
Keith S. |

Atri makes a look around the clearing. Darvan only hears him a bit, so he figures he was pretty quiet.
He finds no traps. He sees no movement in the area under the tent. It is darker in there, however.
Darvan sees no sign of an ambush or trap either.
The sun is overhead and sweat drips off of you. Flies and mosquito's still buzz around you. More flies than before.

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Cannibals? Wilma inspects the body parts for signs.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
If she doesn't find anything, she'll say
The place looks abandoned, only disease waiting for us here. But let's be less - eh - focussed on finding natives to do trade with, shall we? We might not enjoy their trade offers.

Keith S. |

As Wilma strides up to the tree to examine the body parts, three lumps of junk in the tent begin to stir and sit up, and then move toward you!
It turns out they are three...well...ladies, you suppose may be a description. They wear finely made dresses and silks, although they are covered in vermin and rot. And the ladies themselves – they are pallid, with skin tightly stretched over a starved frame. Their mouths slaver at the sight of you and their black eyes stare menacingly at you. They advance, arms outstretched, moaning in anticipation of a kill!
Make a knowledge history or nobles or dungeoneering if you wish to know more!
Players go first; I think we can do this without a map. The ladies are about 30 feet from you, in a line.

Darvan Waverider |

Darvan utters an oath and readies his trident, pointing it at the closest foe.
With a brief command in aquan he levels the trident at the closest enemy and unleashes a blast of water to force it back. (using Surge domain power to bullrush the closest one away from us)
Surge Bullrush: 1d20 + 5 ⇒ (6) + 5 = 11
He wracks his brain to determine what we might be facing.
knowledge arcana: 1d20 + 5 ⇒ (15) + 5 = 20
knowledge religion: 1d20 + 5 ⇒ (7) + 5 = 12
(thats all the knowledge I've got!)
Is Atri with us or are we separated?

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Arcana or religion - both areas that Wilma, soon-to-be famous buccaneer, is not interested in. She therefore has no clue about these women: they might have been classy once, but clearly have seen better days.
I really do wonder what women like these are doing on this island, but they don't seem very communicative to me.
Wilma moves up, and starts chanting a song
There was old lyre man. Mov'd along the Sellen shore when she suddenly hits a particularly vile note, sending razor sharp shards flying forth. Cast chord of shards, 2d6 damage in a 15 ft cone. DC 15 RFX for half damage. Trying to hit as many ladies as possible, without hitting Darvan. It think hitting two is a sure thing, three should be possible with the right manoeuvring?
Damage: 2d6 ⇒ (4, 4) = 8

Keith S. |

Atri is with you (although he is travelling to my town so we are going to have a face to face game tonight).
Someone needs to give an order for Variel too.
The beasts AC is 14 and CMD is 16.
The surge of water is dodged by the ugly lady.
Wilma can hit two ladies in a cone;
two saves:
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (19) + 2 = 21
Both take 4 hp damage
Atri and Variel go, then the bad ladies.

Darvan Waverider |

Atri holds action and sticks the first one to come close enough with his boarding pike
boarding pike: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d8 + 5 ⇒ (2) + 5 = 7
Variel fres his crossbow at the enemy on the left
xbow: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d8 ⇒ 2

Keith S. |

A poor showing by Atri and Variel!
Two of the things crowd around Atri, a flurry of claws and snapping teeth
1d20 + 3 ⇒ (6) + 3 = 9 claw miss
1d20 + 3 ⇒ (16) + 3 = 19 claw hit for 1d6 + 1 ⇒ (1) + 1 = 2
1d20 + 3 ⇒ (17) + 3 = 20 bite miss
1d20 + 3 ⇒ (9) + 3 = 12 claw miss
1d20 + 3 ⇒ (18) + 3 = 21 claw hit for 1d6 + 1 ⇒ (3) + 1 = 4
1d20 + 3 ⇒ (5) + 3 = 8 bite miss
and one against Darvan
1d20 + 3 ⇒ (10) + 3 = 13 claw
1d20 + 3 ⇒ (10) + 3 = 13 claw
1d20 + 3 ⇒ (19) + 3 = 22 bite hit for 1d6 + 1 ⇒ (1) + 1 = 2
Darvan needs to make one save vs. paralysis (DC13 fort save) and one save vs. disease (also a DC13 fort save)
Atri needs two DC13 fort saves vs paralysis
And the players get to go after they save. Darvan and Atri are in combat, Variel and Wilma are not

Darvan Waverider |

Darvan tries to resist the evil corruption
save vs disease: 1d20 + 5 ⇒ (12) + 5 = 17
save vs paralysis: 1d20 + 5 ⇒ (6) + 5 = 11
Assuming that works out
Trident into my opponent:
Trident: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Variel steps up to flank one of the enemies on Atri and stabs it
dagger + flank: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
damage: 1d4 ⇒ 4

Keith S. |

We are going to make the paralysis save a DC10 to keep everyone alive!
Or this will become a TPK.
So Darvan is still on his feet.

