Okay, so in terms of buffing before leaving the underbrush and entering combat, I have you down for the following spells:
Helaku: prot. from evil (Ambrose) -- prot. from evil (Aleste) -- enlarge person (Ambrose) -- haste (Aleste) -- haste (Leonar) -- haste (Shaylar) -- haste (Ambrose)
I imagine the horses you will be keeping back, out of sight. Jorr will be planning to leave his dogs there too, they have been in enough danger so far. Shaylar will keep Fang close by though. Abukcheech?
The distance between the towers is about 70 feet.
Everyone has levelled up apart from Shaylar, who I believe is probably tied up with family at the moment - perhaps the twins have arrived. I'll try to NPC him in the meantime as a 6th-level character, but as he was a multiclass character preparing to take on a prestige class, it's difficult to tell what class he was planning to take next.
Helaku: you can determine that the dragon is a green dragon, and it looks about Large size.
I'll make sure I have the buffs right before posting the first rounds of combat.
Initiative - This has worked out quite well from a PbP point of view, you all get first shot, then the NPCs
dragon init 1d20 + 1 ⇒ (6) + 1 = 7
hounds init 1d20 + 5 ⇒ (10) + 5 = 15
hobgoblins init 1d20 + 1 ⇒ (1) + 1 = 2
Jorr init 1d20 + 7 ⇒ (4) + 7 = 11
Shaylar init 1d20 + 10 ⇒ (10) + 10 = 20
Been catching up on a few non-RPGs things over the weekend. Will post a fuller update tonight, but can quickly answer a couple questions now.
The four guard towers are 40 feet higher than the bridge. There is a archer sentry atop each tower. There are two hounds, one patrolling each end of the bridge.
Round 3 continued
You all stop to catch your breath, while Rowena takes out her anger on the creature by stabbing it repeatedly with her rapier. A quick look around reveals that the cavern is full of filth and detritus. The smell is terrible, fetic and ghastly. But one of the alcove "nests" reveals an interesting artifact: a strip of leather armor with words on it that look like they were written in blood. You pick it up and read the terrible, desperate words inscribed on it:
Suddenly Grym grunts, "There's another one down the tunnel!" and goes bounding into the darkness down the tunnel. You hear the sounds of scuffling and fighting!
init 1d20 + 2 ⇒ (17) + 2 = 19
Grym attack 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d12 + 4 ⇒ (3) + 4 = 7
D'oh! Meant to post about the filth fever yesterday, I knew my post had been too short.
As if the perils of shipboard life on a pirate ship and trying to survive a storm weren't enough, several of you also come down with filth fever, a result of your encounter with the rats in the bilges. Arven, Atajay, and A'vandira are all affected, and begin to feel ill on the sixth day of your voyage, the day after the fight with Owlbear Hartshorn. Under Quara's ministrations, Atajay and Arven are able to make a recovery without coming down with full symptoms, merely feeling like they are suffering a cold. A'vandira on the other hand, catches a bad case of it. She's really suffering, especially on the day of the storm. A'vandira still suffering from filth fever on the day of the storm, currently at -2 Str and -2 Con). The illness affects her ability to perform her tasks in the midst of the storm, but she is able to complete them. She feels exhausted by the end of the nightlong work.
Meanwhile, helping Rosie overboard...
Reacting quickly to the situation, Quara shouts on Owlbear and grabs a rope. She ties the rope around him, warns him to brace himself, and throws herself into the sea. The tiefling lands not too far from Rosie, and with the rope tied around her she tries to swim over to the brawny halfling. Rosie is doing well so far at keeping afloat, but the ship is quickly drifing away. Arven jumps in to help Owlbear hold on to the rope, continually staring into the lashing rain to see if he needs to jump in to the rescue as well. Ok, Quara and Rosie need to make swimming checks (DC 20) every round to keep afloat. Quara you get a +10 bonus to your rolls as Owlbear and Arven are helping to anchor you with the rope. To grab hold of Rosie, why don't you make a melee touch attack, Quara. Success means you grab hold of her and you can then swim back to the ship. If you miss, you'll need to try again the next turn but the powerful waves might drive the two of you apart. Up to 3 people can help with the rope, and any number of you can jump in the sea, though you will need to make the Swim checks.
A'vandira day 6 1d20 + 1 ⇒ (12) + 1 = 13
A'vandira day 7 1d20 + 1 ⇒ (8) + 1 = 9
A'vandira day 8 1d20 + 1 ⇒ (2) + 1 = 3
Str 1d3 ⇒ 3
Con 1d3 ⇒ 1
Str 1d3 ⇒ 1
Con 1d3 ⇒ 3
A'vandira Dex 1d20 + 1 ⇒ (19) + 1 = 20
A'vandira Str 1d20 ⇒ 19
A'vandira Dex 1d20 + 1 ⇒ (14) + 1 = 15
A'vandira Con 1d20 ⇒ 12
Rosie swim 1d20 + 3 ⇒ (20) + 3 = 23
Here are the XP totals I have so far for each of you, including bonux XP for your success in performing certain actions aboard the Wormwood , as well as group XP. Don't worry if it looks like there are big differences - there will be more opportunity for earning group XP (i.e. combat) soon, which will even out the scores some. Some of you have also had jobs or situations that probably didn't play to your strengths, as well.
