GM Aku |
Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table: Wind Effects). Powerful storms are divided into the following four types.
Windstorm: While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their winds.
==//==
I’ve put some lines, indicating the wind direction.
This is a windstorm, medium/small creatures need a fort to move against the wind.
For vic, if she tries to move against, the needs a STR DC 15 or she’ll be thrown away by the wind.
==//==
Casting a spell requires: DC 10+ spell level.
To move, DC 7 acrobatics, if you fail by 5 or more, you fall prone.
==//==
Swimming on stormy waters is a DC 20.
GM Aku |
Ambrose keeps himself busy, defending from anyone and anything. Afraid to be blown away by the stormy winds.
Dughal attacks, but misses his target.
Nthanda moves in the storm and cast a spell, protecting her precious friend. Mineee, my only… my precious…
==//==
Two of the little monster move out, getting near Dughal and Victoriana.
Acrobatics Monster 1: 1d20 + 2 ⇒ (15) + 2 = 17
Acrobatics Monster 2: 1d20 + 2 ⇒ (14) + 2 = 16
and them, they launch an attack with their spears!
Atk Dughal Monster 1: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Atk Dughal Monster 2: 1d20 + 3 ⇒ (3) + 3 = 6
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3
It pierces Dughal, drawing blood while the small monster laugh uncontrollably.
Atk Victoriana monster 3: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3
The other however, did not offered any danger to Vic.
Edit:
Without her armor, even with her friend protection and her uncanny knack to avoid trouble, the gnome suffers a wound from the enemy spear.
==//==
On the other side of the boat, the little monster tries to approach Sh'torek
STR: 1d20 + 2 ⇒ (13) + 2 = 15 bravely moving in the wind.
Then, both monsters attack!
Atk Sh'torek Monster 4: 1d20 + 3 ⇒ (20) + 3 = 23
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Critical Confirmation: 1d20 + 3 ⇒ (12) + 3 = 15
Dmg: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Atk Sh'torek Monster 5: 1d20 + 3 ⇒ (17) + 3 = 20
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5
Blood pour from the undine wounds! The little monsters laughs in their strange language, obviously happy the big one is going down!
==//==
Boldwin was not spared either.
The monster near him attacked!
Atk Boldwin Monster 6: 1d20 + 3 ⇒ (14) + 3 = 17
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8
And again, the little monster prove to be precise and deadly in their attacks, piercing the dwarf with his little spear.
Vic, Sh’torek, Boldwin you are up.
Victoriana Whitecap |
Oh! But Victoriana's armor was confiscated (I should've updated her AC—it's currently 15—I just assumed she'd get it back before any fighting). I'll post my action tomorrow, but for now she's a bit damaged.
Victoriana Whitecap |
Concentration (DC 17): 1d20 + 6 ⇒ (9) + 6 = 15
Vic tries to burn the creature in front of her, acting defensively, but the spell fizzles harmlessly. She shakes her head.
Knowledge (local or religion, if it can identify these things): 1d20 + 6 ⇒ (7) + 6 = 13
Boldwin Stonearm |
"Gonna take more than that to take me down, ye slimy, big-'eaded scalawag!" Boldwin bellows over the wind as he swings at the creature that attacked him with his brass knuckles.
Power Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d3 + 6 ⇒ (1) + 6 = 7
Sh'torek |
Sh'torek's fury takes over as he's torn up by the creatures. His normally blue body turns a violet purple as he brings his falchion up and bears it down toward one of the creatures.
Rage(Free) 1/9 rnds; Guarded Stance(Move) 1/5 rnds; Attack the one on Sh'torek's right. The one with an arrow pointing at it.
Falchion w/PA: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d4 + 9 ⇒ (1, 4) + 9 = 14
AC 14; Hp's 10/26(Raging 14/30)
GM Aku |
Victoriana tries to cast her spell, only to be affected by everything around her, disturbing her concentration. The spell vanish, without being cast in a puffy smoke, in this rainy wheatear.
Boldwin badmouth his enemy and true to his words, the little creature falls with a single powerful punch from the dwarf.
Sh’torek the quiet, the loner, the silent barbarian, should have badmouthed his enemy too, his silent approach resulting only in a wasted blow.
GM Aku |
The Reckoning.
Round 2-
Ordered Initiative-
Ambrose: 1d20 + 2 ⇒ (16) + 2 = 18
Nthanda: 1d20 + 1 ⇒ (19) + 1 = 20
Dughal: 1d20 + 5 ⇒ (11) + 5 = 16
Enemys: 1d20 + 4 ⇒ (9) + 4 = 13
Victoriana: 1d20 + 1 ⇒ (11) + 1 = 12
Boldwin: 1d20 + 2 ⇒ (4) + 2 = 6
Sh’torek: 1d20 + 2 ⇒ (2) + 2 = 4
Active Effects-
Victoriana: Shield of Faith 1/20
Map-
Notes-
Map updated.
