A River Into Darkness - GM Justaworm (Inactive)

Game Master justaworm

“Anything can happen on the Blood“

Current Date: Erastus (aka July) 16th [Day 6]

Campaign shared space on Google Drive.
Loot Sheet

Current Reference Posts:
Notable things along the Vanji
Ship and Crew introductions
New Ship Battlemat
Captain's Map - Region Overview Map with boat location
Whitebridge Station Map

Selena Shadethorn, Female Fetchling Bard 2 / Rogue 2
Shwarto, Male Wayang Rogue 1/ Wizard 3 (with Twikli)
Stígandrr, Male Human Unchained Monk 4
Waseem Hunter, Male Catfolk Summoner 4 (with Jaqu)
Shakaro Jun, Male Nagaji Oracle 4

River Queen Crew:
Captain Esteban
Faruq (first mate, half-orc)
Hurg (engineer, dwarf)
Sperrago, Houghman "Mannie", Danner (crew, human)


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Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Selena is still not wearing her armor
Fort: 1d20 - 1 + 2 ⇒ (6) - 1 + 2 = 7
Son of b
NLD: 1d4 ⇒ 1
Why did I think it would be a good idea to come out here in the middle of summer?
"Send these vile primates
To their deathly fates!
Drive them from our beloved decks,
Let your steel their cries abate!"
she shouts as she draws her pipe from her belt pouch. She begins to play a battle tune feverishly.
Perform(wind): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Bardic Performance Inspire Courage +1 to attack, damage, and saving throws aginst charm and fear.


Waseem fort poison: 1d20 + 2 ⇒ (10) + 2 = 12
Jaqu fort poison: 1d20 + 4 ⇒ (18) + 4 = 22

Waseem fort: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Jaqu fort: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
fatigue: 1d4 ⇒ 3

link:

“I’m really starting to hate this place.”
“I’m a bit tired of it too.”

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Fort save Shwarto: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Fort save Twikli: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
damage: 1d4 ⇒ 1

During the surprise round Shwarto would throw a snowball at the Ketch on the rear deck

to hit: 1d20 + 5 ⇒ (13) + 5 = 18 vs touch
damage: 4d6 ⇒ (3, 5, 5, 3) = 16

Twikli would take to the air away from the nasty snakes.

In the non surprise round
IF the ketch at the air is still up Shwarto would try and hide from it and then snipe at it
stealth: 1d20 + 15 ⇒ (1) + 15 = 16
acid splash: 1d20 + 5 ⇒ (11) + 5 = 16 vs touch
damage: 1d3 + 2d6 ⇒ (1) + (3, 3) = 7

If the snowball took the Ketch down he'd instead try and sneak to the front of wheel house and shoot down at the red snake (same rolls as above)

Dark Archive

Waseem, you and Jaqu get to act as well for Round 1.


So #3 is the turbo monkey, where are the snakes?

Dark Archive

The snakes are the colored rectangles near your characters. If you are on a small screen, they may not show up well. The ketches are the red boxes with numbers.


That’s a lot of snakes!
Jaqu will take a 5’ step to the monkey...
bite: 1d20 + 6 - 1 + 2 ⇒ (6) + 6 - 1 + 2 = 13 (power attack, inspire courage)
damage: 1d6 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
claw: 1d20 + 6 - 1 + 2 ⇒ (3) + 6 - 1 + 2 = 10
damage: 1d6 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12
claw: 1d20 + 6 - 1 + 2 ⇒ (15) + 6 - 1 + 2 = 22
damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9

Waseem defensively casts snowball (dc16 reflex for half) at a snake...
concentration: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22 (successfully!)
damage: 3d6 ⇒ (6, 5, 1) = 12


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

And here I thought a Ketch was a kind of boat.

Fort DC 15 +2 clothing +2 canopy -2 armor: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

Shakaro is caught drifting off as he absorbs the heat, leaning against the wall of the cabin. He comes awake and sees the strange creature on the foredeck.

He flings a bolt of light at the creature, and then advances towards the foredeck, drawing his greatclub as he goes.

Casting burst of radiance at the forward ketch but avoiding getting the crewman in the AoE. I advance into the AoE after the spell has gone off.

Burst of Radiance Relex DC 15 or blinded for this many rounds: 1d4 ⇒ 4 ... dazzled for that many rounds if they save
Damage if evil (no save, but no damage if neutral or good): 4d4 ⇒ (3, 2, 3, 1) = 9


35 / 37 Hp; No Conditions || Ki 6 / 6 || Hero Pts 1 || 40 ft.; wind step Init +3; Perception +10 (+12 vs. Surprise) || Fort +4, Ref +6, Will +4; +2 vs. enchantments || Evasion AC 17/16T/15FF || CMB +11 (+15 bull rush, +13 grapple, +13 overrun); CMD[ 26 (28 vs. bull rush, 28 vs. grapple)

Nice, now I know what to call a boat with a main mast and mizzenmast, where the main mast is taller than the mizzenmast. I wonder if I can work that into a conversation today somehow, hah.

Stig, fort save, heat: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 oh, is it hot out here, I didn't notice...

