[GM Striker's The Ruins of Azlant] Table 2

Game Master JankInTheTank

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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg smiled easily as the locathah saw the honesty in their retelling of the tragedy that befell one of their own. I am pleased to see that you acknowledge the wisdom in what we have found out. with peace between the 2 of you again I hope that we can make this area of the island a strong bastion against outside forces. Strong ties of trade will only help each community grow and strengthen each other. Along with such trade I would like to see us form an agreement that should hostile forces or misfortune come upon 1 of us the others would try to help as best they could. This will take some time to come to fruition but it is a goal for all of us to work towards.

In the meantime we will see how we can best support you in trade and provide those items that you wish to trade for. We will head back to our home as we have to search for chupacabras. Do you know anything about their whereabouts?

Glad that an understanding was made with all 3 parties Kragg hoped that they would come to their community to formalize the trade agreements. After that it was back to securing the island, finding the hag, locating resources, and saving the colony from Ramona if they ever find her.

Chupacabras sound good as the next task.


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Ruins of Azlant Maps and Info

Thank you for your part in helping to smooth over old hurts. we are happy to open up more trading options, though I am sorry to say we may still be some time off from any sort of mutual defense agreement. We understand there were more of you before and something happened to them. we do not want to get pulled into some conflict if something were to happen to your new colony. we will provide aid if it suits us, but do not expect us to put ourselves in danger for such a new friendship.

please don't take that harshly. we mean to see where this friendship can go, and hope for the best. we are simply cautious until we know you better. If you are heading back to your colony, I would like to send one of my people with you to meet with your leaders more... formally.

I do not know where these chubacabras may nest, but we have seen them along the western coast of the island several times. we have seen their prey much more often. beasts with puncture wounds in their bodies drained of blood.

I don't think you meant to say Ramona did you Kragg? Ramona is the current mayor of the colony. Eliza is the one who you fought and who is out there somewhere. actually... funny you should bring that up again now...

Kragg invites the Locathahs back to the colony, and they agree. three Locathah decide to come with you and make the short journey back to the colony.

As you approach Talmandor's Bounty, you get the sense that something has happened. people are milling about in groups and no one seems to be working on anything. you see a crowd gathered outside the governor's mansion. people who see oyu wave or greet you, but don't seem surprised to see you leading 3 fish people into the colony, like it isn't the oddest thing they've seen today.

as you approach the large building, you are ushered inside by two men. inside you see Ramona and Carver speaking with...

Eliza Haniver.

as you enter, she stands and turns towards you. her skin is still translucent but is mostly covered by a flowing red dress.
"Hello! it is so good to see you all again! I am so sorry for how things turned out in that outpost, but it turned out ok in the end. I am freed from the compulsion that made me fight you. you saved me!


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste is weirded out by the villages vibe. Something is very off here. She tries to take it in stride, as much as she can. but she's clearly nervous. Seeing Eliza though... a heat reaches her face. That B+&#!! She burned off half of my face! She struggles to keep the clear hatred from her voice. "You will forgive our apprehension, then. How do we know you're telling the truth now?"
sense motive: 1d20 + 9 ⇒ (9) + 9 = 18
She's also worried that Ramona and Carver could have been affected by the same forces that took Hanvier in the first place.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

All too happy to have extra folks along for the trip home, Thame traveled with the others the short distance back to the colony with the intent of introducing the locathah envoys to Ramona and then promptly excusing himself. Surely there were some Azlanti artifacts he could look at, and that was his main purpose in coming here, after all. He definitely wasn't pleased to be adventuring...not in the slightest.

The wizard looked around at the idle colonists as they arrived, wondering what might have happened in the group's absence. When they are escorted in to see Ramona and Carver, it was easier to understand. The illusionist immediately stepped away from the others in case Eliza should try to area effect spell, eyes narrowed as Trieste took the lead. Thame noted her skin still seemed almost see-through, and she seemed to be missing a companion. "I'm guessing Rayland wasn't as lucky?"


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

At the Locathah...

Kragg hurriedly agrees with the locathah that he is not ready for a defense pact. I feel the same way as you do. I was perhaps a bit hasty when I spoke but what I meant was that I hope that in time we would all come to trust each other through the bonds of trade that we would develop others agreements as well.

We are just a fledgling society ourselves and can not offer any form of protection or defense so why should we ask for it from you? That would only weaken ourselves by trying to rely upon you and weaken you if you agreed for taking on a task that is beyond your power as well. For the good of all we should not rush into such things but that does not mean that we still can't dream such thoughts.

We would be happy to escort 3 distinguished envoys from your civilization to meet with our leaders and formalize such a momentous trade partnership.

