists who arrived on the Peregrine—while the second wave of colonists brought some of their own tools, they made plans around these resources being available when they arrive.

A wooden box with the words "Emergency Only" carved on the lid sits on a shelf. The box has as simple lock, but the key is missing.

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 quickly checks the box for traps.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Then gets out his picks and sets about opening the lock.

I can take 20 here, right?
Disable: 20 + 7 = 27


Yes, you can take 20.

Simon spends a couple minutes fiddling with the lock on the box, eventually getting it open. Inside are four flasks of alchemist's fire wrapped in cloth and a neatly folded swarmsuit.

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 |

"Ominous that they put equipment for dealing with swarms in an Emergency equipment box.

Here, everyone take a flask of alchemist's fire. I am not sure who would be best to carry the swarmsuit, but I can hold onto it for now."

Does anyone want to try to identify that magical shirt?

"The contents of this room only increase the mystery. Why would they take the blacksmithing gear but leave all of the essentials?

Let's move to the next building."

-Posted with Wayfinder


This rectangular building is constructed of mud brick walls. The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air.

Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The building lacks interior walls except for a few short partitions, and four stout posts support the roof. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.

Perception:
Emma: 1d20 - 2 ⇒ (14) - 2 = 12
Kip: 1d20 + 5 ⇒ (1) + 5 = 6
Simon: 1d20 + 4 ⇒ (18) + 4 = 22
Victrix: 1d20 + 3 ⇒ (15) + 3 = 18

Simon and Victrix notice that several of the barrels and containers remain sealed. However, they are also able to spot a huge number of cockroaches lurking in the gloom. They are likely to swarm anybody who tries to enter.


Retired - Adventure Path Complete!

Victrix stops in her tracks. "Uh... those are roaches."

"...those are a LOT of bloody roaches."

"I don't think I wanna go in there." She grimaces and her grip tightens on her axe. "I 'ate roaches."

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 |

"Good thing we got thay emergency box first."

Are any of the salted meats still viable? We might need rations at some point.

Simon will put on the swarm suit, tell the others to stand clear, and then collect the unopened containers (and any viable foodstuffs) before exiting and closing the door behind him.

-Posted with Wayfinder

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 guess there is a small chance I could take some damage from this maneuver... Someone should stand by with alchemist fire ready in case they manage to get outside.

-Posted with Wayfinder


The roaches rush out and swarm over Simon as he moves into the building, but the swarmsuit keeps him safe from the hungry insects. Some of the salted meat is still viable, so he brings it outside along with the sealed containers. The roaches seem reluctant to emerge into the bright sunlight, so they don't follow the half-orc out.

Some sort of fragrant paste has been applied liberally to the outside of the containers--whatever it is, it seems to keep the bugs away. Inside are copious amounts of preserved foodstuffs, which should serve the colonists well in the coming days.

Simon also finds a teakwood box that is approximately 12 inches by 2-1/2 inches by 1-1/2 inches. It looks of good craftsmanship, and inside is a magic wand.

The box itself is worth 30 gp.

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 removes the swarmsuit, plucks a couple of stray roaches stuck to the fabric, and crunches on them as others examine the wand.

"Really, they're quite good once they stop wriggling, Victrix. I've certainly eaten worse growing up.

Still, these supplies will be quite useful for the colonists, though the storeroom will need to be smoked and cleaned thoroughly.

I am not even sure a couple of weeks is enough time for that level of rot and infestation."

-Posted with Wayfinder


Spellcraft Shirt: 1d20 + 8 ⇒ (20) + 8 = 28
Spellcraft Wand: 1d20 + 8 ⇒ (19) + 8 = 27

Emma casts detect magic and studies both the shirt that Kip found and the wand. She is able to identify both items.

Quick runner's shirt and a wand of goodberry with 49 charges.


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 distributed the four potions that he found among the party just in case someone was injured and he had expended his last cure spell. When Emma identified the wand Kip hopped up and down. Once he had calmed down he tucked the wand in his belt, only then realizing, "Hmmm, while delicious magical healing berries will be fantastic, we need to find some actual berries to change. Keep an eye out for any as we explore, or this wand won't do us any good."

Anyone want the shirt? I think I'm the only one that can use the wand.


Retired - Adventure Path Complete!

I'd love to have it, but I don't think I've earned it.