Seeing Shwarto's snowball and then acid splash tear through the topdeck netting and strike the ketch over the doorway, Stig takes a 5' step directly under it, jumps up into the air (though the big man doesn't have to jump far to reach the top of the netting) , and pushes the ketch with all his might, trying to knock it off the netting and back into the river.
bull rush, inspire courage: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25 vs CMD 17
Success, 10' of movement
direction, 3-4, and ketch is knocked into river: 1d4 ⇒ 2

Stig crashes into the ketch with enough force to send it flying up into the air and off the topdeck netting. The ketch, however, is just able to snag the netting so that it is sent sideways instead of off the boat. Instead, the ketch pops into the air and tumbles down onto the rear-deck, landing prone. fall dmg: 1d6 ⇒ 5

Stig just smuggly shrugs ...

Never played a monk, so yay for the new learning process. Will have to handle the baddies in a later post.

Dark Archive

I failed. I never got ketch into a conversation.
---

Selena begins playing her pipes, inpiring courage to the party and crew of the River Queen.

Shwarto , alerted to the danger of a primate hitting the topdeck netting, almost instinctively hurls a snowball at it (16dmg to #2). He then ducks into the open door of the wheelhouse and quickly pops out of hiding while casting acid splash on the ketch (#2).A ball of acid rips through the netting and hits the creature, singing it enough that it eases its grip on the top netting.(7dmg to #2)

Jaqu tries to tear into the nearest ketch, biting and ripping at it. Only a single claw hits, however, due to the quickness of the ketch and Jaqu's heat fatigue.(22 hits for 9dmg to #3)

Waseem unleashes a snowball at the nearest black mamba (yellow) and it recoils in pain as the icy spell hits it. (12dmg to yellow)

Shakaro , casts burst of radiance, catching the ketch and mamba nearest Speraggo. Speraggo kind of shrinks back at the bright light too, but Shakaro expertly keeps the crewman out of the spell's effects. The ketch, however, isn't so lucky and noticeably begins acting as though blinded (blind 4 rounds; snake unaffected but that wouldnt be really apparant anyway)
By the way, I really appreciate the linking of the spells, especially unfamiliar ones. Every bit of time saving helps a lot.

Stig sizes up the situation, steps under the ketch on the topdeck netting and pushes it with all his might, trying to knock it into the river. He sends the ketch flying off the topdeck, but the primate is able to change its direction at the last moment and crashes down onto the reardeck instead (5 dmg; prone)

GM Rolls, not secret:

Perception, ketch: 1d20 + 3 ⇒ (7) + 3 = 10 fails to see shwarto
Snake Reflex: 1d20 + 4 ⇒ (5) + 4 = 9 fails ( snowball )
Ketch Reflex: 1d20 + 7 ⇒ (1) + 7 = 8 fails ( BoR )
Snake Reflex: 1d20 + 4 ⇒ (15) + 4 = 19 pass ( BoR )

Ketch Claw: 1d20 + 9 ⇒ (11) + 9 = 20 for S: 1d3 ⇒ 2
Ketch Claw: 1d20 + 9 ⇒ (1) + 9 = 10 for S: 1d3 ⇒ 2
S, Rend if both hit: 1d6 ⇒ 5
Ketch Bite: 1d20 + 4 ⇒ (2) + 4 = 6 for S: 1d3 ⇒ 3
fall dmg: 1d6 ⇒ 6
Bite: 1d20 + 2 ⇒ (10) + 2 = 12 for S: 1d4 - 1 ⇒ (1) - 1 = 0 plus Fort Save DC13
Bite: 1d20 + 2 ⇒ (18) + 2 = 20 for S: 1d4 - 1 ⇒ (3) - 1 = 2 plus Fort Save DC13
Bite: 1d20 + 2 ⇒ (15) + 2 = 17 for S: 1d4 - 1 ⇒ (2) - 1 = 1 plus Fort Save DC13
Bite: 1d20 + 2 ⇒ (17) + 2 = 19 for S: 1d4 - 1 ⇒ (1) - 1 = 0 plus Fort Save DC13

The ketch in the water (#1) frantically tries to swim but fails and begins sinking under. The ketch that just got knocked from the topdeck (#2) jumps up to its feet and waits there, perhaps a bit stunned from the fall (readied action). The ketch nearest Jaqu attacks back, retaliating with its own two claws and bite. Like Jaqu, it only hits with a single claw. (2 dmg to Jaqu). The ketch on the foredeck stumbles around blindly and then falls down to main deck, tumbling partially down the stairs leading below. (6 dmg, prone)

The (green) black mamba moves in towards Waseem and misses the summoner with its bite. While Waseem jumps back, the (orange) black mamba on the other side of him sinks its fangs into him (2 dmg, +Fort save). The (yellow) mamba near Jaqu bites and misses. The (red) mamba at Speraggo's feet bites into the crewman's leg (1 dmg, +Fort save)

Danner rushes up from the below decks and without a weapon punches at the ketch and misses. Speraggo, poison running through him (fails save) grabs the snake by its head (CMB pass). Faruq stands in front of the wheelhouse door to protect the captain and Mannie readies an action to strike a ketch if one comes into the topdeck.

Party dmg total for Round:
Jaqu: 2
Waseem: 2 + 1 Fort DC13 (poison rounds extend if fail)
Speraggo: 1 + 1 Fort DC13

Conditions in effect: (Rnd 1 end)
----------
Inspire Courage: all
Heat Fatigue: Jaqu, Selena
Poisoned: Waseem (Rnd Sup), Sper. (Rnd 1)

Readied Action: Ketch 2

Blind: Ketch 4 (4 rnds)
Prone: Ketch 4
Grappled: red mamba, speraggo

------------
Round 2
------------

Party is up.

