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Round 4__________________
Players take their actions in order of posting, enemies go last.
Round 3 complete____________ Zane Argentus________________________________________ Targeting as many as possible using Color Spray(DC 16)(will take 5 ft step if need be, Warding weapon spell on cane defends eliminating AoO's.
Llaen Skyfallen________________________________________
Kharn________________________________________ Swinging his hammer in arc, Kharn smashes the pirate attempting to rise and then whirls it around bringing the flat of the hammer down with a sickening crunch on a second pirate attempting to stab at Nakoda
Bron Hartigan________________________________________ Grinning at the pirates around him, Bron shouts, "Let's dance!" as he sings his heavy flail in a wide arc, putting this full strength behind the swing.
Nakoda________________________________________ Inspire Courage ~Rnd4/14~
Enemies__________________
The big man on the starboard fore maindeck looks at Kharn, shocked at the mincemeat he was making with his men. He whips out a second cutlass and starts moving towards Kharn.
On the poopdeck the dwarf looks down at Zane and Bron and roars with fury. What are you waiting for? Finish them!
The pirates shift around Bron and Zane, paying particular attention to Zane and his fearsome magic.
Flank Attack 1 vs Bron: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 Hit! crit confirm? 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 not confirmed. Damage is 1d6 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10 cutting damage.
On the pirate ship, the last pirate attacks Llaen shouting in fear and fury.
On closer inspection of the guardian statues...
Spellcraft DC10:
You realize the Wall of Iron seal and the statues magic are linked. Spellcraft DC15:
You understand the magic was an Alarm that tripped a Wall of Iron spell to seal intruders into the tomb. You can reverse the mechanism with a Intelligence check DC15 and 8 hours work. Spellcraft DC20:
You can quickly reverse the mechanism and remove the Wall of Iron by hitting both statues with lighting of some kind.
Going back up the invisible rampway, you come to the Great Calendar Room again.
Knowledge (History) or (Religion) DC15:
This disc is an ancient Olman calendar stone, once used to track the movement of celestial bodies. When you search the filthy nest...
Perception DC10:
The whole bottom of the nest is covered by copper coins of ancient make. 14,314 cp (Probably taken from the eyes of corpses). And several gemstones ■azurite (11 gp) ■blue sapphire (1200 gp) ■chalcedony (50 gp) ■sapphire (300 gp) Beyond the calendar stone on the far wall is an open archway.
Beyond the archway beckons a circular room, its walls adorned with dozens of niches in which rest the desiccated bodies of long dead men and women. And on the far side of that, you see a yawning shaft descending into gloom. The walls of the shaft are fitted with hundreds of niches, upon which lie the dusty bones of heroes, priests, kings, queens, and warriors of a bygone age.
Knowledge (Religion) DC25:
This is a representation of Camazotz, an ancient god of bats and the night. Its presence here is not unusual, since much of the iconography on the walls indicates that the builders of this crypt worshiped him.
Round 3__________________
Round 2 complete____________________ Bron Hartigan
Kharn Iron-Blessed
Zane Argentus
Nakoda
Enemies__________________
The big man on the starboard fore maindeck looks at Kharn, shocked at the mincemeat he was making with his men. Depending on the results of AoO, there may be one fewer attacks made.
On the poopdeck the dwarf meets the helmsman and gives him a heavy pouch. Ref save: 1d20 + 4 ⇒ (5) + 4 = 9 Pirate tries to get up from the Grease, slips and falls again.
Llaen Skyfallen:
Ducking between the helm and the mizzenmast, you let the darkness dissipate. The brilliant night sky is revealed, the constellations are oddly distorted however. Revealed is the filthy pirate ship you are on. There is no one anywhere on the poopdeck where you are, or the main deck. On the forecastle are a couple of pirate guards looking aft with some consternation. They are standing next to a boarding plank leading to a fast looking ship of unfamiliar design. The pirate ship is firmly abutted midship of the merchant ship, the deck is swirling with screaming and shouting and the clash of arms. You can see a huge figure laying about with a couple of war hammers on its fore main deck, and the gout of fire from a Burning Hands spell on its aft main deck.
