Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


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M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"Well, if you feel good about swimming, you could head for that island over there," Jordan says, "But then you'd have to survive until another ship comes along. We haven't seen anyone since we left port, so I'm not sure how good your odds are at that."

Sipping his rum, Jordan casts a sideways glance at the gnome. "I'll let you know what I come up with. It'd help to have an idea about what exactly your talents are. Magic you can do, I understand, but what kind would be helpful to know."

Nah, i didn't sign up to play Robinson Crusoe. No island hopping for me.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon looks at the small collection of islets, at Culder, at Jordan, at Jarvis, back at the collection of islets. I'd be willing to go ashore and see if there are any resources that could benefit the crew. Aghon says with a rather impish grin.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

I'm currently under the assumption that Vincent is currently not apart of this conversation, and is probably doing some sorcerer things, actually, DM what is the rules for gambling tonight?


The Man's Promise | Ship Actions | Current Battle Map
Vincent Cahaihnes wrote:
DM what is the rules for gambling tonight?

Depends on the game. For cards, I used a system based on bonuses to mental ability scores and ranks in appropriate skills (like Bluff and Sense Motive), since none of the players in Jordan's game had ranks in Profession (gambler)...which I know at least one NPC on the Wormwood actually boasts. For less skillful games like dice, it would be opposed dice rolls, maybe with a bonus based on Dexterity.

With the internet attack and my general unpreparedness at the moment, I won't be doing a gameplay post today. While I have a pretty good idea of who/what the "Horror Island" BBEG will be, I still need to work out a few more details. I should have something posted tomorrow.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

are their dice games currently running? that sounds like the best action till I can learn how to be a better gambler. I'm going to need all of this money for alllllll the magics


The Man's Promise | Ship Actions | Current Battle Map

Night 12: More Business

Conchobhar seems reluctant to spell out his capabilities to the cook's mate. Finally he says, "I don't have any spells that are flashy or explosive, but I can enchant someone to be my friend for a short time or make someone double over in magic-induced laughter briefly...plus I can heal wounds. Hit-or-miss stuff, really."

************

Scourge looks at Culder like he's got two heads. "What--let ye take a boat an' make a break fer it??!! Not on me watch!"

************

Vincent finds Jack and the half-orc mute engaged in a game that seems to be half dice/half charades. Jack invites the sorcerer to join the game: Bones & Crosses. The general object of the game is to roll as many of the same number as possible, building crosses out of the matched dice: the bigger the cross, the bigger the amount you win. It involves a lot of luck but some strategy, too, in building a smaller cross for a smaller share of the pot or going for a big win.

Vincent: Give me 5 rolls of 1d20+4.

More Crappy NPC Gambling Rolls?:

GAME #1
Jack Roll: 1d20 + 2 ⇒ (20) + 2 = 22
Jape Roll: 1d20 + 1 ⇒ (20) + 1 = 21

GAME #2
Jack Roll: 1d20 + 2 ⇒ (16) + 2 = 18
Jape Roll: 1d20 + 1 ⇒ (19) + 1 = 20

GAME #3
Jack Roll: 1d20 + 2 ⇒ (4) + 2 = 6
Jape Roll: 1d20 + 1 ⇒ (17) + 1 = 18

GAME #4
Jack Roll: 1d20 + 2 ⇒ (20) + 2 = 22
Jape Roll: 1d20 + 1 ⇒ (16) + 1 = 17

GAME #5
Jack Roll: 1d20 + 2 ⇒ (18) + 2 = 20
Jape Roll: 1d20 + 1 ⇒ (10) + 1 = 11


The Man's Promise | Ship Actions | Current Battle Map

DAY 13: Deathly Heat, Dead Calm

The ship's bell awakens a bunch of sweaty, stinky pirates who got very little sleep of value last night due to the oppressive heat and humidity. When everyone's gathered on deck, they notice something unusual--there's absolutely no wind. The sea is becalmed, the sails hang loosely, and Scourge looks pissed. Well, two out of those three things are unusual....

"Got me a great idea from our good friend an' crewmate, Mister Culder," Scourge announces. "All ye filthy lugs smell like skipjacks what been lyin' in the sun fer hours.... Inta the blue with all o' ye! Cool off an' scrub some o' the stink off o' ye! Plugg an' I'll stand watch to make sure no sharks come cruisin' fer ye, but iff'n the toothy brutes get a whiff o' ye, chances are they'll turn tail an' swim off right quick!"

