And Then a Skeleton Popped Out: subSPUF Carrion Crown

Game Master Rynjin


6,101 to 6,150 of 8,041 << first < prev | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | next > last >>

Female Human Oracle 10| Sorcereress 1| HP 70/70 | AC 28[32][35][40], FF 25[27][30][35], T 13[15][18] | Fort +15, Ref +8, Will +11 | CMD 22 | Perc +13, SM +11 | Init +5

Yeah I'd have to buy like 6 scrolls of it.

-Posted with Wayfinder


Unfortunately, you can't do that in Illmarsh. The only people who could make scrolls were killed by a roving gang of adventurers yesterday.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

F*!&ing murderhobo adventurers, disrupting the local economy and political landscape.

I have another solution for the breathing thing: If we retroactively say I used my formula alembic on one of the water breathing potions before we set sail, I can prepare it as an extract for 24 hours. Then I can spread it around like a Communal spell. Later on I can copy it into my book permanently.


Sounds fine. You found multiple potions of water breathing though as I recall.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Enough for all five of us? The party fund only lists three.


Ah, right, it's Skull and Shackles where you have like 14 potions or something stockpiled away.

So no, not enough. If that durn Amanorn weren't around you'd be good (3 potions + Helmet).


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Actually, with the helmet and two Alchemical Allocations, we could cover everyone and have one potion left for later.

I'd much rather burn two 2nd-level slots than one 3rd-level.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Sledge watches the nerds discuss how they can't swim or need to breath, entirely unamused.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

" How far do we have to swim? "


"Not entirely sure, since I haven't been down there. You should be able to see before you exit if there is indeed something underwater."


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Darius flashed his eyes over to Zin, before they returned to the man. " Problematic. I am sure you have thought of such a device for a long time correct. As such I am sure you likely figured out multiple ways of swimming below the sea? May I ask.. if you perhaps have a suit of some kind.. or a sealed Box, anything mean to hold something outside of this vessel? I am sure you would want some way of bringing specimens back? "


Croon thinks for a moment.

"I do have a little 'coffin' of sorts, but I wouldn't suggest climbing in unless you're comfortable in tight spaces. It would also reduce the room you have to maneuver within the cabin, since you'd have to store it inside with you unless the young miss doesn't need to breathe."


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

" It should be relatively simple for our uses, carrying it should be easy. The choice however is hers? Zin are you Claustrophobic? "


Female Human Oracle 10| Sorcereress 1| HP 70/70 | AC 28[32][35][40], FF 25[27][30][35], T 13[15][18] | Fort +15, Ref +8, Will +11 | CMD 22 | Perc +13, SM +11 | Init +5

"You want to put me... In a coffin... Underwater. I wasn't until just now."

Z breathes heavily and slowly several times, as if she is trying to psyche herself up.

She runs hand hands through her long black hair several times before grabbing hold of it into a ball and staring at the ground a long time.

"... Ok..." she says finally.

Before looking to everyone, "You all promise to keep me safe down there then once I'm inside that thing. Yeah?"

-Posted with Wayfinder


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

"Yeah."


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

"Of course."


Female Human Oracle 10| Sorcereress 1| HP 70/70 | AC 28[32][35][40], FF 25[27][30][35], T 13[15][18] | Fort +15, Ref +8, Will +11 | CMD 22 | Perc +13, SM +11 | Init +5

Z nods, "I'm ready to go then."

-Posted with Wayfinder


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Darius folds his arms, " Have I ever kept you NOT safe? I am.. aware of the circumstances so this is the best we can do. I'll personally carry it if needed. " He turns to the proffessor.

" Let's get a move on then. "

And if we have air bubble, that'll solve the air issue.


The main issue is that you DON'T have Air Bubble. That's why the coffin is necessary.

You begin your descent.

Do you leave the lamp on or off? If on (well, all the way on, you can shutter it), you can't see out the windows very well.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

I assume you mean to the submarine? Probably off, because we dont want to draw attention to him while we are gone. Just have instructions to turn them back on once we come back and he sees the light on us.


There is a lamp INSIDE the submarine. That's the one I'm referring to.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Enough to utilize the low light vision we have.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

And give Zin the Helm of Underwater Action.


Down, down, down into the lake you go.

The inside of the submersible grows hotter and stuffier, compounding the closeness of the cramped quarters. Were Zin not in the coffin, you begin to feel that she wouldn't be much more comfortable in these spaces.

The light from above begins to dim as you descend, and soon your are plunged into absolute darkness, only a sliver of light from the Continual Flame illuminating a shred of the waters around you.

You descend even further, and from deep below you begin to see a faint glimmer of light again.

On this backdrop you seen an eight-limbed creature dash across your vision for a moment, and disappear from sight again. A moment later, three more figures dart around, sparking light off their long, snake-like bodies. It quickly becomes clear that these creatures mean you harm as the latter circle the submersible.

Initiative: 5d20 ⇒ (13, 7, 8, 12, 16) = 56

4d20 ⇒ (12, 6, 6, 6) = 30

Initiative Order:

Squiddy Thing (21)
Amanorn (21)
Zin (21)
Sledge (17)
Darius (16)
Snakey Thing (12)
Snakey Thing (12)
Snakey Thing (12)
Jones (12)

The squid-like creature appears again beneath you, charging up from the deep and opening its maw and spewing a black substance that smells of iron into the submersible and the water below. Everything beneath is obscured from vision, and the floor of the sub is coated in the stuff.

Everyone but Zin make a DC 16 Fort save or be Nauseated. Everyone but Jones is up, though Zin is stuck in the coffin unless someone spends a Move action to unlatch the thing so she can move to get out. Kn. Arcana applies for Squiddy Thing, Nature for Snakey Things.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Move for greater and rapid grappler.

"Free Zin."

