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

Game Master JankInTheTank

Maps and stats
Loot Tracker
Handout 1
Colonists


3,351 to 3,400 of 4,147 << first < prev | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | next > last >>

HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Lolito nods to Kragg "I suggest you and Lara do the talking as people seem to react better to you" the man smiles showing his crooked teeth.

Then, he slowly rows forward until they are close enough for them to call out the other group and have a peaceful conversation.


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

As Lolito tacks towards the wrecks Kragg moves to the front of the boat and makes a show of dropping his longspear, morning star, and short sword into the boat and off of him. Raising his hands up he calls towards the wrecks. Please, we mean you no harm. We need help and information. Please come talk with us.

If he gets no response in common, he will also try dwarven, terran, and gnomish.

diplomacy with guidance 1d20 + 11 ⇒ (20) + 11 = 31


Ruins of Azlant Maps and Info

as the rowboat approaches, a humanoid creature stands up on the deck of one of the ships, longbow at the ready

“Reveal your true form, spies! You can’t fool us!” it calls out, replying to Kragg in common.

the creature appears to be some sort of construct, made of wood and metal.

knowledge arcana DC 25:

this creature is a wyrwood: magical, intelligent constructs resembling humanoids that were created as servants and warriors long ago by a group of Azlanti wizards. They rebelled and destroyed their masters, but not before they learned the secret of how to create more of their kind.

Wyrwoods are small, agile, wooden constructs powered by an ioun stone heart. Some wyrwoods are built from rare materials like rubble or divine relics, and in recent years many wyrwoods have integrated organic components into themselves, making them closer to organic creatures than to constructs.

spellcraft DC 25:

this construct has a housing on the front of the torso that houses a stone. it appears to be fitted with an ioun stone, which you surmise is what is powering the thing.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Knowledge (arcana): 1d20 + 9 ⇒ (19) + 9 = 28

A wyrwood,” Lara breathes in awe. Louder, she replies, “We are no spies, and no friends of the aboleth or its faceless stalkers. We’re colonists from Talmandor‘s Bounty, on the neighboring island. The aboleth is our mutual enemy, and we want to see if we can help each other.

Diplomacy: 1d20 + 13 ⇒ (1) + 13 = 14

Kragg rolls a natural 20, and I roll a natural 1. Sheesh. Well, good chance Lara’s Dependent flaw kicks in, depending on if that Diplomacy roll fails.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Lolito observes the development with tension "We better do not approach, I understand why they would not trust us after what we have experienced..."

"We understand your caution! We were attacked as well, they took some of our neighbors and we came to this island to safe them from the stalkers. Found your lair... home marked on a map on the stalkers tower... even a table attacked us!" the man attempts to communicate a truly vibrant story to help Lara and Kragg.
Perform oratory: 1d20 + 4 ⇒ (16) + 4 = 20


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

Spellcraft 1d20 + 12 ⇒ (17) + 12 = 29

Kragg tries to persuade the wyrwood along with Lolito’s flamboyant story to talk some more . It is like my companions say, we are from across the water and have been attacked my many stalkers. How may I prove myself to you? I eat food and I spill normal blood. I will show you if you will let us come closer or if you wish to approach us.

Diplomacy 1d20 + 10 ⇒ (13) + 10 = 23


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

"I don't much relish getting my butt kicked on a boat again. We have dealt with the creatures enough to know it will be hard to prove we are not them. But maybe we can get close enough not to shout. Then talk. You keep your weapon drawn. Ours stay stowed. You keep your tactical advantage. once we have both shared info, we can go our own ways."


Ruins of Azlant Maps and Info

The wyrwood looks very unimpressed with Lara's statement, immediately not trusting her. Lara stumbles over her words a bit and feels quite foolish. the memory of the awkward attempt nags at her for a while after Lara is shaken for an hour as a result of her drawback

Luckily her allies are quick to aid her.

