Aleste! It's great that you're back.
Round 4 continued
The father and son continue to flee towards the ferry, with Smoke striding alongside. They take shelter in the shadow of the enormous warhorse.
Aleste fires another arrow at the dazzled goblin, grievously wounding it at such close range. 6 points of damage to the goblin, it's near the edge.
Leonar sends down another bolt from above, cooking the surrounded goblin. From a lean fighter a moment ago, it looks like it's barely keeping its feet now. 5 points of electricity damage to the goblin, it's nearly a goner.
Ambrose stares up the street, in the direction of the other group. You can't see them, but you can hear the sounds of fighting, it's difficult to tell from here how their battle is going. As you watch, another house on the other side of the street catches flame.
goblin Fort 1d20 + 5 ⇒ (6) + 5 = 11
goblin Ref 1d20 + 5 ⇒ (9) + 5 = 14
Fang stabilize 1d20 + 2 ⇒ (16) + 2 = 18
So disappointed, posted earlier today but it seems to have disappeared into oblivion. I'll see if I can recreate it.
DC 10 Knowledge (nature or dungeoneering) checks:
These four-foot long, mean-looking creatures are grindylows, small aberrations with a reputation for being violent, ravenous hunters that take enourmous pleasure in spreading mayhem and misfortune. They like to hunt intelligent creatures, intent on causing suffering before making a meal of them. Their tentacles are weak, but they use them to good effect to trip and confound their foes.
Arven, tied to the mast, turns to the nearest foe on his right and makes a swipe with his cutlass, intending to part the creature's head from its body. It ducks, easily sliding on the wet deck, and the blade passes over its head.
Batango sees Arven attacking, and tries to help even the odds. He fixes his gaze on the creature to Arven's left. Under the witch's scrutiny, the creature seems to wither somewhat, but then bolstered by his comrades, it rejoins the attack. Batango tries to work out just what these creatures are. Goblin? Octopus? Grindylow made its Will save with a 21, so avoids the evil eye after this round.
Likewise tied to a mast, Atajay blasts the nearest creature with a magical, ear-piercing scream. Despite no sound being evident, the creature seems buffeted by a wave of force, leaving it staggering and in pain. Grindylow made its Fortitude save with a 19, so takes 3 points of sonic damage and avoids being dazed.
A'vandira is further away from the fight, but seeing Arven being attacked she leaps to his defense. Casting a finger at the nearest raider, a coruscating ray shoots from her hand and envelops it in a blast of dark energy. It writhes as it seems to sag and shrink before your eyes, looking visibly weakened. A'vandira casts ray of enfeeblement on the same grindylow Arven attacked, robbing it of 3 Strength points for the next two rounds.
Quara turns to see one of the raiders clambering over the railing beside her. She draws her longsword, and the creature takes advantage of the opportunity to jab her in the side with its spear, drawing blood. With a snarl, the beastbrood tiefling plunges her blade into its heart, watching with dark satisfaction as it tumbles back over the railing into the stormy sea. The creature was close enough that drawing your weapon incurred an attack of opportunity, hitting for 3 hit points. Your attack, though, was enough to pretty much slice the thing in two. Well done.
The slimy devil nearest to Atajay moves forward, attacking Narwhal Tate as tries to hang on to a tie nearby. It stabs the dwarf with is spear, and its writhing tentacles try to pull Narwhal prone onto the deck. 2 points of damage to Narwhal Tate. The two nearest to Arven also try to trip him up, and despite the barbarian's dancing to attempt to keep out of the way, two tentacles snake around his legs and knock him prone. The other raider attempts to shove Arven towards the railings, but is having trouble moving the big man. His comrade stoops to help. Successful trip attack from one of the grindylows. Arven is currently prone but not pinned.
The remaining two grindylows focus in on Batango and Quara, and start moving towards the witch, where he stands pinned against the mast. A strong gust of wind forces one of them back, while the other moves up and attacks, but misses. The spear bites into the long mast, inches from Batango's face!
The rest of the crew seem a bit too involved with securing the ship to be of much help, either busy with the rigging or likewise trying to use the ropes to keep from being blown overboard. Narwhal Tate tries to move away from the creature attacking him, but the wind is making it difficult to move. He backs against the door to the officer's quarters, and draws a long dirk.
On to Round 2
Initiative - you are going more or less in alphabetical order.
grindylow init 1d20 + 2 ⇒ (1) + 2 = 3
A'vandira init 1d20 + 8 ⇒ (11) + 8 = 19
grindylows intimidate 1d20 - 1 ⇒ (2) - 1 = 1
grindylow 2 Will 1d20 + 2 ⇒ (19) + 2 = 21
grindylow 1 Fort 1d20 + 1 ⇒ (18) + 1 = 19
A'vi ranged touch 1d20 + 3 ⇒ (17) + 3 = 20
grindylow 3 Fort 1d20 + 1 ⇒ (9) + 1 = 10
grindylow 6 aoo 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d6 + 1 ⇒ (2) + 1 = 3
grindylow 1 trip 1d20 + 4 ⇒ (2) + 4 = 6
grindylow 1 attack 1d20 + 3 ⇒ (12) + 3 = 15
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylow 2 trip 1d20 + 4 ⇒ (17) + 4 = 21
grindylow 2 attack 1d20 + 3 ⇒ (5) + 3 = 8
grindylow 3 trip 1d20 + 4 ⇒ (9) + 4 = 13
grindylow 3 attack 1d20 + 3 ⇒ (13) + 3 = 16
grindylow 4 Strength 1d20 + 1 ⇒ (8) + 1 = 9
grindylow 4 attack 1d20 + 3 ⇒ (8) + 3 = 11
grindylow 5 Strength 1d20 + 1 ⇒ (10) + 1 = 11
grindylow 5 attack 1d20 + 3 ⇒ (6) + 3 = 9
grindylow 3 CMB 1d20 ⇒ 10
Round 2 continued
Returning to the chamber, Rowena and Aerys take some more time to try to work out the meaning of the carvings on the wall. It's difficult work and takes quite some time, as neither speaks Azlanti, and several of the carvings are cracked or have been worn away. Rowena squints as she continues to examine the walls. "This is confusing. Apparently this is some temple dedicated to a demon god of vampires and cannibalism, Azlanti of course, but it was originally an even older structure. I'm not sure who it was dedicated to, it just keeps referring to the 'Beheaded One', it was apparently an enemy of the cultists. There are a lot of references here to a place called Saventh-Yhi as well, I think they were a war or something." Aerys suggests taking a rubbing of the carvings, as anything that ancient could fetch a good price if you find the right scholars.
