Queshem |
Yup! Keeping a real sharp eye out for any other ships of course. Trying to be sneaky still. How well trained is Key by the way?
GM Mowque |
I'd say about as well trained as an eagle can be, without magic. Due to divine grace +a month of solid training. Or do you mean mechanically?
They make good time sailing north, Queshem keeping her eyes trained for other ships. They avoid the main shipping lane between Quent and Bag Island, hoping to avoid traffic. That trade route has been used sparely lately so there is little danger in any event.
After four days, just enough time for the freshest fruits to start to mold, they spot the rocky islets Thorsson (and the map) hinted at. Off the coast, about half a dozen rocky islands stand, crashed by waves, coated with barnacles and limpets. While they look quite slippery and dangerous, Queshem guesses she could land on them via whaleboat safely.
Then he eyes are drawn to a dark shape heaped on the rocks. Every sailors worse nightmare.
Shipwreck.
It is a larger ship then her own, smashed against the rocks. It has high sides and a steep forecastle, quite a different design then the Deadly Bolt. One side is fairly smashed, revealing her spars, like the ribs of a corpse. Queshem spots no cannon on the algae covered wreck, but that isn't entirely unheard of in these waters. From atop the cracked mast, a red flag waves in the brisk wind.
Parcell comes over, a gleam in his eye, "Looks fresh, Captain. Salvage rights. Might be something useful aboard." he grins, "Not proper pirate work, but I think you need to start small, eh?"
Queshem |
Yar, it ain't proper pirate work that'll be why we do it. Queshem raises her eyebrows at Parcell. Maybe we'll find out somethin as well. Parcell bring the Bolt as close as is safe and then ye and Rabbis, get some able bodied crew on a whaleboat and we'll go close to see. Thasha, you up fer a slippery side trip with me? Polos ye've got command, keep an eye on us and send help if we need it. Careful though all, who knows what be on that wreck or what got it smashed on the ships. I want to know what happened here but it ain't worth anyone's life.
What kind of ship is it? What would Queshem know of the make and type of the vessel? What does a red flag signify? How many feet away can the Deadly Bolt get to the wreck and still be safe (want to know if Draflo and Xiakon can provide spell support from the safety of the ship.)
GM Mowque |
The ship puzzles Queshem, as she gazes at it. It doesn't have the fat holds of a pure cargo ship but not quite the lean lines of a warship. It also seems too large for an average pirate vessel and the lack of cannons....
'Slaver' Parcell puts in, standing next to her.
Rabbis, who is helping set up the whaleboat pauses, and looks. His eyes lock on the red flag.
'Bedu Hanji" he says, speaking the exotic name easily, "That is one of his ships." Seeing confusion on everyone else's face the former slave goes on, "Rakshasa slaver from the Rampore Islands, north of here. He is one of the cruelest slavers to sail in these seas."
Parcell nods, understanding, 'Ah yeah, those are the folks Bag Islands fight against. I suppose even the Norgerber traitors have limits. This must be there work."
After some debate the Deadly Bolt will have to remain about 100 feet away from the wreak to avoid the same fate.
Queshem |
Queshem purses her lips. This wreck seems fresh. Keep an eye out for slaves or slavers still about. They may attack, or they may need help. We'll see. Right she's within range of shot and spell so I want Draflo and Xaikon and bows and crossbows on deck keepin' an eye on us. Why the heck would a slaver come close to Beachcomber? This don't make much in the way of sense and that worry me. Mebbe the Norborgerites crippled it and it limped here to die?
Queshem uses Sift to aid her Perception when they get close to the vessel to see what's happening in there.
Per: 1d20 + 13 ⇒ (10) + 13 = 23
Is Thasha coming with?
GM Mowque |
Queshem giver he orders. At the mention of help rabbis mutters, "If she thinks I'm giving help to slavers..."
But everyone jumps to work. Xakion and Draflo take a place on deck at the rail, peering at the wreck. Others man the guns and other weapons. Thasha jumps into the whaleboat and sketches a jaunty salute, 'I'm with you, Captain."