"you do not speak like the evil ones. we will give you a chance to prove yourself. come ashore and leave your weapons behind and we will talk wihtout all this shouting


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Derym's smile fades for a moment as a mental voice begins shouting at him No! Don't do --
Your objection is noted, but if you keep screaming like that I'll leave you here just for the half hour of peace. So, the question is, do I ask if I can bring you because you're a companion, or would you rather I continue to hide your nature? Seems the only two options.
You can't leave me behind. Bad enough you left me in that table.
So then I tell everyone you're intelligent?
--- Ugh, no. Fine. You need to learn a spell that lets you hide me, or I'm going to make it my mission to find someone else who shares your bloodline that'll treat me with the respect I deserve.
If you're truly that miserable, I guess that's fair. But how about we commission one of the community's leatherworkers for a nice new scabbard. Would that make you feel more respected?
Fine. But it needs to be stained blue or violet. Something regal.
I'm sure we can make that happen.

The man stands and undoes his weapon's belt, letting his blades fall. "I think we can agree to those terms, though it does certainly put us at a disadvantage if this is a ruse and you mean to harm us."


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

After rowing to the shore, Lolito follows Derym's example and throws his kama to the sand, then his shurikens. Then, he unchains his nine-section whip from his waist.

"We come on peace to have a talk. Are you alone? It seems the stalkers are our common enemy. What can you tell us about them? If you know where is their lair we would like to go and root the problem directly from there" as he says this, he steps forward towards the wreckage raising his hands, which pushes his tunic open as the whip is not there to kept things together. That means the man inadvertently shows off everything, he tries to quickly correct holding the tunic together "Opa!"


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

Kragg is ready to accept the arrangement as he can rely of Abadar's miracles to aid him and his friends should the wyrwood become hostile. He drops his weapons and considers keeping his shield just in as it is defensive and not a weapon. However, that might be misconstrued as well and so he drops that. Unfortunately the added time means Lolito gets a head of him and the wind causes him to see more than he wanted to up ahead on the beach. Trying to focus he continues his talk with the creatures, My name is Kragg Stoneheart. Thank you for being willing to speak in such trying times. By what names may we call you as we talk with one another?


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara seems reluctant to part with all of her weapons, only reluctantly shedding her sword, dagger, and bow. Seeming quite morose after her failed attempt at diplomacy, she stays tight-lipped and hangs back a bit from the others.


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

"I am willing to extend this trust."

"We need to get Lolito something less revealing for diplomatic missions. He will flash the wrong person one day"

Alyn will quickly secure some of the most valuable weapons to his extra backpack (longspear, bow, fauchard).

Then he will tie the rest down and secure the boat.


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

Kragg looks at Alyn and then Lara with a sideways glance. I will commune with Abadar as soon as I can in the hopes that there is some miracle that will solve this problem. Not only could it be offensive to people we meet but it also is unnecessary for Lara.


1 person marked this as a favorite.
Ruins of Azlant Maps and Info

As you lower your weapons, more of the wyrwoods appear, moving closer form other shipwrecks or from the area in between that is like a camp walled off by bits of various ships.

the guard you have been speaking to lowers its bow but does not drop it. He does not appear at all concerned by Lolito's indecency, as these beings don't seem to wear more than a few scraps and ribbons that accent their wooden bodies.

"you may enter Hullhold, and you may stay as long as you need if you indeed prove to be allies. We are wise to the tricks of the ugothols. if we believe you to be one of them we will not hesitate to destroy you. Now, please come in and direct your questions to the Elder, Locwudu.

the guard does not directly answer any of your questions, and if pushed will just repeat again that your should speak to the Elder.

As you enter the settlement, you see 10 or so wyrwoods milling around, obviously curious about you.

one approaches you and introduces itself, though it looks no different to you than any of the others.

Be welcome in our home, travelers. I am Locwudu, the oldest of us, and they consider me their leader. who are you and what has brought you to our island?