The creature snarls in rage as Bryson's lightning licks at it again, then... Everybody but Annie:
The creature screams as a greenish lightning bolt hits it with a CRACK that hurts your ears. The creature is blown apart; it's varous body parts and viscera rain down upon you and the area around you, which then evaporate altogether in puffs of brimstone. You see that Annie is standing next to the sarcophagus, a maniacal grin on her face and her palm stretched out towards where the creature was. A cloud of condensation appears in front of her as she breathes out. Then the grin fades and she seems to come to herself again. Spellcraft DC17:
That looked very much like a sonic substituted lighting bolt. Annie:
You feel a curious sense of vicious exultation as you swim back to consciousness. You don't remember falling unconscious though. You are standing outside the sarcophagus, still wounded, arm outstretched to where the creature lies exploded all over a twenty foot square area, as well as spattered all over your companions. Professor Forol looks up at Annie with something like awe.
The battle is over.
When you decide to move on and explore, you find that while the cellblocks occupy the western side of this floor, the eastern side is for the guards.
The view of the lake beyond would be beautiful if the silence were not so eerie. South of that, you can see that once a kitchen, this room is now nothing more than charred, blackened remains. In the middle of the floor, guarded by solid iron bars, is the stairway down. Theodoric, standing by the grilled viewing port to a southern cell, turns to you all and says in his eerie hollow voice; "What is this,I do not understand." When you look through the port, you see that although this cell is rather spacious, it contains no concessions to comfort. A bare bunk against the west wall, a table, a chair, a cup and bowl lie on the table, as well as a moldy journal.
Knowledge (History) or (Local) DC20:
You recall one of the celebrity prisoners held here was knows as "Father Charlatan". Knowledge (History) or (Local) DC25:
This must be "Father Charlatan" (Sefick Corvin): Of the five notorious prisoners, only Father Charlatan was not technically a murderer, yet his crimes were so blasphemous that several churches demanded he be punished to the full extent of Ustalavic law. Although he claimed to be an ordained priest of any number of faiths, Father Corvin was in fact a traveling con artist who used faith as a mask and a means to bilk the faithful out of money in payment for false miracles or cures. He became known as Father Charlatan after his scheme was exposed and his Sczarni accomplices murdered a half-dozen city guards in an attempt to make good the group’s escape.
The skeletons all collapse, all the way dead again. Domminia waives her hand through the air where the piper was. She feels only a cold spot that diminishes, but never entirely fades. Theodoric roams the corridors and cells, smashing skeltons apart with his armored fists. Kendra Will: 1d20 + 6 ⇒ (18) + 6 = 24
Xiuj shakily comes out of his paralysis. He bitterly curses himself for a fool and anyone else who shows concern. The skeletons, before Theodoric got to them, did not appear to have originally died by violence.
Heal check DC15:
The state of the mummified lungs, plus the soot on the walls, says to you they all died of smoke inhalation.
Round 5 (players) When Bryson-cat pounces, the creatuer manages to dodge his flurry of claws and teeth. Bryson growls again as a flicker of lightning runs across the ceiling and lances down at the demon-bat.
Phillip stumbles back dodging for his life. Annie:
For this round your mind is elsewhere. You can see that Annie is now standing outside the tomb, a peculiarly intense look on her face. She raises a hand and a blue-white ray strikes the demon-bat. It shrieks as it is flung back a few feet, it's fur smoking. Perception DC12:
You can see that when Annie breathes out, a small cloud of condensation forms briefly. [npc]Ghirrak again attacks 1d20 + 6 ⇒ (2) + 6 = 8
Annie, make another Will save.
I figured you would kill a few before they landed hits, I put an addendum correcting attack damage on players.
Round 2__________________ The current battlespace is as follows:
Forecastle: You see six enemies there, messing with the anchors maybe?
Players take their actions in order of posting, enemies go last.
Round 1_____________ Bron: Moves action to draw weapon, Standard to intimidate the mean looking dwarf. The dwarf looks entirely unmoved by Brons bravado. Kharn: Takes a 5’ step back. SA: Cast Enlarge Person, Kharns reach now commands the entire portside forward maindeck. Nakoda: Withdraws to Kharn. Zane: Cast Grease. 10 ft square to catch as many pirates as possible, (max 4)
Llaen: Striking out in the inky blackness, one of the pirates is struck down. Enemies__________________
On the starboard side aft maindeck, the dwarf snaps his fingers and points at Bron and Zane before mounting up the ladder to the poopdeck. The helmsman seems to be relieved rather than fearful.
