To Live in Infamy - a Skull and Shackles AP

Game Master Nayr Trebrot

Plunder, Infamy, and Disrepute
Plunder - 2; Infamy - 3; Disrepute - 1
Tracking page
Ship combat
The Shackles
Ricketys Squibs
Combat Map
Captain Pegsworthy

Initiative:
Jack
Rush + ship
Sunyatta
Tap
Opposing ship


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Male Human Swashbuckler Lvl 5

Fine by me, but first I want to examine the bodies for anything useful.

perception: 1d20 + 7 ⇒ (12) + 7 = 19


Current HP: 28 of 28 Sylph Oracle 5

Rush has little to say and less to do. He continues to keep a watchful eye and ear open.

Perception: 1d20 + 1 ⇒ (5) + 1 = 6


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Are we bandits now Jack? Next you will want to board a trading vessel. Tap claps Jack on the back, and picks another body to search.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk stares morbidly into the gloom. The thought of Sandara in the hands of these creatures... Then he turns to his friends and snaps: Come on! Are you become ghouls, that you spend time looting these vermin instead of rushing to aid our friends?


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

I suppose you are right, Kerruk. But we are not so well equipped as to ignore an opportunity to be so.

Tap inspects Kerruks cut. We should heal up before we continue, perhaps.


Current HP: 28 of 28 Sylph Oracle 5

Rush brightens at this. Finally, something I am good at. He will move over and cast cure light wounds on Kerruk.
If I may?

CLW: 1d8 + 3 ⇒ (4) + 3 = 7


Indeed, the grindylows had been quite busy looting and hoarding. It seemed as if they didn't even know what they had taken, perhaps seeing such baubles as worthless since they didn't glitter like gold.

Among the countless smaller skeletal fetishes about the bodies, you find first a scrimshawed hammerhead shark skull with a piece of driftwood marked with runes thrust through it. There is also an ivory walrus tusk set with gold with a scrimshawed map of the Shackles, and a curious harp made from the jaw of a n orca, set with pearls.

At a guess, Jack puts the worth of the haul at over a thousand gold, though perhaps he's just being optimistic.

After clearing out the grindylow chambers, you continue to the southeast. All along the way, the hooks in the seaweed bed prove to be a nuisance as they grab at whatever passes them by. They're an inconvenience now, but should they grab someone in the wrong situation, then...

You do some small bit of exploring to map out the caverns and find that most of them meet and circle around. However, one seems to continue on further into the complex. The walls of the cavern display strangely ribbed markings, but it seems as if they're simply the result of the action of the waves. The water looks to be deeper here, and the cavern itself looks to be mostly unused and uninhabited.

Map


Current HP: 28 of 28 Sylph Oracle 5

Rush would like to use detect magic on the goods (especially the ones with runes on them) to see if anything glows.


Male Human Swashbuckler Lvl 5

It seems to me that this is not the way we want to go, though it might be worth exploring later. Let us turn back and take the other way.


The part that continues on heads to the northeast from your location. The other paths merely loop about in a circle. Do you want to go back to where you fought and take the northeasterly route?

Rush's spell makes the least assuming piece of the treasure glow - the driftwood.

Spellcraft check to identify


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

SpellCraft: 1d20 + 4 ⇒ (6) + 4 = 10

Hmm.. Looks like magic driftwood.


Current HP: 28 of 28 Sylph Oracle 5

Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19

Simply point the way friends, and Rush will walk the path with you.


Rush looks the driftwood over carefully, then proclaims that it is a wand of the Mirror Image spell.

23 Charges


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Wow! That is a nice spell. I was thinking about learning that one for myself

Looking east at the deepening water, Tap grimaces. I've had my share of underwater fighting.

Tap readjusts his equipment, loosening his spear. We either go this way, or we back to entrance, and take the alternate pah underwater


Male Human Swashbuckler Lvl 5

Ah hell. Let's just go an see.


You could actually take the northeast route - where the first batch of sleeping grindies were killed - do you want that?


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

let's give the North East a try

Tap starts out, gingerly stepping over the grisly Grindylows.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Male Human Swashbuckler Lvl 5

Okay, sounds good.


Male Human (Garundi) Shaman 2 Rogue 2

Kerruk nods grimly. Let us go. If I may say so, I think it would be wise if I am not tangled up at the rear on this occasion. I have a spell that can affect many foes at once. He grins savagely. I should very much like the chance to use it.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap nods. and I'm out of spells, so will use my bow from behind the line. Belliot up front, Kerruk, then Jack. Rush has rear.


Male Human Swashbuckler Lvl 5

Jack takes a moment to clean his blade. So many fights, and not yet a notch. This is indeed a piece of master's work.

Jack grunts his approval of the plan. Good. Let's go then.


Current HP: 28 of 28 Sylph Oracle 5

Rush says not a word as he turns and attempts to move along as quietly as possible. (Taking 10 on stealth for a total of 11)


Male Human (Garundi) Shaman 2 Rogue 2

Stealth: 1d20 + 5 ⇒ (4) + 5 = 9

Kerruk stomps along noisily, hissing impatient curses as he goes, seemingly unable to move quietly.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Stealth: 1d20 + 11 ⇒ (12) + 11 = 23

Tap stealthily tiptoes forward in the midsts of a sloshy storm of footsteps.


