Meredith Une |
"Let's move on. This river is no place to stay."
She uses the wand of cure light wounds to heal herself.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Once they are clear of danger, Meredith yawns. "Damn, didn't get enough sleep...someone take the wheel."
GM Aarvid |
Saldoc searches the bodies of the goblins but finds their gear of little value. However, while tossing it aside, he finds a small bead caught in the fishing net of the one on the deck.
The hull of the ship seems to have taken some minor damage, but still appears sea-worthy.
Eventually you are back underway. Sailing down river for about 4 hours
Any other actions, healing etc can be retconned here...
Whomever is piloting will need to make another check as you enter the narrow canyon ahead and the water speeds through.
Eventually the water slows again.
The scent of rich earth permeates the air as the canyon narrows into a small gully barely wide enough to let the ship through, muddy cliffs bordering each side. The river lulls here, and mud from the overhangs of the walls drips onto the deck as the boat slowly makes its way toward a channel leading to the northeast.
Ruth Rubani |
Ruth hands Meredith a wand. "Can you please use this on me?"
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
"Thank You." Ruth returns the wand to her pack. "I think someone else should pilot the boat last time I ran us a ground. Huck can you guide the boat while I watch?"
Turning to the rogue Ruth raises an eyebrow. "What do you got there?"
Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17
Taking a closer look at the bead in Saldoc's hand. "Ahh, a campfire bead. Not all that powerful of magic but very useful."
Ruth sits down a begins to clean and sharpen her sword as she takes watch.
Meredith Une |
Knowledge(Nature): 1d20 + 7 ⇒ (14) + 7 = 21
Meredith continues to pilot the boat. "After a morning prayer, I can try to mend repairs on the ship."
Saldoc Tisbane |
CLW Wand on Saldoc: 1d8 + 1 ⇒ (6) + 1 = 7
A campfire bead? Hmm, you can have it if you think it'll be useful. I'm gonna go finish my nap.
GM Aarvid |
At dawn, at the end of the 3rd shift, just as the sleepers are finishing their nap,
you enter a narrow channel (as described above) and the cliffsides appear to be especially damp and muddy.
A mudslide sloshes into the the deck of the boat and out of the buckets of mud slithers a man-sized blob.
1d4 ⇒ 3
Assume you are all topside - surprise round, and weapons sheathed since this occurs about 4 hours after the goblinoid battle.
The deck is slippery/difficult terrain where marked with mud/brown
Initiative
blob: 1d20 + 4 ⇒ (19) + 4 = 23
FriarHuck: 1d20 + 3 ⇒ (2) + 3 = 5
Meredith: 1d20 + 1 ⇒ (13) + 1 = 14
Ruth: 1d20 + 3 ⇒ (19) + 3 = 22
Saldoc: 1d20 + 2 ⇒ (3) + 2 = 5
== Surprise Round===
Blob
Party
The blob lands near Ruth in the mud and tries to instinctively snatch at the woman, partly from hunger, partly surprise.
At dawn, at the end of the 3rd shift, just as the sleepers are finishing their nap,
you enter a narrow channel (as described above) and the cliffsides appear to be especially damp and muddy.
A mudslide sloshes into the the deck of the boat and out of the buckets of mud slithers a man-sized blob.
1d4 ⇒ 2
Assume you are all topside - surprise round, and weapons sheathed since this occurs about 4 hours after the goblinoid battle. The deck is slippery/difficult terrain where marked with mud/brown
blob: 1d20 + 2 ⇒ (20) + 2 = 22 bite: 1d6 ⇒ 2 Yikes!
crit: 1d20 + 2 ⇒ (13) + 2 = 15 bite: 1d6 ⇒ 3 confirms FFAC?
The creatures sharp jaws latch onto poor Ruth's neck...and it starts sucking!
Party up, Ruth and blob are grappling...
Ruth Rubani |
CMB to break Grapple: 1d20 + 3 ⇒ (1) + 3 = 4
Ruth tries to break the mud creatures hold but does not know where to begin and flails uselessly again the mound of mud.
GM Aarvid |
Huck, being the closest, rushes to assist Ruth break loose, but the pair are unable
to gain purchase on the creature as it sucks Ruth's blood.