Before she goes however, Queshem examines the ship at a distance. With her spell, it feels like she is on the deck itself.
The wood is washed by wind and wave, and everything is crusted with sea salt. Even a few days without care is enough to batter even the most well made-vessel. The deck is strewn with rope and tackle, anything bigger having been washed off, most likely. Peering closely, she can see signs of fighting, burn marks, splashes of dull blood, chunks taken out of the wood by weapons. There are no bodies, at least on deck.
Then Queshem sees an odd thing, not fitting the scene. On deck, rudely bolted to the boards, a ramshackle altar, made of ship's lumber. It looks blood-stained and charred, as partially burned.
Looking closely at the spars and mast, Queshem can see it was an old and weathered ship, not very valuable. She detects no movement or signs of life, but between the crashing waves and the still hidden hold, it could contain anything.
Queshem |
Kn:Religion identify altar: 1d20 + 8 ⇒ (5) + 8 = 13
This ain't a wreck. This feel like a sacrifice. Queshem says to herself. If she doesn't recognize the altar she'll describe it to the people on the whaleboat. What be this consecrated to?
Queshem |
Can they tell how long the ship has been here? Is there an entrance to the underground that she can spy beyond the wreck? Can she tell how long ago there were people around the ship?
Per for above: 1d20 + 13 ⇒ (12) + 13 = 25
Survival for above: 1d20 + 9 ⇒ (3) + 9 = 12
As many questions whirl through Queshem's mind she steadies herself and prays for guidance from the Master of the Vault. She extendes her senses out to see if she can detect anything in the wreck.
Using at will INquisitor ability to detect evil and then chaos
Also can she see inside the hold from the side that's smashed?
GM Mowque |
Queshem judges it has been, perhaps a week or so since this wreck smashed on the rocks. It is hard to gauge exactly. As for caverns, the area of the islands is rough and broken and could easily be hiding cave entrances.
Queshem reaches out with divine magic but the range is too long, and she detects nothing.
Peering at the broken hull, she sees what appears to an empty vessel. As far as she can tell, there is no cargo, either human or otherwise. The dark and shadowy holes could be hiding any numbers of things, but she doesn't see barrels, crates or piles of goods.
Queshem |
Does the area look like it would be possible to approach from the land?
Queshem shakes her head. She wasn't going to interfere with a desecrated site at this juncture. Whatever the dark places of that hold be hiding be not worth the risk. She says to the crew And I see no salvage in there anyway. The deck be dry as a bone and the hull be smashed to bits.
She gives her orders We'll use the whale boat to give the wreck a wide berth and see if there are any caves in the rocks that head inwards. Then we'll head back and make for the Bay. Maybe later we'll come back and burn the ship to cleanse it but I'll not risk tipping the Norborgers off by interferin' with a shrine of theirs this early.
Perception around the rocks: 1d20 + 13 ⇒ (12) + 13 = 25
GM Mowque |
What do you mean? The shipwreck or the islets as a whole?
Parcell looks crestfallen when Queshem vetos raiding the wreck. 'you'd make a terrible pirate," he grumbles but returns to work. The sight of that altar threw cold water on everyone's dreams of loot.
Only Xaikon seems bothered and pipes up, his high voice rising above the sound of water on rock.
"You will come back? This is an unholy place. There may be souls that need our help. Abadar would not look kindly on us turning our back on such displays of darkness." he waves a feathered arm toward the shipwreck. Interestingly Thasha nods, obviously in firm agreement.
Queshem spies out the islet and finds a few small rocky covers where she can land with the whaleboat. The footing may be slippery, with seaweed-slicked rocks and hidden tidepools, but nothing too dangerous.
Who exactly is going ashore with you?
Queshem |
The islets
Queshem nods On my honour as an Abdaran, if we survive what else is to happen on the Island then we will come back and cleanse this place proper. First we get the bastards that made the altar so they'll not be able to make any more. Then we will take care o' this one.
Landing party would be Queshem, Thorsson, Rabbis, Polos, Draflo, and Thasha I think. Before they do.
