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With Lawdraks additional help, Hana's battered form is back at the top of the pit.
Estietre kicks the now enchanted rope end down into the pit, revealing the creature climbing up the side of the pit and a similar form in the shadowy light below.
Knowledge (Religion) DC 11:
The creatures are Lacedons (Aquatic Ghouls)
I assume that Dereje had been in delay, waiting for lighting conditions to reveal a target. Those conditions have been achieved, fire away!
Following Dereje's shot:
The creature further down in the depths of the pit follows the lead of its "friend" and begins climbing the side of the pit. Wounded from Hana's blade, the creature is unable to grasp an appropriate hand hold at first, but begins its climb regardless.
Red is at 25 feet below the pit's surface, Blue is a 35 feet below and in shadowy light (20% miss chance for those without darkvison or low-light vision.
Blue Climb Move: 1d20 + 6 ⇒ (3) + 6 = 9
Blue Climb Standard: 1d20 + 6 ⇒ (20) + 6 = 26
Following Dereje's shot, Adara and Hana are up.
Adara pulls with a strength that belies her badly damaged hands and arms, raising Hana out of harms way for the time being.
Having been locked away in the pit for gods only know how long and starving for flesh, the creature that had avoided Hana's blade begins to climb the walls of the pit.
Climb Red Move: 1d20 + 6 ⇒ (4) + 6 = 10
Climb Red Standard: 1d20 + 6 ⇒ (20) + 6 = 26
Hana is 20 feet below the surface. The red creature is at 25 feet below the surface. Estietre, Lawdrak & Sharpmaw are up.
Hana, with near supernatural resolve, fights through her grievous wounds and returns one in kind to one of the water-logged creatures.
The creature staggers back be still remains on its feet.
Adara is up. For future reference, as a full round action, those on the other end of the rope can pull Hana up 20 feet (i.e if two of you choose to do so, you will have her back at the surface of the pit.
The hungry creature continues to claw and bite at Hana, ripping and tearing at her flesh.
Hana takes 13 damage and is currently at -2 and hanging from the rope.
Blue Claw: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Blue Claw: 1d20 + 3 ⇒ (13) + 3 = 16
Blue Bite: 1d20 + 3 ⇒ (14) + 3 = 17
Adara is up. (Along with Hana should she become conscious again.
Hana slowly descends into the pit, inching ever closer to stale, murky water below.
Finally reaching the water level, something seems not quite right to the samurai-ko. Unfortunately for Hana, her suspicions are right as two water-logged monstrosities burst from beneath the water's surface, lunging and biting at her. Even worse for the samurai, both creatures find their target, tearing at the woman's flesh. The rest of the party up above hears the sounds of ravenous creatures and Hana's screams of pain in the darkness below.
Hana takes 7 damage and needs to make 4 DC 13 Fort Saves! The last two are vs. disease.
Stealth Red: 1d20 + 7 ⇒ (20) + 7 = 27
Stealth Blue: 1d20 + 7 ⇒ (10) + 7 = 17
Perception Hana: 1d20 + 4 ⇒ (7) + 4 = 11
Blue Bite: 1d20 + 3 ⇒ (12) + 3 = 15 vs FF AC
Adara Init: 1d20 + 3 ⇒ (9) + 3 = 12
Knowledge (Religion) DC 11 if you can see into the Darkness below:
The creatures are Lacedons, aquatic ghouls.
Dereje is up before Blue tries to take another bite out of Hana. There is a map on Roll20 for this battle.
1d4 ⇒ 1 hours
Having decided to continue working on throughout the early part of night, the group continues digging around the wooden plug for just over an hour before being to extract the plug.
Looking down into the darkness you see wooden bracing around the pit, which should allow you to climb down with minimal difficulty should you choose so.
For those with Darkvision:
Wooden timber line the walls of the pit which ends roughly forty feet below your current level in a pool of murky water.
Three is a majority, so we will move on.
3d6 ⇒ (3, 1, 5) = 9 hours
Without the proper tools, the work of digging the pit is grueling. You spend the morning and part of the afternoon (after seeking shelter for the hottest part of the day) excavating the site. Finally, just as the sun in beginning to set, you have reached a depth of ten feet and uncover a short, stout skeleton dressed in leather armor. Along side the skeleton is what appears to be a large wooden plug.
Heal DC 20:
An examination of the body reveals a slash in the rotten back of the dwarf ’s leather armor and deep grooves on his ribs, indicating he was stabbed through the heart with a blade from behind.
You have a couple of options on the plug, you can try to destroy the plug or you can try and dig around it.
It appears that there are a series of logs and clay making up the floor of the pit around the plug.
Knowledge (Engineering) DC 12 if the above Perception check is made:
Destroying the plug would likely destabilize the floor and cause it to collapse. Digging out the plug would likely take a few hours, but would most likely leave the floor stable.
Ok. I will assume that we keep this pattern for future use unless told otherwise.