Yes I meant Eliza not Ramona. Serves me right trying to make a post at 10:00pm my time.

At Talmandor's Bounty...

Kragg immediately knew something was wrong but didn't know what. Was there another attack on the village...not likely as no one was rushing to defenses or showing signs of injured or wounded. Perhaps a scout returned with word of another colony on the island...locals of course that were friendly and supported the colony. He wasn't ready for the truth though and when he walked in he was a tick slower on the uptake than Thame or Trieste. They spoke first but Kragg wasted no time in rushing forward to plant himself in the midst of Ramona, Carver and Eliza casting a protection from evil spell on the 3 of them and himself.

standard action for communal protection from evil 1 minute duration each

Only once he was certain the spell was cast successfully did he even bother to speak up. What in Abadar's name is going on here? the last words from you Eliza were a threat to us and the colony. Ramona, we warned you against her and you let her walk in unbound and free?

sense motive 1d20 + 10 ⇒ (10) + 10 = 20


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist doesn't know anything about the woman, he takes his lead from the response of the others, moving to where he can get a shot at the her from moving to her blindside.

He watches and listens intently.

When the others confront her Hengeist casually drifts behind her.


Ruins of Azlant Maps and Info

gm rolls:

will save Ramona: 1d20 + 4 ⇒ (11) + 4 = 15
will save Eliza: 1d20 + 5 ⇒ (10) + 5 = 15
will save Carver: 1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 13 ⇒ (9) + 13 = 22

Eliza speaks first
"I know what I said when we last met, but my mind was not my own. both of us were affected by an abberation that turned our skin to this condition and took control of our minds. thanks to you, I was able to get out of that outpost and hid in the forrest. the creature who was controlling us had to refresh its control occasionally. it would make us walk to the coast to meet it and be re-initiated. in my flight, I managed to get myself fairly lost and away from any landmarks the creature would know. it tried to force me back, but neither of us knew the path and it couldn't find me before the spell wore off. I am free once more! now that I am myself again, I would never hurt the colony!"

Ramona cuts in. "We have no reason to doubt her story right now, but because of your warnings we will be keeping a close eye on Eliza. she has agreed to certain terms, including being under watch at all times until we are confident that any compulsion should be fully worn off. unless we have some reason to doubt her, we should allow her to prove herself. she is the only member of the first colony we have found! we are lucky to have her back.

She notices the Locathahs at this point. "and who do we have here? are these members of the tribe you spoke of on your last return to the colony? how did talks go with them? please, please come in. Carver, would you take Eliza back to the house we chose? I will meet with our new friends."

Trieste:

You do not feel like Eliza is lying. and she is not acting like a person under Dominate Person which you would have noted with that roll.

Kragg:

none of the three acted any differently after you cast your protection spell. you would know such a spell would interrupt any direct access from a Dominate spell, but if any of the three were under such a spell they would only be freed from control if they were strong enough to throw off the magic with their will.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

It may be a plausible story, but Trieste doesn't have to like it. She's also not in charge. So she's tries to sound as reasonable as she can. "If you don't mind, Ramona, we'd like to accompany Eliza, just to ask her a few questions. If we can find out information on that thing, it may serve to protect us all."


Ruins of Azlant Maps and Info

"Yes, of course. your group has had the only interaction with Eliza since our arrival on this island, and your concern is noted. I will be sure to let any of Eliza's escorts know that you are allowed to see and talk with her when you wish.

any of you who wish can follow and talk to Eliza now, or you can stay here and talk to Ramona about the Locathahs and the Strix


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara frowns suspiciously at the sight of Eliza. She glances at the locathah, wondering whether they have any prior experience with creatures exhibiting the same signs as Eliza does--translucent skin, etc. For the moment, she chooses to stay and discuss things with Ramona.

She waits until Eliza has left earshot, then speaks. "Well, we've had some success opening trade with our friends here--" she indicates the fish-men--"and the strix. Certainly, it places us in a better place as a community than we were. We were told that the flying creatures that attacked those two soldiers a while back were probably things called 'chupacabras,' as well. Some sort of blood-sucking monster. Definitely something to be wary of if one wanders into the island's interior. Or its coasts. Or pretty much anywhere outside of town."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg longs to go after Eliz and question her and try and trap her in a lie but knows that he is needed more with the Locathah right now. Turning to the locathah envoys he apologies profusely to them. I am sorry that you had to witness this little drama. There are things that have happened here previously that we are still trying to sort out and it has left a bad taste in some of our mouths. Let us put that aside for now though as we focus on a more positive note.

diplomacy 1d20 + 7 ⇒ (2) + 7 = 9 trying to smooth everything out with the whole Eliza incident. Unfortunately the sight of Eliza has unnerved Kragg rather severely and it shows in his gruffer attitude than normal.

