Jordan Bain |
Perception: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
While examining the gear, Jordan notices the ring. Picking it up, he turns it over in his hand and shows it to everyone else.
"Pretty fancy looking piece of jewelry, don't you think?" he asks.
Jordan will hand the ring over to Vincent to take a look at, before dry heaving and heading to the telescope to take a look at the bay.
Perception (telescope): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Aghon |
"Now we've got to worry about fly bites?!" Aghon says after reentering the stockaded compound upon hearing that Culder once again dispatched their foe with ease. "This fricken island is an undeath trap!"
GM Piratey Steve |
Day 23: Bonewrack Isle
Culder grunts in agreement with Aghon and asks if the group's prepared to deal with flies if they come after the party in swarm form.
It seems that whoever last used the spyglass pointed it south for a reason: through it you can see a small cove where a pair of grindylows are swimming and goofing around, occasionally passing a small dark item back and forth between themselves.
One grindylow slaps the item atop its fat head. It looks very much like the tricorne hat Sandara Quinn wore before she was lost during the storm. Actually, come to think of it...once the eye of the storm passed over you ship, the winds eventually turned around and blew the ship a ways back in the direction where Sandara and Fishguts Kroop were lost.
GM Piratey Steve |
Faint transmutation. To simplify things, I figure between you and Aghon you'd ID it as a ring of swimming.
Nothing else in the hut radiates magic.
Vincent Cahaihnes |
upon realizing what it does and remembering the training exercise about boarding enemy ships, he begins stuttering a little bit and says"well gentelmen it this is a ring of swimming... If you don't mind I don't need it right now, but I might like to have it while we're on the ship... just because I've yet to be able to climb a rope, but if anyone would like to have it I'm not opposed to parting with this"
Jarvis X. Crookrows |
I've no issue with that Vinnie. You'll likely see about the best use from it. Jarvis says with a chuckle.
As for the island being an undeath trap, it certainly seems that way, doesn't it? Vile place. he says, shuddering.
Aghon |
"Swarms! Never even thought about that, damn. I've got nothing to deal with swarms, in fact I've got about zero useful magic except healing, as all my spells were prepped for dealing with the storm we had to survive." Aghon says, then walks over to the stockade again, checking to see if this lumber is useful for their repair purposes, hoping that they can just haul this lumber out, and be done wit this horrid place. As Vincent asks about keeping the ring, Aghon says, "Go ahead and keep it Vincent, serve you as well as anybody."
Craft Carpentry: 1d20 + 4 ⇒ (8) + 4 = 12
Jordan Bain |
"Aye, he'll need the ring in case he falls off the boat," Jordan mutters.
Turning away from the telescope, he explains to everyone what he found. "Looks like we lost some ground from that storm," he says. "But if we're lucky, we're not the only ones...sorry, live ones...that washed up here. Out in the bay are a couple of grindylows playing with Sandara's hat, and I'm betting that the storm pushed us back a bit towards where we lost her and Kroop. With any luck, we'll find them somewhere on this island...or what remains of'em."
Vincent Cahaihnes |
Vincent pauses for a second and begins to talk in the awkward manner of trying to appear like he didn't briefly forget who Sandra was,"ah yes! Sandra, her, yes lets go find her. Lets also take the spy glass with us, that could be useful."
not going to lie, took me a few seconds to remember that Sandra was a person we liked
GM Piratey Steve |
Day 23: Bonewrack Isle
Aghon finds that the wood from both the hut and some of its salvaged furniture would work well for patching up the Man's Promise. Vincent discovers that the spyglass sits in a makeshift cradle and is held in place by braided rings made from thin vines; it's easy enough to remove.
Culder mutters something about rushing off to rescue Red with the party spellcasters not at full power versus getting the lumber and other supplies from the hut down off the hilltop before dark. He opines that if the party takes the lumber back to the ship immediately, Scourge'll set sail without a thought for rescuing Sandara and Kroop.
Plugg gave you guys until sunset tomorrow to return with food/water/supplies; consider that as you make plans for proceeding. It's early afternoon currently.
Aghon |
Aghon nods his assent to Culder's assertions. "Aye, ye've the right of it Cap'n. We'd best get to looking for Sandara; we owe her that at least. Come on boys, we'll come back for the lumber. Red needs us." He says and starts heading down the hill to where Jordan indicated the grindylows are hanging about.
GM Piratey Steve |
Day 23: Bonewrack Isle
Culder seems to think that the stockade and hut might make for a good campsite...once the smelly ghast is removed. The big man again picks up the ghast corpse, carries it to the edge of the hilltop, and hurls its as far as he can down the hillside to the west. He agrees that scouting out the grindylow cove now makes good sense.