Keith S. |

No luck on identification. Waiting on Atri and Variel.

Keith S. |

Two of the things drop, still twiching, into the dirt. The last leaps at Darvan, clawing and biting!
1d20 + 3 ⇒ (20) + 3 = 23 for bite, hitting for a possible crit!
1d20 + 3 ⇒ (7) + 3 = 10 for claw, missing
1d20 + 3 ⇒ (8) + 3 = 11 for claw, missing
1d20 + 3 ⇒ (10) + 3 = 13 to confirm bite critical! AND not confirmed.
So damage is 1d6 + 1 ⇒ (3) + 1 = 4
And Darvan needs a DC13 save vs disease
and DC10 save vs paralysis

Keith S. |

The last GHOUL crumbles in a heap of rotting (yet fine) dress and flies.
The place quiets down again. A few bird chirping, flies and mosquito's buzzing.

Keith S. |

You find a potion (cure moderate wounds at 6th level), a masterwork dagger, 3 gems (worth 250, 57 and 36 gold), and 6 flasks of ALCHEMISTS FIRE
nothing else besides rotting clothes.
One of you recognizes that the clothing is of a Chelish fashion, and fine quality (or it was before it rotted and became infested with vermin).
Having trouble with the website. Hope this one works.

Darvan Waverider |

Darvan passes the potion to Wilma (because I don't think she has one already) and the masterwork dagger to Variel (because he was a regular assassin with his plain dagger during the fight).
Does Wilma have enough alchemist fire, or does she need some?
I'll keep a list of monetary treasure and unclaimed items.

Darvan Waverider |

What time of day is it? How much time have we wasted riding frogs and fending off dead women's unwanted advances?
(I'll keep party treasure in that spoiler off my profile, if anybody wants to claim anything just speak up.)

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You mean the part where you stand still, ogling the first woman that touches you? Yeah, I noticed that ;-)
I can take some of that alchemist's fire. They call me the 'fire marshal' after all. I'd say those gems are part of our booty - we deserve hazard pay for this!

Darvan Waverider |

Darvan hands over 3 bottles of alchemist's fire to Wilma.
He says "I say we follow this trail along the shore to see if there is any sign of our shipmates or the sea goblins. They had to come ashore somewhere."

Keith S. |

By noon you have left the swamps and are strolling along the beach. Large coconut palm trees dot the beach, with many land crabs moving between them.
Further along, you find an overgrown corn field, and the trail runs along the edge of it, heading for the interior of the island again.
The corn is apparently untended, with weeds growing amongst the stalks, yet it was apparently planted in a line. And there are periodic stakes in the ground, about chest high, each with a rotting head upon them. Perhaps some sort of odd, bizarre scarecrow? They are swarming with flies.
The trail runs up the hill, and, at the top, in a clearing in the jungle, you see a well built timber stockade, complete with a gate (that is ajar by about a foot). A large tree covered with vines is next to, or perhaps part of, the stockade.
It is quiet here. But you can smell a strong odor of rotting meat. It seems stronger toward the stockade.

Keith S. |

Atri doesn't recognize any head.
Darvan doesn't think the cornfield has been worked or harvested in a while. He also thinks the heads look Chelish.

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Chelish? Who doesn't hate the Chelish? Wilma says, looking at the heads.
The place seems abandoned, though. Perhaps there's some people in that shack over there?

Darvan Waverider |

Darvan says: "Chelish shipwreck perhaps?"
"After we find our friends, maybe we can harvest some of this corn for fresh food and give it to Fishguts before we leave."
"I think we should head up the hill and see what we can see."

Keith S. |

Up the hill you see the stockade as described before. Strong timbers make the wall of the stockade (about 8 foot tall). There is a strong odor of rotting meat from inside the stockade.
Darvan slaps away a fly that bites his neck.