Dark Archive

Didnt want this to get lost in the post above.

Three more ketches drop down from the canopy below. Another takes a bad tumble of the top of the wheelhouse and falls into the river. The other two deftly land on the wheelhouse, still clutching their snakes.
It will be hard to get a line of sight on the new 6 and 7 from most vantage points on deck at the moment, but you know there are more up there.

Battlemat

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Shwarto sneaks up to the front window and attempts to acid splash the red mamba down below (I'm pretty sure that I've got line of sight and enough cover to stealth)

stealth: 1d20 + 15 ⇒ (7) + 15 = 22

As a free action, he uses his shadow seeker ability. +3 to hit, -1 fatigues
To hit: 1d20 + 5 + 3 - 1 ⇒ (10) + 5 + 3 - 1 = 17 Vs touch, I do NOT have precise shot
damage: 1d3 + 3d6 ⇒ (1) + (3, 5, 5) = 14


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

I'll move my token as soon as I can, but I'm having difficulties on my phone. Assuming Selena's bag is next to her, she will grab the CLW wand and then move up to the door, which I also assume is closed, and use her action to continue playing.

Quickly reaching into her Handy Haversack, Selena grasps her wound curing stick. We're surely going to need this soon! She rushes to the door, still playing the battle tune.


Fort: 1d20 + 2 ⇒ (4) + 2 = 6
cast defensively: 1d20 + 10 ⇒ (6) + 10 = 16 (success!)
Waseem will take a 5’ step back towards the stern and casts haste (not sure who will be affected other than Waseem and Jaqu)

Jaqu attacks a monkey
bite: 1d20 + 7 - 1 + 2 ⇒ (13) + 7 - 1 + 2 = 21 (haste, power attack, inspire courage)
damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9
bite: 1d20 + 7 - 1 + 2 ⇒ (10) + 7 - 1 + 2 = 18 (haste, power attack, inspire courage)
damage: 1d6 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
claw: 1d20 + 7 - 1 + 2 ⇒ (2) + 7 - 1 + 2 = 10 (haste, power attack, inspire courage)
damage: 1d6 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10
claw: 1d20 + 7 - 1 + 2 ⇒ (1) + 7 - 1 + 2 = 9 (haste, power attack, inspire courage)
damage: 1d6 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh
GM Justaworm - RID wrote:
The ketch in the water (#1) frantically tries to swim but fails and begins sinking under.

"Just pretend you are a boat!" Shakaro calls to the drowning ketch.

Shakaro steps up behind the blinded Ketch and swings his greatclub.

Greatclub -1 power attack: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Greatclub damage +3 power attack: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11

If he is blinded I think this counts as me being invisible, which means I should get an extra +2 to hit and he should be flat-footed. I didn't include the +2 in the roll.

BTW, that was #4, right? Did he fall over the railing and down the stairs?

Dark Archive

Yes, it was #4 that was blinded. He did fall over the low rail and down the steps to the below decks and is prone. I am not sure what happened to the marker, but Danner (D) had come part way up the steps and tried to punch it as well.

Going to try and get the full round in today, but it might take a few updates throughout the day.

From the forward area of the boat, you can also see the new additional ketches standing on top of the pilot house.


35 / 37 Hp; No Conditions || Ki 6 / 6 || Hero Pts 1 || 40 ft.; wind step Init +3; Perception +10 (+12 vs. Surprise) || Fort +4, Ref +6, Will +4; +2 vs. enchantments || Evasion AC 17/16T/15FF || CMB +11 (+15 bull rush, +13 grapple, +13 overrun); CMD[ 26 (28 vs. bull rush, 28 vs. grapple)

Acro, dc15: 1d20 + 6 ⇒ (18) + 6 = 24
imp grapple cs cmd17: 1d20 + 13 ⇒ (1) + 13 = 14 fails

Stig jumps down to from the topdeck onto the rear-deck, surprising the ketch #2 as he lands next to it. "Here monkey monkey, lets have a bath" he says while trying to grab the ketch. His large hands reach for its throat and body but the ketch is able to dodge out of the way just under Stig's reach. "Aww come now ... let's play.

Dark Archive

Rnd 1 clean up:
Waseem takes an additional Con dmg: 1d2 ⇒ 1 Con dmg.
Ketch #2 attacks Stig in response (readied action). claw: 1d20 + 9 ⇒ (1) + 9 = 10 for dmg: 1d3 ⇒ 3
----

Shwarto , sneaks up to the pilot house window and hurls a ball of acid down upon the black mamba (red) attacking Speraggo. The snake is taken completely by surpise by Shwarto's spell and immediately dies from the acid. (14dmg to mamba-red).
Esteban, staying focused on piloting the boat near the shoals of the river bank, quips "Careful shadow-man, we don't want to melt everything on the boat."
Speraggo jumps back in suprise as well. He catches sight of Shwarto and gives a cheerful wave before lying down on the top-deck, wracked with pain from the poison. (Fails Fort save, 1 Con dmg)

Selena draws out a wand and heads out from the cabin while maintaining her pipe playing. (inspire courage continues).

Waseem castes haste, affecting himself, Jaqu, and Selena. ()

Jaqu bites deeply into the ketch twice and follows up with two claw swipes that miss.(17 dmg to #3) The life quickly drains from the ketch and it dies.