Kragg will then inform Ramona of the meeting with the Strix, how they brokered a peace between them, and finally the arrangements temporarily in place for future trade options. Our fellow island inhabitants here wish to set up trade and have come to give insights on to what they have for trade and what they wish to trade for. Hopefully we can set up a regular meeting time and place to facilitate such exchanges.

He will spend as long as it takes to help iron out the trade agreements and once done heads over to where the others are with Eliza to find out what they have discovered.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame certainly wished to go question Eliza about what had happened after her withdrawal from the research facility, but when the others stayed to speak with Ramona about the locathah and the strix, the wizard stayed as well. The strange woman had managed to incapacitate a good portion of the group the last time around, and he didn't like his odds on his lonesome or with just the 'escorts' Ramona had provided.

When Lara and Kragg started speaking of their encounters with the fish-men and bird-men and their new-found knowledge of the blood-sucking monsters, the wizard nodded sagely but had little to add. "Mutually beneficial trade is always a win for both parties...too many view it as a zero-sum transaction."

Once the party had handed over the locathah to the charismatic Ramona, the wizard went with the others to find Eliza and question her a bit more robustly about all that had transpired in the tower and afterward.


Ruins of Azlant Maps and Info

The group chooses to stick together and make sure that Ramona and the Locathahs get off to a good start. Both sides are pleasant and eager to see where a trade relationship could go. the Locathah speak of connections they have to a vast merfolk city nearby that has much that would be of benefit to a fledgling colony. in return they want things made in the styles of other nations. they are willing to trade for clothes, weapons, and art from the countries that the colonists have come from, as their trade with most of those nations is very limited. some of these items are in the colony, and Ramona promises that she will put in orders for more the next time the colony is resupplied.

all in all it is a very successful first meeting, and while neither side had much on hand that the other needed, the potential is certainly there. the two agree to meet again in 2 weeks to swap some of the items that were discussed as well as come with more complete lists of things they wish to see.

the Locathah thank you profusely as they depart. once back to the tree line they assure you they can make it back to their camp without trouble.

that seen to, you make your wayt o the house where Eliza is being kept. the 'guards' (really just a few of the young men from the colony holding spears) nod ot you and let you through.

inside, Eliza stands as you enter and holds her hands out in a peaceful gesture.

"Hello again. I hope the discussions went well? it looks like things have really built up well in this colony since I was abducted. tell me, have you managed to find any others from the first voyage?


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara shakes her head. "No. If you count you showing up again, we're actually down one. What happened to the other gentleman you were with?"


Ruins of Azlant Maps and Info

Eliza holds her hands out. Unfortunately, Arkley is dead. we got seperated during our flight from the prison you found us in. as i was trying to get myself lost, Arkley came upon me, still very much under the control of our captor. we struggled, and I was unable to stop him without causing... irreparable harm. I regret what happened. the poor man didn't even have control over his own thoughts as I killed him. we had disagreements before our captivity, but we grew... much closer... during our time in that place.

It looks like things have really grown here since the last time I was here. When I was captured we barely had houses erected, now there is a full pallisade, and even a brewery. hopefully this time we can keep the peace between all of these colonists and get them working together. I am happy to help, please just tell me what you need from me.

sense motive DC 17:

1d20 + 13 ⇒ (4) + 13 = 17
something isn't adding up with this part of her story. she is definitely light on details on what happened and seems to be wanting to move on to other topics.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Sense Motive: 1d20 ⇒ 18

Lara gives Eliza a suspicious look. "Are you sure it wasn't Arkley who tried to 'get himself lost'? And that you're the one who was still under control? Or maybe still is? Why don't you tell us the whole story, instead of telling us all these vagaries and hoping the conversation will move on?"


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

sense motive: 1d20 + 9 ⇒ (14) + 9 = 23
It might be that Trieste doesn't trust her any further than she can throw her, it might be that she still only has the one eyebrow, but either way, Eliza's half-truths aren't helping. "Look lady, the only reason I didn't tear you apart when you got here is that Ramona clearly wants you alive. It's up to you if you'd like to give me a reason to disobey her, and your b~@$%~~~ is gonna make it mighty easy."


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Sense Motive: 1d20 ⇒ 6

Thame listened to Eliza's story, a little amazed that the two ladies still seemed so hostile to the woman. Her story made a certain amount of sense. Still, he had grown to trust their instincts, and while he himself was a good liar, he had never been good at reading people. One reason why he had become a researcher, so he could sit by himself and not have to deal with people all day. The illusionist turned curious eyes on Eliza, wondering what her response to the increasing pressure would be.