Right we'll see if we can find a route underground and then go in a ways. Say fer an hour. Then we'll head back. I just want to get a sense of where the underground goes without tippin' off the Beachcombers.
GM Mowque |
yes, but you'd still need a boat of some type. They rocky islets are islands after all. Easier to get to from the land side however, since the island break the surf.
Parcell takes the wheel and squints at the sea. 'Don't take much longer. I feel a bit of a blow coming in and I don't fancy being next to these rocks if it kicks up too much. I'd hate to leave you ashore for a night."
The six of them pile into a whaleboat, Thorsson instantly turning as green as the churning waves. Thasha, despite having never met the dwarf quickly distracts him with stories about her time among the dwarves. It seems to help, a little.
The others are fairly quiet, all eyes fixed on the shipwreck. You don't have to be superstitious to consider it a bad omen.
Profession Sailor: 1d20 + 13 ⇒ (7) + 13 = 20
The sea are rough and full of rocks, but Queshem knows what she is doing, and they thread the danger spots. It helps to have strong men like Rabbis and Polos at the oars.
Soon they are landed, boots crunching on dried seaweed and sea-shells. The tide is high, with fairly powerful waves smashing against the rocks. Tidepools dot the edge of land and sea, and Queshem can see crabs, seastars and other animals scuttling about.
Thorsson, shaking a bit, says, "The caves may be flooded, so keep that in mind."
Queshem |
Keep the boat safe and keep an eye out too. We're close to Beachcomber. Queshem takes a deep breath committing herself to the task. Well, not all of us can see in the dark so we'll be announcin' ourselves with torches as we go in. Hope everyone's got waterproof stuff. Thorsson you're up front with Rabbis, and map as ye go as best ye can, Draflo and I will be in the center. Thasha, Polos, rear. Let's go.
GM Mowque |
As a group they venture off the little beach, crossing the small rocky island. Seabirds call overhead, screeching loudly. The scents of brine and washed up kelp fill the air. The bright sunlight overhead makes crossing the slippery rocks easier and Queshem worries if the caves might be treacherous.
It doesn't take long to search the entire island. Here and there, wedged between rocks or sunk into the deepest pools, Queshem finds refuse of the wreck. A shattered cutlass, a broken barrel, a snarl of ropes and tackle. The barest remains.
Soon they find a sea-cave, opening like a jagged maw, leading into the earth. From what they can see the entrance is dry, even at high tide. The overhang is washed smooth, lacking the stalactites and stalagmites of land caves, everything having been washed by ancient current and tide. The floor is made of gritty sand mixed with crushed seashells, providing better traction then the wet bare rock they have been crossing.
"It might be flooded farther down though." Thorsson says, and Queshem wonders if the dwarf is always this pessimistic. 'We should go in a little, to see if it leads anywhere."
He leans in, peering with his darkvision. "Looks like a larger caver just inside."
Anything before you go in? I will have them in your marching order (thanks for including it)
Queshem |
Don't think so
Draflo, Thasha, get yer magic guards up. We don't know what we'll find. If it's flooded then we won't be able to use it fer anything anhow Thorsson and that'll be good to know. Let's get movin'.
GM Mowque |
Torches lit, they walk into the sandy cave. Instantly the air changes from fresh sea breezes, to dank, stale air. Their light chases the darkness away, creating shifting shadows on the massive sandstone walls.
The chamber is roughly circular, with a low domed roof. The sand covered floor is crunchy underfoot, dry and firm. "No mud, good sign." Thorsson says, then stops.
In the center of the room is a dark shape, sprawled out. Raising her torch, Queshem can see it is a large humanoid shape, some twelve feet tall. The dark green skin, jutting jaws and warclub categorizes it as a troll, of some type. Even from a distance, Queshem can see it is battered and beaten. The bone armor is cracked, the thick skin ripped and torn in places, broken bone pokes through muscles. Old bloodstains mark the sandy floor around the corpse.
Beyond the dead giant, Queshem can see a few cave tunnels leading away into further darkness.