Smoke is effective at keeping flies away, as are certain aromatic herbs, such as Elder, Basil, Lavender, Tansy, Wormwood, Rue, and Mint.
Vincent Cahaihnes |
survival check: 1d20 + 1 ⇒ (17) + 1 = 18
After reading many books about botany and nature, Vincent pulls from the depths of his brain this bit of knowledge "Friends, in my experience smoke is effective at keeping flies away, as are certain aromatic herbs, such as Elder, Basil, Lavender, Tansy, Wormwood, Rue, and Mint. So maybe we can we find some of these plants and smoke the flies out"
GM Piratey Steve |
Day 23: Bonewrack Isle
Hiking a short ways south toward the grindylow cove, you spy a shadow in the hillside before you. Descending carefully, you come to a gaping hole about 15 feet across. A nearly vertical stone shaft descends 60 feet, ending in a dark pool of churning water. Several seagull nests, most occupied, are built into niches in the cliff walls. Were you to descend the hillside a bit more, any drop into the water would be 15-20 feet less.
The frolicking grindylows out in the shallows don't seem to have noticed your group yet.
Any sea caves beneath the island would be easier for you land dwellers to explore during low tide, which should occur within 2-3 hours; the next low tide will be around daybreak (5-6 AM) tomorrow.
The dark water inside the hole looks deep and is unlikely to have any rocks near the surface. It might be possible to drop or dive into the water with a decent Acrobatics or Swim check.
Hour: 1d24 ⇒ 5
Jarvis X. Crookrows |
Jarvis looks out a bit and down into the pool of water.
We could likely drop down that hole with a decent bit of effort. Doesn't look like there'd be any rocks down there. However, most of those lower caves are going to be better explored at low-tide. He does a bit of maneuvering to look at the sun and the surf and you see his fingers flicking in a counting motion. Probably another 2 or 3 hours to the next one. After that, it'll be daybreak before we would get a chance.
Sailoring: 1d20 + 5 ⇒ (20) + 5 = 25
Aghon |
Query. Are the grindylows within range increments of our ranged weapons? Meaning, could we take a couple pot shots at 'em? Maybe get them to try and climb up the hill to attack us?
GM Piratey Steve |
Query. Are the grindylows within range increments of our ranged weapons? Meaning, could we take a couple pot shots at 'em? Maybe get them to try and climb up the hill to attack us?
Turns out I read the map scale wrong, expecting 5' squares when they were actually 10' squares. As a result, please change the diameter of the hole in the ground to 30 feet in my previous description. This change in scale also resulted in a giant ("Huuuuuge!") Roll20 map, whose adjusted grid is now 5 feet per square. Looking at the map will give you a general idea of the distance to the grindylows (though you might want to shrink the map to 70% or so). Remember that you guys are on a pretty steep hillside: Add 60 feet vertical distance (down) to your horizontal distance from the water-level grindys when calculating range distances.
The Roll20 Battle Map link beneath my alias name should now go to the giant map. If you choose to attack, you get a surprise round; if you opt to try to get closer I'll need some Stealth checks.
Jordan Bain |
Seeing that the grindylows are still in the bay, Jordan says to his companions "Might not be the best idea to jump straight into the water with those things still around. Perhaps we should get closer and try and scare them off."
With that, the cook's mate will begin heading carefully down the slope towards the water beasts.
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
GM Piratey Steve |
Day 23: Bonewrack Isle
Jordan has no problem creeping closer (up to 30 feet closer) to the inattentive, frolicking grindylows.
Anyone else acting?
Aghon |
Yeah what the hell...
Aghon takes careful aim with his crossbow and whispers a prayer to Hanspur before firing at the nearest grindylow.
Ranged Attack: 1d20 + 1 - 2 + 1 ⇒ (18) + 1 - 2 + 1 = 18
Damage: 1d8 ⇒ 7
I added +1 for higher ground, then I took the -2 for the range penalty thinking they are definitely within 160'. If not, taking the additional -2 would put the final total at 16 instead of 18. Plan is to try and get them to come up the hill to attack us, giving us targets in a kill box. :D
GM Piratey Steve |
Day 23: Bonewrack Isle
Aghon's attack takes the grindylow flat-footed and unaware: The bolt enters one side of its thick head and its point exits the other side, conveniently missing Sandara's tricorne, which the dead creature was wearing.
We'll consider this the surprise round: Everyone take one action.