Shakaro steps up to the blinded, prone ketch on the staris leading down to the below deck and crashes his great-club down upon its body as it flails around on the ground. (11 dmg to #4)

Stig jumps down from the topdeck entrance right near the ketch at the ladder (#2) and tries to grab it. The ketch is just able to dodge Stig's grasp and follows up with a quick claw swipe that misses Stig. ()

GM Rolls, not secret:

Perception, snake: 1d20 + 9 ⇒ (4) + 9 = 13 fails to see shwarto
Ketch Claw: 1d20 + 9 ⇒ (5) + 9 = 14 for S: 1d3 ⇒ 3
Ketch Claw: 1d20 + 9 ⇒ (13) + 9 = 22 for S: 1d3 ⇒ 2
S, Rend if both hit: 1d6 ⇒ 2
Ketch Bite: 1d20 + 4 ⇒ (2) + 4 = 6 for S: 1d3 ⇒ 3
Ketch thrown snake: 1d20 + 8 ⇒ (13) + 8 = 21
snake bite, purple: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 for S: 1d4 - 1 ⇒ (1) - 1 = 0 plus Fort Save DC13
Ketch thrown snake: 1d20 + 8 ⇒ (20) + 8 = 28
snake bite, cyan: 1d20 + 2 ⇒ (4) + 2 = 6 for S: 1d4 - 1 ⇒ (2) - 1 = 1 plus Fort Save DC13
confirmation, cyan: 1d20 + 2 ⇒ (19) + 2 = 21 for S: 1d4 - 1 ⇒ (1) - 1 = 0
Bite, green : 1d20 + 2 ⇒ (12) + 2 = 14 for S: 1d4 - 1 ⇒ (2) - 1 = 1 plus Fort Save DC13
Bite, orange : 1d20 + 2 ⇒ (1) + 2 = 3 for S: 1d4 - 1 ⇒ (1) - 1 = 0 plus Fort Save DC13
Bite, yellow : 1d20 + 2 ⇒ (19) + 2 = 21 for S: 1d4 - 1 ⇒ (3) - 1 = 2 plus Fort Save DC13

The ketches in the water (#1, #5) slip under, never to be seen again. The ketch near Stig attacks with a bite and its claws. One of its claws manages to
slash across his arm (2 dmg to Stig). The blinded ketch on the stairs tries to get up and flee ... to be determined after Shakaro AoO One of the ketches (#6) climbs down from the topdeck onto the main deck and throws his black mamba (purple) at Shakaro. The black mamba lands right at Shakaro's feet but its bite misses. The other ketch (#7) on top of the wheelhouse climbs down into the open window at the wheelhouse, quickly looks at Esteban (partially blocked by the wheel) and Shwarto, and throws his black mamba at Shwarto. The snake (cyan) hits the wheel in mid-air and lands short of Shwarto (doesn't get bonus), but then just slithers up and bites at Shwarto. The mamba digs its fangs deep into Shwarto (2 dmg + DC13 Fort save vs poison or Con dmg: 1d2 ⇒ 1 Con damage)

The (green) black mamba bites at Waseem and misses. The (orange) black mamba on the other side of Waseem also bites and misses. The (yellow) mamba near Jaqu bites into Jaqu's paw ((2 dmg + DC13 Fort save vs poison or Con dmg: 1d2 ⇒ 2 Con damage)).

Crew:
Speraggo just lies on the deck in pain.
Faruq rushes up to the ketch (#7) in the wheelhouse and slices into the creature with his falchion (17 dmg).
Mannie also rushes into the wheelhouse and seeing how he can't get to the ketch moves to the snake (cyan) but misses with his short sword.

Party dmg total for Round:
Jaqu: 2 dmg (maybe poisoned, make Fort save or take Con dmg in above text)
Waseem: 1 Con dmg from Rnd 1; ; Fort DC13 or additional Con dmg: 1d2 ⇒ 2 Con dmg
Speraggo: 1 Con dmg Rnd 2;
Stig: 2 dmg
Shwrto: 2 dmg (maybe poisoned, make Fort save or take Con dmg in above text)

Conditions in effect: (Rnd 2 end)
----------
Inspire Courage: all (+1 attack / damage)
Hasted: Waseem, Jaqu, Selena (+1 dodge to AC/Ref; +30'ft;+1 attack on FRA)

Heat Fatigue: Jaqu, Selena
Poisoned: Waseem (Rnd 1), Sper. (Rnd 1)
Maybe poisoned: Shwarto (Rnd 2). Jaqu (Rnd 2).

Readied Action:

Blind: Ketch 4 (3 rnds)
Prone:
Grappled:

------------
Round 3
------------

Whole Party
----
Baddies
Ketches: #1=swimming; #2=23dmg ; #4=17 dmg; #6=0 dmg; #7=17 dmg
Snakes: #green=0 dmg; #yellow=7dmg ; #orange=6dmg; #purple=0 dmg; #cyan=0 dmg
----
Crew
Speraggo 3 con dmg

Ship Battlemat


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

As the ketch tries to rise, Shakaro strikes again with his club. The swing is clumsy, but full of power.

AoO Greatclub -1 power attack +4 prone +2 not visible: 1d20 + 9 - 1 + 4 + 2 ⇒ (5) + 9 - 1 + 4 + 2 = 19
Greatclub Damage +3 power attack: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

fort save: 1d20 + 3 ⇒ (15) + 3 = 18
Yay me :-)

"Arrgh. Snake."

I'm a little confused. The cyan snake seemed to have rolled a total of 6 to bite me. Not that its at all a big deal but I thought that I'd check

Shwarto really, really doesn't like being bitten. He attempts to defensively cast vanish
concentration: 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15

And fails to get the spell off :-(.