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Lolito smiles wide to all the cute wooden creatures that have come to greet them. He holds tight together his tunic with a hand while greeting the wyrwoods with the other "Hello Locwudu of Hullhold. I am Lolito of Talmandor's Bounty"

"My friends here are better explaining themselves than me, but we came to this island looking for the ugoloth's lair and their master" the man explains very basically, but leaves the better spoken to lead the conversation.
Diplomacy aid: 1d20 - 1 ⇒ (6) - 1 = 5


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

"I'm not the word person. They are. But there is a bunch of evil shape changers that are trying to kill our friend on the other island. Their boss is here. We thought their boss maybe been on the other island in a tower but that's where our friend lives now. Nope, that was bad. I will let the others speak."

Diplo aid: 1d20 - 2 ⇒ (9) - 2 = 7


1 person marked this as a favorite.
Female Human (Taldan) Bard 8 (archaeologist) Portrait

Diplomacy, shaken: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22

"We're here because we defeated a mimic, a thing that took the shape of a table and attacked us, in a tower on this island's coast. There was a map in that tower that said there were 'enemies' here, and we are also enemies of the aboleth and its minions. There is an old saying in Taldor, where I am from, that 'The enemy of my enemy is my friend.' If you are the aboleth's enemies, then we want to be friends," Lara says, forcing herself to speak in spite of how shaken the last attempt at diplomacy had left her.


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Derym nods, "That is to say, we'd be most grateful for any help you could give us -- information, support, even just free and safe passage, if that's all you can manage. But, we do mean to end the threat of the aboleth."

Diplomacy (Aid): 1d20 + 0 ⇒ (12) + 0 = 12


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

Kragg tries to smooth over the abruptness of Lolita and Alyn while complimenting Lara's words an dDerym's contribution with his own. It is as my companions have stated. We arrived at this island not knowing what to expect other than an Aboleth and its forces arrayed against us. We expected to have to fight for every inch in honor of our fallen citizens and captured folk. We did not expect to find honest and open people here that may side with us in ending a universal threat that the aboleth presents. I ask you to help us in whichever way you can so we may free our captive people and live in peace on Ancorato.

diplomacy 1d20 + 11 ⇒ (3) + 11 = 14


1 person marked this as a favorite.
Ruins of Azlant Maps and Info

The wooden construct stands silently as you all plead your case to varying levels of success. perhaps it is the fact that you are without weapons in a strange place, or that you are speaking to unmoving impassive wooden faces. or perhaps you're a little shaken from seeing a bit more of Lolito than you had ever planned to see. in any case the overall attempt to explain yourself is rough but passable.

"please, strangers, be at peace. you have nothing to fear from us as lon as you are what you say you are. the ugothols are known to be smooth liers, and it is clear you are not.

That said, if you are looking for allies in the fight against the aboleth and his minions, you may be disappointed. We are a peaceful tribe, and seek to remain as such. you see we are not many. throwing ourselves into conflict against the monsters that share the island with us is too great a risk. We have not survived the man years by fighting.

We have no love for the ugothols. if you are in conflict with them we will give what knowledge we have and give you a place to find refuge and rest.

Unfortunately we do not know where the creatures are based. they seem to be scattered over the island but more so around the caves near the river. they have not always been here, they are a recent development


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

Kragg wasn't sure about the line about not being smooth liars as it questioned his diplomatic skills but since they welcomed the group, he was not going to make an issue of it. Thank you for believing in our words and deeds. I understand your hesitancy to take up arms against the ugothols and the Aboleth. The offer of shelter, food and a safe place to rest is a blessing we were not expecting but will gladly accept. After we leave you is there a way for us to identify ourselves in the future so you will know it is us?

Was there anything in the cave systems prior to the ugothols moved in? Did they displace anyone else that was there?


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Lolito smiles to the nice animated trees "You see able warriors. I would be happy to train with you and discover new fighting techniques"

The man also presents the rough sketch he made from the map in the tower "Also, if you could tell us what other dangers await us while we explore the island, that could also be of help"


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

"My friends he is a good trainer. Any information about the island or our enemy would be valuable. As do you have crafters or traders among you should want to trade?"