Victrix recoils from Simon as he eats a roach. "Eugh! No! No no no no! N. O. NO!"

"Let's... let's just get goin'. Please. I'll kill anythin' else what gets in our way an' tries ta 'urt us."

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 |

Pretty nice haul so far.

Simon takes the food supplies over to the tool shed, then continues on to the next building.

-Posted with Wayfinder


These two long, rectangular buildings are constructed entirely from planks on a wooden frame, with a pitched thatched roof. Each building has two doorframes on the side of the buildings opposite the palisade, but lacks doors. Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped across the inside. A partial view of the interior is possible from the doorways. Inside, the floors are hard-packed earth, and along the walls are wooden bunk beds. Many of the pallet beds are covered with blankets that now gather dust. Those beds have sacks or tied bundles of clothes sitting at their feet.

Looking into the northwest building, you see an insectile creature rooting around. The size of a large dog, the pale white bug drools noxious ichor from its clacking mandibles. Upon noticing you, it starts rushing towards you!

Initiative:
Emma: 1d20 + 1 ⇒ (11) + 1 = 12
Kip: 1d20 + 3 ⇒ (19) + 3 = 22
Simon: 1d20 + 2 ⇒ (18) + 2 = 20
Victrix: 1d20 + 1 ⇒ (12) + 1 = 13
Bug: 1d20 + 1 ⇒ (10) + 1 = 11

The creature is about 15 feet away. Everybody can act before it gets a chance to. A Knowledge (arcana) check can identify the creature.

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 |

Know(Arcane): 1d20 + 7 ⇒ (20) + 7 = 27
Inspiration: 1d6 ⇒ 2

-Posted with Wayfinder


Simon knows that the creature is the nymph stage of a magical beast called an ankheg. Their spittle is acidic, and they are capable of spitting lines of acid from their mouths. The presence of a nymph here indicates there must be more nearby, including an egg-laying adult.

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 |

"Ankheg! Now that is finally a reason to abandon a settlement.

This one is just a wee baby, but it can probably still use its acid as a weapon."

Looking up some rules before deciding on an action

-Posted with Wayfinder

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 |

Designing a character for tripping may have been a mistake if everything we go up against has lots of legs...

Simon unfurls his whip (move action), then readies an AA for when Victrix gets in Melee range.
AA (+2 to hit): 1d20 + 2 ⇒ (4) + 2 = 6

-Posted with Wayfinder


Retired - Adventure Path Complete!

Round 1: Actions
Move Action: Move to engage baby Ankheg
Standard Action: Axe chop!

"Roight--time ta get ta work!" Victrix races up to the little beast and brings her axe down upon it!

Power Attack: 1d20 + 4 ⇒ (3) + 4 = 7

...and her enthusiasm is dampened when she staggers and nearly drops her axe in her haste to bring it down.


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 sprinted into action, sliding past the creature and stabbed at the creature from behind, hoping to draw its attention for when Victrix came crashing in.

Rapier: 1d20 + 4 ⇒ (15) + 4 = 19, Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Should be good for a flank if you want to charge in.


Kip rushes in, hopping behind the creature and stabbing it with his rapier. It thrashes in pain!

Victrix moves in to flank, but stumbles on a clod of earth. Even with Kip and Simon helping her, her attack goes wide.

Emma moves to get a clear shot and fires an acid splash at the ankheg, but she narrowly misses the small target!

Ranged Touch into Melee: 1d20 + 1 - 4 ⇒ (13) + 1 - 4 = 10

The ankheg whirls to face Kip. It snaps its mandibles at the grippli, but misses badly!

Bite: 1d20 + 4 ⇒ (1) + 4 = 5


Retired - Adventure Path Complete!

Round 2: Actions
Standard Action: Let's try that again!

A rather embarrassed Victrix takes a firm hold of her axe and opts for a more measured swing this time.

Chop: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d12 + 6 ⇒ (12) + 6 = 18

This time, her efforts are rewarded greatly!

...part of her can't help but cringe at the fact that she's attacking a baby monster.

I know it's a vicious little thing, but... it's still a baby monster.


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's rapier flashed again, delivering a second tiny cut, and providing ample distraction as Victrix's axe came down.

Rapier: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19, Damage: 1d4 - 1 ⇒ (4) - 1 = 3

"Nice swing, Vicki! I wonder if this little guy tastes as good as the cockroaches Simon caught earlier."