While the two women study the chamber, you take the time to rest up, and nothing disturbs you. A heavy silence hangs over you, the silence of a crypt. When you are ready to move on, you find your choices are to either track back down the steps to the long corridor, or through the double doors and across the stone balcony where you fought the two serpent-headed skeletons. The walkway is strewn with a heap of rubble from Zaghigoth's spell and splintered bones. Nothing is moving.
Which way, chaps?
Round 3 continued
You can hear shouts and fighting from further on; it sounds like Soranna and her force have met trouble as well. Nearer to you, another house is starting to go up flame and smoke.
Shaylar attack 1d20 + 12 ⇒ (7) + 12 = 19
damage 1d8 + 2 ⇒ (5) + 2 = 7
Shaylar attack 1d20 + 12 ⇒ (18) + 12 = 30
damage 1d8 + 2 ⇒ (2) + 2 = 4
Fang stabilize 1d20 + 2 ⇒ (7) + 2 = 9
Ambrose Harrowfield wrote:
Yeah I've been checking a bit less than usual myself - I work retail so holidays are hell for me.
Yeah, Woodsmoke, I think it is going to be the same for everyone this time of year, the holidays are like that. As long as everyone's keen to keep going, I'll press on. Hope you don't mind if I occasionally step in to GMPC characters once in a while if need be to keep things moving.
Agreed. Cat's player was just back, so didn't want to step in and NPC if it wasn't needed, but let's carry on. I think Cat's player may come and go as he is able and will eventually return to the game; Grym's player, I'm not sure yet. You're very close to the end of the first part of the Serpent's Skull path, so I say we carry on as is to complete it - even with the holidays, we could finish by the end of the year. Then, if you are happy to continue on, I think I'll look at taking on a couple more players to build our core group of regular players up again. If you know anyone who would want to join, let me know. Or, if there are any lurkers on this game who would want to join in, now is your chance! Just send me a PM, it might be a case of first come first served.
The skeleton though, has no such problems. It takes a great swing at Yekskya with its rusted scimitar but misses. With the force of the swing, the blade sweeps across and clangs off the stone wall, become wedged. Mindlessly, the skeleton stops and tries tugging at the blade to pull the sword loose.
Actually, just checking the map again, I think only Yekskya is able to reach the skeleton at the moment, so I'll turn it back to you. Cat, Grym, and Aerys are delaying actions for the moment. Also, the skeleton rolled a 1, so has suffered from a fumble. Here is an updated map:
skeleton attack 1d20 ⇒ 1
@Quara: The Harrow reading you give Tilly is unspectacular, but she is delighted when you ask her to join her in a performance for those sharing a cabin with you, including Owlbear, Ratline, Jack Scrimshaw, and Rosie Cusswell. Together, you give a fantastic performance, truly inspiring the others and uniting you all as comrades. Your stellar performance check gives you a +2 bonus to any Diplomacy checks to influence the above NPCs - including Tilly - for the next 24 hours of game time. Of course, combined with a spectacular Diplomacy check, you've improved the attitude of each of the above NPCs to Helpful. Of course, this means the ship has become pretty polarized into two camps. You also earn a 200xp story award for the group.
Ropes: If two or more characters tie yourselves together to avoid being swept away, you each receive a +4 bonus to any rolls to avoid being swept away by either wind or water. Your speed is also reduced by 10 feet per round as it makes you a bit less mobile. Alternatively, if you choose to tie yourelf to a mast or railing, you receive a +10 bonus to avoid being swept away, but you can only move up to 30 feet from where you are tied to.
Through the pouring rain, now and again sea stacks loom out of the murk, a sign you are nearing land as the ship runs before the storm. Apart from that, visibility is nearly reduced to a few feet, blocked by mist and rain and darkness. Still, you register movement nearby. Lit by a lightning flash, you see
When posting your actions, very important please let me know how you are securing yourselves. The winds of this powerful windstorm means that Medium or smaller characters need to make a DC 15 Strength check in order to move against the force of the wind (coming from behind the ship). Characters who are Small or smaller need to make an additional DC 15 Strength check each round or be knocked prone and rolled 1d4 x 10 feet in the direction of the wind. Many of the attackers seem to be securing themelves to the ship's railing with one or more of their tentacles.
Honestly, should have done this ages ago, but here is a map showing your voyage through the Shackles islands - Shackles
Round 3 continued
Aleste tries to pin down the goblin pestering Helaku. The shot just misses the little raider, clattering off the building behind.
Another bolt lights up the night sky, arcing down from Leonar, wheeling overhead. It strikes the worg that had been wrestling with Fang, leaving the wolf's dark fur black and charred. it does it's best bound out of the way, cringing and edging towards the edge of town. 17 points of electricity damage to the worg.
You can tell we must be getting into the holiday season, the games are getting a bit quiet.
Aleste attack 1d20 + 11 ⇒ (6) + 11 = 17
damage 1d8 + 2 ⇒ (5) + 2 = 7
worg 3 Reflex 1d20 + 6 ⇒ (10) + 6 = 16
Crar does his best to shake off the draining effect, but he can feel it tearing at his soul...
If he can, Crar spins round towards the cultists and unleashes an arc of lightning at the leader. Roary's rage must be contagious, because Crar pours all his disgust at these cultists into his shot. In his fury though he misses, instead hitting one of the beds.
Are we still using the same initiative rounds? If not, a new roll below.
All in all, a pretty cruddy round of rolls. Sheesh.
Roary: Sorry, was looking at the wrong figure for your hit point total. Good news is, if the castings are happening at the end of this, all being well I can use additional charges to bring you to full strength if you want.