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Derym pauses a moment, then adds, "Would it be possible to recover my weapons, since we're friends? More than pleased to tie a peace-knot, but I am a mage and bonded to the blade -- and kind of itch without it close at hand."


Ruins of Azlant Maps and Info

the wooden creature replies to Kragg first

it is difficult to have a foolproof system to avoid the shapechangers. they are smart and their ability is hard to avoid. we can give you some smal stones with our clan symbol on them, but we will still not be able to allow your weapons inside our walls for the risk that one may subdue you and take the stone we give you.

Derym asks about his own special sword.

"I have never heard such a thing before. are you too a crafted construct, powered by this blade? i hesitate to allow any exception to a rule that has kept us safe this long. how will we know you will not turn the magical blade on us?

he also answers the questions about the map and other threats on the island.

there are some of the ugothols in the cave system here he points to the map around area A3

Ulat-kini are common in the southeast, but
we don’t know where their lair is. Ghost lanterns inhabit the southern marshes. Many kinds of beasts also live in the woods and marshes.

to the old man he says
we are not a warrior race. we do not seek to perfect martial techniques. we primarily make use of bows. we can craft things and have some supplies that we have collected over the many years from shipwrecks and flotsam. we are always interested in maical items, especially ioun stones. we rely on them for our very lives and without more ioun stones we can create more of us.


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Lolito takes note of the different monsters pointed by the wyrmwood leader.

"You need ioun stones to give birth to more of your kin?" the man is heartbroken by the idea and snatches the tourmaline sphere spinning around his head "Please, take this if it helps your people to keep their numbers. You need it more than me."

"What can you tell us about these Ulat-kini and Ghost lanterns? Are they also enemies of the ugothols and their aboleth master?" Lolito tries to recall for the rest of the party anything he might already know.
K. religion: 1d20 + 4 ⇒ (2) + 4 = 6
K. nature: 1d20 + 6 ⇒ (12) + 6 = 18


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

Kragg nods his head in appreciation of the small stones. It is with great honor and care that I will look after these stones. Know that only upon death shall I relinquish these. I will also keep this secret with me as to your symbol so no one may try to sneak in under subterfuge to attack you.

Kragg likewise feels the pull that Lolito feels to help this community. Shoukd we find any join stones you will be the first ones we think of. Do they need to be perfect (not cracked or flawed) or any certain type for you to use?

This knowledge you have given us of the island is certain to aid us and protect ourselves as well. Thank you!


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

"I too have a stone. I will give it to you in time, unfortunately, my survival is dependent on it as long as we are in danger. Once I have completed my mission I would be happy to give it to you. Or upon my death, I will have my friends bring it to you. Thank you for your hopitality."


2 people marked this as a favorite.
Ruins of Azlant Maps and Info

Lolito doesn't know those names for creatures right away, but Locwudu explains a bit more

the Ulat-kini look like walking frogs and fish, and they’re cruel creatures, but thankfully, they don’t bother us here. they tend to stay in the water most of the time

the ghost lanterns are intelligent, flying balls of light. there is an ancient place made of stone where they gather at dusk. I should warn you they are not very welcoming to visitors. The stories say you should carry a lantern or other light source when you approach them or they’ll think you’re an enemy.

from these descriptions, Lolito thinks they are talking about Skum and Will-o-wisps

When Lolito hands over an ioun stone there is a reverant stillness that comes over the group of constructs. Locwudu takes the stone carefully. Thank you, young one. But we cannot take something like this for free. we will trade with you he waves ot another construct who brings forward a small item. the wyrwood passes it to Lolito. it is a small perfect pearl. if you use magic, this pearl will make it easier to cast certain spells

it is a pearl of power, level 1

To Alyn the wyrwood says "we would not seek to take something from you that you need. when you decide it is no longer needed for yourself we will be happy to trade for it.

and in response to Kragg "almost any stone will work, though the more whole the stone the easier the process is to power one of our bodies. the only stones we cannot use are the dull grey stones, as they no longer carry their energy


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

"Mmm... we need to carry a lantern to visit the ghosts? Let's take good note of that"

Lolito smiles when the wyrwood calls him young one, he vows taking the pearl reverently "You are true servants of light. Apsu will make sure to provide. Thanks!"