The group attempts stealth into the next chamber, but the very fact of the water being an unnatural environment for most causes the attempt to fail. Still, you're able to wade/waddle/slosh into the next large chamber without meeting any more enemies.

This broad cave is quiet and empty, save for some gently swaying seaweed fronts and some large barnacles and hanging sea plants on the cavern ceiling.

DC20 perception:
Your eye catches the small glint of something metallic on the ceiling above, among the plants.


Male Human Swashbuckler Lvl 5

perception: 1d20 + 7 ⇒ (13) + 7 = 20


Male Human Swashbuckler Lvl 5

Huh? What's that? Jack points up.

Jack looks for a bit, and pokes at it with his sword.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

perception: 1d20 + 7 ⇒ (2) + 7 = 9

Whu?
Tack screeches.


Male Human Swashbuckler Lvl 5

Well, not rock, nor anything living, I think. Metal? Jack looks longer. Yes, metal. See how it gleams, as if this sea air could not rot it?


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Is it a vein in the rock, or is it a made by beings?
Tap looks again, wondeeing if there are traps.


Current HP: 28 of 28 Sylph Oracle 5

Perception: 1d20 + 1 ⇒ (4) + 1 = 5

What now? What's this?


After Jack points out the metal, and upon closer examination, you find a heavy, spiked iron grille, cleverly disguised with barnacles and aquatic plants. It hangs from the ceiling from chains that run down the sides of the cavern from pulleys - all also disguised - to sink down underneath the water in the cavern. The grille is nearly twenty feet in width and length.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap takes a closer look.
clarification: Is this like a portcullis to lock people in or out, or is this like an area trap, where spikes can fall down?


Male Human Swashbuckler Lvl 5

same question. is this a gate, or a big spiked 'ceiling' that could fall on top of us?


In your professional opinion as an avoider-of-death, you can safely assume that this metal grate is a spiked ceiling that could fall when triggered by something - probably in the water. It would provide a most gruesome death - being crushed, impaled, then drowned in the shallow water. The ceiling is so large that one would have to skirt around the slick edges of rock to avoid being underneath it as one traverses the room.

A quick magical detection shows no auras around the thing - it appears to be mechanical.


Male Human Swashbuckler Lvl 5

I told you we should have taken one captive.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Where is the trigger?


Male Human Swashbuckler Lvl 5

If you can find it ... then you can trigger it with your mage hand


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

I see where your mind is going Jack, but I am sure our enemies here are aware of this trap. Best we just disarm it, and proceed.

Tap looks about. Does it look to you that severing this chain here will release the spiked grill? Belliott, why don't you take a whack at it?


Male Human Swashbuckler Lvl 5

They needn't know that we know about the trap. Still, you could be right, Tap. Oft it is that the too clever trap traps the trapper.

Jack looks around, hoping to glimpse where the trigger might lay, but he sees nothing.

perception: 1d20 + 7 ⇒ (1) + 7 = 8


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Perception: 1d20 + 7 ⇒ (15) + 7 = 22 Taptap and TackTack scan the room for signs of a trigger.

I do think it is this chain that hold its up. Severing it could probably disarm the trap.


Current HP: 28 of 28 Sylph Oracle 5

Do we truly need a captive for this? Wouldn't a body do just as well?


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Let's just whack this chain


From what you can tell, the trigger should be in the water somewhere.

Belliott could whack away at a chain if so desired. It has AC 11, hardness 10 and 5 HP, or could be broken with a DC26 STR check


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

As Belliott fumbles for his axe, Tap sings a quiet song conjuring a mage hand. I am not sure this is enough to trigger the trap, but we can give it a try

Tap directs the hand to move through the water in a grid-like pattern.

I see that hardness means subtract the hardness score from the damage roll. Thus damage roll needs to be 11 or more to cause any damage to chain...


What would you like it to do while in the water - just roam horizontally, or is it to move up or down or exert any pressure?


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Since I am assuming that the water is pretty deep here, Tap is thinking that the trigger isn't a pressure plate on the submerged floor, but probably a rope or net submerged just under water. He's having the hand move through the water, perhaps about 3 feet under water, trawling each square of the room.

Tap concentrates as he has the mage hand systematically trawl through the water.


Tap's spell brings into a being a hand of pure energy, and the spectral appendage follows its maker's ever motion or thought. It dives into the water without apprehension, and skims through, creating a slight ripple as it does.

Within second, the trap triggers, and with a sound only dwarfed by the howling winds of a hurricane, the metal grate above slams down into the water with a splash and the further squeals of heavy metal on stone. Were one under that, they'd have difficulty ever getting out.

About the periphery of the chamber, the group collectively lets out a held breath.

400 XP, and the way is clear:) The trigger was indeed a fine net, at just under the surface.


FleetFooted Halfling 39/39 hp |Loot|The Shackles Map

Tap screams sharply in pain! Then casting Ghost Sound produces moaning and gurgling sounds through the hall..

Bluff: 1d20 + 7 ⇒ (9) + 7 = 16


Male Human Swashbuckler Lvl 5

Jack heart thumps in shock. Was something in the water? He turns, and sees Tap grinning at him. Oh.

Good thinking Tap. Now they'll sure to be here to eat what they've trapped. I do not relish the thought of being surrounded in this large chamber.

What is the ideal defensive posture we can take here? Retreat to a more narrow corridor and wait?

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