PRD / Grapple / Multiple Creatures wrote:
Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.
assuming Ruth is primary, Huck aids for +2, and granting +2 for slick mud, but a 1 is still not gonna cut it, unfortunately.
The creature is sucking 1 pt of CON+STR(dmg) each round
Saldoc Tisbane |
What is that? Saldoc tries to stab, slice or otherwise try to get the living mud off of his friend!
Attack: 1d20 + 3 ⇒ (17) + 3 = 20 for Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Meredith Une |
Knowledge(Nature): 1d20 + 7 ⇒ (2) + 7 = 9
"...what is that thing... Ruth!" Meredith has no idea what it is.
Meredith tries to keep the ship aligned.
Knowledge(Nature): 1d20 + 7 ⇒ (15) + 7 = 22
She pulls out a shortspear and hopes she doesn't have to throw it...
GM Aarvid |
Saldoc stabs at the blob, cutting it deep enough to cause it to ooze slime from the wound, but not enough to release Ruth.
Meredith is having a hard enough time steering the vessel and cannot see the creature well enough to identify it.
=== Round 2 ===
Creature(-8) and Ruth(-7), both grappled.
SLLUUURRRRPRPPP!
The sluggish creature sucks more blood from Ruth as its razor sharp teeth try to dig deeper into her flesh.
dmg: 1d6 ⇒ 2 totals to -7hp, -2STR , -2CON
Huck continues to try and help the grappled woman break free (succeeds in aid for +2)
Ruth, break free or attack...before you pass out
Ruth Rubani |
Ruth tries to break free again from the weird mud monster. "Get off me!!"
CMB: 1d20 + 2 ⇒ (3) + 2 = 5 This is not good.
Still unable to break free Ruth begins to panic. "HELP!! I'am Dying!!"
GM Aarvid |
Ruth is still not able to shake loose of the giant blob, despite Huck's help.
Saldoc, Meredith...before it goes.
Meredith Une |
Knowledge(Nature): 1d20 + 7 ⇒ (19) + 7 = 26
Meredith keeps the ship steady with one hand, and hurls the short spear with the other.
Shortspear, firing into melee: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
It lands nowhere close to the monster. "Dammit."
Meredith looks for a place to safely stop the ship so she can deal with the mudman directly.
Saldoc Tisbane |
Saldoc will try to stab it again!
Attack: 1d20 + 1 ⇒ (5) + 1 = 6 for Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Attack: 1d20 + 1 ⇒ (1) + 1 = 2 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3
GM Aarvid |
The blob deftly avoids Saldoc's wild swings and the hurled spear.
CMB: 1d20 + 10 ⇒ (10) + 10 = 20 to maintain (forgot to roll this last time)
CMB: 1d20 + 10 ⇒ (2) + 10 = 12 to maintain
and the blob temporarily falls loose before it can cause further injury to Ruth.
Party goes...nobody is grappled
Saldoc Tisbane |
Saldoc adjusts his stance and tries once more!
Attack: 1d20 + 1 ⇒ (1) + 1 = 2 for Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 1 ⇒ (18) + 1 = 19 for Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Meredith Une |
Knowledge(Nature): 1d20 + 7 ⇒ (11) + 7 = 18
Maintaining control of the ship, Meredith quickly prays to the heat of the sun for aid. A flame appears in her hand, and she hurls it at the mudman.
Casting Produce Flame so I can use Ranged Touch attacks.
Ranged Touch into melee: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
The flame sails overboard into the river.
GM Aarvid |
Saldoc scores one more cut after nearly throwing his other blade overboard. A ball of flame arcs over the rail into the river.
Having lost grip of its meal, the creature continues to hiss and clash its razor sharp teeth at Ruth.
Ruth Rubani |
Can I use a Withdraw action to get up and move away? If so that is what I will do. If not Ruth will stand and draw her sword then swing at the creature. Let me know which one I can do and I'll post it in character around lunch time.
Ruth Rubani |
Ruth stands up careful not to give the monster an opening to attack then moves back away holding the wound in her neck.
Friar Huck Flaxseed |
Huck tries to hit the blob before it grabs anyone else.
flurry of blows: 1d20 + 0 ⇒ (10) + 0 = 10
damage: 1d4 - 1 ⇒ (2) - 1 = 1
flurry of blows: 1d20 + 0 ⇒ (6) + 0 = 6
damage: 1d4 - 1 ⇒ (3) - 1 = 2
GM Aarvid |
Ruth withdraws and Huck tries his fists of fury only to miss a couple times in the process.