Arven - 767xp
As Quara plants a light kiss on Owlbear's forehead, the big man fairly begins to glow with happiness, only partly due to the tiefling's healing spell. Owlbear speaks with slow, ponderous words. "You help Owlbear? Owlbear friend! Sea-man hurt me. Hurt bad! Better now." He smiles broadly, and you notice him focusing on you with his good eye.
Once Quara heals Arven, the undine comes over to Owlbear, helping Quara get the big guy to his feet. Owlbear listens to Arven's explanation, but seems a bit slow to understand. "Plugg, bad? Why bad? Why let Owlbear get hurt again? Owlbear like friends. Owlbear want you for friend too." Owlbear tries to brush off some of the feathers tarred to his skin, the result of a practical joke the crew played on him days ago. Arven, one more thing. As a result of your rousing victory, you receive a +2 bonus to any future checks (Bluff, Diplomacy, Intimidate, or Perform) to influence the crew for the remainder of the voyage.
You are all ordered up into the rigging: Arven and Batango are sent up to help trim and hoist or lower the sails as needed. Please make either a Profession (sailor) or Dexterity check, against DC 12. Please also make a Constitution check (DC 12) to avoid becoming fatigued. Atajay and Kenya are sent up to help with the upper rigging, 50 feet up. Please make a Climb check (DC 12), as well as either Profession (sailor) or Dexterity check (also DC 12). A'vandira and Quara help the ship's ropes, securing them to cleats and single and double bollards. Roll either a Profession (sailor) or Dexterity check (DC 12).
The storm lasts the day, and beyond. By twilight, your muscles are aching, but you don't dare stop. The crew stays up all night battling the storm - there is no evening rest or entertainment, and after the evening meal (ship's biscuit only), you are back up in the rigging Please make skill checks as above unless otherwise specified): Kenya and Arven trimming the sails; Atajay climbing up to repair fouled rigging ( Please make a Climb check against DC 12 for climbing up to the rigging, then a Profession (sailor) or Dexterity check to fix the rigging - also DC 12) ; A'vandira doing upper rigging work (see above); Batango stowing and securing ropes (see above); Quara helping to lower the mainsail ( Make a Profession (sailor) or Strength check, DC 12). By the end, you are really knackered. Please can everyone make a Constitution check against DC 14. If you were fatigued as a result of the first shift, you now fall asleep on the job out of exhaustion!
In the dark of the night, you hear a scream and a muffled splash. Sailor overboard! You stare into the storm and see Rosie Cusswell struggling to tread water and reach the ship. With a flash of lightning, you can see Rosie's terror-stricken face, slowly growing smaller as the ship sails on.
Quara diplomacy 1d20 + 10 ⇒ (10) + 10 = 20
Arven diplomacy 1d20 - 1 ⇒ (3) - 1 = 2
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 6
Hi folks, sorry I'm late, had some internet troubles at the weekend.
I'll be playing Crar, 15446-4, Shadow Lodge faction, a CN half-elf druid (eagle shaman).
Deevor, I think I need to make a few changes to Crar's spell list but I'm running out of time to do it tonight. If I make any changes, I'll let you know tomorrow.
Sorry folks for the delay, had some internet troubles yesterday
Brass knuckles: If there is something that indicates otherwise, let me know, but my interpretation of their description in the PRD is that the brass knuckles enhance your unarmed attacks, turning nonlethal damage into lethal damage. But, in a sense, you're still unarmed and using your fists, so I would say that Owlbear wouldn't incur an attack of opportunity from you unless you drew another weapon, or vice versa if he drew a weapon on you.
More warily now, Arven circles around and tries a sharp jab to the kidneys, eliciting a grunt of pain from the big man. 8 points lethal damage to Owlbear, including adjustment for increased Strength. Arven's opponent responds with a solid blow to the undine's stomach, knocking the wind out of him. 4 points nonlethal damage to Arven.
Winded, Arven picks himself up and continues to advance on his opponent. Owlbear seems to be getting nervous now and starts backing away from the fight, but the pirates jeer and shove him back into the cleared circle. He starts making a quiet whimpering noise, evoking more laughs from the crew. They now seem to be cheering Arven on, shouting on him to finish the match. With one more swift uppercut, Arven knocks Owlbear out cold! The big man lies sprawled on the deck, and the crew stoop to make sure he's alright. Sandara Quinn produces her holy symbol of Besmara, and checks Owlbear's lumps and bruises. 7 points of lethal damage to Owlbear, putting him in the minuses. Arven is the victor! The crew give you a rousing cheer for putting on a great fight and entertainment - they've never seen anyone beat Owlbear so soundly, and so quickly!
Amidst the celebration, you notice that Mister Plugg looks livid at what has happened to his "pet", burning inside with a cold rage. Slowly, deliberately, he turns and disappears below deck. Surely, this won't be the last you hear of this.
Arven, the 100 gold pieces are yours, to keep or to split with the others as you wish. You also earn 400XP for defeating Owlbear in single combat.