He passes the pearl of power to Kragg or anyone else who might do good use of it.

"We have been in some ruins in our island that resembled workshops dedicated to the creation of the ioun stones, or at least to some organization working with them." Lolito explains "Perhaps when we are done here, we can guide you there and you can try to start up this ioun stone crafting process started again."

"We can also profit from knowing more about them and why they were that important for the people living here"


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Derym shakes his head, "No, I am a living being, just that I have bonded to it. So, it's almost the opposite effect, in that there is a piece of me in the blade powering it, and that without it, I am slightly less than whole. However, I would be more than pleased to knot the blade, so that it cannot be drawn - and, certainly, offer my word that I would not draw it."


1 person marked this as a favorite.
Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

If there are any stones that we don't need you will be the first ones that we go to for trade. That I can promise you. And as Lolito the Unashamed mentioned. It may be prudent for you to visit us and examine this ioun stone workshop.

When Lolito passes the pearl of power over to him Kragg holds in a moment before carefully placing it in a belt pouch. This will come in handy. With it I can channel more of Abadar's miracles onto this world. Thank you.

It seems that the next place to visit is the caves or the marshes to eliminate any threat or at least separate them form supporting the Aboleth.

know ?dung? will-o-wisps 1d20 + 4 ⇒ (19) + 4 = 23 if religion add 9 more


Ruins of Azlant Maps and Info

"We will consider your invitation to come to the other island to examine these workshops. We do not often travel far from here, and have heard rumors of very powerful creatures on that island. It was once the site of some very dangerous experiments, back before the sky fell.

The stones were used for a great many things in the ancient times. Stones were used as controls and power sources for everything from the most mundane activities like opening doors to highly complex roles. Like animating wood as flesh. The methods used are lost to us as they are to you younger races. It took us many long years to learn to recreate the process to form our own bodies and power them with the stones.

To Derym, the elder says
"your group has been most accommodating and I belivee we can be allies in the future. I am hesitant about allowing a blade in our camp with the possibility of shapeshifter treachery, but I think we can make a single exception. If you will wear a peace-knot on your blade and prove yourself by showing our tribal symbol, we will allow your single blade inside our walls. please do not make me regret this choice...

Kragg thinks a bit on what he's heard of will-o-wisps in the past.

Kragg:

Will-o-wisps are known to be evil creatures that feed on the strong psychic emanations of terrified creatures. They delight in tempting gullible travelers into dangerous situations. Why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.

Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.

While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.

Kragg encourages the group to choose a location to move to next, looking for ways to clear out threats


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

Lolito pays great attention to the stories the wyrwood folk have to offer about the marvels of the ioun stones and the way they power up their souls and the ancient machines of the Azlant "This is all very interesting. I wish I had more time to stay with your people and learn more about all you witnessed in the ancient times of Azlant."

He asks as much to the wyrwood as to his friends "Is it possible for us to stay here at least one day and learn more? That way we can rest before facing the challenges ahead."

Lolito will try to learn any relevant bits of information about the history of ancient Azlant and the religion of that people, at least what he can during this short stay "Once my pupil has been rescued and the menace of the ugothols conjured, I might be able to remain and learn more from you"

As for where to go next "I like your plan on removing allies before fighting the ugothols and their aboleth master. I would propose to first face the Ulat-kini at the south-east of the island, as it does not seem we have the lanterns to talk with the ghost lights right now."


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Derym nods, "I appreciate the great gift -- and sign of trust -- you are offering me. I will knot the blade, and swear not to draw it save in defence of my life, or yours." He returns to the boat and recovers Antipatharian, leaving the other blade behind.