During the course of the ship's sailing, Atajay makes it his project to demoralize Fipps and Lonnegan, getting on their cases, belittling them and making them the butt of jokes, and generally treating them as he felt he'd been treated so far on this voyage. He was able to draw on some of the taunts he was subjected to by Lucky Langerfield, a sailor from his past. Fipps, a fat, pushy bully with a shaved head, seems unfazed by the abuse. But Syl Lonnegan, alleged to be a murderer and who certainly acts a bit unhinged at times, certainly seems to be put on edge because of it. As he gets more and more riled up, Quara is sure to come alongside him and try to smooth things over, hoping to win an ally, but the man just brushes her off brusquely. Sure you two can work together to try to crack some of the hard nuts on the ship. A bit like an aid another function, I'd say Atajay's success provides a bonus to Quara's Diplomacy checks to improve an NPC's attitude. However, in an instance like this one you'll need a better Diplomacy result; it's difficult to improve the mood of someone who's hostile to you.
I'm working on an update for the rest of your posts and also the storm, I'll hopefully get that up tomorrow. In the meantime, let me know of any other actions you'd like your characters to take. You can certainly try using ropes to lash either yourselves together or to secure yourselves to the ship, though you do have tasks to do on deck and in the rigging, and the rope will hinder movement. The weather acts as a powerful storm (rulebook p.438), which restricts things like visibility, Perception checks, ranged weapons, and there is a danger of getting blown away, so the rope's not a bad idea.
If you want to continue trying to influence members of the crew, go ahead and make the rolls and I'll incorporate the results into my updates. In the meantime, to keep things moving I'd like to move the game on. Atajay, you could go ahead and make Intimidate rolls. The thing with Intimidate is that it is temporary, but you could use it to demoralize those who are against you.
@Quara: Forgot to include in my last post - your offer to Tilly to read her future again receives a favourable response, and she seems to be warming to you. She grumbles to no end about the lack of rum aboard ship, but reveals she has a wealth of rough and bawdy jokes to share. Arven leans in with a jovial quip: "You never know what might be in the cards for you!" Her attitude has become Friendly.
As you are working in the galley, Kroop speculates about the change in course, something that he's noticed too. "You know there's this place, a real seedy dive of a dry-dock. They call it Rickety's Squibs. It's isolated, see, miles west of Bloodcove on the Slithering Coast. For a price, Rickety Hake completely refits ships as "squibs", providing new identities by changing ships' lines, silhouettes, and general appearance and general appearance to be unrecognizable. Plugg must be wanting to keep this ship for himself!"
The Man's Promise keeps a gruelling pace. Plugg and Scourge really hound you, as the ship continues to slip south along the Slithering Coast.
After a couple days, the morning dawns red and angry, clouds on horizon flaring crimson as they rush towards you. Immediately everyone is called on deck to reef the ship ahead of the approaching storm. The ship is tossed about on the waves as you are all ordered into the rigging. Hauling canvas and ropes, after a short while the sky brightens almost imperceptibly, but after a brief respite the storm redoubles its intensity, howling winds and driving rain that make visibility scant. Dark shapes loom out of the sea all around the ship - small islets and reefs that dot this area.
Please can you all make Perception checks?
Helaku whirls his staff swiftly, knocking the goblin attacking him upside the head with a powerful blow. 2 points of damage to the goblin.
The goblins continue to be a nuisance. The lead goblin continues to try and hack at Helaku, but finds that his attacks are continuously thwarted, unable to penetrate Helaku's magical defences. The other goblin, seeing an opening, rushes over to help by trying to flank Smoke, moving around the side of one of the houses and stabbing at the big warhorse. Luckily, the attacks are wild an don't so much as lay a finger on Smoke.
The fight seems to be beginning to turn agaist Fang, as the stronger worg begins to get the upper hand. The worg's jaws clamp down on Fang's neck, gouging a terrible wound. The wolf is left on the ground, broken. 6 points of damage to Fang, who is now dying at -2 hit points!
Behind you, the couple run off into the darkness, heading for the ferry. Along one of the streets, a house suddenly seems engulfed in flame as the fire along its roof spreads. A door opens and out comes running a man and a young boy.
Fang attack 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
damage 1d6 + 1 ⇒ (1) + 1 = 2
trip attack 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
worg attack 1d20 + 7 ⇒ (16) + 7 = 23 (Fang -4 AC)
damage 1d6 + 4 ⇒ (2) + 4 = 6
goblin 3 attack 1d20 + 6 ⇒ (10) + 6 = 16
goblin 1 attack 1d20 + 4 ⇒ (12) + 4 = 16
Zaghigoth Stormbile wrote:
Lindisfarne is great, and if you are interested in Vikings check out Bamburgh as well. Was interested to see the area after reading Bernard Cornwell's "Last Kingdom" series, and on that subject Giles Kristian's "Raven" series is great too.
Round 1 continued
Then, at Zaghigoth's growled command, Shiv turns and sweeps his tail like a scythe, catching the nearest skeletal guardian with such force that it is thrown against the far wall of its cell, the skeleton smashed into small fragments that fly everywhere. Well done with the critical hit, 24 points of damage to the third skeleton down. A bit overkill really, it only had 1 hit point remaining, but Shiv really showed those skeletons who's the boss.
Yekskya decides to forego his bow in this situation and draws his sword. The action draws an attack from the remaining skeleton, who makes a clumsy thrust at the archer. However, when tries to cut down the undead warrior, the skeleton brings up its blade neatly to block. Perhaps some warrior instinct is still rattling around inside its skull.
Back to Rowena. Only one skeleton remaining, the one at the front of the party.
skeleton 1 aoo 1d20 ⇒ 3
I'll keep with this as my action for the round.
@Arven: As it happens, you still have a +2 bonus to influence members of the crew, received as a reward for defeating Owlbear in combat and impressing the crew. So, in actuality, you are able to influence Tilly all on your own. Seeking to impress Tilly and get her onboard to your way of thinking, you make sure to flex your brawny muscles where she can see you. Tilly doesn't say anything except to moan, but she does note your exotic looks and brawn. Later on, the crew turn in early, aware that Plugg intends to stamp down on any carousing. You are able to slip up to the main deck, hiding behind a barrel of water and watching for Slippery Syl or Crimson. Like most of the crew, they do come up from time to time to relieve themselves up near the prow of the ship. It would probably be the best time to catch one of them on their own, as night duty on the main deck is light, just a couple riggers keeping the sails trim and the course steady.