Quara and Batango, I'm awarding you 200XP each for managing to find ways to assist Arven without provoking Plugg's intervention.
attack 1 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d3 + 3 ⇒ (2) + 3 = 5
attack 2 1d20 + 5 ⇒ (11) + 5 = 16
damage 1d3 + 3 ⇒ (1) + 3 = 4
attack 3 1d20 + 5 ⇒ (1) + 5 = 6
attack 4 1d20 + 5 ⇒ (14) + 5 = 19
damage 1d3 + 3 ⇒ (1) + 3 = 4
Will 1d20 - 2 ⇒ (11) - 2 = 9
You know, I keep doing the actions through the NPCs to the end of the round, but keep forgetting that it's back to me for the creatures at the top of the next round. Sorry about that, back to you, Zag.
bite 1d20 + 2 ⇒ (9) + 2 = 11
Skull Gorge Bridge
After a tense minute, you see the light go out of the cyclops’ eye, and you can confirm it is dead. You each breathe a sigh of relief, but especially Ambrose, who was grievously wounded by the giant. You spend a few minutes to gather your wits and get everyone back to fighting strength, then move on without further interruption. You feel that getting to Skull Gorge Bridge to destroy it or at least scout the area is now your biggest priority. If you are healing everyone up, Jorr’s dog Mugs is currently at 6/13 hit points after Leonar’s last charge from his healing wand (Jorr is mightily pleased that you healed his dog), and Ambrose I believe is at 12/52 hit points. If you are interested in the cyclops’ belongings, you can have a Large suit of hide armor, a Large greataxe, a Large heavy crossbow with 8 Large bolts, a bottle of fine wine worth 75gp, a potion of flying, and a single yellow topaz that’s very exquisitely cut – it’s obviously come out of some sort of piece of jewelry. The topaz is worth 750gp.
Incidentally, you’ve all at last reached 6th level – congratulations! You each have 23,200XP; feel free to update your characters now before the next encounter.
Ahead is a stretch of barren ground, about sixty feet wide, ending in a gorge. Roughly a hundred feet wide at its narrowest point, the gorge drops precipitously to a fast-rushing stream far below. The ancient Dawn Way crosses the cleft on a bridge of stone. Anchored at bot ends to large stone towers with pentagonal roofs, the bridge seems sturdy despite its obvious age. It is, clearly, the only easy way across, since the gorge continues as far as the eye can see to the east and west. The four stone towers that anchor the bridge are each forty feet high. A narrow wooden stairway winds around each, leading up to an open-air watchpost at the top.
A small encampment of a half-dozen tents clusters near the northern side of the bridge. Curls of smoke from campfires attest to some sort of activity. A single humanoid figure stands at the watchpost on the top of each of the four watchtowers, longbow in hand. A powerfully-built hound with glowing red eyes and short ruddy fur sits watchfully near either end of the bridge. Yet the most impressive creature present is certainly the sleek and menacing green dragon that perches on the roof of the northwestern watchtower on the far side of the gorge. It lies basking in the sun, but its bright yellow eyes are fixed on the bridge.
You are currently watching from a point about 80 feet from the southern edge of the bridge, or about 180 feet from the dragon. You haven’t been spotted yet but the bridge’s defenders seem alert and vigilant. Tell me what you would like to do, please also if you could roll intiative.
Quara's right, there are three healers aboard ship that you know of. Quara's has some healing experience as a sawbones, Sandara Quinn is a cleric of Besmara, and the ship's "official" surgeon is a fellow named Hanbly Quarne. Also known as the "Stitchman". Apart from running messages back and forth between him and the captain, you've not had much dealings with Quarne.
Deevor, as the combat's just between you and Owlbear, Arven might be able to make a few rounds' worth of actions and dice rolls, and I can post up the results of their boxing match.
BTW, Quara, great song! Arven, are you listening?
Round 1 ding!
Nimble on his feet despite his peg leg, Arven the Shark's Friend wastes no time in dancing forward and planting a solid punch to the side of Owlbear's face. It is like hitting a solid wall. The brass knuckles lend power to your punch and leave a ragged cut on Owlbear's cheek. The big warrior doesn't move, just stares at you dumbly for a moment, then leans over and spits out a tooth. He doesn't seem to respond to Arven's offer, whether he didn't hear you or didn't understand your meaning you're not sure.
The rest of the crew join in with shouts and hollers, some shouting for Owlbear, others rooting for you, it's quite a din. Above it all, you hear Quara's song, filling you with confidence and courage. Some of the crew see the brass knuckles and the damage you did to Owlbear's face and cry foul, and Plugg watches grimly, but doesn't say anything.
Suddenly Owlbear's brain seems to kick into gear and with a lunge brings down a meaty fist that probably would have decked the undine if it hit, but Arven manages to step to sidestep it at the last moment. Owlbear seems surprised that he missed, and looks around for you. 6 points of lethal damage to Owlbear; he is still affected by Batango's evil eye.
As you are dancing about, with your keen observation skills you notice that Owlbear seems blind in his left eye. He also seems pretty slow, though strong. An opponent could easily slip into his blind spot and avoid his blows.
Filth fever - Ah yes, those who failed your Fortitude saves against the rats might want to get those wounds checked out soon...
Equipment - Quara, your songs for Grok are well-received, you are able to get back your sling, bullets, and fortune deck. Grok looks forward to having her fortune read soon. Arven, you can see if Raven or Sandara (Quara seems to be doing pretty well too) would negotiate for your stuff on your behalf; from what you can gather, sneaking in to the quartermaster's store can be done but is very risky.