Action-
Ambrose, Nthanda, Dughal, post your actions.
Nthanda |
Nthanda grips to the mast for balance and traction on the wildly pitching deck as she looks around for other allies in this fight.
Acrobatics to move: 1d20 + 5 ⇒ (20) + 5 = 25
The mast apparently helps a lot! Nthanda manages to get behind Boldwin, and murmurs prayers to herself once more.
Concentration to cast: 1d20 + 5 ⇒ (14) + 5 = 19
Again, she calls up nature's protections, wrapping the wind itself around another person.
Shield of Faith to Boldwin, +2 to AC.
In the wild rain, she can see that Sh'torek is hurt, his blood mingling with the water on deck. "I am coming, maqi!" she yells, trying to be heard over the roar of the storm.
GM Aku |
Nthanda moves to help her newfound allies.
While Dughal, the black, is getting distracted by the storm, and unable to hit his enemy.
Concentration: 1d20 + 6 ⇒ (18) + 6 = 24
Ambrose wave his hands in the air, conjuring the magic power and end pointing this finger to one of the monsters, as a ray of energy rush to strike his enemy.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
GM Aku |
The little monster attack Dughal and Victoriana again with their spears!
Atk Dughal Monster 1: 1d20 + 3 ⇒ (9) + 3 = 12
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Atk Dughal Monster 2: 1d20 + 3 ⇒ (1) + 3 = 4
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5
Atk Victoriana monster 3: 1d20 + 3 ⇒ (9) + 3 = 12
Dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Besmara however was smiling at them, and none of the attacks offered any risk.
==//==
On the other side of the boat, the little monster, both monsters attack the barbarian!
Atk Sh'torek Monster 4: 1d20 + 3 ⇒ (14) + 3 = 17
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Atk Sh'torek Monster 5: 1d20 + 3 ⇒ (10) + 3 = 13
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Again, one is able to pierce the Undine that in the rain, look about to pass out, covered in spear holes, blood flowing freely out.
Vic, Sh’torek, Boldwin you are up.
Boldwin Stonearm |
AC 19; 21 instead if these enemies have the aquatic or water subtype.
Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6
His beard whipping about in the wind, Boldwin attempts to move to Sh'torek's aid. However, he finds himself just barely keeping his balance, leaving him unable to even take a step.
Sh'torek |
Sh'torek manages to withstand another piercing stab, but who knows how much longer that will last as he continues his assault.
Rage(Free) 2/9 rnds; Guarded Stance 2/5 rnds; Attack same one.
Falchion w/PA: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d4 + 9 ⇒ (3, 2) + 9 = 14
AC 14; Hp's 4/26(Raging 10/30)
Victoriana Whitecap |
Victoriana will attempt another burning hands, as she nimbly dodges the creature's attacks.
Concentration (DC 17) to cast defensively: 1d20 + 6 ⇒ (13) + 6 = 19
Damage (Reflex 15 half): 2d4 ⇒ (2, 2) = 4
GM Aku |
Boldwin wanted to help the undine, but the wind, rain and rocking ship made it impossible for him to move.
Sh'torek in the middle of his fury, unleash a savage blow, killing one of his enemies.
Vicotoriana produces a cone of burning mayhem, in the rain, hitting the same monster that Ambrose attacked before. Reflex: 1d20 + 3 ⇒ (9) + 3 = 12 burning the little one to death.
GM Aku |
The Reckoning.
Round 3-
Ordered Initiative-
Ambrose: 1d20 + 2 ⇒ (16) + 2 = 18
Nthanda: 1d20 + 1 ⇒ (19) + 1 = 20
Dughal: 1d20 + 5 ⇒ (11) + 5 = 16
Enemys: 1d20 + 4 ⇒ (9) + 4 = 13
Victoriana: 1d20 + 1 ⇒ (11) + 1 = 12
Boldwin: 1d20 + 2 ⇒ (4) + 2 = 6
Sh’torek: 1d20 + 2 ⇒ (2) + 2 = 4
Active Effects-
Victoriana: Shield of Faith 2/20
Map-
Notes-
Map updated.
Action-
Ambrose, Nthanda, Dughal, post your actions.
Nthanda |
(Per my last turn, Boldwin also has SoF up on him.)
Nthanda struggles to cast a spell....
Concentration: 1d20 + 5 ⇒ (18) + 5 = 23
...and succeeds. She holds the healing energy in her hands as she makes her way towards Sh'torek.
Acrobatics: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
She reaches Sh'torek and touches him, releasing the healing energy.
Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7
GM Aku |
Nthanda moves near the Maqi chanting a spell against the storm.
Her concentration proves to be superior to her last fight, where she wasn’t able to save anyone, due to her own failings.