He then tries to acrobatics away from the snake
acro: 1d20 + 3 ⇒ (16) + 3 = 19


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

While still clasping the wand, Selena reaches into her spell component pouch and pulls out a pinch of wool. She opens the door in front of her -eeeee, stay out there, snake!- and throws the bit of wool at the Ketch in front of her (#2), casting Daze (Will DC 14). I don't know why creatures are so distracted by pieces of cloth and music... but here goes nothing!

Dark Archive

Some quick resolutions:

Shakaro Jun wrote:

As the ketch tries to rise, Shakaro strikes again with his club. The swing is clumsy, but full of power.

[dice=AoO Greatclub -1 power attack +4 prone +2 not visible]1d20+9-1+4+2
[dice=Greatclub Damage +3 power attack]1d10+6+3

Shakaro's club comes down upon the ketch's skull as it tries to stand back and up and it crumples to the ground, dead.

Shakaro Jun wrote:
I'm a little confused. The cyan snake seemed to have rolled a total of 6 to bite me.

You are total right, I transposed the attack roll result to throw the snake and the bite result. I wrote it up as the throw got a 6 (which is why it missed the square and aid) and the bite got a 20 on the rolls. Give yourself the hp back; perhaps it was just a dry bite that didn't pierce your clothing.


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waseem fort: 1d20 + 2 ⇒ (14) + 2 = 16
Waseem swigs his cane at snakes...
hanbo: 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11 (haste, inspire courage)
damage: 1d6 + 2 ⇒ (6) + 2 = 8
hanbo: 1d20 + 3 + 1 + 2 ⇒ (9) + 3 + 1 + 2 = 15 (haste, inspire courage)
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Jaqu attacks snakes...
bite: 1d20 + 6 + 1 + 2 - 1 ⇒ (14) + 6 + 1 + 2 - 1 = 22 (haste, inspire courage, power attack)
damage: 1d6 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
bite: 1d20 + 6 + 1 + 2 - 1 ⇒ (7) + 6 + 1 + 2 - 1 = 15
damage: 1d6 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
claw: 1d20 + 6 + 1 + 2 - 1 ⇒ (4) + 6 + 1 + 2 - 1 = 12
damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9
claw: 1d20 + 6 + 1 + 2 - 1 ⇒ (20) + 6 + 1 + 2 - 1 = 28 confirm: 1d20 + 6 + 1 + 2 - 1 ⇒ (5) + 6 + 1 + 2 - 1 = 13
damage: 1d6 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10 (x2 if confirmed)

link:

“I’ve had it with these motherf*@#ung snakes on this motherf*~!ing boat!”

Dark Archive

@Shakaro, that was your attack of Opportunity from Round #2. Don't forget a Round #3 action.
Shakaro, Stig (and crew) still have actions.

----

Other quick resolutions to make my next update easier...
ketch#2 Will save: 1d20 + 5 ⇒ (5) + 5 = 10 fails, dazed - can't act next round
- Shwarto succeeds in moving through threatened squares
- Waseem is no longer poisoned
Jaqu Fort save: 1d20 + 4 ⇒ (15) + 4 = 19 pass
- Jaqu basically transforms into a whirling death machine and kills all 3 snakes, perhaps even surprising Waseem...

Faruq turns to the captain, "Captain, get us away from the trees before they overrun the boat..", Faruq states matter of factly.
"Yes, yes that's a fantastic idea my friend." Esteban states as he turns the River Queen hard to port and pushes more towards the center of the river.


35 / 37 Hp; No Conditions || Ki 6 / 6 || Hero Pts 1 || 40 ft.; wind step Init +3; Perception +10 (+12 vs. Surprise) || Fort +4, Ref +6, Will +4; +2 vs. enchantments || Evasion AC 17/16T/15FF || CMB +11 (+15 bull rush, +13 grapple, +13 overrun); CMD[ 26 (28 vs. bull rush, 28 vs. grapple)

Stig, seeing the little monkey's behavior suddenly change, quickly moves in and plants a roundhouse kick into its ribs and a jab to its head. He then takes advantage of the ketch's open defenses from his strikes and gives it a hard push towards the railing. The ketch flies 10 feet backwards off the deck and into the river.
"Little ketch", Stig dramatically sniffs the air, "you stink. He turns in time to see Jaqu terrorize the 3 snakes around him.

kick: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 for B: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12 hit
punch: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 for B: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10 hit
hurricane punch, bull rush: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23


link:

“So, does this count as hunting?”
“More like survival of the fittest”
“Well sure, but we didn’t catch any fish. You can eat these right?”
“Um, snake probably. Monkey, not so sure. I’ll have to ask the crew.”
“So it counts as hunting then.”
“Sure, it counts as hunting. Good job.”
“Bon appetite.”

”Captain, are these creatures edible? This one belives the snakes are but is less sure of the sutibility of the ‘Ketch’ things.”

Dark Archive

"Did the catfolk just ask if he can eat a monkey?", Esteban asks Faruq.
The half orc shrugs, "Maybe the magical jaguar wanted to know.
"Why is *this* trip so screwed up?"
Faruq put an arm on the captain, "Captain, we are cursed."
"Yes, perhaps so."

Faruq moves over the the topdeck railing and looks down on Waseem, "The ketches are probably edible but they are smart like you and I. Your call though. Besides, your serpent friend is still fighting up at the bow."