The Gnome - Quara, your attempts to improve relations with Conchobar Turlach Shortstone don't really go anywhere. Despite the way the foppish gnome leers at you (and any other female on the ship) and your appeals to his ego, he seems to have taken against you and your allies. It will take a lot of work to soften him up.
Treasure - To help keep track of gold and treasure you've found so far, I've started a treasure column on the campaign thread for this game. I'll try to keep it up to date, and let me know if you are wanting to claim anything out of the pot.
Owlbear attack 1d20 + 3 ⇒ (7) + 3 = 10
Round 2 continued
Aerys reaches out a hand to the side of the cavern, to keep herself steady. She understands Zaghigoth's tactics to push the creature away from the others, but Aerys isn't the type to stand idly by on the sidelines. She lurches forward to where the creature is, attempting another punch with her bloody fist. Sickened, her punch lacks any force, not even gaining its attention.
Grym continues to keep a watch on the tunnel leading away from the cavern.
Edit: The site seems to keep cutting off the last half of this post, so just a short summary: the creature tries to bite Rowena, but misses. Back over to you! [/ooc]
Dude! You're right, I managed to completely miss your action there. My apologies; I think instead of retconning everything, I'll post your action here.
Reeling from the last blow, Ambrose nonetheless closes with the cyclops, trading blows with his own axe. His attack cuts deep into the giant's side, leaving it staggering and barely on its feet. Smoke finishes the job with a timely kick, crushing the giant's chest. The cyclops comes crashing down to the ground, dust and dirt thrown up as it lies there, wheezing and choking on its own blood. 18 points of damage to the cyclops, it is currently dying at -2 hp. A belated well done!
The crew move back to give more room as Arven steps forward, answering the challenge. At Arven's remark about the prize money, Mister Plugg steps forward, picking up the bag and upending it in the middle of the deck, by the mast. "It's all here. Do you want to count it?" He gets a few chuckles from the crew, and the first mate rounds on them. "And it better all be here when we're done! No thievin'!"
As Arven surreptitiously slips on the brass knuckles, Batango moves around the edge of the crowd, getting a good look at Owlbear Hartshorn. The brute seems easy to manipulate, and you see your evil eye taking effect, as Owlbear's shoulders slump and he seems to move a bit more sluggishly as the two warriors square up to each other. There's a point where you notice Mister Plugg staring at Batango with a suspicious look, and he seems to be trying to determine if Batango is using magic during the fight, but the wily witch manages to disguise her baleful gaze. Evil eye at work against Owlbear, Plugg very nearly discovered you using magic to influence the fight.
Let the fight begin! Arven is up first.
Batango: While you are rummaging around the galley, in addition to the ivory-handled knife you also find two matching handaxes, being used as meat cleavers. You feel you are only touching the tip of the iceberg; it will take a while to sort through all the mess. Don't worry about Kroop, previously you and the group were able to make him helpful, so no additional Diplomacy rolls needed with him unless something major happens to make him not helpful any more.
Arven: I'll update about your attempts to get back your equipment with the next post.
Map of the fight - I haven't shown the rest of the party or the crew, to keep it from getting too confusing. I'll add them in as necessary.
init 1d20 - 1 ⇒ (14) - 1 = 13
Owlbear Will 1d20 - 2 ⇒ (20) - 2 = 18
Plugg sense motive 1d20 + 2 ⇒ (18) + 2 = 20
Batango bluff 1d20 + 1 ⇒ (20) + 1 = 21
The cyclops turns its one-eyed gaze towards the archers, growling sadly. Then with growing desperation, it turns back towards Ambrose, attempting to bring down the heavily-armored warrior trying to hem it in. There is a loud crunch as its greataxe bites deep into Ambrose's armor, leaving a terrible wound and forcing Smoke to dance sideways to keep from being knocked over. Very nearly a critical hit; another 20 points of damage to Ambrose. The cyclops attempts to follow up with a leap and a downward sweep of the axe, but Ambrose jerks on the reins, moving himself and Smoke out of the way just in time.
In the last post, when I said that Jorr used his wand to heal Mugs the dog, I meant to say Leonar.
attack 1d20 + 11 ⇒ (20) + 11 = 31
damage 3d6 + 7 ⇒ (2, 5, 6) + 7 = 20
attack 1d20 + 6 ⇒ (7) + 6 = 13
confirm critical 1d20 + 11 ⇒ (6) + 11 = 17
Shiv stops tearing into the other creature's corpse, and if it's possible for a crocodile to turn pale and wretch, Shiv does so. It turns balefully towards the continuing fight. Shiv is sickened for 2 rounds
Yekskya fires over Zaghigoth's shoulder, aiming at the undead monster. His first arrow hits, ripping right through its chest. The second arrow clatters off the back of the cavern. 6 points of damage to the creature.
