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Neela looks around the deck but with the rest of the crew up in the rigging, the combination of the wind and rain, and the short duration of the fight it is doubtful anyone else even knows that they've been boarded.
Rhialla's healing waves wash over the group, closing Percival's remaining wounds and bringing a general feeling of tranquility with them.
Who said anything about grindylows?
Jaina steps up to the creature who just vilely murdered his sleeping comrade and lands a bone crunching blow to it's face which causes it to slump, unconscious, to the deck.
...and we can drop out of combat rounds now.
Neela finishes her incantation and three of the creatures succumb to her magic as their tentacles slump out from underneath them as they fall asleep, their tranquil breathing sounding something very much like waves gently lapping a distant shore. Gathering her magic around her once more she hurls a hex at the creature fighting Jaina. The creature shakes it's head in confusion as a look of doubt and indecision crosses it's face.
Rhialla crabwalks backwards away from the sleeping creatures, looking very much like one of them in the process. Once clear she pauses and casts a spell on the awake creature near Percival. As her magic takes hold it's black soulless eyes become tinged with red and it inexplicably stabs it's spear into one of the sleeping creatures eyes, killing it instantly.
The remaining, bedeviled, creature seeing that the tide has turned decides to return back to the sea from whence it came and begins to climb back over the railing to make it's escape only to be simultaneously pummeled by Jaina and hacked by Percival before it can even take more than just one step towards it's perceived safety.
Percival AoO: 1d20 + 5 ⇒ (10) + 5 = 15
Upon further review the ruling upon the field is overturned. Percival is indeed still standing (actually his CMD is 17 (+2 BAB, +3 Str, and +2 Dex). Seriously though everyone needs to keep their profiles updated. I didn't bother to do the math on this one and instead went off the CMD listed in Percival's profile. I have Herolab profiles for each character that are up to date but it sometimes gets to be too much to access when I can instead click on your name and access the profile that way. I will go over everyone's profiles and compare them with mine and will PM everyone with whatever discrepancies I find.
Neela steps back away from the fray and begins chanting in an arcane language as Rhialla summons up an icicle and with a flick of her wrist sends it toward one of the creatures facing Percival. The frozen dagger finds it's mark, piercing the creatures chest and it's heart as it's tentacles slump out from underneath it and it falls to the deck.
Another one of the creatures steps up in front of Jaina and also tries to trip her with it's tentacles.
The remaining three creatures swarm over Percival attempting to draw him to the deck and tear at his flesh.
With Percival all but defenseless one of the creatures sinks his spear deep into the Fighter's abdomen while it's teeth sink into his shoulder ripping out a bloody chunk of flesh, just missing his carotid artery. Fortunately for Percival his armor manages to deflect the rest of the attacks from his other two foes.
Yeowch, that's going to leave a mark!
Two days pass without any further floggings although you and your friends are constantly berated by Plugg and Scourge for your "lackadaisical" work ethics. Emboldened by their example the other sailors also begin to heap scorn and derision on you and your group. Things are about to come to a head when on the morning of the fourth day large, dark, ominous clouds can be seen brewing on the horizon.
Knowledge (dungeoneering) DC:11:
These creatures are Grindylow, sadistic aquatic abberations that will eat anything it can catch.
Seeing you the creatures scuttle to the attack.
Neela and Rhialla act first, followed by the creatures, then by Jaina, Percival, and Randall. Feel free to re-position yourself around the deck as you see fit. Due to the wind and rain all ranged attacks and Perception checks suffer a -2 penalty.
The next morning finds you all on deck where Scourge assigns you the hardest, most disgusting jobs he can think of. No matter how hard you work though it never good enough and eventually you catch the lash. Sandara is there to heal your wounds and agrees with your plans but cautions against moving too soon as Scourge and Plugg are still in control.
