DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


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Grand Lodge

For reasons unto your own, you find yourself aboard the Jenivere. Some of you have been aboard for days, others significantly longer on the trip to Eleder.

The Jenivere is a large merchant ship, a Wyvern-class vessel commonly used by the Inner Sea nations for trade, exploration, and even war, valued for its combination of seaworthiness and capacity for carrying numerous passengers. Wyvern-class ships have made the dangerous journey to Azlant, Arcadia, and even around the southern tip of Garund, but the Jenivere and her crew run less perilous voyages. For the past several years, Captain Alizandru Kovack has made the western run between Magnimar to the north and Eleder to the south and then back with few complications, despite the fact that his route
carries him through waters controlled by the piratical Free Captains of the Shackles, brushes with the eternal winds of the Eye of Abendego, and into periodic conflicts with the Nidalese navy. Although Captain Kovack’s crew appreciate this record, the baseless fear that the Jenivere has robbed luck’s coffers one too many times lies heavy
on the hearts of many.

While the Jenivere is a merchant ship, primarily concerned with delivering goods to and from Sargava, she’s traditionally kept several compartments open to take on paying passengers. This trip is no exception. Beyond her usual cargo, the Jenivere carries one prisoner, Jask Derindi, and ten passengers, yourself included.

As the journey is near its end and you are scheduled to make port at Eleder well before the next nightfall, this will be you last night aboard ship. As is his custom, Captain Kovack has invited you all to a parting dinner this evening, prepared by the ship's cook, Rambar Terillo. With any luck at all, his work will be better than the watery soups he has seemed to specialize in for most of the journey.

Among the other guests of the Captain this evening are:

Aerys Mavato: A half-elven woman boarded in Port Peril, who has kept to herself most of the journey.

Gelik Aberwhinge: A sharply dressed gnome from Magnimar, Gelik spends much of his time writing in the ships’ common areas, and takes every opportunity to tell long-winded stories, boast of past journeys, or quip about anything in his field of view.

Ieana: A bookish Varisian scholar who tends to keep to herself, Ieana is traveling to Sargava to explore the ancient ruins there.

Knowledge (Local) or Diplomacy (Gather Information) DC 13:
Rumors aboard the ship alternately suggest that she’s the Jenivere’s owner, a Chelish agent, or Captain Kovack’s secret lover.

Ishirou: A scruffy human of Tian heritage, Ishirou boarded at Bloodcove and waits to reach Sargava with a quiet eagerness. Aloof but not rude, he gives the impression of one who has had a hard life but find himself currently without direction.

Sasha Nevah: This red-haired human boarded the Jenivere in Ilizmagorti. Since leaving Mediogalti Island, the
woman’s somber demeanor has gradually faded, revealing a boisterous and optimistic personality. None have yet questioned her about her missing left pinky finger.

Alton Devers: The Jenivere’s first mate is friendly with both passengers and crew, but he sometimes seems to chafe under the strong discipline of Captain Kovack.

"Thank you all for joining me this evening, my valued passengers and guests." Captain Kovack begins as he addresses the passengers of his ship. "I hope your journey has been comfortable and pleasant and that someday we may meet again. The first course should be out any moment now, but until then please have a drink or two and talk amongst yourselves or feel free to strike up a conversation with any of the Jeniver's crew, myself included."

I will be happy to respond as any of the NPC's, though my responses may be spotty between July 3rd July 8th.


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

*"growph?"*


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

"Such a gentleman you are, Captain. It has been most pleasant thus far." Estietre places a bowl filled with dirt beside her place setting.
Never deterred by those lacking interest, she engages Ishirou on her left, and the other passenger or guard or whatever to her right.
"I'm so glad I decided to take this trip." She flips open the flap on the satchel at her side. "More people should do this.. get out and see the world." Her "one-foot tall sparkling treant" hops onto her palm, and rides up to the table.... It then hops into the bowl, and worms its roots into the dirt. The glints of light from the tiny walking tree are cast upon the ceiling... like the night sky.

Mum gazes at the light.. entranced for a moment, then looks to Ishirou.
"Of course, my journey compared to how far you've come.. hop, skip, and jump, I know."

know local DC13: 1d20 + 8 ⇒ (9) + 8 = 17

DM:
Mum almost wished Ieana was a spy, and allowed herself to fantasize she'd been sent after her. "How thrilling that would be!"
But now that she's grown fond of the Captain, Mum hopes Ieana's actually a good person (maybe she's just shy) and the two are lovers.