Ruins of Azlant Maps and Info

Trieste:

with that sense motive roll you get a little extra sense of what is wrong with her story. She seems to be telling the truth that she was the one that killed Arkley, but is almost certainly lying about regretting it or feeling close to him through their shared experience.

however, you still don't get the sense that she is under any sort of domination effects. her words are too natural to be something placed in her mouth from a foreign source.

"I know it is hard for you to trust me, and I am deeply sorry about what happened in that facility. I don't expect to be forgiven for my actions, even though they were not made by choice.

Arkley's death was unfortunate, but you're right it wasn't as simple as i made it sound. it's just... hard to talk about. We fought after we escaped. I believed he was still under the Aboleth's control. he was angry about what happened in the facility. he attacked me, and i acted by reflex, burning him. he was badly injured and I have no skill in healing. but as he was dying he finally convinced me that he had freed himself from the mental control of the creature. he was angry that we had injured you, not that we didn't kill you, as I mistakenly assumed he was angry about. I killed a man. a friend. over a misunderstanding.... It was the first time in my life I killed someone.

she looks up at you, a tear in her eye.

I know it is hard to move past what happened the last time you saw me. please, tell me what I can do to help mend what has been broken. keep me here, keep a watch on me, make sure that nothing comes to refresh a mind control spell. I will do whatever is required to earn my place back in this colony that I gave up my life on the mainland to join...

sense motive DC 20:

1d20 + 13 ⇒ (7) + 13 = 20
you don't believe her. she definitely didn't regret killing Arkley, which means there likely was no misunderstanding. that tear is definitely not real.

She does seem sincere that she wants to earn her way back into your trust, though


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Sense Motive: 1d20 ⇒ 17

Lara frowns and looks to Trieste and the others, unsure what to do.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

sense motive 1d20 + 10 ⇒ (17) + 10 = 27

Kragg remained silent for the first part of Eliza's story trying to running it through his mind to see if it sounded plausible. While it seemed ok on the surface something just didn't add up. What exactly it was he couldn't place though. Then it caught up to him what was nagging at him...she said, he was angry that we had injured you, not that we didn't kill you, as I mistakenly assumed he was angry about...why would she assume he would angry about not killing them when she claimed she knew they were under a mind control effect?

Catching the others eyes Kragg moved in front of the door that they had entered to block an escape route. I am sorry Eliza but this charade has got to stop. Your story has inconsistencies that don't add up. You knew you were under a mind altering affect while still affected and tried to get lost to cure yourself. If you were being controlled you never would have been lost in the first place. You claim Arkley attacked you because he was angry for injuring us. Why would you assume he was angry initially for not killing us? That makes no sense.
You said you got lost to prevent the Aboleth from mind controlling you. Yet you managed to head to our settlement without harm on a hostile island. Further...this is an island...take any direction and you will run into the coast and the Aboleth. Finally that is the largest crocodile tear I have ever seen. Your breathing does not match the tear in your eye. Your breathing is one of suppressed excitement rather than sorrow.

Turning to the others, We know she is a spellcaster and a strong one at that. We need to remove any spellbooks and magical paraphernalia that she may have upon her person. We have the blacksmith forge some manacles and chains and we keep her locked up with only select few to visit her. Even then those that visit her should be strong minded and magically protected as well when dealing with her. In the morning I will pray to Abadar for some precise miracles that hopefully will allow us to see through any lies she may try to speak.

As Abadar is my god and I am his vassal I will see the truth of this matter. There are serious crimes of murder, assault, espionage, and becoming a traitor that must be resolved. If I see any more treachery I will report to Ramona and advise her to end this immediately with a sentencing of your death Eliza.


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

When Kragg speaks Hengeist is ready to strike if Eliza turns violent.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste is glad that she doesn't have to be the only "bad cop" in this situation. And she's never been more glad of the dwarf's perceptive ability. "What can you do to earn our trust? Don't lie. Don't give us any reason to not trust you. It's that simple, lady."


Ruins of Azlant Maps and Info

Eliza stops her tears and puts her hands on her hips as Kragg confronts her

"Fine, don't believe me. It doesn't really matter. use your magic to coerce and oppress. that's the way of Abadar, isn't it? the rules and codes always come first. But who is going to pay you for this service? I thought a priest of Abadar couldn't do anything unless he was paid to do it. But Ramona believes me. we've made an arrangement.

or are you one of those priests who balances right on the razor's edge of his duty?

Speaking of duty and codes and all that rubbish, those Celedons are still waiting for you to come back to them as you promised...