Queshem |
Queshem uses Sift again to examine the corpse from a safe distance going into a squat as if she was right up next to the dead monster.
How long ago did the troll die? Does it seem like it died while fighting multiple foes or just one? Any idea on what kind of weapons cut it down? Evidence of spells? What kind of troll is it?
Feels like a warnin' maybe Queshem muses.
Perception for above questions: 1d20 + 13 ⇒ (17) + 13 = 30
GM Mowque |
Still standing just inside the cave entrance, Queshem examines the troll.
The salt-laden sea air is corrosive and makes it hard to judge decomposition. But she guesses it has only been dead for a few days. Judging from the types of wounds and where they are located the inquisitor guesses it was multiple smaller foes, not an even larger creature. While most of the wounds just look like raw force, perhaps claws, some are sharp and made by some type of metal weapon.
Looking closer at the mouth of the fallen creature, Queshem notes something very odd. White crust around the mouth, a swollen throat and stomach, and strange blotching around the lungs. Queshem, being a sailor, knows the signs. This creature drowned. Despite the savage wounds on the body, this cave troll drowned here, hundreds of feet from the sea in a seemingly dry cave.
Queshem |
Does the ground of the cave seem like it's been dry for a long time or has been wet recently? Does the tide get in here? I would think that falls under Prof:Sailor or something.
Queshem |
Alright finally a round of detect alignments
Queshem |
Troll was beaten by many smaller enemies, and then drowned a few days ago. I don't see any evidence of fire o' acid so it makes sense as a way to kill one of them. Batter it into unconsciousness and then hold it under the sea to finish it off. I figger whoever did this don't got much, but they do got smarts. Queshem muses to the rest as she walks in carefully to not distrub any tracks on the sandy floor. She stops at the troll's corpse Dragging it here be odd, but it makes sense as a warnin'. 'We can kill a troll. Come further in and ye'll be next.' Any of ye see anything that'd suggest otherwise? Draflo... the bones. Can ye tell what manner o' creature they were for?
Kn:Nature what kind of troll?: 1d20 + 9 ⇒ (9) + 9 = 18
As the rest of the crew trickles in Queshem motions for them to walk carefully and stop at the corpse just like her, then she kneels in the sand and tries to see if the ground can tell her anything.
Survival Tracks: 1d20 + 9 ⇒ (11) + 9 = 20
GM Mowque |
It appears to be a cave troll, which is not surprising to find here.
The crew comes in behind her, Draflo and Rabbis heading over to the piled bones. After only a moment the half-elf says, "Looks mostly like big fish and seals. Animals caught from the sea. Perhaps the food the troll ate?"
Queshem scans the gritty floor, looking for tracks. The sand is churned and disturbed. Some of it is undoubtedly the troll's large feet, but she finds no drag marks. Instead, she finds many footprints, of a small ground, humanoid.
She is still puzzling it out, when she hears Thorsson shout in alarm, voice hoarse. Looking up, Queshem sees shapes start to emerge from the shadowy tunnels leading deeper into the caves.
They are men, or at least were men. Dressed in tattered sailor's clothes, they shamble out of the shadows into clearer light. With horror Queshem realizes they look like drowned men given life. The skin is pallid, water-logged, swollen and disgusting. Hair is a matted, tangled mess, crusted with salt. And the eyes...the eyes are full of a panic, frozen in that horrible moment when they died in terror.
Behind her Thasha shouts, "Floodslain, undead!"
Queshem notes in particular seems stronger, taller then the others. He is dressed like a captain, and carries a heavy barbed chain as a weapon.
Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Floodslain Init.: 1d20 + 2 ⇒ (20) + 2 = 22
Excellent.
The undead clamber out of the tunnel and begin advancing across the sandy floor, quickly starting to cover the distance.
Your turn. Map is HERE. As always , feel free to give orders and such. Any questions?
Queshem |
Map's a bit hard to read and impossible to maniuplate on mobile. But am I forgetting who Jilcup is? I'm assuming everyone has a clear shot back outside?