About time... Wait, what are you--
Calm down, it's just a peace knot.
First you stick me to a table, then you leave me in a boat, and now this?!?
I could put you back in the boat, if this is too much of an insult for your dignity?
No! Wait -- fine, tie me down. I sure hope nothing kills you when you're unknotting me later.
Full agreement on that point. Then again, I'm sure you'll remind me to loose the bonds the moment we leave.
Count on it.

Derym nods, "Isolating them, as best we can, is a good tactic -- though we'll need to move quickly to do it. When their allies stop being available, there'll be chaos at first as they try to figure out what's happening -- but eventually, they'll realize it's a coordianated attack."

He then says, "Unless we take measures to ensure they don't -- if there are signs of an alternate explanation, that might give us a least a little time."


Ruins of Azlant Maps and Info

The wyrwood elder nods to Lolito. You are welcome to stay here for as long as you need. We would exchange our knowledge of this ancient place for stories from you of how the world has changed. we have not had many others over the years from beyond this land.

I am sorry, we likely do not have much of what your kind needs to survive here. we do not eat, nor do we need something soft to sleep on. we can offer the security of our walls, but not much else.

He watches the others to see what they will do. it seems that some are ready to leave now and others want to stay here for a time. The constructs don't seem to show any opinion either way but do seem like they are curiously watching you to see what you do next.


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

I understand your wanting to stay Lolito and agree that these people are fascinating. However, there is plenty of daylight left and Abadar still has blessed me with many miracles for this day. I would suggest that at the least we finish circling the island so we may see first-hand what there is ahead of us. IF we spot the marshes from the boat or the location of the Ulatkini then we can investigate further. From what I know of these will-o-wisps it won't matter if we have lanterns with us or not. We are going to be outsiders to them and they will treat us as such. They will try to lure us into the marsh, separate us, and let the local dangers there finish us off. Should we reach them directly they will be elusive foes that will use invisibility to use hit and run tactics. We will need to be protected against electricity as well as that is their means of attacking. Abadar has blessed me with the ability to nullify their electricity attacks and with some additional prayer time can even nullify their ability to be invisible.

10 min to prepare invisibility purge and 1 casting of resist energy communal should be enough to really put a hurt on them.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Lara listens either interest to the wyrwoods’ tales, still feeling shaky and unsettled from the earlier interaction. “We’re awfully exposed on that rowboat. Anything could see us from miles away. Are we sure that’s a better idea than walking on foot and exploring the island that way?


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

"Exposed in a boat but no line of sight on most of the land. New friends if you had to travel would it be by land or by sea?


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Derym says, "I like Lolito's idea to deal with this wisps tomorrow -- and to head further south today -- if only so that I can prepare spells that will be effective -- as I seem to recall reading that only one spell actually works against them."

Knowledge (arcana): 1d20 + 8 ⇒ (18) + 8 = 26


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

"It seems some of us are fed up of the salty water taking our bones and skin" Lolito laughs softly "Ok, let's walk to the south A3 -> A4 -> B and see what we find in our way"

Unless Alyn's question gets a clear advise from the wyrwoods to use the boat, let's go by land. Lolito is ok with Kragg's suggestion to go directly and do not rest here.

He will try to help find direction through the wilderness.
Survival: 1d20 + 10 ⇒ (14) + 10 = 24


Ruins of Azlant Maps and Info

Derym recalls that will-o-wisps are particularly resistant to magic, being immune to anything that allows Spell Resistance other than Magic Missiles.

Lolito agrees with the others when they suggest moving on immediately. it seems the general consensus is to go by foot towards A3 on the map.

The wyrwoods do not offer much advice on how to travel. they do not have boats that they use, despite having a home built out of wreckage. they always go on foot on their island and have very little reason to travel beyond its rather limited confines.

Lolito leads the group through wooded and rolling terrain, following the rough sketch of a map expertly.

not long into the trip, you find A crack in the hillside opens into a spacious natural cavern. Horrific screeches resembling those of a panicked animal echo within the cavern.