Dughal, the beast, the merciless, the killer, holds his falchion in both hands, the little monster tries to jump away from his attack, but it only serve to give more room which the blade could cut.
The tip of the blade went from the chest to its belly, spilling in the wet ship-floor the creature guts.
Ambrose seeing that his allies are more than match for the monsters, assume once again a defensive stance.
GM Aku |
Now that they have lost the surprise, and numbers, the reaming of the creatures tries to flee, little caring about their own safety.
Str: 1d20 + 1 ⇒ (14) + 1 = 15
Both moves outside the sailors range, but no before allowing them for a last attack.
Dughal AoO: 1d20 + 7 ⇒ (9) + 7 = 16
Dmg: 2d4 + 6 ⇒ (1, 3) + 6 = 10
Sh’torek AoO: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 2d4 + 9 ⇒ (1, 2) + 9 = 12
However, before they are outside the boat, Dughal and Sh'torek put an end to their existence.
Gz, outside combat.
GM Aku |
6 small spears
6d6 in gold pieces.
Trinkets, small stones, big teeth, an almost rotting ear.
As the storm begins to abate, the Man’s Promise hits something, rocking the ship badly, sending everyone into the ground.
Those familiar with sea life, knows that the ship probably hit a rock or anything similar, and from the impact, it most likely is damaged, and bad.
As the sun rises and the tide goes out, the members of the crew slowly come to terms with their predicament. The Man’s Promise is holed in the main hold (area B12) on the starboard side near the ship’s water barrel.
The ship is not in immediate danger of sinking, she’ll eventually sink unless repairs are made, even if the bilge pumps are operated 24 hours a day.
Mr. Plugg immediately instructs several of the crew to begin dismantling the ship’s deck to repair the vessel.
”To work ye bilge rats!” yells the acting captain over the confusion ”She has been hurt, and ye gonna fix it!” as he starts to direct some of the crew into the repair job.
Early in the morning, Mr. Plugg calls the roll of the crew, and two of the ship’s sailors are discovered to be missing.
Sandara Quinn and Rosie Cusswell are discovered to be missing
Intentions?
Victoriana Whitecap |
Craft (ships): 1d20 + 6 ⇒ (19) + 6 = 25
Victoriana's got a pretty good idea of what's wrong with the hull, and she slips down to take a look at it before Plugg even says anything. With Mending, she'll start repairing the snapped boards and nails around the outside of the hole, working inwards (and using Air Bubble to breathe if she needs to), to magically repair 6d4 damage per hour.
Black Dhugal |
Dhugal places Sandara's holy symbol in his pocket. Later that evening he whispers to the others about what he's found. "Plugg's lying about Sandara. I bet someone on the crew know's what happened. Let's ask around."
Nthanda |
Sorry for my slowness. Just having some trouble finding the voice of the character, I think.
Prof: Sailor: 1d20 + 6 ⇒ (19) + 6 = 25
Nthanda is unhappily aware of the ship's lurching state as she moves around healing those injured so they can best get to work fixing the gaping damage to the ship, and try and escape Plugg's whip.
When Dhugal relates his discovery, Nthanda looks bemused. "Could they have been dragged overboard by those little water creatures?" she wonders to the others. "Yes, let us be asking. I would hate to be leaving them here!"
Boldwin Stonearm |
Profession (sailor): 1d20 + 7 ⇒ (9) + 7 = 16
"Washed away my arse," Boldwin mutters, not at all pleased by the development. "I'll ask some o' my drinkin' buds."
Any chance he gets, Boldwin will ask friendly or helpful crew members about Sandara and Rosie's whereabouts.
Black Dhugal |
When Owlbear is seperated from the officers, Dhugal will attempt to trick the simpleton into revealing what happened to Sandara.
"Plugg asked me to fix the Sandara situation. Where is she?"
Bluff: 1d20 + 4 ⇒ (18) + 4 = 22
GM Aku |
The ship, stuck at the reefs, near an island, risks sinking if no attention is given to it.
Victoriana, don’t waste time, as she brings herself to fix it, using her magic gifts. Mending the hole, it however, seems to be a lifework ahead of her!
As soon Mr. Plugg sees her effort, he is livid, fuming, anger bulging in her eyes! ”Get the hell outta of my ship!” he yells ”Ye’ll not taint it with your cursed magic!” he yells some more.
He takes the cat in one hand, his rapier in another, ready to punish Victoriana for her efforts, a crowd begins to gather, it is then, when Master Scourge intervenes ”Aye, cap’n. She be deserving punishment. The water casks however got broken when we hit the reefs. Send her and her lot to gather more in the island” he says pointing to the island, near the ship ”She got no weapon or armor” he says again with an hint of an evil smile ”that ought be punishment enough!” this last part, he says looking at Plugg, with that you-know-what-Im-talking-about-stare.