After the mandatory swim and bath, breakfast is served. Still the wind remains, well...still. After about an hour, Scourge approaches Culder. "Mayhap I were a bit hasty in blowin' off yer fine idea o' huntin' an' water-findin' on yon islet. Gather yer men; I'll be sendin' a couple huntin' parties out since we be becalmed for the next lil while, it seems."

With Maheem and Syl Lonegan at one set of rows, the first hunting party (Jack Scrimshaw, Aretta Bansion, "Badger" Medlar, and Tilly Brackett) rows around the western edge of the small island. Maheem and Syl then return to carry Culder, Jordan, Aghon, Vincent and Jarvis to a beach on the eastern side of the isle. From what you can see, much of the island is surrounded by sandy beaches. From there, grassy dunes give way to scrub, and then to light jungle. The center of the island boasts a trio of low, forested hills.

Some details: Adventuring in the worst of the day's heat (noon to 3 PM) is dangerous without protection. I'll also need a general idea of where you plan to hunt (beaches, scrub, jungle, or hills).

Also, if you'd like to visit Grok's store before the hunt, that might not be a bad idea; otherwise, a lot of you will be hunting with daggers, I believe.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

After the hunt is announced, Jordan slips away to Grok's store. Putting his purse on the counter, he counts out 15 gold. "Time to get that blade back," he says. "A bow won't be much good if something gets too close for comfort."

that should get me my longsword back, assuming regular pruces


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder surveys what can be seen of the island as they land. As Syl and Maheem row off he offers to his companions, "Mayhaps we outta head fer th'jungle? It'll be hot as th'hells anywhere we go but 'least there'll be shade there..."


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

well if anything this is the time for my luck to be bad, all low numbers that are about the same thing is better than a diversity

gamble roll 1: 1d20 + 4 ⇒ (8) + 4 = 12
gamble roll 2: 1d20 + 4 ⇒ (5) + 4 = 9
gamble roll 3: 1d20 + 4 ⇒ (2) + 4 = 6
gamble roll 4: 1d20 + 4 ⇒ (15) + 4 = 19
gamble roll 5: 1d20 + 4 ⇒ (6) + 4 = 10

wow, can't even roll low consistently


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

You've got my agreement there Cap... Ahem, Culder. Aghon says, then does a quick inventory, checking to make sure his dagger is still hidden squarely in the front of his pants. He also takes the hammer from his carpentry tools, Not a formidable weapon for sure, but still, something.

Made one adjustment to spells, since there was a night/day changeover, taking create water, which seemed pretty obvious a change considering the heat.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

The jungle seems a might better place to head, for sure. Jarvis says as he checks to make sure his dagger is still stowed in his boot.


The Man's Promise | Ship Actions | Current Battle Map

Night 12: Gambler's Blues

Although Vincent's pretty sure neither Jack nor Jape is a great gambler, the young human and mute half-orc (and traitorous dice) take his money. Jack's the night's big winner, but Jape comes out ahead as well. Poor Vincent doesn't win squat and is out 5 gold pieces by night's end.

Day 13: Island Hunt

There doesn't seem to be much in terms of trails on the small island, so far as you can tell. At Culder's suggestion, the group heads for the shade of the jungle to escape the day's growing heat.

I'll need some sort of marching order before the fun can begin.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

I will be firmly in the middle of the pack. :)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"More likely we'll find game and water in the trees," Jordan adds. "Unless you want to try for more seafood."

How about Jarvis and me up front to move quietly and spot game, Vincent and Aghon in the middle, and Culder watching the rear? This is more of a hunting setup than a looking for trouble setup.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

That works for me Jordan. My stealth isn't overly great, but I can certainly be eyes up.


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

The eyes of the party (Jarvis and Jordan) take the lead, the ears of the party (sort of--Aghon and Vincent) come next, and the oars of the party (well, one anyhow) lumbers up behind the group. There doesn't seem to be a whole lot to hunt so far: you spotted a few large lizards along the edge of the beach and dashing through the shrubs, and a few birds flying in the distance and cawing and chirping in the jungle, but there's been no sign of any large wild game.

As your group slips beneath the canopy of the jungle trees, you indeed find shade but also discover that the branches overhead keep the humidity locked in place, making the area steamy. Aghon's ability to create water, however, keeps everyone well hydrated. As your party stomps further into the heart of the jungle, Jarvis, Vincent, and Culder spy the first sign of the presence of other creatures.