Seeing the new target, the creature tries to latch onto the halfling with rows of sharp teeth.
bite: 1d20 + 3 ⇒ (10) + 3 = 13 for dmg: 1d6 ⇒ 2 and grab
But the elusive monk dodges the lecherous creature.
Party up...
Ruth Rubani |
Ruth extends her hand in a fist and shouts "Yor!!!
Telekinetic Fist
Ranged Touch Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Force Damage: 1d4 + 1 ⇒ (3) + 1 = 4
She then draws her sword off her back.
Saldoc Tisbane |
Saldoc continues to press the attack, hoping that quantity will lead to quality!
Attack: 1d20 + 1 ⇒ (7) + 1 = 8 for Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 1 ⇒ (20) + 1 = 21 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Confirm, not sure I can vs this creature though: 1d20 + 1 ⇒ (6) + 1 = 7 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3
GM Aarvid |
Ruth's force-fist staggers the creature and Saldoc finishes it off with a blade through its brain - or at least where he thinks it would be.
** out of combat **
Friar Huck Flaxseed |
"Blech!" Huck says as he leans over to wash himself off with some river water. "Mud-monsters! Who would have thought? Well, I've seen just about everything on this trip now, hoho!"
Meredith Une |
Meredith cradles the flame briefly, before smothering it. "Huh. Didn't expect that." She reaches for her wand. "Someone hold onto the wheel while I fix up Ruth."
You can roll Cure Light Wounds rolls, I'll mark the charges off my wand.
"Sorry I couldn't do much, besides keeping the ship steady. I like to get down and dirty." Bad choice of words.
Ruth Rubani |
Ruth sheaths her sword and grabs a wand off her belt. Turning to Meredith. "Thanks but I have my own wand of healing. No need to use yours."
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
GM Aarvid |
The creature has nothing of value and you are able to push it overboard easily enough. Mopping up the muck takes some time, but fortunately you have some.
After a day of sailing (allowing Ruth's lost stats to regen), the river slows and empties into a large sea.
From your map, this is the Sea of Eels and you were told it takes 3 days to sail across it.
The waters of the Sea of Eels are very different from those of the Tuunma River;
since the large lake has no viable current, the Laughing Crow must rely on its sails and the wind to propel it along the water.
The first day is easy sailing once you have the sails in place. There is not much steering required, so you can perform other activities.
Meredith Une |
The lake seems much better. No stuffy guards to harass you. Just the breeze and the sun. Meredith ponders on what plants lie underwater...
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Meredith looks out at the sea and notices a set of sails on the horizon. She pays it no mind as the sun sets. Then she notices it's gaining...
"Ugh. Here we go." She pulls out her wand of Mage Armor. "Look alive, folks. Another ship is heading towards us. To get this far they are either after us or after the beads."
She asks Ruth to reinforce her armor before the ship gets too close.
Ruth Rubani |
Ruth is breathing heavily after helping clean up the boat from the mud slide and is happy when they get a day of rest. As the boat makes it way out of the narrow river Ruth breaths a sign of relief. .. hopefully the lake is not as hard to navigate as the river...
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
While taking in the sunset Ruth spots the same sail that Meredith does."I agree, we better prepare for a fight." Ruth grabs her wand off her belt and begins to speak the command phrase.
Ruth will use Mage Armor wand on Meredith, herself and anyone else who may want it.
She then loads her crossbow.
GM Aarvid |
The ship is still far off...hours and may not catch you until dawn. Will assume buffs once in tactical range.
GM Aarvid |
The night passes with the darkness concealing the larger, faster approaching ship.
The light of dawn reveals a ship some six hundred feet to starboard and fast approaching. Its banner bears a single upthrust spear, and its golden sails sparkle in the morning sun.
600' away and you figure you have 6 rounds before they reach you. We are not yet in init, but list what you do for the next 4 rounds, if anything.
You identify the ship’s markings as belonging to Lingshen (same as the official with the chain/toll you encountered earlier
Ships shown on new map, starting 600' apart. Closing speed of 150'/round...in case that impacts your actions.
At 450' you notice archers aboard.