If you want to attempt to influence Kroop or any of the others, go ahead and roll Diplomacy checks.
perception 1d20 + 1 ⇒ (15) + 1 = 16
I was! We were away for our anniversary, went down and stayed on island of Lindisfarne, and travelled around Northumberland. Bamburgh Castle was well worth seeing (had never seen a real warhammer before), and if you are into geocaching, there were lots in the area, so it was all good fun.
Now back to our regularly scheduled program! You're doing great at clearing out the temple so far.
Grym backs another skeleton into a corner and hacks away at it with his greataxe, hewing through ancient, brittle bones like butter. A gleam of delight shines in the half-orc's eyes as the skeleton collapses in a heap of splintered bones and dust. The jagged scimitar it was holding clatters to the stone with a loud clanging, while Aerys hangs back, guarding the rear. 6 points of damage to the last skeleton in the row, and it is gone.
The skeletons mindlessly press the attack, but in such tight quarters you are easily able to cover each other, and none of the ancient warriors are able to get past your defences.
Zaghigoth and Yekskya, you're up, I think this will be a quick fight.
Rowena, great you're back and that you've levelled up. Don't forget you get to choose another rogue talent, and that you also now have uncanny dodge.
skeleton 1 attack 1d20 ⇒ 3
skeleton 2 attack 1d20 ⇒ 7
skeleton 3 attack 1d20 ⇒ 5
skeleton 4 attack 1d20 ⇒ 13
Grym attack 1d20 + 6 ⇒ (16) + 6 = 22
damage 1d12 + 4 ⇒ (7) + 4 = 11
Round 2 continued
Leonar wheels overhead in bird form, and another lightning bolt streaks down to strike the hellhound. The bolt hits with fury and the hellhound yelps and staggers as though kicked. 12 points of electricity damage to the hellhound, it can barely stay on its feet.
The hellhound seems as if it's looking for a way out. Seeing Shaylar on his own, crouched at the corner of a building and nocking another arrow to his bow, the hellhound pounces at the elf. Shaylar backs away as the hound snaps at his face, and up close he's assaulted by its putrid breath, a smell of charnel and brimstone.
As Smoke and Ambrose are attacked by the worg rider, Ambrose deftly brings his lance around and drives it into the breast of the worg. Dropping the lance, Ambrose draws his sword, fending off the goblin and sweeping down in a chilling arc to finish the worg. At the same time, Smoke lashes out with hoof and teeth at the goblin rider, until the raider is a bloody pulp on the ground. Yes, you should have gotten the aoo because of the lance. 9 points of damage to the worg from the lance, plus 17 points damage from the sword and it goes down. Goblin rider takes 2 points damage from falling off his mount, then takes an accumulative 23 points of damage from Smoke's attacks, and is now disabled.
On to Round 3. Foes left are two goblins, a worg and the hellhound. I'll be away this weekend, but should be back posting Tuesday.
hellhound reflex 1d20 + 5 ⇒ (6) + 5 = 11
Aleste attack 1d20 + 10 ⇒ (16) + 10 = 26
damage 1d8 + 2 ⇒ (5) + 2 = 7
2d4 ⇒ (3, 1) = 4
hellhound attack 1d20 + 5 ⇒ (7) + 5 = 12
damage 1d8 + 1 ⇒ (2) + 1 = 3
goblin 2 ride 1d20 + 9 ⇒ (1) + 9 = 10
1d6 ⇒ 2
If it helps, I've updated the campaign info thread with the attitudes of each of the crew towards you. So many of them are listed as hostile because, as the voyage has gone on, more and more of the crew have fallen under Plugg's or Scourge's influence. As well, they're cut-throats and buccaneers, so weren't the most gregarious bunch to begin with. Still, with some lucky Diplomacy rolls you were able to make some inroads with a few characters, winning some valuable allies.
Round 2 continued
The goblin rider closest to you desperately lunges out with his scimitar, suddenly finding himself hemmed in by Ambrose and Helaku. He lashes out at Helaku, but the sorcerer is able to keep out of reach of the small goblin.
The other goblin riders spur their mounts, intending to come to the aid of their comrade. One charges at Ambrose, worg and rider trying to cut down Smoke from underneath his rider. However, the warhorse is wily, kicking out to keep them at bay, or wheeling around to meet their attacks with an armored flank.
The other goblin charges forward as well, but a streaking missile hits the worg from behind as Shaylar's wolf Fang hurtles from behind a burning building and throws itself at the worg and rider. The wolf must have run around some of the houses to strike at the goblins from the side. The two wolves wrestle furiously, fighting tooth and claw. The hapless goblin rider is thrown from his saddle, but not before he is able to slice at Fang with his sword, gleefully stabbing the wolf repeatedly. He rolls to his feet, as both wolves inflict wounds on each other. It seems though, that the worg has the upper hand, bigger and stronger. Soon it has Fang prone on the ground, his soft belly exposed and vulnerable. Forgot to report Fang's move when reporting Shaylar's action. Fang charges in and inflicts 4 points of damage. The goblin inflicts 7 points of damage with a critical hit, and the worg inflicts 8 points of damage on its action, and successfully trips Fang.
The two townsfolk continue to run away, ducking behind a building. They reappear a moment later as they sprint in the direction of the ferry, the woman screaming as she flees from the goblins.
Go for it Aleste and Leonar!
Good to have you back Shaylar!
goblin 1 attack 1d20 + 4 ⇒ (8) + 4 = 12
Fang attack 1d20 + 5 ⇒ (11) + 5 = 16
damage 1d6 + 1 ⇒ (3) + 1 = 4
goblin 2 1d20 + 4 ⇒ (19) + 4 = 23
goblin 3 1d20 + 6 ⇒ (1) + 6 = 7
worg 2 1d20 + 7 ⇒ (18) + 7 = 25
damage 1d6 + 4 ⇒ (4) + 4 = 8
worg 3 1d20 + 7 ⇒ (1) + 7 = 8
goblin 2 Ride 1d20 + 9 ⇒ (17) + 9 = 26
Fang CMB 1d20 + 3 ⇒ (2) + 3 = 5
goblin 2 crit confirm 1d20 + 4 ⇒ (15) + 4 = 19
damage 2d4 ⇒ (3, 4) = 7
worg 2 CMB 1d20 + 7 ⇒ (16) + 7 = 23
Before moving on, Aerys studies the markings closely, squinting up at the ancient runes. "This looks like some sort of Azlanti script, if you ask me. I haven't a clue just now, but give me a few hours to work on it I might be able to work out what it says. A lot of the runes seem to have been worn away."