Jarvis, Vincent, and Culder only:

An enormous spider web spans the 15-foot area between the trunks of two trees directly before you; were it not for a glimmer of sunshine breaking through the tree canopy and illuminating it in rainbow hues, your party might have stumbled into it. Hell, Jordan's still walking toward it.

Jarvis Only:

You also see another similar web about 20 feet beyond the first, a little left of your line of travel.

SURPRISE ROUND
Culder
?????
Vincent
Jarvis

Confession: I forgot to put the map for this encounter on my laptop's flash drive, so no map until tomorrow.

Some Ground Rules: The jungle floor counts as light undergrowth and the jungle canopy reduces vision to dim light (see below); 5-foot steps are not possible in difficult terrain. Also, there's no sign of any foes yet.

Light Undergrowth:

Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way.

Dim Light:

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.

Secret GM Rolls:

Culder Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Aghon Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Jarvis Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Jordan Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Vincent Perception: 1d20 + 1 ⇒ (17) + 1 = 18

Jordan Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Culder Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Jarvis Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Vincent Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Aghon Initiative: 1d20 ⇒ 18
Spiders Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Spider 2 Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Spider Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Spider 2 Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

I'm ok with this set up, well, I'm never ok but I'm ok enough to run with it


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

vincent will use his cantrip message to whisper to jordan

"oy, banner or whatever your name is, turn around and come back to the group, you're about to walk into a giant spider web dead ahead of you between those two trees you're heading for"


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

"Somethin' ain' righ'..." Culder announces stopping dead in his tracks, "one o' ye spellin' folks get some ligh' in here, quick!"

While he speaks he readies his oar to take a hard swing at any creature that comes in reach... readying an action to power attack


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Sure and I got rid of light so I could get create water! Also, the marching order Jordan offered up is perfectly fine with me. Just wanted to note, in case it becomes important later. Aghon has Longstrider prepared. This in addition to his already 40 ft. base movement because of the travel domain, all in conjunction with his Agile Feet ability, which allows him to ignore difficult terrain for up to seven rounds a day, means, if needs be, he could scram out of danger really fast (50 ft per round, and still have a standard action). Also, still has Ant Haul prepared, so if Culder needs to drag something heavy back, we should be good to go.

Aghon is extremely uncomfortable with the low light conditions. Damnit! Wouldn'tya know the one time I forgo praying for light is the one time I need it the most! Hanspur help us. I've got a bad feeling about this boys. Keep your eyes perked, and your weapons ready! Aghon says holding his dagger firmly in his right hand.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

I can get us a bit o' light, soon as I can remember the ditty that summons it. Give me a few seconds, I'll get it soon enough. Jarvis says as he wipes sweat from his brow.

Assuming I can't take actions yet per the surprise round layout above. As soon as I DO get an action, one Light, coming up.


The Man's Promise | Ship Actions | Current Battle Map

DAY 13: Island Hunt

At Culder's word, Jarvis brings a bit more light into the dim jungle setting. Vincent, meanwhile, warns Jordan about the giant spider web dead ahead. Around the same time, a sibilant voice whispers in each of your ears: "Take care, groundwalkers!"

Everyone except Aghom (who's apparently looking off to the left) sees a man-sized black spider with red markings crouched against the trunk of the righthand tree where the web is strung. The thing is 15 feet off the ground and seems to be trying to slowly sneak down to attack.

The spider's probably out of melee range at the moment, so readying actions might be a good move. There's no sign of whoever whispered in your ears (unless the spider somehow pulled off the feat).

Did anyone ever take a rank or two in Knowledge (nature)? If so, make a check.

Oh yeah--Roll20 map should now be the spider jungle.

INITIATIVE ORDER
Culder
Aghon
Vincent
Jordan
Jarvis
Spider

Secret GM Rolls:

Culder Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Aghon Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Jarvis Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Jordan Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Vincent Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Spider #1 Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
Spider #2 Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Spider #3 Stealth: 1d20 + 9 ⇒ (18) + 9 = 27


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Continuing to ready an action to attack.


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

"Who are you people?" the disembodied voice whispers to each of you. "How came you to my island? Should I just let the spiders devour you?"

Jarvis, Vincent, & Jordan Only:

You recognize the whisper to be the result of a Message spell.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis looks around the area around him and slips a dagger from his boot before he takes three steps back into the throng of compatriots. Deciding to give them all a bit of backbone in the face of the nasty spider, he starts singing a song with nonsensical lyrics but a soothing melody. Just put in ashore to get some water and meat. And a touch o' freedom from the lash. Jarvis whispers to the voice in his mind. Message. We've some manner of fingerwaggler in the jungle about us. Look lively!