Queshem's mentally slaps herself up the head. Zombies were are a far more obvious explanation then her musings about physically drowning a troll.
More pressing though is the speed by which they're being surrounded.
Rabbis, Polos! Move up and protect yerselves! Try not to get hit but I want the smaller ones slain! Thorsson get out of here! Draflo! Thasha! I want the Floodslain stopped where they are with magic! Then back up towards the outside.
Queshem racks her brain to see what she can remember about these kinds of undead.
Know Religion Floodlslain: 1d20 + 8 ⇒ (12) + 8 = 20
Bloody hell but we need a cleric!
Queshem moves back and focuses the wrath of Abadar on the large one.
Move Action move towards the exit. Swift Action activate bane. Standard Action fire
Xbow Bane on large one: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage: 1d20 + 1 + 2 + 2d6 ⇒ (9) + 1 + 2 + (2, 2) = 16
Queshem |
Yeah, I think roll20 isn't ideal for me. Google Slides, Powerpoint online I can do as they have decent mobile apps. Is that okay with you?
GM Mowque |
No problem, we'll get it into Google Slides. For now, here is the result of your knowledge check
Queshem knows that floodslain are undead caused by drowning under dark circumstances, either via betrayal or some darker magics. More importantly, she knows they are very dangerous.
Floodslain make the ground around like slippery, slick with the water pouring from them. Even their visage, that of panicking, dying men, can panic hardened crews. Worst of all, Queshem has heard a single touch from a floodslain can drown a man, if he succumbs to the magic.
A dangerous foe best fought at a distance.
Queshem |
Ah changing Queshem's orders then
Fall back to the outside and Fire those who can! Draflo, Thasha, stop the bastards from moving and then retreat. Do NOT engage in melee if ye can help it. If ye do then DEFEND YERSELF AND WITHDRAW! The bastard'll drown ye with a touch!
Queshem |
That's great. I moved Queshem back 10 feet before her terrible attack roll
GM Mowque |
I added a new map if you end up withdrawing out of the cave
Queshem shouts out her orders and then fires off a bolt. It goes wild, missing the seeming leader completely. Everyone else begins to pull back toward the entrance.
Draflo pauses and mutters a spell, one that sounds new to Queshem. It occurs to the inquisitor that her friend is growing more powerful as a spell caster.
Will Save: 1d20 + 2 ⇒ (18) + 2 = 20
Will Save: 1d20 + 2 ⇒ (7) + 2 = 9
Will Save: 1d20 + 2 ⇒ (15) + 2 = 17
A weird haze of blue light descends on the undead, halting them. Two of the floodslain push through anyway, motions jerky for a moment. One of them is frozen completely, as if pinned to the floor.
Purple Undead
Thasha casts a similar, if less powerful spell.
Will Save: 1d20 + 2 ⇒ (8) + 2 = 10
Another one of the undead freeze in place, held there.
Red Undead
The other crew members withdraw to protect Queshem, making a defensive formation. They wait, not willing to leave Queshem behind.
First is the undead captain, and those wild panicked eyes lock on Queshem. Out of the seemingly dry ground, a geyser of water appears, frothing and bubbling. It hits the undead in the back, propelling it forward toward the crew. With a rusk it flies toward, thrown by the hurtling current.
It comes to a stop just beside Rabbis. As it halts, the wave of water flows back, smashing into everyone within ten feet.
CMB Against Rabbis: 1d20 + 10 ⇒ (4) + 10 = 14
CMB Against Queshem: 1d20 + 10 ⇒ (10) + 10 = 20
CMB Against Polos: 1d20 + 10 ⇒ (3) + 10 = 13
The two doughty fighters however, hold their ground, letting the water splash over them. Queshem is hit harder however and is thrown back, pushed by the water.
As the water subsides, the Captain lashes out with its spiked chain at Rabbis.
Spiked Chain: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d4 + 9 ⇒ (4, 2) + 9 = 15
The blow lands and rakes massive jagged wounds along the muscular former slave's back.
One of the other undead Blue moves forward, attacking Polos. A rusted cutlass flashes out toward him.