Taking the door on the left, you find another long passageway, narrower than the last. This hallway is lined with bare alcoves, each containing a scattering of wood and bone fragments. A few of the alcoves seem to have skeletal remains propped against the wall. A larger empty chamber lies ahead.
Before you can investigate though, you hear a grinding of bone against bone, as the skeletons begin to move, pulling themselves to their feet and lurching towards you! There are four in number, wearing tattered remnants of chain shirts and armed with ancient, broken rapiers. Roll initiative!
Aerys linguistics 1d20 + 4 ⇒ (17) + 4 = 21
skeletons init 1d20 + 6 ⇒ (2) + 6 = 8
Aerys init 1d20 + 2 ⇒ (7) + 2 = 9
Grym init 1d20 + 2 ⇒ (9) + 2 = 11
The work is hard and arduous, and several of you are struggling to keep up with the demands. Plugg and Scourge and those close to them watch the crew - you especially for some reason - like hawks, making it difficult to move about the ship freely or to aid one another. Quara, you were unable to help the others despite your Stealth roll.
Quara certainly helps to buoy everyone's spirits with her rowdy songs, and her fortune telling. Jack Scrimshaw and Ratline certainly seem happy with their Harrow readings, seeing the portents as the promise of a lucrative career as buccaneers. In fact, Jack seems to have taken a liking to your group, the young man emulating some of your mannerisms and swagger. Ratline, who you haven't had much dealings with, seems a bit friendlier as a result of his Harrow reading. Tilly turns away a bit disgruntled, making a few sarcastic jokes at the expense of Quara and her Harrow deck, making reference to her exotic tiefling appearance. The woman continues to grouse, about the lack of grog on board, as Plugg has outlawed any sort of alcohol on his ship. 3 pieces of silver to Quara for her fine readings.
Batango works away in the galley with Kroop. The cook seems a bit disconcerted, confessing that he's never gotten on particularly well with either Plugg or Scourge. Oddly, Batango observes that though there isn't meant to be any drink aboard ship, Kroop seems downright tipsy much of the time. Kroop chuckles at the sight of the leg. "Oh, that! Took that off a Chelish officer, way back. Wouldn't want to run into them again, heh heh! Always kept it around, guess I thought I might need it one day, but sure enough ain't seen it 'round for a while. That was in the galley you say?"
Arven draws close to Raven after the gruelling day's work. "I agree. Cogward's seems to be making some dangerous friends, I don't like it. Let's watch each other's backs."
Atajay, A'vandira, and Batango:
On your second day of sailing, you notice a change in tack: the ship no longer seems to be sailing north-east towards Port Peril as Harrigan directed, but instead south and east, towards the Slithering Coast.
Quara Diplomacy 1d20 + 10 ⇒ (3) + 10 = 13
Arven sailor roll 1d20 + 3 ⇒ (4) + 3 = 7
Atajay sailor roll 1d20 + 4 ⇒ (9) + 4 = 13
Avi intelligence 1d20 + 1 ⇒ (13) + 1 = 14
Batango sailor roll 1d20 + 9 ⇒ (2) + 9 = 11
Quara sailor roll 1d20 + 3 ⇒ (2) + 3 = 5
Quara Sher wrote:
DM, I was talking about Quara's spell-like ability,not a spell. ^^
@Quara: Ah, sorry about that. In either case, with the chaos on deck you were able to use the effect without drawing attention to yourself.
Have updated the campaign thread with maps of the new ship, as well as a roster of NPCs aboard ship. Feel free to explore, and I should have a proper update tomorrow night, have run out of time just now with doing prep-work.
@Quara: Your song inspires some of those berthed in the hold with you to enquire about their future, eyeing your harrow deck with interest. Go ahead and make three Profession rolls, I'll try to include results in my post tomorrow. If it matters for your fortune telling, you'll have Jack Scrimshaw (young male human swab), Tilly Brackett (female human swab, a tough joker who likes her rum), and "Ratline" Rattsberger (male Halfling rigger with long arms, three missing fingers, and a rat-like face).
Round 1, continued!
Suddenly from out of the night sky a brilliant flash of light in the form of a lightning bolt reaches down and strikes the hellhound, scorching and blackening its fur even further. 12 points of electricity damage to the hellhound.
The hound stumbles but keeps on its feet. Uncertain where the bolt came from that hurt it, the hound looks around for a target and settles on Shaylar. It runs forward, its jaws agape, and it breathes out a cone of fire which threatens to engulf the elf and torch the house where he is crouching behind the corner. Fortunately the elven ranger ducks just in time and force of the blast misses him. The building next to him is starting to catch on fire, though. Shaylar makes his Reflex save, so only takes 5 points of fire damage.
Ambrose spurs Smoke into action, deftly weaving between combatants as he rides towards the nearest worg. The point of his new lance strikes the worg square in the chest, and it falls down, dying. Its goblin rider manages to roll nimbly to his feet. 27 points of damage to the first raider's worg mount.
Back over to Helaku!
Aleste attack 1d20 + 9 ⇒ (11) + 9 = 20
damage 1d8 + 2 ⇒ (1) + 2 = 3
hellhound Reflex 1d20 + 5 ⇒ (6) + 5 = 11
2d6 ⇒ (6, 3) = 9
2d4 ⇒ (1, 1) = 2
Shaylar Reflex 1d20 + 9 ⇒ (19) + 9 = 28
Goblin 1 Ride 1d20 + 9 ⇒ (9) + 9 = 18
Shaylar attack 1d20 + 10 ⇒ (18) + 10 = 28
damage 1d8 + 2 ⇒ (1) + 2 = 3
Fang attack 1d20 + 3 ⇒ (19) + 3 = 22
damage 1d6 + 1 ⇒ (2) + 1 = 3
Round 1 continued
Two of the goblin riders, holding torches, grin wickedly and move over to the nearest houses and begin setting them alight before stowing their bows. Their worg mounts snap and snarl, desperate to leap into combat. The other goblin, wielding only a scimitar, charges ahead. Seeing Helaku dodging about beside the tree, he guides his mount into a charge at the sorcerer, sweeping down with his scimitar. Hasted, Helaku nimbly steps out of the way, but the tip of the goblin's sword still manages to nick him. 2 points of damage to Helaku.