Saldoc Tisbane |
Saldoc will ready his bow and try to find an effective place to hide on deck.
Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Friar Huck Flaxseed |
"Oh no," the good Friar moans as he takes out his crossbow, loads it, and lays down on the deck somewhere to stay out of sight until the boat comes closer. "I've about had it with this river!" he shouts to the others.
Ruth Rubani |
Ruth readies by checking everyone over. "Saldoc your still wounded. Meredith can you heal him with my wand?" After Saldoc is healed Ruth readies by taking partial cover but giving her a clear shot with her crossbow.
The rest of my prep was stated above.
Saldoc Tisbane |
Ruth readies by checking everyone over. "Saldoc your still wounded. Meredith can you heal him with my wand?" After Saldoc is healed Ruth readies by taking partial cover but giving her a clear shot with her crossbow.
The rest of my prep was stated above.
Bah, I'm healed from before, I forget to adjust the header fairly often...
GM Aarvid |
Correct - it has been over a day since the last combat...all are healed, and Ruth's ability damage also healed
The larger warship approaches within 150' and archers let loose with a volley of bolts from their crossbows.
Feel free to shoot if any of you have bows. Will go into init at 150'
3d4 ⇒ (4, 1, 3) = 8
xbow: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4 for 1d8 ⇒ 7
xbow: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17 for 1d8 ⇒ 3
xbow: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 for 1d8 ⇒ 3
The second and third shots plink into the deck near Huck and Ruth, but neither hit. The ship closes.
Ruth Rubani |
"Why are they shooting at us? What nation is that flag from?" Ruth yells.
Ruth shoots after the first volley from the other ship clears.
attack: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Damage: 1d8 ⇒ 2
She ducks behind her cover as she reloads.
Meredith Une |
Knowledge(Nobility): 1d20 + 1 ⇒ (8) + 1 = 9
Meredith has no idea what that banner is, and she doesn't really care.
Round 1
Meredith pulls out her scroll of Barkskin and reads from it. Her skin hardens like bark.
Round 2
Meredith asks Ruth to use the Mage Armor wand on her.
Round 3
Meredith asks the sun to once again aid her with a portion of its heat. A tiny flame appears in her hand. Casting Produce Flame.
Round 4
Meredith readies her shield. The large ship is barely out of range of her flames, so she waits patiently...
"I guess that wuss of a guard was telling the truth. They're after us."
Friar Huck Flaxseed |
Huck shakes his head. "I don't know! I feel wholly unprepared for the politics of this region!"
The tonctured monk stands up quickly and fires his crossbow back. As soon as the bolt is in the air, he drops back down to the deck to reload.
heavy crossbow: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d8 ⇒ 8
GM Aarvid |
The exchange of missiles from both sides proves ineffective, and the ships continue to close.
Three more bolts are fired as the warship looms closer.
3d4 ⇒ (3, 4, 2) = 9
xbow: 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17 for xbow: 1d8 ⇒ 6
xbow: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14 for xbow: 1d8 ⇒ 7
xbow: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13 for xbow: 1d8 ⇒ 2
The first shot would have hit Ruth were it not for her cover and magical force armor. But otherwise, the aim is still off. The ships will be in boarding range next round.
At this range you can see only a few of the guards have bows. Many others appear to be slaves manning the oars and not interested in the fight as they are whipped to row faster.
Sailors: 1d20 + 2 ⇒ (2) + 2 = 4
Capt: 1d20 + 1 ⇒ (15) + 1 = 16
FriarHuck: 1d20 + 3 ⇒ (7) + 3 = 10
Meredith: 1d20 + 1 ⇒ (13) + 1 = 14
Ruth: 1d20 + 3 ⇒ (11) + 3 = 14
Saldoc: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1 - Party goes. In rounds now...
Meredith Une |
Watching the slaves whipped mercilessly causes Meredith to sneer. She calls upon Mother Nature to assist her, and bring animals to assist her.
Meredith will cast Summon Nature's Ally II. It takes an entire round and won't be ready until Round 2. She can be interrupted in that time.
Concentration Check if needed: 1d20 + 3 + 3 ⇒ (17) + 3 + 3 = 23
She will summon 1d3+1 eagles to harass the bowmen.
Eagles Summoned: 1d3 + 1 ⇒ (3) + 1 = 4