Who?: 1d2 ⇒ 1
Jarvis X. Crookrows |
Jarvis sights down his crossbow and lets a bolt fly, hoping it hits.
Xbow shot (if further than 160, take 2 more off): 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Xbow damage: 1d6 ⇒ 3
Vincent Cahaihnes |
Vincent has nothing that'll reach. He'll just pat Banner on the shoulder "don't worry when you actually hit the other it'll hurt"
and he'll use one of his thunder staff charges to grant Banner shocking for one round
GM Piratey Steve |
Day 23: Bonewrack Isle
Jarvis's crossbow bolt catches the remaining grindylow in the shoulder, but Jordan's shot flies wide. Culder heaves one of the spears found in the hut from very long range, still coming fairly close to hitting the remaining grindylow.
One of two grindylows is dead; the second is wounded. Since Jordan moved before combat broke out, Vincent can't have used thunderstaff on his bow (its range is Touch); we can retcon a bit and say that he used that power on Jarvis's crossbow if you'd like. In this case, the effect will be active for this round's shot (assuming Jarvis takes one).
Jarvis and Vincent are up in Round 1 before the grindylow can act.
INITIATIVE ORDER: Combat Round 1 (Bolded may act/post)
Jarvis (thunderstaff?)
Vincent
Grindylow
Aghon
Jordan
Culder
Culder spear (ranged): 1d20 + 4 - 8 ⇒ (13) + 4 - 8 = 9 for piercing damage: 1d8 + 4 ⇒ (1) + 4 = 5 (crit mult. x3)
Jordan Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Culder Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Jarvis Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Vincent Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Aghon Initiative: 1d20 ⇒ 11
Grindylow Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
PoCH PERCEPTION CHECKS
Culder Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Jarvis Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Vincent Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Aghon Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Jordan Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Jarvis X. Crookrows |
Jarvis nocks another bolt into his crossbow, happy to see the crackling blue-white field surround the head. Sighting in on his previous target, he lets it fly.
Long Xbow (if further than 160, take 2 more off): 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Xbow Damage: 1d6 ⇒ 1
Thunderstaff Kabooming: 1d6 ⇒ 1
Ugh, really dice? Snake eyes?
GM Piratey Steve |
Day 23: Bonewrack Isle
Jarvis's charged bolt hits the mark, and the grindylow does a quirky-jerky water dance as the electricity gives it an added zap. While not dead, the fellow can't be far from it.
Vincent is up.
GM Piratey Steve |
Day 23: Bonewrack Isle
While Vincent renews the charge on Jarvis's crossbow, the injured grindylow squeals loudly (In pain? An alarm of some sort?) and submerges itself in the cove's sloshing waters. Culder's considering the wisdom of hurling another spear when he instead gives a grunt of surprise. He claims to have just seen a pair of submerged grindylows swim past the gaping opening most of you stand around. He guesses that there must be sea caves underneath the isle and two grindylows just escaped into them, most likely to raise an alarm.
No obvious targets to attack, so I'll assume combat's over for now. What now?
Aghon |
"Well that's just awesome! Probably a damned nest of grindylows just writhing underneath us right now. Maybe if we can find the entrance they used we can set up an ambush for those that come spilling out, and hit 'em at a choke-point, so their numbers mean nothing?"
Jordan Bain |
Moving back towards the group, Jordan takes a look into the hole to see if he can figure out where the grindylows went.
"Aye, that'd be fine, but we've got to figure out where they went first. Odds are they won't want to come all the way up here, but we might be able to tempt them if we try to recover Red's hat."
Perception to see where grindylows might've gone: 1d20 + 6 ⇒ (13) + 6 = 19
GM Piratey Steve |
I've added a line and arrow to show where Culder saw the swimming grindys go. It's a safe bet that there's a tunnel linking the pool beneath the hole to the coast where the two other grindylows were playing around.
GM Piratey Steve |
ohhhh, that makes sense. I thought it was more of an archway over the water, not a hole in he rock that was underwater. Thanks for the clarfication.
Yeah, the hole is a shaft leading down to the underwater caves. It's one way in; it's likely there's a submerged or partially-submerged entrance out where the two grindylows were playing around. There are caves under the surface near the coastline.
Jordan Bain |
Having identified Red's hat out in the water, Jordan begins making a sweep of the area, trying to see if there's any fresh tracks or sign that Sandara could have walked through this area.
Survival: 1d20 + 5 ⇒ (16) + 5 = 21
GM Piratey Steve |
Day 23: Bonewrack Isle
Jordan finds no foot- or tentacle-prints near the shoreline. It seems neither Sandara nor the grindylows have been up on shore since the storm died down.