festrog 2 claw 1d20 + 2 ⇒ (15) + 2 = 17
damage 1d4 + 1 ⇒ (2) + 1 = 3
festrog 2 claw 1d20 + 2 ⇒ (15) + 2 = 17
damage 1d4 + 1 ⇒ (1) + 1 = 2
festrog 2 bite 1d20 + 2 ⇒ (19) + 2 = 21
damage 1d4 + 1 ⇒ (1) + 1 = 2
CMB 1d20 + 5 ⇒ (11) + 5 = 16
festrog aoo 1d20 + 2 ⇒ (5) + 2 = 7
1d6 ⇒ 2
Today you find you are each assigned different tasks. Atajay is again up in the crow's nest providing a lookout, Arven is helping repair the lines, and A'vandira is swabbing the decks. Kenya is sent about below decks rat catching (not the giant variety), while Quara is back to running messages between officers. Batango lands the cushiest job, as he finds some free time in the kitchen with Fishguts Kroop. With the evening stew simmering away, Kroop puts his feet up and regales Batango with stories of his life at sea and his life before becoming a sailor, when he was an up-and-coming chef. He is free with the rum as well, and Batango receives his share of extra rations. Kroop seems in a good mood, and is deep enough in his cups that by late afternoon he falls asleep, snoring loudly. No need to roll for success for your chores today. If you all want to take any ship actions, let me know. Batango, you get a lucky break, with Kroop asleep you can take an extra daytime action if you like.
In fact, while you are looking around the galley, becoming better acquainted with your new post, you discover a finely wrought ( masterwork )knife with a handle of inlaid pearl, that looks like it has been used as a butcher's knife. The galley is full of discarded utensils, equipment, foodstuffs, hens, and is generally just a mess - who knows what other treasures might be found here?
In the evening, as everyone is beginning to disperse after your supper, you notice Mister Plugg and a couple of his cronies leading Owlbear Hartshorn up onto the main deck. Owlbear is a huge, simpleminded, hulking brute of perhaps Shoanti blood, who usually stands guard near the officers quarters on the middle deck. Some of you may have seen him while you were prowling about scouting the ship. The man starts limbering up while Mister Plugg stirs up the crowd. The captain seems nowhere in sight.
"Step right up! Anyone for a bit of sport? Anyone dare to take on the mighty Owlbear? How about one of you?" Plugg indicates the group of you. "Here, I'll make a wager, just to make it interesting." The pirate tosses down a fat pouch, some of which spill out onto the deck. There must be a hundred pieces of gold there! Owlbear stands there without expression, cracking knuckles, cracking his neck. You notice that he sees really grubby, like he's been painted in tar, and is covered in seagull feathers. The big guy doesn't really seem to take any notice. The deck starts to fill up again, as the rest of the crew gather to watch.
Right, decide amongst yourselves, who would like to take on Owlbear Hartshorn in a wrestling match? Wrestling or bare-knuckle fists only, no weapons, no magic, last one conscious wins. Winner takes the 100 gold, but nothing stopping anyone else from making wagers on the side. Perhaps Arven, or Kenya? Whoever decides to go for it, please if you could roll initiative.
Healing: Batango is right; between him and Sandara Quinn's healing magic, and natural healing, consider each of yourselves fully healed. Still might want to get those rat bites checked out though...
Batango 1d6 ⇒ 5
Atajay 1d6 ⇒ 5
Arven 1d6 ⇒ 6
A'vandira 1d6 ⇒ 3
Kenya 1d6 ⇒ 2
Quara 1d6 ⇒ 5
Batango percept 1d20 + 3 ⇒ (13) + 3 = 16
With the threat over, you spend a few more minutes to search the bilges before you head back up to report to Master Scourge. You are wary of the briny water and of the cobwebs hanging from the ceiling - those spiders look pretty big, though on this occasion none seem to harm you. Your diligent searches prove fruitful; though Atajay doesn't locate any magic or magic items, you do find a suit of leather armor, packed amongst the straw, along with 3 heavy maces, and 12 silver pieces. You also find sunken amidst the waters a buckler, a finely wrought handaxe, a vial of holy water, and a tanglefoot bag.
When you return above decks, Scourge seems a bit disappointed to see you victorious, but he thanks you for catching all the rats. You have all had a short reprieve from your daily tasks, but now it's time to get back to work.
Sorry folks, ran out of time to finish this post properly. Will be back tomorrow with all your actions. And in instead of jumping ahead several days, this time I think we'll just jump ahead only the one day, and perhaps make a larger leap after.
Arven percept 1d20 + 5 ⇒ (19) + 5 = 24
Atajay percep 1d20 ⇒ 20
A'vi percept 1d20 + 1 ⇒ (15) + 1 = 16
Batango percept 1d20 + 3 ⇒ (1) + 3 = 4
Kenya percept 1d20 + 6 ⇒ (14) + 6 = 20
Quara percept 1d20 - 1 ⇒ (3) - 1 = 2
1d3 ⇒ 2
Round 1 continued
As Shiv continues to shred the one creature's body, the crocodile is sprayed with blood and pus from the undead creature. The stench is horrible, and even seems to turn the crocodile's stomach. Zaghigoth, please can you make a Fortitude save for Shiv, against DC 12.
Finally making a move, Aerys rushes forward and strikes out with a hardened fist, trying to chop at the creature. She hits it in the base of the head, causing it's head to tilt at an unnatural angle. The creature doesn't really seem to notice, and the chop seems to cause pustules and boils on the creature's skin to burst, spraying over Aerys. She falls away, retching. 4 points of damage to the creature, but the foul, diseased pus has sickened Aerys for the next 5 rounds.
Grym moves up as well, but with everyone tightly packed around the undead creature, the half-orc is unable to get in to land any blows himself. Instead, he scans down the next passageway, looking out for any more of the monstrosities. Grym moves forward 30 feet.