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh
GM Justaworm - RID wrote:
@Shakaro, that was your attack of Opportunity from Round #2. Don't forget a Round #3 action.

Oh, my bad! I forgot that was an AoO. It looks like there is a snake on the ground near me.

"Damn snakes! What kind of idiot plays with snakes?"

Shakaro smashes at the snake at his feet.

Greatclub -1 power attack: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17
Greatclub Damage +3 power attack: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13

If that kills the snake I will advance 5' north to engage Ketch #6. If the snake is still alive I will stand still.


link:

“That sounds like a hard no on eating the monkeys then. I don’t see why not, they’re meat aren’t they?”
“Their species are related. It would probably feel like canabalisim.”
“Canabalisim’s bad?”
“Yes.”
“Good to know.”

Jaqu will move to the bow and attack
bite: 1d20 + 6 + 1 + 2 - 1 ⇒ (13) + 6 + 1 + 2 - 1 = 21 (haste, Inspire courage, power attack)
damage: 1d6 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10

link:

“They don’t taste too bad.”
“Try not to make a big thing about it.”

Dark Archive

Waseem, your action will have to wait stand for Round 4.

The strike from Shakaro's greatclub comes down upon the body of the snake, killing it instantly. Shakaro then moves up to occupy the ketch nearest him (#6).

The rest of the group expertly deals with the threats all around them with Stig pummeling and shoving a ketch overboard, Waseem nearly killing a snake, and Jaqu exterminating 3 snakes around him.

As Captain Estaban steers the boat back out into the main channel, away from the jungle canopy, the only threats still active are the ketch and snake in the wheelhouse and the final ketch SHakaro just engaged.

---

GM Rolls, Not Secret:

On Shakaro:
Ketch Claw: 1d20 + 9 ⇒ (9) + 9 = 18 for S: 1d3 ⇒ 2
Ketch Claw: 1d20 + 9 ⇒ (15) + 9 = 24 for S: 1d3 ⇒ 3
S, Rend if both hit: 1d6 ⇒ 4
Ketch Bite: 1d20 + 4 ⇒ (7) + 4 = 11 for S: 1d3 ⇒ 2
On Faruq:
Ketch Claw: 1d20 + 9 ⇒ (19) + 9 = 28 for S: 1d3 ⇒ 3
Ketch Claw: 1d20 + 9 ⇒ (16) + 9 = 25 for S: 1d3 ⇒ 1
S, Rend if both hit: 1d6 ⇒ 3
Ketch Bite: 1d20 + 4 ⇒ (7) + 4 = 11 for S: 1d3 ⇒ 2
On Mannie:
snake bite, cyan: 1d20 + 2 ⇒ (9) + 2 = 11 for S: 1d4 - 1 ⇒ (2) - 1 = 1 plus Fort Save DC13

Enemies up:
[-] The ketch (#6) nearest Shakaro tries to rend and bite the oracle but only a single claw gets through Shakaro's defenses. (3 dmg to shakaro)
[-] As Faruq banters with Waseem and the Captain, the ketch nearest him digs into him with both its claws and tears at his flesh.(7 dmg)
[-] The snake nearest Mannie misses him with its bite.

---

Crew up:
[-] Esteban: acted (steering ship away)
[-] Speraggo: continues to roll in pain on the foredeck but the poison seems to have run its course through him (passes save)
[-] Danner, without a weapon sees Shakaro in control of the situation and goes to Speraggo's aid. "I'm coming, quit yer whining.
[-] Faruq again cleaves into the ketch nearest him and the little creature looks to be just barely hanging on at this point (12 dmg)
[-] Mannie misses the mamba nearest him and the captain.

---

Party dmg total for Round:
----------
Shakaro: 3 dmg
Faruq: 7 dmg

Conditions in effect: (Rnd end)
----------
Inspire Courage: all (+1 attack / damage)
Hasted: Waseem, Jaqu, Selena (+1 dodge to AC/Ref; +30'ft;+1 attack on FRA)

Heat Fatigue: Jaqu, Selena
Poisoned:
Maybe poisoned:

Readied Action:
Blind:
Prone:
Grappled:

------------------ Round 4 -----------------------------------------------

Whole Party
----
Baddies
Ketches: #4=29 dmg; #6=0 dmg;
Snakes: #cyan=0 dmg
----
Crew
Speraggo: 3 con dmg
Faruq: 7 dmg

Party is up.

Ship Battlemat

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Shwarto will stealth to the doorway and back and then hurl more acid at the cyan snake

stealth: 1d20 + 15 ⇒ (6) + 15 = 21

to hit: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10 Vs touch, I do NOT have precise shot
damage: 1d3 + 3d6 ⇒ (3) + (2, 2, 6) = 13


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

I feel like I need to run! Selena thinks, and hearing Shakaro's fight with a weird monkey person, she knows exactly where to run to. She runs past Jaqu and Stig and around the corner, shoving the wand in her belt pouch. Strangely still full of energy, she keeps going and draws her dagger (Haste). Forgetting herself in the moment, she stops playing her pipe and lets out a, "Woooo!" as she strikes at the ketch.

Melee attack on Ketch: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
confirm crit: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
Damage: 1d4 + 1 - 1 ⇒ (1) + 1 - 1 = 1
Crit Damage: 1d4 ⇒ 2
Haha, total of 3 damage if crit confirmed. I'm helping, guys!