From one of the burning buildings a door suddenly bursts open, and an aged couple run out into the street, heading towards the dock. With a goblin raider in front of them and goblin raiders behind, they quickly turn down a side street in an attempt to escape.
Over to Aleste!
Helaku ranged touch 1d20 + 7 ⇒ (14) + 7 = 21
damage 4d6 ⇒ (2, 2, 2, 3) = 9
init 1d20 ⇒ 20
goblin 3 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d4 ⇒ 2
worg 1d20 + 7 ⇒ (9) + 7 = 16
damage 1d6 + 4 ⇒ (2) + 4 = 6
Ah, my bad. Exit stage left! My mistake, but if you all are alright to continue up that direction into the scriptorium, it might be easier to carry on rather than do a retcon. I should get next post up tomorrow or Friday; I think Yeks and Zag you are it at the moment. Grym's player is probably at work this month and was having wifi issues, so he should be back posting soon, and Cat's character is intermittent but has said he intends to keep up the posting.
As Shiv enters the room behind you, his great bulk scatters the wood and bone fragments, and you realize just how large Zaghigoth's reptile companion has since he first emerged from the jungle.
DC 25 Knowledge (religion):
The stylized rune of the fanged skull is identifiable as the symbol of the demon lord Zura, Queen of the Vampires.
Anyone fluent in Azlanti or DC 30 Linguistics check:
The carvings and writings all around the walls appear to mostly be prayers to Zura, Queen of the Vampires. Deciphering the runes is frustrating as the walls are cracked and missing pieces and the ancient inscriber had an unfortunate fondness for awkward metaphor, but after several minutes of careful study you are able to glean four important facts:
* This chamber was once a scriptorium where books and scrolls sacred to the worship of Zura were transcribed and illuminated.
* This temple was built on the remains of an even more ancient temple - one that was dedicated to a deity referred to only as the "Beheaded One," an entity that was apparently an enemy to the ancient Zura cultists.
* Several prayers seem to indicate that the ancients made use of undead slaves created from "both humans culled from the unbeliever and slave of the "Beheaded One."
* As much hatred as the Zura cultists had for the "slaves of the Beheaded One", they also seemed to despise their own kind - especially those they called the "misbegotten of Saventh-Yhi." You recognise this as the name of a legendary but still undiscovered lost city said to lie somewhere in the depths of the Mwangi Expanse. Knowledge of Saventh-Yhi is rare, and these mentions would be of great value to a scholar interested in the topic.
@Atajay: You were able to recover all your gear from the Quartermaster just before the raid against the Man's Promise.
@Arven: Grok does indeed have three potions of mage armor. The half-orc grumbles that you are cleaning her out of potions, but she does sell you the three potions for 150gp, neatly scooping up the gold pieces and secreting them away in one of her sea chests with her other treasures.
@Quara: Actually, detect thoughts does appear to have verbal and somatic components, but amidst the hubbub of the busy ship I think you could cast the spell and focus on Scourge without him being aware. After a few moments of concentration, you detect feelings of animosity and malice towards the lot of you, mixed with fear and even jealousy. Certainly, he seems to have it in for you.
@Batango: Your search of the galley is fruitful: Kroop and Grok spend most of the time celebrating by being deep in their cups, resolutely draining the rum rations. You find a grand collection of knives, 11 in total, and of all things a prosthetic leg, crafted of wood but very finely made and edged with a silver band - it would surely be worth something just for its craftsmanship alone. Perhaps Kroop was keeping it in case he was ever in need of it? Whatever the case, the galley is such a mess that he's likely forgotten it was there.
Sailing of the Man's Promise
Batango, you resume your role as cook's mate, helping Kroop prepare a meal from provisions found aboard the captured ship. Please make a DC 12 Profession (cook) or Intelligence check - the work is definitely more demanding now, and please can you also make a DC 8 Constitution check to avoid being fatigued from a day's frenzied work.
Atajay, you are still up the ropes as a rigger, you are tasked with the tough work of raising and lowering the mainsail, difficult work demanding a DC 12 Profession (sailor) or Strength check, as well as a DC 10 Constitution check to avoid being fatigued. Fortunately, despite a nasty hangover Kroop is awake so you don't have to do all the work yourself.
Arven, A'vandira and Quara, you are given the backbreaking and sweaty work of swabbing the decks with soapstones, where you are left all day to toil in the sun. You'll need to make a DC 14 Strength check, as well as DC 10 Constitution checks to avoid becoming fatigued from the heat.
As night falls, the sails of the Wormwood disappear over the horizon. Mister Plugg does not believe in crew entertainment or rum rations, and anyone caught above decks after dusk without leave is given six lashes with the cat-o'-nine-tails. Activity below decks is definitely subdued.
As before, you can attempt to take ship actions during the day or night, though the difficulty level rises as you are more closely monitored. My next post I'll put up more details of the new ship, keep an eye out for it on the campaign thread.
1d12 ⇒ 11
1d12 ⇒ 1
Quara Sense Motive 1d20 + 5 ⇒ (16) + 5 = 21
Scourge Will 1d20 - 1 ⇒ (4) - 1 = 3
Kroop 1d100 ⇒ 82
Zaghigoth: Go ahead with the jungle druid archetype and retool your character. I just got Ultimate Campaign over the weekend, and I'm inclined to suggest using the retraining rules from that book. The downside is, you lot are in the jungle (and a dungeon) effectively alone, and the guide suggests you spend 5 days of downtime and invest 200gp in training as you convert your standard abilities to those of the archetype (fortunately a pretty straightforward swap). Why don't you make the changes now, signifying that Zag is adapting to the jungle environment. Once you finish exploring the underground temple, spend the downtime and gold piece cost if you have it.
BTW, also got Animal Archive, I'm keen to make animal companions, familiars and such a more active part of my games and my posts. Would you suggest one or two personality traits for Shiv? Or, would you prefer I surprise you? :)
I'm keen to pick up the game too, I also ran afoul of the Great Golem overload. I think I need to pick up my other games first, then will come back to this one, soon!