Kip stabs the ankheg again, and with its ire focused on the shaman, it doesn't notice Victrix's axe coming down until the weapon nearly slices it in two! Greenish ichor splatters the barbarian as the bug twitches and dies!

There's a shallow hole in the floor where the ankheg burrowed up into the building, but it did not leave a tunnel behind.

The bundles and bags near the beds contain clothes and mundane possessions. A thorough search uncovers a magical talisman, along with a total of 321 sp and 87 gp. Simon, with his knack for finding hidden things, manages to find a wand hidden inside a small tear in one of the mattresses. It bears the initials "U.H."

Emma Spellcraft for Wand: 1d20 + 8 ⇒ (8) + 8 = 16
Emma Spellcraft for Talisman: 1d20 + 8 ⇒ (4) + 8 = 12

Emma is able to identify the wand, but not the talisman.

Wand of color spray (12 charges)


Retired - Adventure Path Complete!

When the party searches through the building, Victrix can't help but be even more puzzled. "...bloody 'ell, 'ow quickly were they captured if they left this much stuff behind?"

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 |

"Being captured doesn't explain the missing blacksmith tools, though.

Also, what captured them? If it was monsters there would be more signs of struggle. Some blood... discarded weapons...

We can see that ankheg leave a noticable hole when they burrow through. We should be on the lookout for more such signs."

-Posted with Wayfinder


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

"You said this one was just a small one? How big do these things get?" As the others searched the room, Kip tried on the fancy shirt he had found earlier. Once he managed to get it over his head and had replaced his hat (along with Gerald), he spread his arms and asked, "How do I look?" The smiling grippli was barely visible beneath the hanging folds of the shirt that bundled on the ground, covering his feet. "Vicki, I think this might fit you better. You can't even see my fancy footwork if I wear it." Rather than removing his hat again, Kip simply pulled his arms in close to his body and stood up straight with his feet touching each other, and the shirt slipped from his body to 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 |

I like the flavor, but magical garments resize to the wearer :)

I have never seen an adult ankheg in person, but I understand they can get quite large and are quite deadly. Let's hope we don't run into the mother.

I have heard that they are often attracted to excavations. Something about the vibrations in the soil. So, it is not surprising to see one in this construction area.

As to how they taste, without special knowledge on how to separate the acid glands from the rest of the creature, I wouldn't even think about dissecting it.

We are no closer to unraveling this mystery. We keep finding little clues, but no sign yet as to what happened or where any of the settlers may have gone so suddenly.

The "U.H." on that wand is yet another mystery. Was that the wand's owner?

With these thoughts in mind, Simon leads the way to the next structure.


This wooden-framed, mud brick structure is currently the colony’s only two-story building, as well as one of the largest structures. It has the appearance of a rural courthouse or city hall rather than that of a residence. The front features a small porch supported by rough log pillars, with double wooden doors facing west. Numerous window frames with shutters, some of them open, wrap around the building on both floors. The roof is not thatched, but has wooden shakes instead. The construction suggests this building was intended to be a source of community pride, but it still has a rough, unfinished appearance due to lack of paint and coarse materials. A few small shrubs have been planted around it.

Through the main doors is a foyer opening to a large chamber that occupies most of the main floor. This room is open to the second floor, and two flights of stairs lead to a gallery that overlooks this space, supported by columns on the main level. At the rear of the chamber against the east wall is a raised desk, like a podium. Tables and chairs are arrayed in front of it like a courtroom. The gallery above has simple wooden chairs so that citizens can observe whatever business is conducted here. Doors at the north and south ends of the main floor lead to what appears to be separate offices.


Retired - Adventure Path Complete!

Victrix takes the shirt from Kip. "Alright--looks a bit tight, but I'll wear it."

Once the party reaches the settlement's courthouse, she steps off to the side and noisily changes out of the top half of her breastplate, letting it fall on the floor with a loud *CLUNK*.

Not caring overmuch who's watching, she switches shirts and starts putting her armour back on. Turns out, the shirt is, in fact, quite tight on her.


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

"Town hall? Do you think there's a registry of the original colonists here? Perhaps we can find out who U.H. is, or if we're really lucky someone left a note about where everyone went." Kip hopped about the room, eventually settling at the podium. Though he wasn't tall enough to see over it, he wasted no time searching the podium itself in case there were drawers or cabinets hiding a clue.