”Yes, yes! I see” says Mr Plugg, regaining his composture ”Ye and yer lot, get the ship cutter and bring us fresh water from the island.” he orders ”we be leaving this place tomorrow evening, if ye don’t get back by then, we’ll leave you behind.” he says as he walks away with Master Scourge, to see to the ship repair.
For those that are aware of the ship condition, Mr. Plugg was not lying about the time. It will take at least one day and half to finish fixing it. So you can, fairly sure, trust he’ll not leave you in the island, before tomorrow evening.
Here is a map for your reference.
Intentions?
Sh'torek |
As the healing energies flow through the Undine, Sh'torek feels rejuvenated as he continues fighting, to engaged to even realize why.
Profession (sailor): 1d20 + 7 ⇒ (9) + 7 = 16
Sh'torek will aid Victoriana as much as possible on the ship; finding out that even that will not be near enough.
As Plugg orders them to retrieve fresh water, Sh'torek looks to Dhugal and nods. "I could not agree more, Dhugal. Anywhere but here has to be a far better place."
GM Aku |
@Dughal
As you searched Owbear, you discovered he is kept locked in Plug’s cabin, which you already know you can’t open.
@Boldwin
Master Scourge provided you with empty casks to be filled with water.
The Man’s Promise has been holed on the edges of a coral reef surrounding a small tropical island. A huge ridge towers over the island’s western portion. A single raised tor glowers across the isle at the imposing ridge, with miles of jungle lying between the two.
The waters around the isle are crystal clear (visibility 320 feet), but the island is surrounded by coral reefs, which lie between 5 and 25 feet beneath the surface.
Despite the beauty, however, the tides around the island are vicious, particularly along the western shore. Even on calm days.
The majority of the isle is covered in thick jungle—considered dense forest with heavy undergrowth.
The rocky cliff that towers over the island to the northwest is some 500 feet high and covered by trees in many places, particularly the more shaded northwest slopes.
All along the perimeter of the island, you see “shepherds”—small, twisted “statues” made of the sinew-twined, scrimshaw-covered skeletons. These statues lurk in the shallows of the sea and on the edges of lagoons, and hang from palm trees on the fringes of the jungle. No two are alike; each is the product of a twisted imagination. The bones show signs of trauma and gnawing. A fact obvious to anyone who makes a DC 10 Heal check while examining one of the creepy statues.
As you approach the island in the Man’s Promise’s cutter, you discover there are no safe landings along the island’s west and northwest coasts. That makes you sail around the island’s, to the eastern side to find a safe landing.
There are two possible places you can land I’ve marked it on the map, one that appears to be an abandoned fishing village and a Palm Beach.
Intentions?
Victoriana Whitecap |
"I'd say we pick the further site—let's get as far 'n away from that Plugg fellow as possible. This might be our last chance t' plan something, and I don't particularly want him seein' what we're up to."
GM Aku |
Deciding that, the farther from Plugg, the best, the group move the cutter into the farthest landing spot. Towering palm trees stretch along a white sand beach for a mile or so, each around 50 feet high and crowned with a wide canopy of palms brimming with coconuts. Shattered coconuts litter the beach beneath three of the trees.
Intentions?
Nthanda |
Nthanda has no objections to the plan to put distance between themselves and Plugg; she has found him a hateful and malicious man, working them past sense and alertness. Probably, she thinks, an exhausted lookout contributed to the damage to the ship. Plugg is also a fool, to scorn the water that both she and Victoriana could make... but calling him this will help nothing.
Nthanda scans the shore, squinting against the brightness of the sunlight on the water.
Perception to see anything problematic on the shore: 1d20 + 2 ⇒ (7) + 2 = 9
"Is good for a landing, I am thinking. Hold. Sh'torek, you are still hurt..." She reaches to touch her shipmate.
CLW, Sh'torek, 4/5 spells for day: 1d8 + 2 ⇒ (1) + 2 = 3 (Sigh)
Nthanda grimaces as Besmara answers her weakly. Her gaze returns to the shore.
Knowledge Nature: 1d20 + 8 ⇒ (20) + 8 = 28
Does she know what might have caused the coconuts to fall right there, beneath those 3 trees?
Belated heal check on the creepy dead 'statues': 1d20 + 5 ⇒ (3) + 5 = 8
Sh'torek |
Sh'torek nods to Nthanda as she manages to heal up some of his wounds. "Thank you." He then draws his own weapon as Nthanda then warns of the possible signs of the broken coconuts.
Hp's 14/26
Boldwin Stonearm |
"Some big trees 'ere," Boldwin remarks as they land on the beach. As he ties some of the water casks to his pack, he looks about for any signs of movement.
Perception: 1d20 + 2 ⇒ (7) + 2 = 9