Safe to say any wands available would have to be bought in a full increment of 50 charges?
Helaku, I've just realized I never properly responded to your question. The rulebook states that wands always have 50 charges when created; for simplicity's sake, I'd suggest keeping with the rules as stated.
Theoretically, looking at the creation formula it looked like the 375gp base cost covers the cost of the material components. So, if you divide that by 50, you might be able to work out how much it would be for an under-charged wand. But, if you are wanting to do that, then perhaps some scrolls or potions might do the trick just as well.
@Leonar: Thanks for letting me know, have got your action if we need to NPC you. Will see you when you return.
@Helaku: You were unable to convince Soranna to send any of her guards with you, but if you did want to haste either her or some of the miltia guards, she is mightily pleased. Alternatively, you could also use the slots to haste Ambrose's steed Smoke and/or Shaylar's wolf Fang.
I'll get Helaku's action, then post up the goblins and worgs. Leonar and Ambrose I've got your actions, unless you want to change them.
Initiative - there are some truly impressive initiative rolls here!
cancelled init 1d20 ⇒ 2
Shaylar init 1d20 + 10 ⇒ (18) + 10 = 28
worg riders init 1d20 + 4 ⇒ (20) + 4 = 24
hellhound init 1d20 + 5 ⇒ (2) + 5 = 7
1d5 ⇒ 2
1d20 ⇒ 10
1d5 ⇒ 4
1d20 ⇒ 10
Shaylar attack 1d20 + 10 ⇒ (4) + 10 = 14
damage 1d8 + 2 ⇒ (2) + 2 = 4
1d5 ⇒ 3
1d20 ⇒ 9
1d5 ⇒ 5
1d20 ⇒ 20
1d5 ⇒ 1
1d20 ⇒ 5
1d5 ⇒ 5
1d20 ⇒ 12
The fog dissipates, and a line of prisoners from the Man's Promise is paraded before Captain Harrigan and the cheering crew of the Wormwood . You can see that the sailors or officer you captured or patched up are included.
Aboard the Wormwood, a party begins as you and your crewmates celebrate your victory with fine food and drink from the Man's Promise's hold. Meanwhile, Captain Harrigan holds a meeting with his officers and divvies up the plunder from the prize vessel. Come early evening, you all receive your share.
Furthermore, in the waning moments of the fight, you are also able to claim some of the fine items the officer had on her person. These include:
Boarding Pike of Repelling
boarding pike is a two-handed melee weapon with reach that can also be braced. Damage = 1d8/x3 piercing damage; Weight 9lb.; Value 4,308gp (see Pirates of the Inner Sea for more details).
This is a +1 boarding pike with an 8-foot-long pole topped with a tapered metal spearpoint and a backward-facing hook, used to draw vessels closer together or repel boarders. A metal skull caps the butt of the pike. On command, a boarding pike of repelling can be extended as a swift action, giving its wielder a reach of 20 feet for 1 round. While the pike is extended, the wielder does not threaten adjacent creatures or creatures up to 15 feet away. A boarding pike of repelling can also be extended in this way to draw vessels closer together for boarding.
- 2 masterwork short swords
- a heavy crossbow with a quiver of 20 bolts
- a chain shirt
- some nicely woven garments, inlaid with pearls. You think this might fetch as much as 75 gold if you were to sell it.
I'll update the treasure thread on the campaign tab.
Your shares included a bonus for taking possession of the sterncastle in quick order, which was of strategic importance. Also, you received a bonus for capturing the officer, which was also a stroke of luck. The woman glares at the captain with open distaste, not just because he is a pirate but because he openly taunts her about her godless Rahadoumi beliefs. The captain makes it known that even spellcasters should be willing to throw themselves into the fray, but acknowledges the contribution that Batango and Atajay's spells made to the combat.
Bolstered by gold and good drink, the crew party with glee over the next day and a half. Naturally, no work takes place during this time. You are free to drink and revel along with the rest of the crew during this time. Alternatively, you may each take up to 5 ship actions during this time, as the crew are too distracted to care what anyone else is up to. Just let me know what your characters are doing.
"All right, you scurvy tars! You've done a right good job by me - we've got a second ship now, and she's quite a prize from the look of her. But I still have only one crew. So here's the plan - the Wormwood will sail on to our planned destination with our new shipmates here, while Mister Plugg will pick a skeleton crew to sail the Man's Promise to Port Peril, where she'll be worth a pretty penny as salvage. As for these fine fellows here" - Harrigan gestures at the remainder of the captured ship's crew - "some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate's not for them, they can spend the rest of their lives at sea!"
To make his point, Harrigan then grabs one of the Rahadoumi sailors and throws her overboard to the accompaniment of cheers and laughter from the rest of the crew. As the unfortunate woman sinks beneath the waves, many of the remaining sailors scramble to swear their loyalty to Harrigan. The officers are led belowdecks and the crew begin to disperse to their daily tasks.
As you move away, you see Mister Plugg and Master Scourge pick out several of the Wormwood's original crew, telling them to be aboard the Man's Promise in ten minutes to set sail for Port Peril. Sandara Quinn and Rosie Cusswell are to join the crew, and Owlbear Hartshorn; slippery Syl Lonnegan and Crimson Cogward too. Sure enough, the five of you are told to gather your things and get aboard, and Scourge has a distinctly nasty smile as he says he'll be seeing you aboard ship. Kenya Bloodblade boards, as does Ambrose Kroop, who slumps off down to the galley. You notice that Captain Harrigan seems glad to be rid of the cook. Cut-Throat Grok however, seems cut up to be losing her drinking companion, and the rest of you too - she cries as she tells Quara Sher that she'll miss her stories.
If you want to make any purchases from the quarter-master's store before the ships part ways, you are free to do so. The store is pretty well-stocked, and pretty much any item from the core rulebook is available at the normal price.
Mmm, it has been a while, I'm not sure we ever made a firm decision. If you want to make a house rule, I'd propose you have the choice to either take half hit dice plus one. Or, if you're a gambler, make the roll on the boards, but you keep the result regardless if it's lower than the average. Does that sound fair, or unfair?
You press on, through the disturbing-looking bronze doors. Cat quickly checks for traps around the door; not seeing any, you pull the doors open, which turn easily on their hinges. Ahead of you is a long passage, stretching away from you into darkness to the right or the left.