Grand Lodge

Ishirou looks curiously at Mum when she places the bowl of dirt on the table, the look of curiosity turns to one of confusion when the shiny little tree appears.

"The journey hasn't been too far," Ishirou responds, "just since Bloodcove."

We'll say the person to Mum's right is a fellow PC. 1 = Mizo, 2 = Lawdak, 3 = Adara, 4 = Dereje. 1d4 ⇒ 2. Lawdak it is. Lawdak, as a side note, Sharpmaw would be down in the hold.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

"That day might arrive sooner than you think, Captain," Dereje responds cordially, drink already in hand. "My time on the Jenivere has been most pleasant. Should my business in Eleder conclude in a timely fashion, I had hoped to catch you on the return trip."

He looks to the strange little plant creature with a grin. It was just one of several curiosities on board the ship.

Diplomacy (Gather Information): 1d20 + 6 ⇒ (9) + 6 = 15

Grand Lodge

"Excellent. Good to hear, Dereje." the Captain genuinely responds. [i]"It is our intention to spend three days in Eleder before setting sail again."[/b]

"Hopefully that timing works out for you, my friend"


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33
DM Talomyr wrote:
Lawdak, as a side note, Sharpmaw would be down in the hold.[/ooc]

I rather figured as much. Just having a little fun with a "dot" post...

Would we have seen the tiny sparkly treant on the trip, Mum?

The tall Kellid youth nods his thanks as the captain addresses the passengers. He gratefully accepts wine as it is passed around, taking a large gulp before seeing, and remembering, that the other diners tend to sip theirs. His cheeks color for a second and he takes a furtive glance around to see if anyone noticed.

He does his best to avoid eye contact with Gelick. When he had boarded with the Gnome in Magnimar - spending most of the rest of the gold the Elders had supplied for him for the passage - he had made the mistake of being friendly with the flamboyant storyteller. Even he, who could sit around the fire listening to the Windcallers all night, had quickly grown tired of the long-winded, self-impressed, overly clever stories, and he had had quite a time shaking Gelik off without actually being rude. Or violent. Worse, when he visited Sharpmaw in the the hold - Gelik tagging along all too often - the tiny Rex failed to even snarl and snap menacingly at the gnome. Traitor....

He watches Mum's tiny treant, suddenly missing the presence of Sharpmaw by his side.


INACTIVE - GAME DIED

The quiet Tian woman with bluish hair seems to have nothing to do with the other Tian passenger, despite the occasional mistaken assumptions of the crew. She is small (5' 3") and slight and mostly keeps to herself at first - it takes some time for her to open up to the other passengers, and she never seems to want to talk about anything personal.

At supper she has only a small hint of wine, with a slight grimace.

She gives the impression of someone who finds small talk a bit inconvenient, and throughout the trip she often watches wistfully off the side of the ship. She also never bothers going below decks when the ship passes through rain and storms. She seems to have the energy of someone who needs to have something to do, but is currently at loose ends.

Grand Lodge

Idle conversation and drinking continue as the Captain and his guests await dinner.

Captain Kovack and Alton Deevers, the first mate, mingle through the room making small talk with each of the passengers, typically asking how they have enjoyed the trip thus far and inquiring as to what lies ahead for each individual, but not pressing if such information is not forthcoming.

Ieana remains close to the Captain most of the time, only speaking when spoken to.

Aerys seems sullen and not particularly talkative, consuming more than her fair share of the wine while she waits.

Gelik continues to drone on with one of his stories, this time starting off with commentary about the quality of the wine and how much better the wine was during his time at a winery in southern Cheliax.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

"Three days should be all the time I need," Dereje replies, before finally taking a sip from his cup.

Since boarding the Jenivere at Ilizmagorti, the Garundi man has been a model gentleman, treating everyone on board with courtesy and respect. He is a pleasant conversationalist, clearly learned on a number of subjects, though it is readily apparent that economics and engineering are his favorites. There is no hiding his devotion to Abadar, the proof of which literally hangs around his neck.