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 agree. If there is one place in this town where we should find clues about what happened, this should be it."

While Kip is searching the podium, Simon will open the door to the office on the left.


Perception:
Emma: 1d20 - 2 ⇒ (2) - 2 = 0
Kip: 1d20 + 5 ⇒ (4) + 5 = 9
Simon: 1d20 + 4 ⇒ (19) + 4 = 23
Victrix: 1d20 + 3 ⇒ (12) + 3 = 15

As you start to explore the building, Simon notices something lurking on the second story. A tiny steel creature peeks from behind the railing, one oversized eye set into its spherical body. Its spiderlike legs skitter softly as it shifts position, its eye seemingly focused on Victrix as she changes her shirt...

Knowledge (arcana) DC 11:
This is a construct known as a clockwork spy. It can record sounds around it and play them back later. It is unintelligent, and can only follow basic programming from its creator.


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

"Aww, it's adorable. Do you think it was one of the colonist's pet and it got left behind? Come on down buddy, we're not here to hurt you." Kip called out to the creature, waving emphatically.


When Kip waves to it, the construct abruptly recoils. It starts skittering across the gallery, heading toward an open window!

Initiative:
Emma: 1d20 + 1 ⇒ (14) + 1 = 15
Kip: 1d20 + 3 ⇒ (6) + 3 = 9
Simon: 1d20 + 2 ⇒ (9) + 2 = 11
Victrix: 1d20 + 1 ⇒ (1) + 1 = 2
Clockwork Spy: 1d20 + 5 ⇒ (12) + 5 = 17

It darts and weaves behind the railing, trying to keep out of sight.

It will take the construct two more rounds to reach the window. If you move at full speed, you can catch up to it with two rounds of movement. Since Kip has a climb speed, he can reach it with three move actions. It currently has cover against any attacks from the lower level.

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 |

Know(Arcane): 1d20 + 8 ⇒ (16) + 8 = 24
Inspiration: 1d6 ⇒ 2

-Posted with Wayfinder

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 is a clockwork spy. It will have recorded our presence and want to report to its maker.

Perhaps we should follow it?

No, let's try to grab it first. If it becomes hostile, we will let it go."

Simon starts up the stairs after the construct.

-Posted with Wayfinder


Retired - Adventure Path Complete!

Victrix is halfway through putting her breastplate back on when she hears the others. "What?"

She then runs after them at full speed, still half-dressed.


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 shimmies up the column and quickly reaches upper level. "Wait! You haven't.... even heard... uh... our nefarious plans for your master!" Kip called as he closed the distance.


The construct continues to race away from you. Kip clambers up to the gallery while the rest of you make for the stairs.

Kip can move up to it and take a standard action this round.


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

Oh man this is going to go great, I'm sure...

Kip chased after the skittering mechanical creature and lunged for it with his hands outstretched.

Grapple!: 1d20 - 2 ⇒ (6) - 2 = 4

Shocker. =P


Dodging the grippli's hands, the construct climbs up into the open window. Dragonfly-like wings pop out from concealed compartments, whirring as the gears wind up to power its flight. The rest of the party rushes up beside Kip.

Everybody is adjacent to the construct now.


Retired - Adventure Path Complete!

Grapple!: 1d20 + 5 ⇒ (12) + 5 = 17

A half-dressed Victrix reaches out for the little beast and grabs at it!

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 |

Assist Grapple!: 1d20 + 2 ⇒ (12) + 2 = 14

-Posted with Wayfinder


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

Grapple assist #2!: 1d20 - 2 ⇒ (6) - 2 = 4


Victrix snatches the tiny spy from the windowsill, holding it tightly. As it struggles in her grasp, Simon and Kip help to keep it from fleeing. There's a tiny keyhole on its back. If you can unwind its gears, you might be able to deactivate it.

A DC 20 Disable Device check will neutralize the clockwork without destroying it.

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 I can't take 10 or 20 here, if I can I certainly would Disable Device: 1d20 + 7 ⇒ (5) + 7 = 12

Inspiration can't save that...

-Posted with Wayfinder


Retired - Adventure Path Complete!

Victrix looks down at the tiny machine. "Huh. Kinda cute-lookin' if yeh're inta that sorta thing."


As Simon fiddles with the keyhole, something goes wrong. The construct begins to shriek and thrash as if undergoing convulsions!

You have one more chance to deactivate it...

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