Eliza sits at a small table in the room, leaning back and stretching her legs in front of her. she puts her arms up on the table

"if you are going to restrain me, be about it quickly. I have grown tired of our conversation. come back in the morning when your magic is ready and we'll see who can convince dear Ramona of the truth."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg smiles at Eliza instead of shouting as she tries to lecture him on his own god. Oh Eliza, how far you have fallen and become delusional. I do not need to be paid for services that directly involve me. If I was simply a judge in the matter yes. However you changed all that when you attack me. As for coercion and oppression only the guilty worry about such talk. The truth is liberating, enlightening, and freeing...unless you are one that tries to hide the truth.

Switching to the talk of the Celestine Kragg continues, How did you know about any such talk?

Just looked at the thread and multiple posts talked about sending someone with the most direct being a discussion thread but it seems like it was glossed over at the time. Will let you decide what happened as it was talked about though.


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Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Still confused, but more than willing to trust his companions' instincts, Thame stayed away from the others as Kragg moved to block the door, eager to avoid any area effect spells. When Eliza started either taunting or confidently rebutting the dwarf's words, the wizard shrugged helplessly. This was getting nowhere. When the group had first come upon Ramona with Eliza, they had voiced their lack of trust and the colony's leader had brushed it aside.

Turning to look at the others he said, "The folks Ramona assigned know their duty. Let's offer her the details of this encounter and let her make the call. Or drag Eliza there and explain your case. Either way, this is getting nowhere." Not that Thame disbelieved Kragg and the others, but Eliza wasn't backing down. They could either follow through and drag her back to Ramona, or leave and trust they had made enough precautions to combat any treachery the woman possibly had in mind.


Ruins of Azlant Maps and Info

"On my way back I stopped and spoke with the statues again. i had spent some amount of time with them before, but had to escape after they wouldn't let me go. this time they told me of a group that came and promised to send others to them to learn of Azlant.

sense motive DC 20:

She didn't specifically say that the statues told her no one else had come, just that you promised to send people. she may have just been trying to get a rise out of you by taking a gamble that you hadn't fulfilled your bargain to send more people to be at the mercy of the statue teachers.

Thame sees that Eliza is not going to budge, and even after being caught in a lie isn't giving any further information that could help you right now. it seems that you would need to either get Ramona involved or take to more drastic measures if you want to keep pulling on this thread now. or you can leave and attend to one of your other goals and see how things shake out.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

sense motive 1d20 + 10 ⇒ (3) + 10 = 13

perception 1d20 + 3 ⇒ (14) + 3 = 17

Not sure what Eliza was getting at with the mention of the statues Kragg ignores her to focus on the task at hand. With help from the others (hopefully) he searches for anything she might have hidden on her body before leaving and locking the door behind him. Turning to the others eh asks, I am curious if we should also be one of those on watch here over night. There is something going on that she is unwilling to tell us directly and Ramona seems willing to listen o her. Regardless we need to report back to Ramona and inform her of the discussion we just had and the lies that discovered from her. In the morning then we need to gather again to discuss what we should do with Eliza.

Kragg fully intends to report back to Ramona now and see what Eliza told her before the rest of them arrived.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

sense motive: 1d20 + 9 ⇒ (15) + 9 = 24
damn, I'm out of time! I'll get back to this later! apologies


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame agreed with the dwarf's assessment, keeping his eyes on Eliza as they departed to make sure the woman wasn't following the group and possibly setting up an ambush. She had really laid them low the last meeting they had, and the wizard had no wish for a repeat.

On the way, the wizard spoke to the others, "I don't disagree with your intent, but Ramona is likely to continue to give Eliza at least a short leash. If the fact that she blatantly attacked us in the tower wasn't a deterrent to Ramona's thinking, our catching her in a lie isn't likely to sway her either. The best we can likely do is keep an eye on her and hope we catch whatever treachery she is up to early enough to mitigate the damages."


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste may or may not be spending the evening contemplating ways to help Eliza have an 'accident.'
can you remind us which locations (A-G) we've been to already? I feel like we haven't hit up the NE coast yet, F and G.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I think we still have to explore C,A,F,G.

Kragg agrees reluctantly with Thame. You are right of course. Unfortunately though we can't spend all of our time guarding her. We have the rest of the island to explore and other tasks ahead of us. We traveled north so I am thinking that we move south and work our way around the island that way. Hopefully we can find resources for the colony, discover these chupacabras, and learn some new tricks before we meet this hag or aboleth.

In the morning he will prepare his spells and ready to head out again in the boat to quicken the journey exploring the coast of the island. Before he leaves though he stops in at his bar and brewery to see how the common room is going. He is pleased to see that it only has a few days left. The roof was up and only the finishing touches were needed to give customers a place to sit and relax while they sipped their drinks.