And then of course, there is that odd armament resting at his hip. Not once has he drawn it outside of his cabin, and any questions regarding it are simply deflected with polite refusal. While the ship was ported at the Shackles however, one could see that his right hand was never far from his belt.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

@Lawdrak - very likely... though usually cradled by Mum if topside.

"Three days is all? I plan to remain... until I tire of it, I suppose... which I don't expect to happen any time soon."
"My late husband was from the area, and left me with many.. fascinating books and stories. He even taught the predominant tongue of the locals to me. By the time he passed..." She chuckles to herself. "I believe I'd grown to know more about the mysteries of these lands than he." She sighs and smiles in reverie.


INACTIVE - GAME DIED

Mizu cocks her head slightly at the discussion of Estietre's deceased husband, then asks, "You are... going to reclaim his estates?" Her Taldane is not perfect, but passable.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Lawdrak raises his head and looks at Estiere as she is speaking. He nods, ever so slightly to himself.

Talk to her later. She may be able to point a direction for me... the youth reminds himself.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

"Hmm? Oh no. No no, dear. I've no claim. He was written off when he foolishly wed and made a life with a classless young chippy in Cheliax." She kicks back the last of her wine. "Though I have entertained the idea of making his family's lives nigh intolerable while I'm in town."


INACTIVE - GAME DIED

Mizu's brow furrows, then she slowly says, "So... the evil stepmother?"


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Dereje chuckles, both at Mizu's comment and the idea of him staying in the colony for any longer than he had to.

"I hope that your stay in Sargava is everything you hope it will be," he says to Estietre warmly, though he did find himself questioning her motives. "Unfortunately, I must return to Quantium posthaste. Which means I have another few months at sea in store for me." He says this last remark with a slight grimace. "Well, better than a trek across the desert, I suppose."


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Her tiny treant, Kainey, twists to turn its emotionless simple face toward Mum. "Truthful to my heart.. my spirits of choler passed when he passed away. Forgive and forget all slights and transgressions, and you'll feel light as air." It then curtly nods as if to say "I wrote that".

She responds to Dereje.
"Thank you. But.. here I am... you all seem far more interesting than the one prattling on... too kind."


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

A severely beautiful woman with fine, golden hair sweeps into the room. Her light, airy deep red dress fluttering and floating around her. Adara lifts one hand holding it palm up to one side causing several bracelets to rattle as they slide down her perfectly tanned arm. She looks around meeting the gaze of everyone and says,

"My apologies for being late. I hope I haven't held up dinner."

Her tone is not apologetic, but she seems sincere. Clearly she thinks rather highly of herself, but so far on the voyage she has yet to show true arrogance. In fact, it's become evident Adara believes herself to be quite special, and the most she will say of her presence on the ship (or of the lady-in-waiting and bodyguard that boarded with her) is that she is on a holy mission. Her eyes seem to spark with a fiery zeal, and her important air is most likely the result of having indeed been surrounded by those who listen to her whims and dance at her command. She is quite happy to discuss religion at length if anyone is so inclined, and her own leanings are made quite obvious by the halo-crowned angel design frequently evident on her clothing and jewelry.

She finds a seat wherever the chief steward may have assigned her. Otherwise, whatever open seat is available that brings her as close to the Captain as she can. Authority oozes from her, and without even being conscious of it, Adara gravitates towards the company who share the same mind.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

More passenger observations about Adara:
Of particular note are the long gloves Adara wears that stretch to the start of her bicep. Typically they match her outfit, but she is never without them regardless. Today they are gold like the trim on her red dress. She does not ever explain their presence, but when she has been seen grasping things tightly, sometimes a hiss of pain or a grimace of discomfort is noticed.

Grand Lodge

"No not at all my dear." the Captain responds to Adara's stated apology.

Shortly after Adara makes her way into the room Rambar Terillo, along with a couple of the crew begin bringing in the meal for tonight's festivities.

An appetizer course of spicy eel soup, served with a crusty but tender on the inside bread. Shortly after the soup is served, the main course is brought out, a thick cut steak of firm fleshed fish, seasoned with spices from Katapesh, and a fragrant rice.

About mid way through the meal, your vision begins to blur and your head swims as if you have imbibed too much of the Captain's wine. Moments later, despite your best efforts all goes black...