Sword: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
The blow lands as well but Polos's armor turns much of the damage.
More undead rush forward, pelting them with water. Green
CMB On Polos: 1d20 + 5 ⇒ (13) + 5 = 18
Again Polos stands against the cresting wave, like a sea-wall in a storm.
Then one rushes forward on a sheet of water toward Rabbis Yellow
CMB on Rabbis: 1d20 + 5 ⇒ (16) + 5 = 21
Rabbis barely keeps his feet, toes digging into the now wet sand.
The last doesn't shoot forward but merely runs, rounding Rabbis and attacking Dralfo, exposed.
Sword: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Dralfo, despite not having battle training seems to have picked up a few tricks, and manages to only take a small amount of damage from the attack, the blade slicing a thin red line on her back.
Whew, big post. You are up!
Queshem |
Apologies, I think I'm coming up to a period with less than daily posting, hopefully still consistent posting though!
Queshem, who prefers attacking rom range anyway lets herself get pushed back and then whirls to focus on the undead that had managed to get to Draflo. She tries to imbue the anger of Abadar at the unnatural undead into her attacks.
Activate Judgement of Destruction +3 to damage, maintain bane.
Point Blank Coordinated Shot Bane Xbow attack: 1d20 + 9 + 2 + 1 + 1 ⇒ (16) + 9 + 2 + 1 + 1 = 29
Point Blank Rapid shot Coordinated Shot Bane Xbow attack: 1d20 + 9 + 2 + 1 + 1 ⇒ (8) + 9 + 2 + 1 + 1 = 21
Damage 1 Point blank Bane Destruction: 1d10 + 1 + 1 + 2 + 2d6 + 3 ⇒ (3) + 1 + 1 + 2 + (1, 5) + 3 = 16
Damage 2 Point blank Bane Destruction: 1d10 + 1 + 1 + 2 + 2d6 + 3 ⇒ (8) + 1 + 1 + 2 + (6, 3) + 3 = 24
If the first shot fells the undead attacking Draflo Queshem will switch the next attack to the big zombie, otherwise both go after the turquoise one.
Draflo! If ye can hit the big one and the small one next to 'em at the same time then do it! Otherwise keep yerself safe. Thorssson. Back up!
Thasha, move up and flank one with Polos and ye both bring them down! We'll get overrun if we don't start thinning 'em out!
Rabbis hit back but try and keep from getting hit again!
GM Mowque |
Both of Queshem's bolts slam into the leader undead's chest. They rend huge holes in the creature's torso, and clear water pours out like blood, gushing all over the floor. The undead sailor staggers, obviously deeply harmed by the attack, but not quite destroyed.
Thorsson backs up to the cave entrance.
Draflo takes a step back. She whips her hand in a scooping fashion and the sandy floor under one of the undead blue[/oo]c vanishes into a pit.
Undead Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
The beast fails to jump out of the way and falls into the pit, howling.
Thasha shakes her head, "Got no blade. Never was skilled with one." Instead she pulls out a wand and blasts a jet of red light at the undead near Polos. [ooc] Polos
Floodslain Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
The creature seems to freeze in place, dazed.
Polos throws himself into attacks the still active undead in front of him.
Power Attack: 1d20 + 8 ⇒ (10) + 8 = 18
The blow just misses however and he curses.
Rabbis focuses on the heavily wounded captain.
Unarmed: 1d20 + 5 ⇒ (2) + 5 = 7
Unarmed: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
One punch lands and the floodslain totters but does not collapse.
In return the captain lashes at Rabbis with the spiked chain.
Spiked Chain: 1d20 + 13 ⇒ (1) + 13 = 14
The monk dodges it though, still dripping blood from the previous wound.
The smaller floodslain pulls out a neck, and tries to entangle the monk.
Net: 1d20 + 4 ⇒ (10) + 4 = 14
Rabbis grins and sweeps the net aside, muscles bulging. The former slave is no novice to nets and ropes that bind.
Meanwhile, Polos is battling for his life. One of the undead reaches out to grab him.