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame smiled smugly as the dwarf agreed with his reasoning and the others were silent on the matter. About time someone started realizing his critical thinking was clearly top notch. Thinking over his companion's words, he added, "The chupacabras seem the most pressing matter, as the missing fisherman would indicate they are a threat to the colony. Let's go investigate where he went missing and see if we can provide the colony with a solid win to shore up morale."


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

"Finally something I can understand!" Hengeist sighs happily.

Being in the dark while everyone glared at the shifty woman had been making him very twitchy and hitting something sounded like a good plan.


Ruins of Azlant Maps and Info

the group finishes talking to Eliza and decide to move on to looking for the Chupacabra threat. they are not fully satisfied with their interactions with Eliza, and more than one of them would like ot see her dead, but for now there is nothing to do about her.

the spot where the soldiers were attacked lies 3 miles south of the colony, on a rocky stretch of coastline near the mouth of the bay. driftwood twists along the rocks and patches of sandy beach. you spot plentiful crabs scuttling around collections of tide pools in the rocky crevasses of the beach.

GM roll:

1d20 + 20 ⇒ (11) + 20 = 31

perception DC 31:

you spot movement in one of the rocky outcroppings along the beach

New map is up, place yourselves where you want to be. sorry for the rectangular spaces, just treat each of them as a normal 5' square.

Also, I update the island map. locations you have visited are now marked as green, ones you know about are red. I also added a new location "L" that I forgot to add earlier. that is where you learned that the hag is based from the map in the Sahuagin wreck


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Perception: 1d20 ⇒ 1 Ha!

Thame traveled along with the others, the going quickly becoming tedious for the wizard as he moved through the wilderness and then along the sandy beaches of the isle of Ancorato. Sweat beaded his forehead, his expression dour as the group traveled along.

His expression lightened up as they made it close to the spot where the guards had been ambushed, the crabs in the tidal pools a welcome delicacy. "It's been a while since I've had crab legs...we should definitely let Ramona know about the morale boost such fine fare would bring!"


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

perception: 1d20 + 13 ⇒ (18) + 13 = 31 HOLY COW!!
Trieste's mood is only marginally improved by the fresh air. She dreads to see what mischief Eliza might have come up with by the time they return. She passed on a recommendation to the guards to keep any possible spell components away from her, but she has no idea if they'll follow through with that or not. As Thame rattles on about crab legs, she looks around the coast at the various bits of driftwood, wondering if some of them could be useful. And that's when she notices something unusual.
"What was that?" she says. "There, among the rocks."


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist draws his blade when Trieste gives the warning, looking to where she was pointing.


Ruins of Azlant Maps and Info

Trieste manages to spot the creatures before anyone else, and shouts out a warning in time to let her companions prepare.
Good roll! I wasn't expecting anyone to hit that DC

moments later, three nasty-looking winged reptilian creatures unfurl their wings and rise up from their hiding places among the rocks.

Initiative:

Initiative Hengeist: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Thame: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Lara: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Kragg: 1d20 + 0 ⇒ (10) + 0 = 10
Initiative Trieste: 1d20 + 0 ⇒ (9) + 0 = 9
Initiative Chupacabras: 1d20 + 7 ⇒ (16) + 7 = 23

unfortunately, even with Trieste's warning, no one is able to react fast enough to get the jump on the critters.

the red chupacabra flies right in Trieste's face, slashing at her as it gets close, then keeps flying right past her, up 15 feet in the air
claw: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d4 + 2 ⇒ (1) + 2 = 3

the green one flashes past Lara, slashing at her legs as it swings by, then goes back up in the air.
claw: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d4 + 2 ⇒ (1) + 2 = 3

the last one does the same thing with Kragg, slashing at him before wheeling past and continuing on to the south.
claw: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d4 + 2 ⇒ (4) + 2 = 6

bold may act:
Lara, Hengeist, Kragg, Trieste, Thame, chupacabras

GM Strikes Back wrote:


Stat Tracker

Global Condition: None |

Global Condition:
Hengeist HP: 40/40 - AC: 17/12/17 Status:)
Thame HP: 22/22 - AC: 12/12/10 Status:
Lara: HP: 28/28 - AC: 17/12/15 Status:
Kragg HP: 25/31 - AC: 19/10/19 Status:
Trieste HP: 27/30 - AC: 19/10/19 Status:

NPCS:
Green Chupacabra HP:??? | AC: ??? |
Red Chupacabra HP:??? | AC: ??? |
Blue Chupacabra HP:??? | AC: ??? |


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Taking a step back (5' step), Lara nocks an arrow and shoots the red chupacabra, but in her haste, she about plants the arrow in her foot.