DM Only:

A: 1d20 + 1 ⇒ (1) + 1 = 2
D: 1d20 + 3 ⇒ (15) + 3 = 18
E: 1d20 + 3 ⇒ (18) + 3 = 21
L: 1d20 + 3 ⇒ (17) + 3 = 20
M: 1d20 + 3 ⇒ (17) + 3 = 20

------------------------------------------------------------

Estietre:
The darkness begins to clear as you feel wet sand beneath your body and water lapping at your feet. The smell of the ocean is prevalent as you try to get to your feet, finding your legs still very heavy. Still groggy you are more fully awakened by a sharp seering pain in your foot.

You take 1 point of damage as you are nipped at by a scorpion like creature. You also currently have the sickened condition.

Initiative:

A: 1d20 + 2 ⇒ (14) + 2 = 16
D: 1d20 + 3 ⇒ (2) + 3 = 5
E: 1d20 + 2 ⇒ (13) + 2 = 15
L: 1d20 + 0 ⇒ (2) + 0 = 2
M: 1d20 + 3 ⇒ (10) + 3 = 13
Eu: 1d20 + 5 ⇒ (10) + 5 = 15

At this point, please make sure you have a token on Roll20. Estietre is the only one awake at the beginning of Round 1. You have whatever armor you were wearing at the meal on all of your other gear is in a pile near by. Another castaway will awaken each round (Round 2 Mizu, Round 3 Lawdrak, Round 4 Dereje, Round 5 Adara). Lawdrak, you see no sign of Sharpmaw. (Don't worry, you'll have him soon.)

You all have the sickened condition for the duration of this first fight.

Grand Lodge

Round 1

Before Mum can get too her feet, a small, tan, scorpion-like creature snips at her with claws and tries to sting the woman. Even in her groggy state, Mum is able to dodge the worst of the damage as the creature only nicks her leg with a claw.

Mum, take 1 non-leathal damage

DM Rolls:

Claw: 1d20 + 0 ⇒ (13) + 0 = 13
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Claw: 1d20 + 0 ⇒ (8) + 0 = 8
Sting: 1d20 + 0 ⇒ (3) + 0 = 3

Mum is up, Followed by Round 2: Monsters, Mum, Mizu

Grand Lodge

DC 11 Knowledge (Nature):
The creatures are eurypterids, or sea scorpions. These are some of the smaller species called ochre eurypterids. Larger varieties do exist, all have a poisonous sting. Higher DCs achieved will reveal more information.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Are we on the proper map? I am seeing the big map of the island.

Grand Lodge

Should be one with the PC and a few scorpion like critters on a beach. Give it a try now.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

All good. Also, Lawdrak would probably not have had on his armor for dinner, so AC is 10. Yippie.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Know nature -sickened: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22

Estietre winces from the pain, and sucks air through clenched teeth.
"Treachery... and sea scorpions."
She backs away as she looks around to see who or what else may be around her... then yells...
"Up! Up! Wake up!"
.. and thrusts one hand toward the nearest foe. Pinching two fingers and a thumb together, she fires a rapier-thin icy blast.

sickened ray of frost vs blue sea scorp: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
damage: 1d3 ⇒ 2

"Go! Go away! No easy feeding here!"

Grand Lodge

Estietre, you had taken 1 point of damage during "Round 0" as well. You should be at 7/8 with 1 non-lethal prior to the events below.

Estietre, Knowledge Result:
Beyond the above, you know that the venom from this species damages one's agility, and that beyond sight sea scorpions can sense vibrations on the ground (tremorsense).

Round 2

As Estietre stands to step away from the sea scorpion, the creature lashes out with its stinger, missing miserably.

Stinger AoO: 1d20 + 0 ⇒ (1) + 0 = 1

As one of their number has sensed the possibility of a meal, three others come ashore. One following after Mum, two others make their way toward Mizu, and the one that had been blasted by Estietre's ray thought better of the situation and chose less lively prey in the form of Dejere.

Mizu is awoken as she is struck by a the scorpion's stinger, doing minimal harm, but still injecting the debilitating venom.

Mizu takes 1 non-leathal, but needs to make a DC 10 Fort Save or take 1 DEX damage as well.

Estietre is fortunate enough to dodge the scorpion's sting, as the creature seems somewhat less agile now that it is fully upon land.