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Shakaro swings again, this time at the Ketch by the rail.

Greatclub -1 power attack: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27
Damage +3 power attack: 1d10 + 6 + 3 ⇒ (9) + 6 + 3 = 18

"Harrrr! Take that!"

Can Shakaro see any other enemies from where he is?

Dark Archive

Selena needs to make an acrobatics check for moving through the gangway under pressure. It is a lot narrower, though there are hand-holds spaced far apart on the side of the boat to give some help.

Shakaro knows there is still some sort of ruckus going on in the wheelhouse but cannot see what exactly it is.

Dark Archive

Acrobatics, Jaqu: 1d20 + 4 ⇒ (14) + 4 = 18
Acrobatics, Selena: 1d20 + 7 ⇒ (4) + 7 = 11

Both Jaqu and Selena make it up to the bow of the boat across the narrow gangway. Jaqu sinks his teeth into the ketch (#6), drawing first blood (10 dmg). As Selena reaches the ketch from the opposite gangway, she takes advantage of the ketch's distraction from Jaqu and plunges her dagger into the ketch's torso (10 dmg). And, batting clean-up, Shakaro swings his greatclub and cleanly bashes the ketch's skull in, and it falls overboard dead.

GM Rolls, not secret:

Perception, snake: 1d20 + 9 ⇒ (6) + 9 = 15 fails to see shwarto

Shwarto , meanwhile stealths back into the wheelhouse and hurls a ball of acid at the black mamba. Trying to avoid Mannie, the Captain, and the large wheel, Shwarto doesn't get a clean shot on the snake and the acid sizzles against the interior of the wheelhouse.
Captain Esteban lets out a mild shriek ...

Waseem (GM PC) climbs up the ladder to the topdeck to see whats going on up there. He sees Shwarto blocking the doorway and not much else. "What's going on in there?" Taking a cue from Waseem, Stig moves to the topdeck as well, readying an action to hit an enemy if he can.

---

GM Rolls, not secret:

Ketch Claw: 1d20 + 9 ⇒ (6) + 9 = 15 for S: 1d3 ⇒ 1
Ketch Claw: 1d20 + 9 ⇒ (18) + 9 = 27 for S: 1d3 ⇒ 3
S, Rend if both hit: 1d6 ⇒ 5
Ketch Bite: 1d20 + 4 ⇒ (19) + 4 = 23 for S: 1d3 ⇒ 2
snake bite, cyan: 1d20 + 2 ⇒ (12) + 2 = 14 for S: 1d4 - 1 ⇒ (4) - 1 = 3 plus Fort Save DC13

---

Enemies up:
[-] The ketch tears into Faruq, rending him with its claws and biting him with its dirty mouth. (11 dmg)
[-] The snake (cyan) slithers up to the captain and tries to bite him but its fangs don't penetrate his thick leather boots.

---

Crew:
[-] Mannie swings his short sword at the snake and manages to nick it. sword: 1d20 + 3 ⇒ (19) + 3 = 22 for S: 1d6 ⇒ 1
[-] Faruq, bloodied from the ketch, makes a last ditch effort to kill the beast. Though tired, he nearly cleaves it in two.falchion: 1d20 + 7 ⇒ (10) + 7 = 17 for S: 2d4 + 13 ⇒ (1, 1) + 13 = 15

---

Party dmg total for Round:
----------
Faruq: 11 dmg

Conditions in effect: (Rnd end)
----------
Inspire Courage: all (+1 attack / damage)
Hasted: Waseem, Jaqu, Selena (+1 dodge to AC/Ref; +30'ft;+1 attack on FRA)

Heat Fatigue: Jaqu, Selena
Poisoned:
Maybe poisoned:

Readied Action: Stig
Blind:
Prone:
Grappled:

---------------------------------------
ROUND 5
---------------------------------------

Initiatives:

Whole Party
----
Baddies
Ketches: all dead
Snakes: cyan=1 dmg
----
Crew
Speraggo: 3 con dmg
Faruq: 18 dmg

Ship Battlemat

---

Whole party is up

No major update for me tomorrow as I have to be at work super early. I'll try and get on and answer questions during the day sometime.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Shakaro makes his way back towards the ladder to the wheelhouse.

Double Move.

If I am able to get to Faruq I will heal him next turn.
Cure Moderate Wounds: 2d8 + 4 ⇒ (3, 7) + 4 = 14

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Shwarto sneaks back and again tries to kill the cyan mamba

stealth: 1d20 + 15 ⇒ (12) + 15 = 27

to hit: 1d20 + 5 - 1 + 1 ⇒ (20) + 5 - 1 + 1 = 25 Vs touch. NO have precise shot
Confirm: 1d20 + 5 - 1 + 1 ⇒ (6) + 5 - 1 + 1 = 11
damage: 1d3 + 3d6 + 1 ⇒ (1) + (4, 2, 2) + 1 = 10

Dark Archive

Shakaro makes his way to the wheelhouse while Shwarto easily destroys the last snake.

Combat Over

A collective sigh of relief washes over the crew, and there is a few moments of stunned silence over the whole event. After a minute or so, the captain has the boat well out into the main channel, and though it is hot again at least no more monkeys will be jumping on the boat wielding deadly vipers.