At this point Conchobar steps forward and says "I've been speaking with Rosie and she agrees that whatever you should decide to do you can count on us. We seem to be guilty by association and I'm sure whatever fate befalls you will also be visited upon us sooner rather than later. I cannot speak for Ms. Quinn or Master Cogward since they are not here but, given their ..."relationship" with you lot, I'm sure they would be in agreement."
Working the ship shorthanded makes for a long grueling day of work. After several hours of sailing the Wormwood disappears over the horizon and everyone breathes a collective sigh of relief. Despite the extra effort and hard work, your work never seems quite good enough for Scourge and Plugg who constantly berate you through your tasks.
That evening you serve dinner in the Captain's quarters. After knocking and entering you see Scourge and Plugg there along with Fipps Chumlett, Syl Lonegan, Maheem, and Tam Tate. Owlbear Hartshorn is chained to the mast in the room contently eating a soft shelled crab, shell and all, that he seems to have gotten from somewhere.
After setting the tray down on the table you are quickly escorted from the room by Scourge, who gives you a pat on the bottom as you leave to much guffaws from those assembled, but not before you notice the charts on the table with two marks made upon it. One of which is the town of Bloodcove, the other, further up the Slithering Coast, is unknown to you.
Rather than making about another 3-4 days worth of rolls, I'm going to just sum up what happens just to get things moving along.
Safely in the confines of the galley Kroop smiles as he pulls a tarp off a small cask of rum "I snuck this aboard when the little popinjay wasn't looking. He said that he wouldn't be handing out the rum, he never said anything about not drinking it though." He holds a finger up to his lips "Shhh, let's just keep this our little secret, eh."
It's all over now but the crying. Ballots will be counted on Wednesday. Keep your fingers crossed.
As you cross from the Wormwood you are greeted by friends and foes alike. Sandara smiles at Randall when she sees him and Crimson turns an even brighter shade of red at seeing Jaina. Choncobar and Rosie are standing together a little off to the side of the group. Tilly Brackett and Jack Scrimshaw watch with a little smile on their faces.
Just wanted to let everyone know I'm still here. The past week at work has been hectic. I'm running for election for union office in my local. The ballots are being counted next Wednesday so for the past week I've been out after work campaigning with the rest of the slate that I am running with.
At dawn of the second day the ship's bell sounds calling all hands on deck. As you assemble on deck the captured crew of the Man's Promise are brought up on deck to stand before the Captain. Harrigan addresses the prisoners, offering any who want it a spot on his crew. Several of the captives step forward at this and, with a nod from the Captain, Scourge cuts their bonds and they, rubbing their wrists, join the Wormwood's crew accompanied by the glares of their former crew.
You identify the hammock as a Hospitality Hammock. A single night's rest in this hammock removes any signs of seasickness. Additionally, the hammock is so comfortable that those who sleep in it for a full 8 hours regain hit points as if they had an entire day of bed rest. The hammock is so luxurious that climbing into or out of it requires a full-round action although a successful DC:5 Dexterity check reduces this to a move action.
Wracking your brain for any further information on the Motley only draws a blank.
I tried to PM you this but apparently the dice roll feature doesn't work in Private Messages.
During the partying you go off searching the Man's Promise. Much of the ship has already been thoroughly ransacked by the crew of the Wormwood and taken aboard. However, carefully wandering the ship you find that the hammock in the Captain's quarters radiates a faint aura of Conjuration magic.
Yes, Percival still has the pike. I even went so far as to identify it for you. Regarding identifying magic items, a post from Jason Buhlman has stated that since Detect Magic requires concentration to use you cannot "Take 10" on your Spellcraft rolls to identify magic items. just a heads up for future reference.
at this point I (as both a player and as GM) would like to know how are we going to handle loot?
My RL group currently uses a system we like to call "Adventure Bucks". In the AB system we total up the resale value of all the items found and divide that number by the number of players (in this case 5). Each player then has this amount of Bucks to spend on any given item(s).
Let me know which way you would like to go or if someone has another system they would like to consider.
Soon afterwards the fog lifts and you see the crew of the Wormwood parade a line of bruised and battered prisoners across the boarding planks between the two ships. You watch as the bound prisoners are taken below deck, presumably to the bilges to await their fate.