End of round 1!
Aerys attack 1d20 + 5 ⇒ (15) + 5 = 20
damage 1d3 + 2 ⇒ (2) + 2 = 4
Aerys Fort 1d20 + 4 ⇒ (1) + 4 = 5
Aerys Fort 1d20 + 4 ⇒ (9) + 4 = 13
1d6 ⇒ 5
Helaku moves up the cyclops and calls out another ear-piercing scream at the giant. This time the cyclops manages to resist, hardly seeming affected by the spell. Cyclops managed an amazing Fort save with a result of 29. Took 4 points of damage and is not dazed this round.
Aleste and Shaylar, over to you!
cyclops Fort 1d20 + 9 ⇒ (20) + 9 = 29
The other rat half-heartedly tries to gnaw on Kenya's boot, until she kicks it away.
Atajay, seeing that the situation is nearly resolved, turns his attention to other matters. He casts a spell, scanning the bilges for magic. He takes in the discarded crates, boxes, and the water below, but doesn't immediately see anything magical, though that's not to say there isn't anything else to be found - this grimy pit seems to be a dumping ground for all sorts.
Arven charges over and attacks the lone remaining rat, gnawing at Kenya. With one deadly sweep he ends the rat's life. You have cleared the menace in the bilges!
Well done! I'll need to know your next actions before I post the outcome of your rat hunt. Also, after today to keep things fresh I think I'm going to skip a few days of game time - I think you've had an opportunity to experience the drudgery and danger of life aboard the Wormwood. It will also give your characters a chance to heal hit points as well. So, if you could also give me a general idea of anything you think your characters might be doing in the off-time, I'll work that in to the next post. If you feel any skill checks might be appropriate, go ahead and roll them, that will help save time too.
rat 2 attack 1d20 + 1 ⇒ (14) + 1 = 15
damage 1d4 ⇒ 3
Sorry Zag, got myself a bit muddled, forgot your action. We'll get it in now.
Back to Rowena!
On to Round 3! Down with the cyclops!
cyclops attack 1d20 + 11 ⇒ (17) + 11 = 28
damage 3d6 + 7 ⇒ (3, 6, 4) + 7 = 20
Round 1 continued
Round 2 continued
At the same time, Jorr dismounts from his pony and runs over to his faithful dog, Mugs. He hurriedly knocks an arrow to his bow in case the giant turns back their way, but instead of shooting he kneels down and quickly examines the wounded dog's injuries. Tears come to his eyes, "Oh, Mugs, don't die on me! You gotta help me, these dogs are the only family I have!"
Lantern Lodge and Shadow Lodge are going to be retired? I hadn't heard that, bummer.
Either of those modules sound like they could do well for a PbP game. The rp side of me wants to go with Severing Ties, while the hackster side of me wants to explore the Pathfinder's lair in Veteran's Vault. But, is there anyone else still here? I hope so, but if not we may need to advertise.
Thank you for the warm welcome everyone and Coran I hope you are able to return soon! I'm really excited about joining this game, I've been getting in lots of GMing practice recently so it'll be fun to be on the other side of the GM screen.
GM, you mentioned a google site with more campaign info and maps - where do I find that?
Apologies everyone for keeping you waiting. Let's get back to the rats!
A'vandiria: the rats are smaller than you and dextrous, so it still avoids your ranged touch attack. However, I believe Quara's inspire courage would apply to the attack roll.
Round 2 continued
Arven rushes foward to help A'vandira, splashing past other raps that try to snap at him as he passes but unable to touch the quick moving undine. With a tremendous sweep of his cutlass he hews the rat in two! A slick of blood covers the water where the rat was. Wow, great crit, 12 points of damage to the rat.
With only one rat near her, Kenya lashes out with her dagger, skewering the beast. The rat paddles away out of reach, but not far before it starts swimming back towards her for another bite. Kenya, I rerolled damage for your dagger, since I don't think a dagger uses a d20. 2 points of damage to the rat, there's not many left now.
rat 1 Fort 1d20 + 3 ⇒ (12) + 3 = 15
rat 8 aoo 1d20 + 1 ⇒ (6) + 1 = 7
Kenya damage 1d4 ⇒ 2
Sorry, tried to update on Wednesday but the site didn't seem to be cooperating, and haven't been able to get back to it the last couple days. Let's see what happens!
Zaghigoth and Shiv concentrate on defense, ready to deflect their attacks. while Rowena checks her rapier and is ready to counter-attack. With just a quick leap and a bound, the horrid things are on you. The look like they were once human, decayed and distended and stretched until they have become something more animal than humanoid.
The first creature bowls into Rowena and savagely bites her shoulder, its now-bestial teeth punching through her armor and bearing her to the ground. As it feeds on your blood, the creature seems somehow, stronger. 2 points of damage to Rowena, plus you are tripped and lying prone. The other creature tries to claw at Zaghigoth's face, but the half-orc bats the limbs away with his shield [/ooc] No damage to Zag. [/ooc]
Now back to you!
festrog 1 attack 1d20 + 2 ⇒ (18) + 2 = 20
damage 1d4 + 1 ⇒ (1) + 1 = 2
festrog 2 attack 1d20 + 2 ⇒ (5) + 2 = 7
damage 1d4 + 1 ⇒ (4) + 1 = 5
fetrog 1 trip 1d20 + 2 ⇒ (16) + 2 = 18
Sorry folks, I thought I would have more opportunity to keep up with posts this week.