Slam: 1d20 + 5 ⇒ (12) + 5 = 17
Polos just manages to bring up his blade to knock the grasping hand aside.
The other does the same.
Slam: 1d20 + 5 ⇒ (4) + 5 = 9
But is also misses.
The floodslain in the pit tries to climb out.
Climb: 1d20 + 3 ⇒ (16) + 3 = 19
But fails, falling with a howling splash to the bottom.
Ok, Red and Purple are still frozen. Light Blue is stuck in a pit. The Captain looks inches from destruction. Rabbis is wounded.
Queshem |
Maintain bane.
Point Blank Coordinated Shot Bane Xbow attack: 1d20 + 9 + 2 + 1 + 1 ⇒ (13) + 9 + 2 + 1 + 1 = 26
Point Blank Rapid shot Coordinated Shot Bane Xbow attack: 1d20 + 9 + 2 + 1 + 1 ⇒ (16) + 9 + 2 + 1 + 1 = 29
Damage 1 Point blank Bane Destruction: 1d10 + 1 + 1 + 2 + 2d6 + 3 ⇒ (9) + 1 + 1 + 2 + (1, 6) + 3 = 23
Damage 2 Point blank Bane Destruction: 1d10 + 1 + 1 + 2 + 2d6 + 3 ⇒ (4) + 1 + 1 + 2 + (1, 5) + 3 = 17
Not willing to let up while one of her crew is hurt Queshem goes down on one knee and continues firing; her hands moving with clockwork precision to reload as she does so between each bolt as it flies sizzling towards the large undead with the chain.
Should it fall with her first bolt she switches targets to the net wielder.
Only if the captain is dead does she permit herself to relax. Draflo, Thahsa, ease back and conserve yer spells. Rabbis, Polos, when ye can, flank the little ones one by one and knock their heads off!
GM Mowque |
Queshem bolt shears right through the captain's head as if it were a melon. The undead crumbles to the ground in a pile of water and bones, lifeless.
Her second bolt slams into the net wielder's chest. Blessed by Abadar, it also throws the undead to the ground, devastated by her attack.
Draflo and Thasha nod and hold back, keeping magic in reserve.
Polos, now not faced by a foe, runs over, dancing among the dead troll, and helps Polos. He unleashes a flurry of blows from feet and hands.
Flurry: 1d20 + 5 ⇒ (17) + 5 = 22
Flurry: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
He batters the undead, and Polos follows up.
Sword: 1d20 + 8 ⇒ (2) + 8 = 10
He misses though, and Queshem hears him curse over the sound of battle. A rather foul one actually.
The two undead still moving and active attack the fighter, judging him to be weaker.
Slam: 1d20 + 5 ⇒ (1) + 5 = 6
Slam: 1d20 + 5 ⇒ (9) + 5 = 14
Both miss, and Polos is unharmed.
So save time, I'll say you defeat the other ones. You guys are obviously in control and most are stunned or held! Good fight!
Queshem is left in a sandy chamber, dotted with the mangled bodies of floodslain, former slavers and a massive dead troll.
Queshem |
Take 10 on Kn:Religion for 18 to know how Abadar wishes undead corpses to be disposed of. Anything specific that needs to be done for floodslain? She'll ask Thasha or Draflo for advice on the last.
Queshem takes a deep breath, and regrets it as the rancid smell of death and undeath, invades her lungs. She grimaces as she prays Master of the Vault preserve us from such perversion of the natural order of things
Is everyone alright? Let's heal up before moving on.
She readjusts her speculations of what happened. The touch of Blackfingers be spreading across the island. The slavers were sacrificed to the evil god, came back as floodslain, and killed the troll who were minding its own business, livin' here as a beast rather'n a monster.
She examines the captain's corpse before giving the rest of the zombies a similarly quick look over, seeing if she can glean any more information or anything else of value from them.
This were recent, hopefully we won't be seein' any more of such things. Thorsson, do all of these routes look the same to ye? Any one of 'em more likely to lead deeper in than others?