Move action to retreat and draw the dagger as part of it. Standard action to start up bardic performance, inspire courage.

Didn't take a rank or two, but hooray for being a bard!
Knowledge (Nature): 1d20 + 2 ⇒ (11) + 2 = 13

9/10 BP remaining, IC active.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"We're just simple sailors, come ashore looking for fresh food and water for our journey," Jordan says. "There's no need to have spiders come after us." It's a good thing that Jordan's in front of the group. No one can see the abject terror of the giant arachnid that's present on his face

Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24


The Man's Promise | Ship Actions | Current Battle Map

@Jordan: Just wanted to make sure what exactly you're looking for with your Diplomacy roll. To change the unseen thing's initial attitude would take a minute of talking; or are you making a request, that it call back the spiders?


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

That it call back the spiders


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

upon realizing its a message spell, similar to the one that he has as well, vincent will whisper back "we're travelers, we are mostly sailors, scholars and entertainers, but we were sailing by and saw the island and though it looked like a good place to gather food and fresh water. Do you live here? we didn't mean any harm, please come out we aren't here to to fight, maybe we can trade with you for food and water or maybe with your people as well, or are you the only one on this island?"

while doing this I would like to cast detect magic and see if I can see the the message stream and try to determine what direction this person is


The Man's Promise | Ship Actions | Current Battle Map
Vincent Cahaihnes wrote:
while doing this I would like to cast detect magic and see if I can see the the message stream and try to determine what direction this person is

Interesting. Since the Message spell mentions the whispered words moving in a path towards the recipient(s), I guess it would work...assuming you're detecting in the right direction when the caster sends another Message.

@Vincent: Which direction do you want your 60-foot-long Detect Magic cone to point first?


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

I'm going to shoot it in the direction of the spider, with the spider being the center of the cone.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Oh, this can't turn out well. Aghon says aloud, then takes a step 5 ft using the agile feet ability back, right next to Culder and casts shield of faith releasing the magic on Culder. There, that'll make it a little bit harder for you to be hit by whatever the heck is out there. He then responds to the voice in his head, We are not here to infringe on anyone's territory, just looking for some fresh water, and any game animals that might shore up our food stores on the ship. If there's a way to avoid conflict here, we're all for it.


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

Jarvis sings to inspire courage for the seemingly inevitable battle to follow. He recognizes the giant spider to be some sort of webspinner, but he can't pinpoint the exact type.

Aghon and Vincent cast spells, one to fortify their best fighter for the coming battle, the other to try to locate where the Message spell originates from. At first Vincent detects nothing, but when the next whispers come, he pinpoints their source.

"Alas, I do not control the spiders," the strange voice whispers in your ears. "If you survive their attack--and there are two spiders hereabouts--then we shall talk."

Before the voice speaks, however, the spider on the side of the tree scuttles a bit closer to the group (while remaining at a height of 15 feet) and sprays a shower of gooey fibers in Jordan's direction. The webbing lands short of the cook's mate, thankfully. A moment later, the second spider makes its presence known, moving carefully through the tree branches overhead to the tree trunk near Jarvis; it then crawls down to a distance of 15 feet from the ground. It almost seems like the things are somehow aware that your group isn't optimized for ranged combat.

Vincent Only:

The Message spell originates from the closest tree to the northeast of the one the first spider's clinging to.

ROUND 2: INITIATIVE ORDER
Culder
Aghon
Vincent
Jordan
Jarvis
Spiders

Secret GM Rolls:

Spider 1 web ranged touch (Range Penalty): 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

"Make me big so I can reach the blas'ed thin's," Culder growls, keeping his oar ready to strike any spider that he can reach.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

I'd cut off my own pinky toe for a friggen crossbow and some bolts right now! Aghon holds his dagger at the ready. I feel like I'm probably going to be using this to cut myself out of webbing before too long.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan steps back till he's next to Aghon. "Spiders it is then," he mutters.

Sighting along his bow, he aims for the spider that spat at him. "Why don't you come down where we can see you?" he adds.

Attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

*edited due to update


The Man's Promise | Ship Actions | Current Battle Map

Jarvis cast light as his action during the surprise round.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

It won't let me edit the map, but in round one I was trying to move three spaces back toward the group. So I won't be standing near any trees. :)


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

Vincent will move so he's right in between Aghon and the stump, so that the upper left corner of Vincent's portrait is coming off the bottom right corner of Aghon's portrait and cast message at Jordan and Culder

whisper to Jordan and Culder:
"Banner, Culder, the person who's talking to us is behind that tree the first spider was on. We could take them by surprise, but the way this spell works is the stronger a mage you are the more people you can target and talk to, so we might be dealing with a decent wizard here"

btw, Culder and jordan, for the next 10 minutes we can now talk with each other through this spell, you need to mouth the words and whisper though, but it would make it hard for whoever is watching us know what we are saying as they would have to succeed on a dc 25 perception check


The Man's Promise | Ship Actions | Current Battle Map

Tokens should be moveable now. Also, I moved everyone to where I believe they wished to be according to their posts; feel free to adjust if I goofed something.

Vincent, Culder, & Jordan Only:

There was apparently a misunderstanding between myself and Vincent about where the Message spell was originating from. The waving hand now on the map is where the alleged caster is/was.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

That's right where I meant. :) Looking at the map I feel like we're making it easier for the spiders to web us all together in one giant cluster, but I, for one, am okay with that, because I want Culder and his huge oar around me when they come skulking around looking to eat my entrails for brunch.


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

As most of the group seems to huddle around or behind Culder for protection, Jordan fires off an arrow, clipping the first spider on one leg, annoying the arachnid but doing little damage.

Waiting on actions from Jarvis, I believe.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis, feeling naked without some form of ranged damage reluctantly crouches down, raising the dagger in front of himself, continuing to sing his inspiring song.

If this is possible, unsure if it's possible at all:

If this is against your interpretation of the rules, then ignore this altogether!

Jarvis waves his hand, weaving words into his song. Out of nothing, a medium sized cymbal coalesces in his hand.

Culder! Not sure how effective this will be, but if you want, feel free to throw this out at one of those spiders, like a giant discus. About the best I can do to get you a ranged option! He says, as he holds it out to the big man.

Thought is using the cymbal as an improvised weapon of some sort. Possibly enough to at least annoy and harry the spiders. Maybe. Summon Instrument says the instrument would only play for me, but it doesn't appear to disappear upon leaving possession, only upon the spell's conclusion. If this just plain won't work, that's fine! It's a cantrip, so at most it's a wasted standard action for Jarvis if he summons the cymbal and it can't be "weaponized".

8/10 BP remaining, IC active


The Man's Promise | Ship Actions | Current Battle Map

Thanks for giving me an "I'll allow it!" (crappy audio) moment. I'd been wondering if Mills Lane (boxing and MTV Celebrity Death Match referee) was still alive. Apparently he's had a stroke or two but is still kicking.

Library closing, so spider actions will have to wait for tomorrow. I may have a short day tomorrow due to an incoming rain storm.


The Man's Promise | Ship Actions | Current Battle Map

Day 13: Island Hunt

The spiders refuse to come down from the trees to pursue their prey...but pursue they still do. The first spider spotted climbs up the trunk another five feet and then starts climbing slowly through the boughs of the jungle trees, moving in your party's direction; the second spider does the same. Such travel is slow for the arachnids (I'm treating moving through the branches as difficult terrain), but the things seem strongly opposed to setting foot on the jungle floor.

As your party decides how to react to the spiders' strange tactics, the voice again speaks in your ears: "Sailors, you say? Passing merchants or...pirates?"

Slow double moves for both spiders. I've added their distance up off the ground (20 ft.) on their Roll20 token nameplates.

ROUND 3: INITIATIVE ORDER
Culder
Aghon
Vincent
Jordan
Jarvis
Spiders


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"The cook, actually," Jordan says, loosing another arrow towards the same spider. Stepping back towards Culder, he adds "Speaking for m'self mostly, but don't think we fancy ourselves pirates."

Attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

For now the best thing Aghon can do is ready his action each round to attack any enemy that enters his threatened range.

Aghon stands at the ready, hoping Jordan can dispatch these giant spiders with arrows before they get too close. You got it Jordan, they're on the run now.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

"well I said most of us are sailors" and with that he cast's jolt at the first spider that he saw "I personally consider myself more along the lines of a scholar rather than a sailor"

ranged touch atack: 1d20 + 2 ⇒ (11) + 2 = 13
if hits
damage: 1d3 ⇒ 1


The Man's Promise | Ship Actions | Current Battle Map
Vincent Cahaihnes wrote:
he cast's jolt at the first spider that he saw

In order to have a chance to hit, you'd have to move closer to the spider in question (the spell's got a range of 30 feet for you, but remember that 20 feet of that is used up immediately because the spider's that high above you). With a move you could get close enough, though.

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