Lucky Precise Point Blank Shot: 1d20 + 9 ⇒ (1) + 9 = 10
1d6 + 3 ⇒ (6) + 3 = 9


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

Trieste wipes a line of blood off her cheek. "Flying chupacabras? Really?" She growls deep in her chest. "I really hate the flying ones," she says as she begins casting a spell.
sacrificing savage maw to cast Summon Nature's Ally III

Jobert moves to intercept one of them should it come at her again.
mechanically, he takes a 5' and grows to medium size


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Even alerted to the threat by Trieste Kragg was not fast enough to react to the winged creatures presence. for his lack of alertness and reaction he took a claw to the arm as it flew past. Not liking the encounter he moved 5 ft closer to the center of the party and activated his defensive aura giving everyone a bit of Abadar's protection. He then gripped the longspear with both hands should the creatures get within reach of him.

5ft step
standard defensive aura: +2 to AC and CMD radius 20ft
move grip longspear with both hands


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Thame just stared hard at Trieste for a moment when she interrupted him, wondering if she was just trying to dampen his excitement about his culinary find. His eyes widened as the creatures flew at the group, slashing with their wicked claws as they darted in and out.

"Damn it all!" The wizard drew his crossbow from his back, going through the tedious process of cranking it back and placing a bolt as he stepped closer to Hengeist. He figured the large man made for a far tastier target than himself, but it was best to not take chances standing out too far alone.

Draw crossbow, load


male Human Bloodrager 4 (Aquatic bloodline), AC 17, t12, ff 17 (+5 armor, +2 Dex), hp 40, F +6, R +3, W +1, Per +7, Init + 2

Hengeist moves to be beside Triest and holds his blade ready to swing when one swoops at either of them.

Readied action:

attack: 1d20 + 8 ⇒ (19) + 8 = 27
crit?: 1d20 + 8 ⇒ (6) + 8 = 14 Probably not.
damage Falchion: 2d4 + 5 ⇒ (1, 1) + 5 = 7
damage Falchion if crit?: 2d4 + 5 ⇒ (1, 4) + 5 = 10


Ruins of Azlant Maps and Info

The party is startled by the appearance of the flying chupacabras, and are only able to get themselves set up defensively. Trieste and Kragg cast some spells, Thame and Hengeist prepare their weapons, and Lara fires an arrow so far off the mark that she checks her bowstring to make sure it isn't broken.

now that their element of surprise is gone, the chupacabras charge at the party, teeth and claws flashing.

Red vs Trieste
bite: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
grab: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
claw: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
damage: 1d3 + 2 ⇒ (2) + 2 = 4
Trieste takes 8 damage and is grappled. be sure to take your concentration checks at the start of your actions

Blue vs Kragg
bite: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
grab: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d4 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
damage: 1d3 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Kragg takes 11 damage, but is not grabbed by the creature

Green vs Lara, flanking
bite: 1d20 + 6 + 2 + 2 ⇒ (16) + 6 + 2 + 2 = 26
grab: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15
claw: 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20
damage: 1d3 + 2 ⇒ (2) + 2 = 4
Lara takes 7 damage, and is grappled

GM Strikes Back wrote:


Stat Tracker

Global Condition: None |

Global Condition:
Hengeist HP: 40/40 - AC: 17/12/17 Status:)
Thame HP: 22/22 - AC: 12/12/10 Status:
Lara: HP: 21/28 - AC: 17/12/15 Status: grappled
Kragg HP: 14/31 - AC: 19/10/19 Status: protective aura
Trieste HP: 19/30 - AC: 19/10/19 Status: grappled

NPCS:
Green Chupacabra HP:??? | AC: ??? |
Red Chupacabra HP:??? | AC: ??? |
Blue Chupacabra HP:??? | AC: ??? |


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara writhes and twists, trying to break free of the flying beast's grip.

Lucky Escape Artist: 1d20 + 8 ⇒ (10) + 8 = 18

HP 21/28, AC 17, archaeologist's luck used 1/9, lingering 1/2


Human Wizard (Illusionist) 6 | HP 32/32 | AC 12 T 12 FF 10 | F +4 R +5 W +6 | CMB +3 CMD 15 | Init +6 | Perception +0

Startled as the chupacabras land and start laying into his companions, Thame hastily aimed and fired at the one accosting Lara, almost hitting her by mistake as they jostled around. Cursing, he tossed the crossbow down and drew his dagger.

MW Light Crossbow: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg uses the longspear’s reach to his advantage as he strikes at the flying creature as it moves within range.