Perhaps angered by "Mum's" spell, the injured scorpion takes its wrath out on Dejere, striking hard with both of its claws, but failing to land the sting. Dejere cries out in pain as he forcefully brought back to consciousness.

Dejere takes a total of 3 damage from the two strikes

DM Rolls:

Stinger,green - Mizu: 1d20 + 0 ⇒ (11) + 0 = 11 vs. helpless AC
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

Stinger,orange - Mizu: 1d20 + 0 ⇒ (3) + 0 = 3 vs. helpless AC

Stinger,red - Mum: 1d20 + 0 ⇒ (4) + 0 = 4

Claw,blue - Dejere: 1d20 + 0 ⇒ (20) + 0 = 20 vs. helpless AC - Potential Crit
Confirm Claw,blue - Dejere: 1d20 + 0 ⇒ (5) + 0 = 5 vs. helpless AC - Confirmed
Damage: 2d2 - 1 ⇒ (1, 2) - 1 = 2

Claw,blue - Dejere: 1d20 + 0 ⇒ (9) + 0 = 9 vs. helpless AC
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Stinger,blue - Dejere: 1d20 + 0 ⇒ (4) + 0 = 4 vs. helpless AC

Round 2 continues. Estietre, Mizu (prone), and Dejere (prone) may act.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Estietre steps to the side of the sea scorpion attacking her, and conjures a spell.. cautious to not leave herself vulnerable.
She angles a blast of dazzling colors to include the two nearest to her.

cast defensively DC15+(level 1x2) vs blue and red sea scorp: 1d20 + 5 ⇒ (12) + 5 = 17

Color Spray: DC16 will save
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Dereje is currently wearing his armor, so his AC is currently 16 (8 while helpless).

Dereje's eyes snap open upon his rude awakening and shoot glances in random directions, before falling upon the small (but still rather large) sea scorpion. The sight of the ugly vermin compels him to reach for his holster, only for him to find that it is empty. Nine Hells...

His head pounding and his stomach turning something fierce, the Abadaran turns his head, noticing the pile of gear lying nearby. With a grunt of effort, Dereje rolls over, pushing himself away from the scorpion and toward the pile. He then shakily stands, having a little trouble keeping his balance on the sandy beach.

Move action to crawl 5 feet away (provoking an AoO), and another move action to stand up.

Grand Lodge

Dereje wrote:

Dereje is currently wearing his armor, so his AC is currently 16 (8 while helpless).

Noted. I also incorporated the +4 to hit for melee attacks into the adjusted AC making your effective AC 4 for that round.

AoO Stinger: 1d20 + 0 + 4 ⇒ (11) + 0 + 4 = 15 (prone vs. AC 13)
Damage: 1d2 - 1 ⇒ (1) - 1 = 0 => 1 non-lethal

As Dejere crawls away, the scorpions stinger lashes out, finding and scratch a patch of open skin.

Take 1 non-lethal and make a DC 10 Fort Save or take 1 point of DEX damage

Mizu is up.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Fortitude (sickened): 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8

Dereje winces slightly when he feels the scorpion's sting, his weakened constitution making it no easier for him to resist its venom. He manages to make it onto his feet regardless.

Grand Lodge

Wakened by the sea scorpion's sting, Mizu quickly feels at he waist for her blade. The blade not there, in a panic she looks around through bleary eyes and catches a glimpse of the blade in the pile of gear to her left. As quickly as she can muster she stands, being stung again in the process, and tumbles toward the pile and her precious blade.

Mizu takes one point of damage.

DM Rolls Rnd 2:
Fort Save DC 10: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10 (sickened)
Acrobatics: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16 (sickened)

AoO Sting - Orange: 1d20 + 0 ⇒ (10) + 0 = 10

AoO Sting - Green: 1d20 + 0 ⇒ (18) + 0 = 18
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Fort Save DC 10: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11 (sickened)

Round 3

The sea scorpions press on, eager for their meal. Two of the scorpions are bold enough to press their luck against wakened prey. The remaining two move on to more subdued fare.

Mum is fortunate enough to avoid the scorpion's attacks, Dereje gets off with only the most minor of scrapes. Adara and Lawdrak are not as fortunate as claws and stingers pierce the skin of each of the helpless castaways. The searing pain of the scorpion's venom is more than enough to awaken both.