1st Watch: Lawdrak & Sharpmaw
Encounter Chance 25%: 1d100 ⇒ 34
Disease - Adara: 1d100 ⇒ 53
Adara Mindfire Save: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15 (viper nettle berries) - cleared
The night goes by surprisingly uneventful and almost pleasant as a mild breeze comes in off the ocean throughout the night. Estietre and Dereje watch on as the rising sun in coordination with the two spike shaped rocks provide what is supposed to be, at least according to Ishirou's map, the location to begin digging to find Captain Quellig’s lost treasure.
As Adara awakens she finds the searing pain in her head subsided, having finally shaken off the effects of mindfire.
Please remember to heal up as normal. Your level in HP, and 1 point to each type of ability damage you may have. Keep in mind that you do have potions of lesser restoration if need be too.
What's next? Dig in the spot? Explore the shipwreck? Travel on?
The party travels along the path suggested by Mum. The path is not a particularly easy one, as gravel and rock slide out from under you feet as you hug the cliff side in your quest to reach the area marked by Ishirou.
Just as night begins to fall you see the hill. The crown of this hill is one of the few areas on the Shiv that’s not jungle—the entire hilltop is an open area of tall grass overlooking the island’s eastern shoreline.
As you investigate the top of the hill you see two spike shaped rocks off the shore to the east, near the wreckage of the Windwar, just as described in Ishirou's map. The map indicates that to find the spot where the treasure is buried, one must to climb to the top of the hill and wait for sunrise. At dawn, one must simply walk to a point atop the hill where the sun seems to be rising directly between the two spike-shaped rocks protruding from the sea to the east. This will be the correct place to begin digging.
I know Lawdrak & Sharpmaw would go before Mum, but this works out a bit better for you guys.
Estietre fires her crossbow, the bolt tearing through the heart of the monsterous plant, ending its life.
Lawdrak stabs at the humanoid, his strike finding its mark, but not damaging the creature as much as he would hope. Sharpmaw turns his attention to the sames shambling creature his master faced, biting the head clean off of the creature.
The lone remaining creature turns its attention toward Lawdrak's companion, nearly caving in the t-rex's ribcage with a bone-crunching slam.
Slam, Sharpmaw: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Sharpmaw take 10 damage. The party is up.
Adara cautiously approaches the ensuing battle, and lays a healing hand on the samurai-ko.
Meanwhile the plant creature, steps back away from the onslaught of Sharpmaw and Mizu, spraying the former with a cloud of spores, but the t-rex is easily able to shake off the effects.
Spore Cloud: 1d20 + 4 ⇒ (15) + 4 = 19 vs Touch AC
Sharpmaw Will Save (DC 14): 1d20 + 4 ⇒ (17) + 4 = 21 - Pass
The rest of the party is up before the humanoids
Between Hana's and Sharpmaw's efforts, the sickly plant creature is certainly in rough shape. As the humanoid forms lurch toward Lawdrak's companion and the samurai-ko, ripping and tearing at the pair, landing a heavy blow to the ribs of Hana in the process.
Hana takes 6 damage. Adara is up.
Slam, Sharpmaw: 1d20 + 4 ⇒ (4) + 4 = 8
Slam, Hana: 1d20 + 4 ⇒ (18) + 4 = 22
Adara Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Dereje Perception = 19
Estietre Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Lawdrak Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Mizu Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Sharpmaw Perception: 1d20 + 6 ⇒ (13) + 6 = 19
As the party slowly advances into the clearing, all but Adara notice one plant in particular writhing in the distance. Focusing your attention on the area by the plant, you see two humanoid forms staggering to their feet and slowly beginning to move your direction.
Adara Init: 1d20 + 3 ⇒ (19) + 3 = 22
Dereje Init: 1d20 + 3 ⇒ (9) + 3 = 12
Estietre Init: 1d20 + 2 ⇒ (5) + 2 = 7
Lawdrak Init: 1d20 + 0 ⇒ (18) + 0 = 18
Mizu Init: 1d20 + 3 ⇒ (16) + 3 = 19
YMC Init: 1d20 + 2 ⇒ (16) + 2 = 18
YMCZ Init: 1d20 + 0 ⇒ (3) + 0 = 3
[spoiler=Knowledge (Nature) DC 15]The writhing plant is a yellow musk creeper. The yellow musk creeper is a dangerous plant known for entrancing its victims with spores and burrowing its tendrils into the victim's brain. Those killed by a yellow musk creeper are later reanimated into a zombie-like state by the plant - that is what the two humanoid forms are.
I think this one is straight forward enough that I will forgo the map. Dereje is currently 40 ft away from the plant and the humanoids. For the purposes of this combat let's assume at the beginning of Round 1 Lawdrak & Sharpmaw are 45 ft away, Mizu and Estietre are 50 ft away, and Adara is 55 ft away. I you feel that a map is needed, I can do one, but it will have to wait until tonight.
Lawdrak is able to pick up the Captain's trail again, noticing that the Captain has not been traveling alone. After traveling for roughly three hours, your pace slowed by continuing to search for and following the Captain's trail, you come across a fifty-foot-diameter clearing in the jungle here allows the sun to beat down upon a field of wilted-looking plants, their leaves a sickly, diseased yellow.