Updated Map - I forgot to move your icons, but I'm assuming for the moment you are all just past the double doors at the south of the chamber.
By the way, was tallying up experience and you have all just reached 4th level, so go ahead and level up. You each should have 9,428XP. You'll need it! :)
Cat Perception 1d20 + 6 ⇒ (9) + 6 = 15
Cat Perception 1d20 + 6 ⇒ (17) + 6 = 23
@Ambrose: As it happens, Delora Zann who runs the livery stable is a former adventurer, and she offers the use of her old chain shirt (a +1 chain shirt). Additionally, I keep forgetting to include in the posts, with your Diplomacy roll Morlin is impressed with the workmanship of your axe and agrees to a trade for the lance (a +1 lance).
@Shaylar: At your request for assistance, Captain Soranna looks back at you and smiles wryly. "I think you have more firepower at your disposal than we do. Head around the houses that way. If you get into trouble, we'll not be far away." What she says is true enough; There's a fairly small number of houses on this side of town, so even by dividing your force they shouldn't be far away.
Updated Map - added the party (Leonar in eagle form).
Also, please can I have initiative rolls from everyone?
Round 5 continued
Aerys and Rowena continue to climb, egging each other on but neither really getting anywhere.
Yekskya continues to fire at the skeleton. One arrow bounces off the stone bridge, but the other neatly severs the skeleton's spine, and falls apart in splinters of bone! 21 points of damage to the skeleton, and it is history.
With the sounds of battle dying away, a heavy silence settles over the chamber. With peace to look about, you can see that on the ground level there are the two large bronze doors along the far wall of the chamber. The doors look even more eerie on close inspection, seeming to drip with blood. Forty feet above, on the stone concourse, are sets of double doors at either end of the span. The walls are unsettling, covered all over with images of the walking dead, of bats and sacrifice.
skeleton javelin 1d20 + 5 ⇒ (12) + 5 = 17
Seeing the fleeing officer, Atajay summons some of his remaining arcane energy and casts a sleep spell to put her out of commission. Warding any attackers off with her pike, her eyes suddenly roll into the back of her head and she crumples to the deck. The two sailors look back at her and redouble their efforts to get away.
Arven follows close behind, intent on grappling the officer to the deck to prevent her escape. When she collapses unconscious, he instead attempts to grapple the nearest sailor, but the Rahadoumi kicks the undine out of the way. It looks like the two sailors are very nearly ready to launch the boat.
Quara continues to administer help to the unconscious sailor beside her, noting that the other surviving sailors are being rounded up by the Wormwood's crew. Sorry, I think the other sailors you defeated have become shark bait.
Batango uses one of his spells to command one of the sailors to flee from the boat. Suddenly, the man drops what he is doing and runs pell mell across the deck, before being slammed to the ground by several of your crewmates. He is rounded up along with the rest of the survivors.
Updated Map - Not much change, the only sailor left is the one avoiding Arven's grapple. The officer is asleep on deck.
officer Will 1d20 + 1 ⇒ (6) + 1 = 7
sailor Will 1d20 + 1 ⇒ (13) + 1 = 14
@Ambrose: The ferrymen are working as quickly as they can to get the horses harnessed to move the ferry, but even working flat out it's going to take a few minutes to get things going. So you have time to get Smoke saddled.
Whether to across with the ferry to take the fight to the invaders, or to stay by the river to pepper the raiders with ranged weapons, you make your way towards the water's edge. Along the way, Ambrose stops at the stables to saddle Smoke, grabbing the stablehands to help.
Leonar notices that he's been joined by Abukcheech, Helaku's familiar. The small bird easily keeps pace with Leonar's powerful eagle form, and seems to recognize the shaman despite his altered form.
Shaylar calls over to Soranna and the militia gathering outside the Old Toll House, calling for reinforcements. They look up from where they are mustering, at the heroes marshalling for battle. Shaylar, please can you make a Diplomacy check? The DC is 15, to convince Soranna to assign you additional forces. Otherwise, the militia are intent on crossing the river, but are under Soranna's command.
So I'm just needing to double-check, who is crossing and who wants to stay? Note that the river is about 600feet wide, it takes 6 minutes (60 rounds to cross), and it is the dark of night. The ferry is large enough that it can easily carry the whole party (if you all go) along with Soranna and her contingent of militia. Shaylar, are you bringing Fang?
For those on the ferry:
As the boat bumps up against the landing, Soranna and her militia head off to chase a group of hobgoblins. "We'll take these!" Captain Soranna shouts. "You head the other way, and see if there are any more." She leaves a detail of three militia men to guard the ferry. You only get a hundred feet or so from the ferry landing when you spot a trio of goblin worg riders dashing down the street, whooping and shaking their bows in the air. A powerful hell hound bounds alongside them.
Let me know if you are preparing any spells or actions before the ferry lands. I've attached a map below, you are at the edge of the map just right of the compass rose. The red blobs indicate houses that have been torched and are catching fire.
Round 4 continued
The small earth elemental attempts to slam into the skeleton again, but its fist is stopped by an even larger skeletal hand. The elemental keeps trying to push through but is held fast.
Aerys seems to be having a particularly difficult time climbing up the wall, climbing up a small way, then sliding back down. At Rowena's words, she smiles ruefully: "Tired? No way. I could do this for hours. Literally." Rowena seems to be doing not much better. Maybe if any of you had a rope, or a grapple? It might bring the DC for the climb down to a more manageable level.
Yekskya calmly continues to target the skeleton with his arrows. One of his two shots is a near miss, passing between the monster's ribs.
Grym is still attempting to climb, his feet scrabbling to find purchase on the wall. At this rate, the wall just seems to be toying with the half-orc.
elemental slam 1d20 + 6 ⇒ (2) + 6 = 8
skeleton attack 1d20 + 8 ⇒ (16) + 8 = 24
damage 1d6 + 5 ⇒ (3) + 5 = 8
skeleton attack 1d20 + 8 ⇒ (6) + 8 = 14
skeleton attack 1d20 + 8 ⇒ (13) + 8 = 21
damage 1d4 + 5 ⇒ (2) + 5 = 7
Aerys climb 1d20 + 2 ⇒ (2) + 2 = 4