Dereje takes 1 non-lethal and needs to make a DC 10 Fort Save or lose 1 DEX from the poison still coursing through his veins. Lawdrak take 2 points of damage and 1 non-lethal and needs to make a DC 10 Fort Save or lose 1 DEX. Adara takes 3 damage and needs to make a DC 10 Fort Save or lose 1 DEX.

DM Rolls Rnd 3:

@Mum
Red Claw: 1d20 + 0 ⇒ (11) + 0 = 11
Red Claw: 1d20 + 0 ⇒ (5) + 0 = 5
Red Sting: 1d20 + 0 ⇒ (4) + 0 = 4

@Dereje
Blue Claw: 1d20 + 0 ⇒ (10) + 0 = 10
Blue Claw: 1d20 + 0 ⇒ (18) + 0 = 18
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Blue Sting: 1d20 + 0 ⇒ (13) + 0 = 13

@Lawdrak - Helpless, Prone AC = 1
Green Claw: 1d20 + 0 ⇒ (3) + 0 = 3
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Green Claw: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Green Sting: 1d20 + 0 ⇒ (15) + 0 = 15
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

@Adara - Helpless, Prone AC = 1
Orange Claw: 1d20 + 0 ⇒ (8) + 0 = 8
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Orange Claw: 1d20 + 0 ⇒ (16) + 0 = 16
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Orange Sting: 1d20 + 0 ⇒ (2) + 0 = 2
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Round 3 Continues...
Mum
Mizu
Dejere
Lawdrak

Round 4
Adara
Scorpions


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Fort, sickened: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12

Wha...OWWWW! The confusion, giving way to pain, jerks the young Kellid to awareness. His eyes widen as he sees the segmented horror trying to make a meal of his foot, and he jerks back, scrambling to his feet.

His frantic looks around did not reveal the comforting presence of Sharpmaw, but he did spy his spearhead, poking from a pile of gear nearby.

He glanced at the woman, still on the ground beside him, but thought that, by and large, the best way to help her would be armed.

"I'll be right back!" he gasped, turning to run for the gear. His legs didn't seem to work like they usually did. Is that the wine or drug that knocked me out, or has the...scorpian-thing poisoned me? he wondered as he stumbled towards his weapon.

[ooc]Move action to stand (provoking, I'm sure), move action to run for the gear (also provoking, I'm sure).

Grand Lodge

Lawdrak AoOs:
AoO (Stand) Green Sting: 1d20 + 0 ⇒ (18) + 0 = 18 vs Prone AC
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

AoO (Stand) Orange Sting: 1d20 + 0 ⇒ (8) + 0 = 8 vs Prone AC
Damage: 1d2 - 1 ⇒ (1) - 1 = 0

As Lawdrak stands the two scorpions near him strike with their stingers, injecting more venom into the druid's bloodstream.

Take 2 non-lethal. Make 2 DC 10 Fort Saves, missing either will cause 1 DEX damage. If you fail both, still only lose 1 DEX but subsequent saves will be at DC 12.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Lawdrak started to the left of Adara, so I don' think that the Orange scorp would have a shot at him. After that, I routed him to avoid further AoO's from Blue.

fort-sick: 1d20 + 1 ⇒ (18) + 1 = 19

Grand Lodge

Stinger has a 10 ft reach. Chose not to have Blue attack as he is busy with Dereje.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Got it! Second Fort save:

Fort-sick: 1d20 + 1 ⇒ (20) + 1 = 21


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Fortitude Save: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4

2 Dex damage total, so an effective -1 to Dex-based stuff.

Dereje winces again as the scorpion snaps at him painfully. With a grimace he makes a run for the pile of weaponry, while also trying to get out of the scorpions' reach. He rummages through the pile, searching for his firearm, but happening upon his cutlass first. Deeming it to be the more practical tool for this situation, the paladin pulls the blade from out of the pile.

Assuming the scorpions don't have any AoOs left to use on Dereje. Move to get to pile, and standard to retrieve cutlass.

Grand Lodge

Blue had not used its AoO yet, but will now.

Blue AoO Stinger: 1d20 + 0 ⇒ (8) + 0 = 8

As Dereje scurries away, the scorpion lashes out with his stinger but ultimately misses the paladin.

Round 3 Continues...
Mum
Mizu

Round 4
Adara
Scorpions


INACTIVE - GAME DIED

Snapping awake from the pain, Mizu rushes for her weapon and moves to engage the creatures as soon as she is armed.

