"Can anyone tell where the path went? Or if who ever we were following went this way?" Mata says. "I guess we might be able to get some corn to go with the crab." Mata start looking for corn to pick, while those with more skill look for the trial.
Sorry wasn't showing new post
"Thanks. lets keep moving, while she is likely to be dead already any more delay will lower the chances even further."
Mata picks up one the dead crab."Anyone got something to strap this to my back with? I'd prefer to have my arms free for fighting." he says wandering up to a palm to see if he can improvise some string
Oh, that was stronger than I expected
Assuming it dies this time, if not ignor the rest
"I've got this one, help Nakon get away from that one's claw before it does serious damage." Mata says as he swings his sword at the crab in front of him, hoping to kill it quickly.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Fort Save: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
Mata circles the bodies and heads to the other side of the island and looks for a way to cross the rest of the swamp and signs of more frogs.
Perception: 1d20 - 1 ⇒ (14) - 1 = 13
When it cimes time to refloat the ship he'll head down into the bilges and pump the water out to lift them off the coral and once they are away let. some water back in the stablise them.
Mata spends the first hour after waking re-memorising spells.
3xCrafter's Fortune, Identify, mending, Mage hand, acid splash and detect magic
Once completed he'll set about getting the ship repaired enough to get it a shore burning through the three crafter's fortunes to give a +9 on craft ship rolls (+11 if he can find tools)
"The reason we came was because there were tracks going this way which might have belonged to one of our missing crew members. But given we haven't found them and discussing stay the night here I suggest getting the boat on dry land and soming looking again after that might be wiser cause of action. If we he back to the ship we should see if there is any frest water or anything edible to bring back. Given a good night's sleep I can remember some spells that might help repair the ship more quickly. Thinking about it, captain you might want to share around that hammock around the crew is going to need get ther best sleep in the shortest time until the ship is safe."
Shipmaster Dave wrote:
I understood, sorry for not being clear. We have a mission, the quicker we get it done the quicker we can go back.
"The men are going to have to be pumping through the night, we should press on so we can get back sooner and give them a hand." Mata says "And thanks. What were those things and how do you protect your self?"
Fort (disease dc12): 1d20 + 2 ⇒ (17) + 2 = 19
Fort (disease dc12): 1d20 + 2 ⇒ (7) + 2 = 9
Mata stands paralysed.
Mata will move with Nakon also readying his sword. To B,11. Nakon on the map I'm looking at C,6 is 60ft away from you and past the ghouls I assume you mean C,12
"Can you see any signs the person we are following went this way? Maybe we should check if they are part of the decorations."
Mata tries to brush off some of the mud but gives up quickly when it is clear it won't work then starts to circle the tree looking at the body parts for very recent additions.
The feel of a hand panic him but he refocuses to again try envision what happens if swims the dirrection he guesses is up.
Again not seeing anything but mud in that direction swims in another.
perception: 1d20 - 1 ⇒ (5) - 1 = 4
Not noticing the tongue of the frog fall from his leg and now muddy water he pauses briefly to calm the rising panic and invisions himself going in the dirrection he believes to be up.
Prescience: 1d20 ⇒ 6 3/5 remaining
Seeing only mud in that direction he tries swiming in another dirrection.
Swim: 1d20 + 4 ⇒ (3) + 4 = 7
Swimming in the new dirrection he finds the ground but not the surface for more air.
Not sure of the rules for holding breath etc. sorry
Bottom rd 2
Mata starts to feel a little more confident, while his sitution is bad the frog seems to be slow and soft skined. However he start to find it hard to attack in this mud.
Swim check calm DC 10: 1d20 + 4 ⇒ (8) + 4 = 12
Prescience: 1d20 ⇒ 5 4/5 remaining today
Mata curses loudly and tries to use his feet maintain himself in the
Swim check calm DC 10: 1d20 + 4 ⇒ (17) + 4 = 21
Mata will take a careful look at the piles to check they look structurally sound (Knowledge engineering: 1d20 + 6 ⇒ (4) + 6 = 10) and if the first few look good he'll start across pausing to check them as he goes.
My intention was to cast mage armour as we left the beach, is that alright, or I can cast it now.
Mata will take a look each way for another way across (perception: 1d20 - 1 ⇒ (11) - 1 = 10) then assuming he sees nothing he will start crossing saying "I'll go first, might be wise to wait 'til I get to the other side."
"Right captain, whose going to take the lead on the repairs? I have some magic that'll help a little." Grasping his sword in one hand he reaches out to who ever is doing the repairs saying "Eloheh T'dnem" Using the bonded item ability to cast crafter's fortune (+5 bonus on next craft roll)
Posting a little ahead not to delay game when it comes to my turn. Remember I won't be in the way of area effect spells (yet).
Prescience: 1d20 ⇒ 5 4/5 remaining[/dice]
Mata moves up carefully around the main mast to F14 and swings at the nearest creature. "This is our ship, go away!
Attack: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 [ooc](Not using prescience roll) Included flag bonus, remove if I can't see it and add anything happens before my action.
Mata is rushing around to help each crisis as it occurs before moving onto the next. With the cries of help from near the hatch he moves there and wrestles it closed.
Strength: 1d20 + 4 ⇒ (18) + 4 = 22
Percetion: 1d20 - 1 ⇒ (9) - 1 = 8 To keep an eye out for crisis.
"Any of us could use the amulet so maybe we should draw lots or something. The bracers are only useful to me as they will not work if you are wearing armour. However in most fights I'll have time to protect myself better with a spell so they have limited use even to me and probably should be sold if we get the chance. The potions again are useful all of us and I don't care who carrries them. The shackles will be very useful at somepoint but agin not now and finally I don't care what happens to the Cutlass."
Mata will happily spend an evening identifying magical stuff. He doesn't have appraise.
Mata smiles "Couldn't agree more, we'll have to use the flat of the blade or blunt weapons. I can't see the captain being happy with anyone extra dieing. "
Mata takes on the task of giving out morning assignments of duties to the deck crew and starts taking notice of crew that are particularly good at certain jobs and giving them those jobs more often.
In the evening he'll go to Nakon "I would enjoy the challange of sparing with you and I'm sure we both would learn a thing or two. And if we start maybe some of the rest fo the crew will join in and learn as well, meaning better chances of loot next time we meet another ship."
Sevien the Black wrote:
The human picks the other human to be in charge, typical. The humans are weak Nakon and I can challenge take command later, lets see how they handle things.
"I've read books on ship building, given equipment and raw materials I could make some modifications, however we'll need plunder for that. Captain how do you plan to share the plunder?" Mata asks.
Mata smiles at Sevien "I was just wonder how to keep him alive. When you say you want the body intact does he need to keep his eyes? Flaying him doesn't really appeal but the last thing he sees is my knife coming into his eyes. Then later him wondering if every boot he hears coming towards him will be his killer. That appeals, oh and keel hauling him, but only 'cause he was so keen on it."
Mata grins at the dying Plugg. "If I had time I would make sure you lived to be keel hauled but this is your lucky day."
prescience: 1d20 ⇒ 10 3/5 remaining
Mata grins "You aren't going to be keelhauling anyone anyone any more boss."
Mata swings at Plugg.
Attack: 1d20 + 6 + 2 + 2 ⇒ (19) + 6 + 2 + 2 = 29 Not using prescience, flank, ic&flag
Crit confirm: 1d20 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16
Xantrius Casmirre wrote:
To tell the truth I have no idea but with the enlarge person and flag +1 my damage should be 2d6+8 not +7 in my post so I would assume not. If Dave is fine with it can you add 1 to my attacks and damage for last roll.