Knowledge (Nature) DC 17:
Among the plants you notice a yellow musk creeper. The yellow musk creeper is a dangerous plant known for entrancing its victims with spores and burrowing its tendrils into the victim's brain. Those killed by a yellow musk creeper are later reanimated into a zombie-like state by the plant.
This grove is a patch of poisonous plants called viper nettles—the bright red thorns on the vines can grow up to 6 inches long in places. Moving through the patch counts as difficult terrain, and each round a creature moves through the nettles, it must make a DC 12 Reflex save to avoid taking a point of damage from the nettles—any creature that takes damage from the nettles must then make a DC 14 Fortitude save or develop a painful rash that sickens it for 24 hours. The woodland stride ability negates this hazard entirely. A large quantity of bright red berries lies at the center of the patch of nettles, but reaching them requires passing through 60 feet of nettles. Harvesting the berries takes 10 minutes (during which the harvester must make four DC 12 Reflex saves to avoid nettle damage—the thorns are much smaller at the center of the patch but still present). Fully harvested, the berries provide a dozen handfuls. These berries, apart from being delicious, have an unusual side effect—they help with recovery from sickness and even addiction, particularly the sickness caused by alcohol withdrawal. Eating a handful of these berries also grants a +4 bonus on saving throws against disease for 24 hours.
Lawdrak leads the way, with the aid of Adara and Mizu, finding the traitorous Captain's trail leads inland and to a narrow river. Following the trail/river for roughly an hour, you find a large grove of thorny vines grow on these river banks, presenting a seven-foot-tall wall of green leaves and intimidating six-inch red thorns.
Survival DC 15:
The bushes are Viper Nettles. (See Aerys's side quest).
Utilizing the nearby tree cover and the remnants of the Captain's camp, the group is able easily cobble together a temporary shelter to wait out the worst of day's heat.
Encounter?: 1d100 ⇒ 87 - No
As the sweltering heat finally subsides enough to travel safely, the group resumes their exploration/pursuit of the Captain.
I'll take a survival check for tracking purposes. Declare a lead for the check and feel free to aid other as needed.
DM Talomyr wrote:
...Mid-morning Sharpmaw II discovers what appears to be an empty snake's nest containing the remnants of a few egg shells and numerous outgrown skins. By time the mid-day heat begins to swell, you have reached the eastern shore of the island again....
Are you going to press on now during the heat or find shelter for the next three hours?
Refreshed and rejuvenated, save for poor Adara's increasingly fragile mind, the party heads off in the direction suggested by Estietre.
Mid-morning Sharpmaw II discovers what appears to be an empty snake's nest containing the remnants of a few egg shells and numerous outgrown skins. By time the mid-day heat begins to swell, you have reached the eastern shore of the island again.
Looking over the beach you see the remnants of a quickly rigged shelter and evidence of a small campfire sit well above the high-tide line on the narrow, sandy beach.
Adara Perception: 1d20 + 0 ⇒ (8) + 0 = 8
Dereje Perception: 1d20 + 0 ⇒ (12) + 0 = 12
Estietre Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Lawdrak Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Mizu Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Sharpmaw Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Approaching closer to the abandoned camp, Lawdrak notices a bit of discarded refuse, including both Captain Kovack’s tricorn hat and a few brightly colored scarves identifiable as once having belonged to
Just to be clear, by time you made it back to camp with Sharpmaw I's body it was after night fall. I need to make the rolls for the 2nd night after you spent the day making bullets, summoning new companions, etc.
DM Rolls Night #2:
Encounter Chance 15%: 1d100 + 10 ⇒ (91) + 10 = 101 - None
Base Chance 25% - Modified for camp and medic below
Disease - Adara: 1d100 + 10 + 5 ⇒ (26) + 10 + 5 = 41
Morale - Aerys: 1d20 + 1 + 2 - 2 ⇒ (5) + 1 + 2 - 2 = 6 Panicked
Sasha Will Save: 1d20 - 1 - 2 ⇒ (16) - 1 - 2 = 13 - Cleared
Adara Fort Save Night #1: 1d20 + 1 ⇒ (16) + 1 = 17 - Red Ache Cleared
Adara Will Save Night #2: 1d20 + 3 ⇒ (8) + 3 = 11 - 1d4 ⇒ 1 INT Damage
The second morning arrives much as the other have before, hot and humid. Something seems to have gotten the better of Adara as she is obviously having difficulties focusing on much of any and repeatedly clutching her head.
DM Rolls Night you return to camp:
Encounter Chance 15%: 1d100 + 10 ⇒ (64) + 10 = 74 - None
Base Chance 25% - Modified for camp and medic below
Disease - Adara: 1d100 + 10 + 5 ⇒ (9) + 10 + 5 = 24 Again? Type: 1d2 ⇒ 2
Morale - Aerys: 1d20 + 1 + 2 - 2 ⇒ (20) + 1 + 2 - 2 = 21 Frightened
For the first night, I need DC 15 and 14 Fort Saves from Adara