Round 1 continued
Helaku sees the oncoming hulk and dismounts from Cayenne, readying a spell he hopes will stop the giant in its tracks.
Hello, please allow me to introduce myself. My character is Talia, a gnome summoner. GM Lictor Lane mentioned there was a vacancy in the group and I jumped at the chance to join, this sounds like a fun game. Looking forward to adventuring all of you, and you seem to be getting off to a good start against these Bastards of Erebus. Let's get 'em!
Batango seems to lose himself, watching the scene unfold around him. You hear him muttering quiet intonations under his breath.
Meanwhile, still singing away, Quara brings her longsword down and skewers the sleeping rat floating next to her, killing it. Nearby, the other two rats affected by Atajay's sleeping spell sink under the water, drowning. Four rats down in total, leaving four left in the bilges.
The rats are frantic now, swimming everywhere trying to get away from your attacks. Where they come in contact with you, they bite. One rat bites Atajay on the leg as it tries to get past, looking for a way out of the bilge. 2 points of damage to Atajay, and please can you also make a Fortitude save against DC 11 to avoid contracting filth fever. The other rats swarm over A'vandira, Kenya, and Arven, but don't manage to do any harm.
rat 1 attack 1d20 + 1 ⇒ (17) + 1 = 18
damage 1d4 ⇒ 2
rat 2 attack 1d20 + 1 ⇒ (7) + 1 = 8
rat 4 attack 1d20 + 1 ⇒ (2) + 1 = 3
rat 8 attack 1d20 + 1 ⇒ (6) + 1 = 7
Round 1 continued
Jorr and Shaylar nock arrows as well. Jorr manages to hit the creature under its outstretched arm. Meanwhile his dogs circle around the giant, barking and growling at it. The noise seems to be a big distraction for the cyclops, and it keeps turning its head to try and keep an eye on the hounds. 5 points of damage to the cyclops. Shaylar hits the cyclops as well with another well-placed shot, hitting the cyclops in the neck. The giant staggers, and its brow creases in rage! 8 points of damage.
The cyclops sizes you up, seeing well-armored Ambrose not far away with a deadly lance. He also notes that Jorr's hounds are slowly encircling him. The giant makes a move to break out of the encirclement, lunging at Mugs and mauling the poor hound with its axe. As the dog falls limply to the ground, the giant runs on, dodging through the trees, and heading towards your flank. The earth trembles and the trees shake from the cyclops' heavy tread. 18 points of damage to the Mugs the dog, now dying at -5 hp. The cyclops has moved east of the group, just turning south at the end of its movement.
Ok, Ambrose, over to you!
cyclops attack 1d20 + 11 ⇒ (9) + 11 = 20
damage 3d6 + 7 ⇒ (1, 5, 5) + 7 = 18
Round 1 continued
Kenya works at keeping the rats nearest her at bay, slashing out with her dagger. The rats keep dodging and diving in the shallow water, making it difficult to stab them. Wandslinger, are you out there? Hadn't heard from you for a while, so NPC'd Kenya this round. If you're waiting in the wings, just let us know.
Round 2! Back up to A'vandira and Batango.
Arven miss chance 1d100 ⇒ 34
Kenya attack 1d20 + 1 ⇒ (9) + 1 = 10
Sorry, just realized the last post I did seems to have disappeared. I must have shut everything down before I actually clicked on submit post. No matter, we'll give it another go.
With some work and ingenuity, you all manage to find a way down into the cavern: Yekskya first, Rowena, Zaghigoth with Shiv, Grym and Aerys. Once assembled and well armed with lights, you explore the passage leading out of the cave. The passage slopes rather steeply downwards at points, but soon you enter into another cavern.
The smell of decay is thick in the air of this wide but low-ceilinged cavern. To one side, the ceiling drops down to little more than three feet in height over a region strewn with bones and bits of old flesh, while to the other, the ceiling bulges upward in a dome shape - six circular, pod-like alcoves line the walls of the cave at this side.
Zaghigoth, Shiv, Rowena, and Grym, you also become alert to the fact that you are not alone. Across the chamber you see two savage, almost animalistic, beings keeping watch. With your arrival they immediately leap to their feet and hurtle towards you, their eyes dead, their look, hungry.
Zaghigoth & Shiv and Rowena, you all are able to act during the surprise round, along with Grym. Proper initiative count will kick in the following round.
Rowena percept 1d20 + 5 ⇒ (8) + 5 = 13
Yekskya percept 1d20 + 3 ⇒ (5) + 3 = 8
Zag percept 1d20 + 7 ⇒ (12) + 7 = 19
Shiv percept 1d20 + 7 ⇒ (14) + 7 = 21
Aerys 1d20 + 2 ⇒ (6) + 2 = 8
Grym 1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 6 ⇒ (4) + 6 = 10
Rowena init 1d20 + 3 ⇒ (7) + 3 = 10
Yeks init 1d20 + 4 ⇒ (8) + 4 = 12
Zag init 1d20 + 1 ⇒ (13) + 1 = 14
Aerys init 1d20 + 2 ⇒ (5) + 2 = 7
Grym init 1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 5 ⇒ (18) + 5 = 23
Your knowledge local check indicates that cyclopes are not normally found here in the Witchwood. This big brute has probably come down out of the Wyrmsmoke Mountains, either in league with the goblins or taking advantage of the chaos to look for easy pickings.