GM Mowque |
Queshem consults her memory as well as asking Draflo what should be done. the half-elf remarks that she wishes Xaikon was here. After that she says, 'I think Abadar would like them to be buried, preferably in holy ground."
Thasha shrugs, 'I don't think we have the time or ability to do that. Gods know taking them aboard ship isn't something I'd like."
Draflo nods to this and looks at Queshem.
For injuries, Rabbis is the only one wounded. Who is healing him?
Queshem examines the corpses and see they are sailors, mostly human or half-orc, although being undead has distorted their features. They don't have even basic supplies or a spare copper, most likely being looted before they were sacrificed.
Thorsson looks quite shaken but peers at the tunnels, "I think the left one is true, Captain. It looks dry here but I worry what might lie below."
Queshem |
Cure light: 1d8 + 6 ⇒ (8) + 6 = 14
Queshem casts a healing spell on the scarred monk and then sighs. Mebbe we'll be able to spare a few hours if all goes well below. Let's go left then. Same marching orders as afore
GM Mowque |
Queshem and her crew enter into the cavern, carefully looking for more signs of undead or other dangers. Thorsson leads, and remarks the stone is safe and solid enough, with little risk of rockfall.
What are you using for light?
The air soon becomes heavy with the scents of stagnant water, seaweed and dead fish. After a short walk in, the floor gives way to a still pool of dark water, slightly bobbing.
The dwarf ponder it and says, 'I'd guess it has an outlet to the sea, judging by the smell and movement. It blocks the way, but it may only be a small obstruction." he swallows and looks to Queshem, 'Anyone brave enough to jump in and find out?"
Queshem |
Queshem has a slotless ioun torch that she uses
Right we'll need strong swimmers fer this. And mobile. Rabbis and me. Thasha..? How do ye feel about it? In any case. We'll tie ropes to our waists to keep from gettin' separated and secure the end here. Polos ye feel three sharp tugs and ye start pulling, yeah? Draflo ye got some strength magic to help in that case? Also waterbreathin' spells for the divers.
GM Mowque |
Draflo nods, and waves her hands a few times. Thin, gauzy bubbles appear around Queshem's and Rabbi's head, locking in a bubble of air.
"Only good for a few minutes. Hurry!
Rabbis and Queshem are soon tightly tied up, with Polos and Thorsson manning the other ends, ready to pull.
With a plunge the two head into the black water, ropes waving after them. The tunnel is much the same underwater as above. Sandy floor, smooth sandstone walls, heading down.
There is a slight current here, pulling out toward a small side tunnel, probably leading back to the ocean.
Swim Check please
Queshem |
I'm pretty sure the Mithal Agile Breastplate drops the ACP to 0 for Swim checks. Not certain on that though.
Swim: 1d20 + 10 ⇒ (8) + 10 = 18
Queshem kicks out and ignores the small side tunnel, going down the main passage.
Actually can she take 10 if no danger?
GM Mowque |
Yes, but this isbetter
Queshem easily swims around the current, and it poses no threat to her. As she heads down the main tunnel, she spots something crammed in a crack in the ceiling. Peering closely, it is a sealed sea-chest, caught among the rocks. Queshem guesses it was pulled here by the tide and then wedged in the ceiling. It looks undamaged and locked.
Whatever you decide with the chest
Moving down the tunnel, Queshem sees the floor rise in front of her. Abruptly, it becomes more like a wall, leading to a surface above her. Presumably the water ends and the dry tunnel continues above. The water portion is only perhaps 50 yards. Much as Thorsson guessed, the flooded area is little more then a plug.
Queshem |
Queshem raises her crossbow and signals to Rabbis to follow her, once she is less than 30 feet from the surface she casts Sift to try and scope out what is happening on the other side of the water without giving away her presence, any more than the torch floating next to her head already has.
Casting Sift to see what's above the water.
Queshem |
Queshem taps Rabbis and gives him a thumbs up, jerkiing it towards the surface. She then ascends herself and hauls herself up, cautiously examining the surroundings of the new cavern.
Per: 1d20 + 13 ⇒ (1) + 13 = 14