Not entirely sure how far she has to move to get her katana, and whether she's in a position where she can grab it, draw it, and attack in the same round. If so, she swings! If not, she goes for the sword and prepares it, but will have to look for an opening after that. Note that Mizu doesn't care if she has to run through the surf, as water doesn't really give her problems.

Mizu: Katana attack (if possible): 1d20 + 3 ⇒ (10) + 3 = 13
Mizu: Katana damage: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

I DM PC'ed your first actions (along with the requisite saving throws), which got you to the pile. It is a standard action to retrieve an item from the pile (which I assume you do). You would have a move action left for this round, should you wish to take one. I will let you keep the attack roll for any possible AoO or your Round 4 action if you would like.


INACTIVE - GAME DIED

Ok, that's fine. And these critters have reach, I believe? So Mizu's going to retrieve her weapon, then move back to get close to engagement range.

Grand Lodge

Yes, they have reach with their stingers but not with their claws. The map is active on Roll20 if you would like to move your token.


INACTIVE - GAME DIED

So there is! Sorry about that! It looks like Mizu could retrieve her weapon (standard) and then 5' step in between the two critters nearby to tank and attack on the following round, is that correct? Can she use fighting defensively while doing so this round? Or does the sandy beach make a 5' step impossible (difficult terrain)?


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Estietre steps away from the nearest sea scorpion, and fires another minor icy blast from her fingers... awkwardly as she negotiates the gear-strewn beach.

cast defensively DC17: 1d20 + 5 ⇒ (14) + 5 = 19
ray of frost (sickened): 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3

Grand Lodge

Correct, she can 5 ft step and attack next round. No go on the fighting defensively as that is a standard action as well and you retrieved your katana this round.

Grand Lodge

Estietre blasts one the sea scorpions, hurting it badly. The creature seems to recoil away from the spirit whisperer, wanting no part of another ray.


INACTIVE - GAME DIED

Ok, retrieve, 5' step, swing on following round.

Grand Lodge

Round 4 Order

Adara - Awake but prone

Sea Scorpions - 10 ft reach with stinger

Mum
Mizu
Dereje
Lawdrak

Grand Lodge

Ok, it's been over 24 hours so I will go ahead and bot Adara for Round 4.

DM Rolls Adara:

Adara Fort Save DC 10: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15 (sickened)

Through blurry eyes Adara fights of the scorpion's venom as she sees the two scorpions lash out at the Kellid boy from the boat. Seeing an opportunity to get away from the vicious vermin she stands and retreats further away from the shoreline.

DM Rolls Rnd 4:

@Mizu vs AC 17
Red Claw: 1d20 + 0 ⇒ (8) + 0 = 8
Red Claw: 1d20 + 0 ⇒ (13) + 0 = 13
Red Sting: 1d20 + 0 ⇒ (2) + 0 = 2

Blue Claw: 1d20 + 0 ⇒ (7) + 0 = 7
Blue Claw: 1d20 + 0 ⇒ (9) + 0 = 9
Blue Sting: 1d20 + 0 ⇒ (12) + 0 = 12

@Gelik vs AC 2
Green Claw: 1d20 + 0 ⇒ (11) + 0 = 11
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Green Claw: 1d20 + 0 ⇒ (10) + 0 = 10
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Green Sting: 1d20 + 0 ⇒ (1) + 0 = 1

Orange Claw: 1d20 + 0 ⇒ (2) + 0 = 2
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Orange Claw: 1d20 + 0 ⇒ (14) + 0 = 14
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Orange Sting: 1d20 + 0 ⇒ (5) + 0 = 5
Damage: 1d2 - 1 ⇒ (2) - 1 = 1

Gelik Initiative: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 (sickened)
Gelik Fort Save DC 10: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 (sickened)

Mizu bravely puts herself in harms way, engaging two of the dangerous beasts as she dodges the claws and manages to deflect the stingers away with her blade.

The two remaining scorpions again move after unconscious prey as they close in and attack the gnomish bard, landing several successful strikes.

Round 4 Order

Adara - done

Sea Scorpions - 10 ft reach with stinger - done

Mum
Mizu - attack roll made, just need the target of the attack
Dereje
Gelik
Lawdrak

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