Back at the pirate poop deck,
Round 6___________ The image of the piper becomes clearer somehow, and the sound of fluttering wings louder.
Ereviss or Knowledge (History) DC20:
You remember now; Originally, Harrowstone housed only local criminals, but as the prison’s fame spread, other counties and distant lands began paying to have more dangerous criminals housed within this prison’s walls. At the time of the great Harrowstone Fire, the number of particularly violent or dangerous criminals imprisoned within the dungeons below was at an all-time high. One of the most notorious of them was The Piper of Illmarsh: Before he snatched his victims, the Piper taunted his targets with a mournful dirge on his f lute. He preferred to paralyze lone victims by dosing their meals with lich dust and then allowed his pet stirges to drink the victims dry of blood. Domminia swings into the misty image and again misses. Theodoric swings at the same place, and connects somehow! The image wavers as it seems to flinch in pain. [npc] Ereviss tries to hit one of the skeletons holding Kendra, 1d20 + 3 ⇒ (3) + 3 = 6but again misses! Kendra struggles to concentrate but fails. Xiuj continues to stare blankly into space. You see a spot of blood well up on his head, then one on an arm, and another appear on his neck. [npc] Ysabot swings her staff at the Piper. 1d20 + 1 ⇒ (15) + 1 = 16 and hits for 1d6 + 1 ⇒ (4) + 1 = 5 crush damage. [npc]Merenso attacks 1d20 + 5 ⇒ (14) + 5 = 19 hits and shatters another skeleton. [npc]Fengring attacks 1d20 + 3 ⇒ (14) + 3 = 17 hits and shatters another skeleton. Skeleton claw attack 1 vs Ereviss: 1d20 + 2 ⇒ (16) + 2 = 18for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage. Skeleton claw attack 2 vs Ereviss: 1d20 + 2 ⇒ (2) + 2 = 4for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage. Skeleton claw attack 1 vs Fengring: 1d20 + 2 ⇒ (2) + 2 = 4for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage. Skeleton claw attack 1 vs Merenso: 1d20 + 2 ⇒ (18) + 2 = 20for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage. Domminia and Theodoric make Fort saves please.
Round 5_________________ The creature turns with rage on Phillip.
Players act in order of posting.
Round 4 (Players)_____________ Ghirrak moves forward and lands a tremendous hit, but again it's like hitting the trunk of a tree and it seems unaffected. Phillip shifts to flank the creature, strikes it in a sensitive area and draws blood as the creature shrieks and turns on him. Bryson growls again as a flicker of lightning runs across the ceiling and lances down at the demon-bat. Ref save: 1d20 + 9 ⇒ (7) + 9 = 16 It shifts aside again, avoiding much of the damage. [npc]Dgrim's attack. 1d20 + 11 ⇒ (11) + 11 = 22 for a possible 1d10 + 5 ⇒ (4) + 5 = 9 cutting damage. Dgrim hits it with his axe, but doesn't do enough to damage it. Annie make a Will save.
Round 5_______________ Somehow, contact with Theodorics' sword seemed to change things. A misty translucent form seems to coalesce out of mid air. It seems to be a grinning young man playing a flute dripping with blood.
Knowledge (History) or (Local) DC20:
You recall that the Piper of Illmarsh kept a swarm of stirges as pets. Domminia swings into the misty image and misses.
Skeleton claw attack 1 vs Ereviss: 1d20 + 2 ⇒ (14) + 2 = 16 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
1d20 + 1 ⇒ (14) + 1 = 15
Llaen:
Moving aft in the utter blackness towards the individual voices, you maneuver around the clutter on deck until you find the ladder way up to the poop deck. You hear one of them hiss at the other and the sound of a weapon being unsheathed. Perception check to locate them in their hexes. And a stealth check if you want to move quietly.
Round 4_________________ The creature, impossibly wounded, staggers to its feet. It glares at the party with rage, but it turns to run after Annie. As it gets close to the sarcophagus, runes flare on the lid and the creature is repelled by a Circle of Protection from Evil.
Perception DC17:
You can see some of its wounds start to heal up. Players act in order of posting.