AOO 1d20 + 6 ⇒ (3) + 6 = 9 for 1d8 + 3 ⇒ (5) + 3 = 8

He then steps back a pace and casts sound burst over their heads to hit the 2 chupacabras that attacked Lara and himself.

Damage 1d8 ⇒ 2 and fort dc 15 or stunned 1 round

Not sure but I think I can position the 10ft radius burst to hit the enemies but avoid Lara. If she succeeded on the escape artist and stepped back I know I can. If I can’t then just target the one on Lara.


F Changeling Druid(Kraken Caller)-4 | HP 30/30 | AC 19 T 10 FF 19 | F+7 R+2 W+10 | CMB+5 CMD 15 | Init+0 Percep+13, darkvision 60' | Current effects:

concentration: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28!! I'm pretty sure that gets it
Gritting her teeth against the pain, Trieste finishes her spell, bringing into the fray 1d3 ⇒ 2 eagles (AC14 HP7)! (flanking the chup that's biting her)
They immediately attack!
eagle1 claw1: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 dam: 1d4 + 2 ⇒ (3) + 2 = 5
eagle1 claw2: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 dam: 1d4 + 2 ⇒ (1) + 2 = 3
eagle1 confirm?: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 dam: 1d4 + 2 ⇒ (3) + 2 = 5
eagle1 bite: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 dam: 1d4 + 2 ⇒ (4) + 2 = 6
eagle1 fly check: 1d20 + 8 ⇒ (4) + 8 = 12 so he does 8 damage and has to land?
eagle2 claw1: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 dam: 1d4 + 2 ⇒ (2) + 2 = 4
eagle2 claw2: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 dam: 1d4 + 2 ⇒ (4) + 2 = 6
eagle2 bite: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 dam: 1d4 + 2 ⇒ (4) + 2 = 6
eagle2 fly check: 1d20 + 8 ⇒ (20) + 8 = 28 Looks like 6 damage.

Howling with rage, Trieste rakes at the creature with her claws.
claw1: 1d20 + 5 ⇒ (12) + 5 = 17 dam: 1d4 + 3 ⇒ (1) + 3 = 4
claw2: 1d20 + 5 ⇒ (6) + 5 = 11 dam: 1d4 + 3 ⇒ (4) + 3 = 7

Jobert snaps at the chupacabra as it attaches itself to Trieste.
1d20 + 4 ⇒ (7) + 4 = 11 dam: 1d6 + 1 ⇒ (1) + 1 = 2
sorry about all the dice!


Ruins of Azlant Maps and Info

Hengeist steps up beside Kragg and slices into one of the Chupacabras
Using the rolls from the readied action above 'cause it's easier for me that way.

Lara is able to break free of one of the creatures and steps back.

Kragg blasts two of them with a loud burst of sound
fort save blue: 1d20 + 6 ⇒ (13) + 6 = 19
fort save green: 1d20 + 6 ⇒ (2) + 6 = 8
the green one that had been grabbing Lara seems temporarily stunned

Thame misses with his bolt

Trieste brings in two eagles that help her to fight the chupacabra that is entagled with her. they score several hits, drawing some blood from the creature.

the red chupacabra continues to hold Trieste, trying to pin her to the ground
grapple: 1d20 + 12 ⇒ (12) + 12 = 24
As it pins her, it bites her neck, drawing some of her blood and eating it. the creature's eyes close slightly and it seems invigorated by the blood, suddenly seeming more alert and vigorous even through its wounds. Trieste feels weakened by the blood loss.
Trieste takes 1 point of CON damage

the green chupacabra sits still, shaking off the sound blast.

the blue one redirects its attention to the now closer target of Hengeist, slashing and biting at him
bite: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d4 + 2 ⇒ (2) + 2 = 4

thanks to the added protection of Kragg's holy aura, none of the blows land true.

bold may act:
Thame, Lara, Hengeist, Kragg, Trieste and co, Chupacabras

GM Strikes Back wrote:


Stat Tracker

Global Condition: None |

Global Condition:
Hengeist HP: 40/40 - AC: 17/12/17 Status:)
Thame HP: 22/22 - AC: 12/12/10 Status:
Lara: HP: 21/28 - AC: 17/12/15 Status:
Kragg HP: 14/31 - AC: 19/10/19 Status: protective aura
Trieste HP: 19/30 - AC: 19/10/19 Status: pinned

NPCS:
Green Chupacabra HP:-2 | AC: 17 | stunned (1 round)
Red Chupacabra HP: -18 | AC: 17 | invigorated
Blue Chupacabra HP:-9 | AC: 17 |

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