What would you all like to do? At least a few people have some Con damage (I think Waseem and Speraggo) and the parts of the boat are a mess.
"Well, guess we start cleaning...", Mannie says.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Selena puts her pipe back on her belt pouch and as she does, she sees the wand. Guess we didn't need it after all... After some consideration, she decides to leave it in there with her pipe. She cleans her dagger's blade by rubbing it on an unbloodied patch of a dead ketch's hair and sheaths it. She then attempts to drag the body to the side of the railing and over.

Strength: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2

But she's too hot. "Damn This blasted heat," she mutters and gives up. She decides it would be better to gather the snakes in case they are good for eating.

Survival for Tastey Snek: 1d20 - 1 ⇒ (6) - 1 = 5

... I hope someone else knows if these are edible. But I don't think I should just toss them. The primates are one thing, off-putting to think about consuming, but these snakes might be just what we need.

"Did you say these snakes are good to eat?" she calls to those around her.

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

This is a guess at knowing how edible and tasty snakes are. If it is survival instead, on that massive roll my result would be a 19 :-)

knowledge nature: 1d20 + 13 ⇒ (19) + 13 = 32

"Oh yes, they're quite tasty. Especially in a curry sauce. You just have to be careful to NOT include the poison. The easiest way is to just cut off the head and eat the rest"

Shwarto would definitely help with any repairs required on the ship. Untrained craft +7 for the win :-)

Dark Archive

You start to various tasks such as making repairs, gathering up snakes, cleaning the deck, and tossing dead primates overboard, Captain Esteban is more than a little annoyed at the damage to the boat, netting, and such, but is pretty understandable given the monkeys hurling deadly snakes at everyone.

"Quite right Shwarto," Mannie chimes in, "these snakes can be pretty tasty when they aren't trying to sink their fangs into you."

Is anyone doing anything with the Con damage suffered?

Perception DC 15, first person to succeed finds it:

You find an arrow lodged into a little nook on the boat. It look nearly exactly like the arrow found about the Lady Luck in terms of fletching and the primitive arrowhead used. You don't recall any primates with bows ...


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Selena is not Wise enough to be of any assistance in helping others recover from the poison and was not poisoned herself. Cure light wounds does not affect Con dmg, correct?

Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Not I

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

perception: 1d20 + 12 ⇒ (20) + 12 = 32

"Interesting. I just found this arrow. Its pretty much identical to the one on the Lady Luck. Did any of those monkeys carry bows? Do they normally carry bows? Anybody see an arrow being fired at all in the last combat?"

He'll also carefully examine the arrow, seeing if it resembles any particular tribes arrow that he may know about
knowledge I'm guessing local: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16

Dark Archive

Selena Shadethorn wrote:
Cure light wounds does not affect Con dmg, correct?

No, ability damage heals at the rate of 1 per day or use of restoration chain of spells.

----

K(local) free: You remember from the previous discussion about this type of arrow that the various tribes of native, "savage" elves use arrows similar to this one. The natural, colorful feathering and worked mineral (obsidian, flint) arrowheads give it away. As for which tribe it is, it is hard to tell. Some tribes try and always make their arrows consistently while others will just use whatever is available.

Captain Esteban looks the arrow over with a furrowed brow, "I don't believe the ketches made this. They are smart but I've never seen them wield a bow. Also, they've never been prone to simply attack for no reason. We've gone by those banks hundreds of times and there wasn't the slightest hint of danger."


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

"Could those elven savages you mentioned at the Lady Luck be expanding their territories, agitating the ketch? And what do you think the arrow means? It could be a warning or threat to stay away or a failed assassination... or maybe they are marking us as a target?" Selena asks almost absent-mindedly. And here I thought there wouldn't be intrigue on a journey like this. The corners of her lips curl ever so slightly in the tiniest smiles. "It is very foreboding."

Dark Archive

"They certainly could be Miss Shadethorn, though why is the arrow on our boat if the conflict is between the elves and the ketch?

Given the fact that one of these arrows has now appeared on both the crashed Lady Luck and now our ship, under an unexpected attack, makes me believe we are a target for some reason. We know that Nightfall is under attack by what we think is a small band of jungle elves, which you are going to help us with. However, we are pretty far away from their particular territory down here.

There are hundreds, perhaps thousands, of various tribes of native elves. They don't seem to all work together. It would be concerning to everyone if they have all decided to outright attack symbols of ... civilization."

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

"We need to be even more on our guard. We also need to press on. Is it possible to move more quickly than we have been? Somehow, it feels like time is of the essence right now"


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

"Who else along the river makes arrows like this?"

"I got a feelin' we'll see 'em soon, but I like to know what to expect."

Dark Archive

"Shakaro, I only know of the elven tribes making custom arrows like this. Most of the rest, even the local human tribes, seem to prefer the locally produced and imported quality arrows from Bloodcove. Though ... I suppose if someone wanted to make it look like elves, they might do something like this too."

He then turns to Shwarto, "I agree with you. We must make it to Whitebridge station as soon as we can. The fact that both of these arrows found are of similar design is definitely not good, whatever the explanation. Unfortunately, the Acrophage is nearly run out. If we push the boat any faster, then we may not make it to Whitebridge at all ... and I don't suppose everyone wants to pull the boat upriver..."

"Once we restock the Acrophage at Whitebridge station, we could push harder to get to Nightfall Station more quickly."

"We need to stick to the middle of the river and double the lookouts, though. We may be deliberate targets..."

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

I am guessing that I have no way to either make more acrophage or stretch out the remaining amount. But I thought I'd ask :-)

On the off chance it matters
Craft Alchemy: 1d20 + 7 ⇒ (14) + 7 = 21

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