The demon-bat dives across the room towards Annie again. Annie in total defense, broken running to sarcophagus.
Llaen, you are on the pirate ship; strangely empty of pirates right now.
Round 4_______________ Rushing to the site where Persimmon was looking, Domminia swings into the swirling disturbance and feels herself hitting something!
Skeleton claw attack1 vs Ereviss: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 claw damage.
PC init 1d20 + 2 ⇒ (12) + 2 = 14
Round 1____________
The current battlespace is as follows:
Perception DC17:
The view of the enemy ship is dimming. If this continues you won't be able to see it at all next round. Forecastle: You see six enemies there, messing with the anchors maybe? Fore Maindeck, Portside: Nakoda is engaged there with two enemies. Kharn Iron-Blessed is surrounded by two prone. One now as he tries to get up and Kharn splits him in two. Fore Maindeck, Starboardside: There are eight pirates there along with one large fellow who could be a lieutenant of some kind. They are looking in Kharn's direction and not liking what they see. Aft Maindeck, Portside: Bron and Zane have just gotten up on deck here and are currently unengaged. Aft Maindeck, Starboardside: There are eight pirates there along with one short dwarfish mean looking fellow who could be a lieutenant of some kind. They are looking at the helmsman and grinning in triumph. Poop deck: There are two of your crewman manning the helm here. Intelligence DC17 or Sense Motive DC12:
They seem to not be frightened at the crowd of pirates, in fact they seem relieved to see them! You hear screaming and the shouts of combat, but it appears to you there is no effective defense against the pirates by the crew. You don't see your Captain though; he seemed like an effective fellow. Profession: Sailor:
You know it is typical for anyone capturing a ship to batten the hatches, trapping the crew below while the victors sail the ship wherever they want. Typical pirate is AC15 and HP 10. CMD is 15. The deck of any ship is difficult terrain.
Annie:
Thinking quickly, Annie realizes she could run back through the illusionary wall... but it would just run her down. She could dive behind the pyramid and gain cover... until it flew around to attack from another angle. She also realizes she could crawl into the still open sarcophagus and close the stone lid. That would buy several rounds at least. Hopefully the current occupant won't mind.
Llaen:
You pull mightily... Strength check: 1d20 + 3 ⇒ (7) + 3 = 10 Strength check: 1d20 + 3 ⇒ (6) + 3 = 9 Strength check: 1d20 + 3 ⇒ (10) + 3 = 13 Strength check: 1d20 + 3 ⇒ (1) + 3 = 4 Strength check: 1d20 + 3 ⇒ (20) + 3 = 23 At first you make the shackle wiggle encouragingly, but can't quite make it give. But when you take a different grip and HEAVE, the shackle groans and pops free, taking a chunk of the hull with it. You can move freely now, and with the equivalent of a crude spiked chain still attached to your wrist. Moving to the door of the brig, you quickly realize that the door had been warped by the collision. At first it stuck, but a sudden heave and shoulder slam pops it open. It squeals as it opens, but there is no one here to hear it. off in the distance on deck you hear the old familiar sounds of battle. Walking through the corridors you can see strewn the filthy belongings of the pirates and their loot. If you look for them, you can scare up a discarded pike, a cutlass (shortsword), a couple of daggers, and a buckler. You also see the ladder leading up to hatchway on deck.
Those on deck can see that a ship has collided with them, crashed directly amidships. A bloodcurdling screaming is heard as a horde of filthy pirates waiving cutlassas and daggers pour onto the deck and scatter. Some heading forward towards the anchorchains, some heading aft towards the wheel, some heading towards the mainmast hoists. Wherever they go, they engage and overwhelm the crew, hacking them down without mercy. Thinking you easy prey, two of them roll in to flank Kharn and two more to flank Nakoda. Flank attacker 1 vs Kharn: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 for a possible 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8 piercing damage.
Intelligence check DC15:
You wonder how it is that you collided with another ship without warning. Where was the lookout? And where is the rest of the crew? They should have come on deck by now. Intelligence check DC20 or Sense Motive DC14:
You wonder how it is that you collided with another ship without warning. Where was the lookout? Then... One glance at the sick guilty look on the face of the helmsman gives you the answer. You were betrayed.
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