The bacchanal lasts all night and all the next day as the crew celebrates their victory.
"You wouldn't dare!" she splutters, but you see a modicum of fear behind her eyes.
As Jaian returns with some rope Randall begins tying up her hands and feet. Once she is securely bound Randall stands up and looking down at her with a smile says "Usually you have to pay extra for this at the Calistiran temple"
With the defeat and humiliation of their remaining officer the fight seems to go out of the crew of the Man's Promise and they begin surrendering.
A quick search of your fallen foes turns up 145 gold coins, 11 suits of Studded leather armor, 11 Heavy crossbows, 121 bolts, and 11 short swords. A quick pat down of the officer reveals a high quality Chain shirt, a pair of finely crafted short swords, a heavy crossbow w/20 bolts, an exquisitely crafted boarding pike, and an ornate pearl necklace.
I hope you don't mind if I speed things up a little.
"Ooh, that looks like fun!" Rhialla squeals as she runs up to the grappled officers and put a boot in for good measure.
The wounded officer and Randall roll around the deck, each trying to gain the upper hand. at one point the officer manages to get on top of Randall and seems about to break free but Randall manages to flip her back quickly to the deck.
Randall and the officer continue their struggle across the deck until Randall manages to straddle himself across her chest, his knees pinning her shoulders.
1d20 + 1 ⇒ (16) + 1 = 17
Sense Motive DC:17:
Although her body seems to indicate surrender her eyes still blaze defiance. You feel if you were to let her up she would, more than likely, continue the fight.
Although the rules don't come out and state it you can, if you wish, use the Aid Another action (CMB DC:10) to assist Randall in either:
a) Maintain the grapple (add +2 to his CMB to keep the officer grappled and perhaps, later, pinned).
Or you could just stomp her into submission which would be a longer, if more satisfying, process.
Shaking her head to clear it the remaining officer gets her bearings before taking a step backwards and bringing her pike up to face Percival. With the look of a cornered animal she lunges toward the big Chelaxian.
With all the regular sailors dead, dying, or otherwise incapacitated everyone is free to act now.
Rhialla steps back out of reach of the officers wicked looking pike before releasing another bolt of ice.
The Old Tar spits out some loose teeth and grins a bloody grin at Jaina "Not bad, Girlie" he tells her. Looking at Randall's drawn blade his smile widens and he shakes his head "Never send a boy to do a man's job, Sonny." and he quickly dismisses the Bard by turning his attention back to Jaina. Let me show you how it's done" he says as he lunges at Jaina, but his thrust misses the angry Monk.
The sailor in front of Jaina laughs at her attempts to hit him "You got to do better than that, Missy" he says as he sticks his sword into her side for emphasis.
The remaining sailor looks at the spreading red stain on his shirt and at Rhialla in front of him and the pike of the officer at his back. A look of determination crosses his face before he decides to throw himself over the rail and into the sea below, taking his chances in the shark infested waters. As he stands on the rail steeling his nerves for the jump Rhialla's rapier pierces his thigh and his graceful dive turns into a spinning cartwheel as he disappears into the water. A quick glance over the side reveals several fins changing directions, drawn by the splash.
Percival AoO: 1d20 + 5 ⇒ (1) + 5 = 6
Rhialla AoO: 1d20 + 4 ⇒ (12) + 4 = 16
Neela, Randall, and Rhialla are up.
As a look of doubt crosses her face the Rahadoumi Officer lunges at Rhialla once again.
Attack roll: 1d20 + 6 ⇒ (15) + 6 = 21
Fortunately for the Cleric her thrust misses as a wisp of fog comes between the two combatants.
Jaina and Percival are up.
The sailor in front of Jaina jabs at the monk with his sword, but his thrust goes a mile wide.
The remaining sailor, in desperation, stabs at Percival narrowly missing the towering fighter.
Neela, Randall, and Rhialla are up.