As I've only just got up a map to visualize, I'll give Aleste and Shaylar a bit more time to post. Otherwise, I'll update on Monday and NPC rolls for them if need be.
Apologies folks, it took longer than I thought to get a map up for this encounter, hope it does the trick. The red squares are just a rough guide to your horse's position and how much space they take up. North is at the top of the map. Despite the forest on either side, there are no combat restrictions on the map.
cyclops Fort 1d20 + 9 ⇒ (12) + 9 = 21
Aleste attack 1d20 + 8 ⇒ (14) + 8 = 22
damage 1d8 + 2 ⇒ (8) + 2 = 10
Jorr attack 1d20 + 8 ⇒ (19) + 8 = 27
damage 1d8 + 1 ⇒ (4) + 1 = 5
Before going in the bilges:
Along the way to the bilges, you make a quick stop at the quartermaster's store. Grok greets Quara heartily, while A'vandira attempts to barter for her gear. The half-orc woman ducks her head to see if any other crew are nearby, then turns to a chest, pulling out A'vandira's crossbow and bolts. "Here we are," she says. "We can work out the rest later." The half-orc winks back conspiratorially. "I'll take a tankard of grog anytime. Or something stronger, if you have it." She also returns Batango's spell component pouch. Actually, you probably could have kept your component pouch on your, most pirates wouldn't have understood its importance and they weren't too thorough when they were checking you over, which is why you were each able to keep an item on you. Anything else while you're here?
Batango fixes his gaze on the rat in front of him. The rat begins to cringe and writhe in fear. The rat has been successfully affected by your gaze, for 7 rounds.
Quara backs away a step from the rodents, diving into a heroic ballad that, when you hear it, fills you with confidence and boldness. Everyone receives a +1 to attack and damage rolls, as well as rolls to save vs. charm and fear effects, while Quara continues her song.
Despite your powers and attacks, the rats swarm all over you, squeaking and screeching. Kenya takes bites from two rats, while Atajay tries to fend off another. The rat that bit A'vandira, seeming more savage than the others lunges again. This time it latches on to her arm and shreds it with its teeth. One rat tentatively leaps at Batango but he is easily able to splash out of the way, while another two try to grab Arven. One of the manages to bite through the boot of his good leg. Another rat tries to attack Quara, but misses. Right, Kenya you receive 3 bites of damage from the two bite attacks, and please can you make two Fortitude saves. A'vandira, the rat biting you very nearly scored a critical hit, but still bit you for 3 points of damage, please can you make another Fortitude save. Arven, 1 point of damage and a Fortitude from you as well please. DC to beat is 11.
With a wave of his hand Atajay summons a spell that sends a number of the rats to sleep. One of them attempts to leap at the sorcerer, but doesn't quite reach him and falls asleep at his feet, slipping under the water. Atajay I centered your spell in the middle of the rat swarm, where it looked like it wouldn't affect any PCs. It affected 4 rats, 1 of which made its saving throw to negate the spell. The rest are at risk of drowning while they are asleep, one made its save to avoid drowning, the other two are now at 0 hit points, next round at -1 unless they wake up, the next round they die. The spell area is marked in blue. Hopefully the map will make sense.
Arven, your turn!
rat 2 aoo 1d20 + 1 ⇒ (8) + 1 = 9
rat 4 aoo 1d20 + 1 ⇒ (13) + 1 = 14
damage 1d4 ⇒ 1
rat 6 aoo 1d20 + 1 ⇒ (3) + 1 = 4
rat 5 Will 1d20 + 1 ⇒ (4) + 1 = 5
rat 1 attack 1d20 + 1 ⇒ (19) + 1 = 20
damage 1d4 ⇒ 2
rat 2 attack 1d20 + 1 ⇒ (17) + 1 = 18
damage 1d4 ⇒ 1
rat 3 attack 1d20 + 1 ⇒ (3) + 1 = 4
rat 4 attack 1d20 + 1 ⇒ (20) + 1 = 21
damage 1d4 ⇒ 3
rat 5 attack 1d20 - 1 ⇒ (1) - 1 = 0
rat 6 attack 1d20 + 1 ⇒ (11) + 1 = 12
rat 7 attack 1d20 + 1 ⇒ (14) + 1 = 15
damage 1d4 ⇒ 1
rat 8 attack 1d20 + 1 ⇒ (6) + 1 = 7
rat 4 confirm crit 1d20 + 1 ⇒ (10) + 1 = 11
rat 3 Will 1d20 + 1 ⇒ (20) + 1 = 21
rat 4 Will 1d20 + 1 ⇒ (13) + 1 = 14
rat 5 Will 1d20 + 1 ⇒ (7) + 1 = 8
rat 6 Will 1d20 + 1 ⇒ (10) + 1 = 11
rat 3 aoo 1d20 + 1 ⇒ (6) + 1 = 7
rat 4 con 1d20 + 1 ⇒ (3) + 1 = 4
rat 5 con 1d20 + 1 ⇒ (5) + 1 = 6
rat 6 con 1d20 + 1 ⇒ (16) + 1 = 17