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Derym winces, "That.... doesn't sound inviting."


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

Kragg racks his brain for any idea what may be making such a racket.

know ?dung? in a cave 1d20 + 4 ⇒ (2) + 4 = 6

Yeah that is not appealing at all. Not quite sure what it is either without seeing it. I suppose that we need to investigate though to make sure we aren't missing something. Anyone volunteer to scout ahead?

Kragg will cast guidance on whomever is moving forward.


Female Human (Taldan) Bard 8 (archaeologist) Portrait

Let me check it out,” Lara says.

The Taldan archaeologist sneaks forward, retrieving her wayfinder from a belt pouch and invoking its command word. Careful to shield the wayfinder’s glowing radiance to not give her position away, she is mindful of any traps as she goes.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17
Perception: 1d20 + 12 ⇒ (5) + 12 = 17


HP 61/68 AC 25 TAC 20 FF 22 | CMD 33 (35 vs grapple) | F +10 R +10 W +9 (evasion; im. disease; +2 enchant., DS: +2 sleep, paralysis, stunning) | Ki: 6/10 SF: 4/8 (DC 18) EF: 4/8 (2d6 cold) FoM: 0/1 | Ini: +2 | Senses: +14 |
Skills:
Acrobatics+13/+21,Climb+8,Prof.carpenter+8,Esc.Art+6,Diplomacy-1,Intimidate +3,H.animal+0,Heal+4,K.history+11,K.nature+7,K.religion+4,Linguistics+4,P.O ratory+4,Ride+6,SenseMotive+9,SoH+3,Stealth+7,Survival+10,Swim+11
Wandering Elder Monk (unchained) 8 | barkskin 80m

"Nerve breaking" Lolito refers about the screams, then focusing his spiritual energy for protection, his ki surrounds him covering his skin with extra natural resistance "I go after you Lara. Let me cover your back."

The man moves stealthily after her, thanks to his lack of armor.
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 13 ⇒ (8) + 13 = 21

HP 60/60 AC 24 TAC 19
barkskin 70 min
Ki: 5/8


Notes AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 | Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

Alyn will wait near the opening ready to run at any screams. "Stay with them and for gods sake, act like a normal flying fox and blend in."

stealth Trick: 1d20 + 9 ⇒ (7) + 9 = 16


1 person marked this as a favorite.
Ruins of Azlant Maps and Info

Some of the group cautiously moves forward to investigate the sound.

knowledge nature DC 17:

the sound is of a large rodent, maybe a rat and it sounds like it is in a frenzy. but you realize there is something horrible and unnatural about the sound.

as Lara and Lolito (followed by Trick who is trying real hard to look like other flying foxes) approach the opening that leads to the small chamber, they see what looks like a giant rat writhing and thrashing in the water as if in great pain. Suddenly, the creature’s neck twists around itself, and a pair of legs grows from its stomach, only to melt away a moment later. For a moment, the rat looks normal again, but then the horrific convulsions start anew.

Knowledge (planes) DC 27:

this deformity is something you know is caused by a Chaos Beast


Skills:
(Acro +15[+20]; Appr: +9; EscArt +4; Know(Arcana) +12; Know (Dung/Planes) +11; Know(Hist/Local/Nat/Rel) +10; Ling: +10; SMotive: +4[+6]; Spellcraft +16; Stealth: +4; Swim: +12)
Male Undine (Rimesoul) Swashbuckler (Inspired) 1/ Arcanist (Blade Adept) 6/Eldritch Knight 1
Vitals:
(HP: 54/54 AC: 22/14/18; Percep: +11[+13]; Init: +4; Fort +5, Ref: +8, Will: +5; CMD: 19; CMB +5; Speed: 30 {Swim: 30}; Resist Cold: 5)

Knowledge (Nature): 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (Planes): 1d20 + 9 ⇒ (11) + 9 = 20

1 to 50 of 4,147 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GM Striker's The Ruins of Azlant] Table 2 Gameplay All Messageboards

Want to post a reply? Sign in.