Sent a PM to him a few days back and just got a return message. Things are going well and he hopes to be able to resume his MB games in about 1-2 weeks.
Aghon |
"I'm a passable swimmer, when I can see what's ahead of me. I don't want to go swimming around underground, and not have a good place to pop up for air, know what I mean? I was thinking more of heading down to the beach and seeing if we can find the exit of the caves. If we can, we can set up an ambush right there, and bottleneck the bastards as they spill out." Aghon says and then makes his careful way down to the beach where they dispatched the two other grindylows that were playing with Sandara's tricorn.
Jordan Bain |
"That'd probably be easier to do around low tide," Jordan says. "Nothing's shown up on this beach since the storm, so if the little buggers have another entrance, it isn't anywhere around here."
Checking the time and position of the sun, Jordan adds "We can take a look further down shore and see if there's anything else, but I'm inclined to think this is there little spot of territory."
GM Piratey Steve |
Day 23: Bonewrack Isle
From the shoreline, Aghon's able to see a cave opening. There's about 3 feet of air between the water level and its ceiling currently; there'll likely be a wider gap come low tide.
Aghon also sees a submerged grindylow reach up from the depths, grab Sandara's tricorne, and pull it under the surface.
I removed a little more fog of war from the map to show you all where the cave entrance is (and the submerged grindy's current position). Aghon may attempt an attack or other action against the critter.
With all the talk about trying to lure the grindylows out of the cave and into a chokepoint, it suddenly dawns on you that maybe the little creatures are trying a similar tactic, using Sandara's hat to lure you into exploring the caves.
Aghon Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Aghon Sense Motive (hunch): 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Culder Sense Motive (hunch): 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Jarvis Sense Motive (hunch): 1d20 + 2 ⇒ (20) + 2 = 22
Jordan Sense Motive (hunch): 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Vincent Sense Motive (hunch): 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
Aghon |
"Oy! There's at least one more of the buggers down here!" Aghon calls loudly to his comrades. "Little stinker just grabbed Red's hat!" He then cocks and loads his crossbow but refrains from firing until his friends arrive, just in case there are more he can't see.
Speaking of which...
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
GM Piratey Steve |
Day 23: Bonewrack Isle
Aghon looks for more grindylow guards but the cave is dark and the sunlight dancing upon the small waves of the tide makes it difficult to see if any of the pests lurks underwater or deeper inside the gloomy tunnel.
Sorry, thought I'd posted a reply yesterday.
Jarvis X. Crookrows |
Hey, is it possible these little buggers are trying to lure us into their caves where they know all the bends and curves? Jarvis says, the concept just now dawning on him.
Let's set up camp here, rest until morning, and then make our move at the morning's low tide, yes? he offers, ready for a bit of a nap after all the excitement.
Culder 'the Captain' Hargraves |
"Iffin we gotta sleep on land, we oughtta do it where we ain't likely t'get woke by a school o' them lil basterds..." Culder suggests, still not seeming very pleased about their little venture to the island.
thanks for the patience everyone! It was fun reading through what I had missed.
Aghon |
Great to read you Cap'n! Welcome back.
"I certainly don't want to head into a swarming nest of fricken grindylows at high tide. If the alternative is to set up camp, and rest, all the better. I'd like to pray for some different spells for the morrow anyhow. Jordan? I do believe you're the best of us at finding defensible camp positions, yes? I'll follow your lead." Aghon says after re-ascending the hill to join his mates.
Jordan Bain |
"Aye aye, Cap'n." Jordan says, throwing off a mock salute. Eyes on the trail and surrounding area, Jordan begins focusing on finding a safe, defensible location, preferably away from the flies.
Survival: 1d20 + 5 ⇒ (11) + 5 = 16
GM Piratey Steve |
Day 23: Bonewrack Isle
With a few hours left until nightfall, Jordan leads a brief scouting mission of the isle. His feeling is that the hilltop cabin is the group's best bet for fly-free resting, especially if you can shore up its defenses more before sundown. Toward that end, he looks for some of the plants known to be natural fly deterrents, and his efforts are rewarded with the discovery of several eucalyptus plants growing not far from the hillside. Smearing the plant's oil around the door and a few of the larger gaps in the walls should get the job done.
The night passes without incident or any noticeable fly incursions. We can hand-wave Aghon healing everyone back to full hps if you'd like. Congrats--you've all leveled! Update your characters to 3rd-level over the next couple of days and (hopefully) we'll hit the grindylow lair on Monday!