Sledge readies an action to grab anything that comes within reach.

GO BIG OR GO HOME BOYOS

Fort: 1d20 + 14 ⇒ (10) + 14 = 24


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Fort: 1d20 + 10 ⇒ (6) + 10 = 16
Kn. Arcana: 1d20 + 1d6 + 20 ⇒ (15) + (2) + 20 = 37
Kn. Nature: 1d20 + 1d6 + 20 ⇒ (3) + (5) + 20 = 28


Where's the extra +2 Fort coming from?

Jones recognizes the squiddy thing as a Gutaki, an intelligent version of a Devilfish.

They secrete a Strength sapping poison that coats the spikes in their mouths, and bite is particularly savage. They are adept grapplers, wrapping and biting their targets in the same smooth action, which delivers the poison to their trapped prey.

The black substance is actually their blood, perverted by foul magics. The slippery substance is nauseating to the touch, and difficult to walk on in addition to obscuring vision in water.

They are resistant to Cold, and can see any distance in the dark like the Outsider that is their namesake. Their only real "weakness' is their dependency on water. They can only survive for a few hours outside of it.

Scholarly speculation suggests Devilfish were actually once Outsiders, roaming the oceans of the Abyss (making their name a baffling inconsistency), but have since acclimated over millenia to this plane.

The snakey things are electric eels. They can Stun those they hit with electric shocks. These particular ones seem to be altered somehow.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Heroism.


Okie doke. Remember to mark 30 minutes of that off this now, and another 30 minutes when you reach the bottom.


Male Orc (Half Elf) Inquistor 8/ Alchemist (Grenadier) 2/ Warder 1 (lvl 11) | HP 102/102| AC 26 T 13 FF 24| Fort +18 Ref +11 Will +17 | CMD 27 | Init +9 | Perception +23

Fort: 1d20 + 14 ⇒ (6) + 14 = 20

So to be sure.. the bottom portion is open to the water, and we are still inside the submarine? How much water got inside?


There is no water inside...yet. The sub is more of a diving bell with fancy bits than anything else. You are inside the sub, and the floor is slick with Unholy Blood. So you are Squeezing and inside Difficult Terrain. The enemies are not visible.


Female Human Oracle 10| Sorcereress 1| HP 70/70 | AC 28[32][35][40], FF 25[27][30][35], T 13[15][18] | Fort +15, Ref +8, Will +11 | CMD 22 | Perc +13, SM +11 | Init +5

If it's a diving bell though how does it have a floor?

That paints such a bizarre picture.

-Posted with Wayfinder


Think ice fishing. That's part of the reason it's so packed.


Female Human Oracle 10| Sorcereress 1| HP 70/70 | AC 28[32][35][40], FF 25[27][30][35], T 13[15][18] | Fort +15, Ref +8, Will +11 | CMD 22 | Perc +13, SM +11 | Init +5

So you're saying the floor is like a donut basically, we're all on the outsides and the center is a port.

Can I hear inside the coffin by the way?


Yes and yes.


Sanity Lost: 3 Ftr/Wiz/EKngt/ArcArch | HP: 71/71 | AC: 22, T: 17 I, FF: 17 | Fort: 8, Reflex: 10, Will: 7 | CMB: 9, CMD:24 | Init: +8 | Perception: +14

I don't know WHY this hasn't popped up on my frickin campaigns. Not at all! I had to actually go into my character alias and find the thread to see it. I was thinking 'geeze these people haven't updated in forever'!


Sanity Lost: 3 Ftr/Wiz/EKngt/ArcArch | HP: 71/71 | AC: 22, T: 17 I, FF: 17 | Fort: 8, Reflex: 10, Will: 7 | CMB: 9, CMD:24 | Init: +8 | Perception: +14

Fort: 1d20 + 8 ⇒ (10) + 8 = 18
Know Arc: 1d20 + 12 ⇒ (12) + 12 = 24

"Yeah, time to let out the boomstick. Er... Lady..."

Amanorn moves up to go let Zin out, as Sledge asked. Assuming that's two move actions?


Yes. And that happens a lot, sadly.

So that leaves Darius and Zin with actions left.


Female Human Oracle 10| Sorcereress 1| HP 70/70 | AC 28[32][35][40], FF 25[27][30][35], T 13[15][18] | Fort +15, Ref +8, Will +11 | CMD 22 | Perc +13, SM +11 | Init +5

Looking out of the coffin and into the submersible the party finds themselves in, the inky slick floor, and the center of the chamber an open portal to terrible death.

Z shakes her head violently, "Absolutely not!"

Z washes the room in a gout of warm pleasant flames before slamming the coffin door back shut.

Blessing of Fervor.

"Go to hell if you think I'm fighting anything in conditions like that! " she cries out muffled inside the coffin.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Darius u have whip and much reach yes


Darius readies an action to attack the next time he sees an enemy.

1d20 + 10 ⇒ (6) + 10 = 16

8d6 ⇒ (1, 6, 3, 6, 2, 2, 3, 2) = 25

A bolt of lightning shoots up from the deep and nails
1d2 ⇒ 1 Darius in the face!

Reflex: 1d20 + 9 ⇒ (5) + 9 = 14

He twists as best he can, but can't avoid the bolt.

Worse, the bolt slams into the top of the submersible afterwards, sending shocks around the interior! The light dims and the submersible rocks, letting some water inside. Just a little, only a few inches, but a precursor to more.

Everyone's back up.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

I kinda wanna swim down and grab the squid, so...

Did that lightning illuminate it enough for me to go down and introduce it to the F E A S T O F C L O W N S ?


No. The problem is more of a fog than darkness.


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Can I follow the direction in came in back to squid boy?


Sure. You basically know where it is, but you'll still be blind in the water. It has Total Concealment (even at point blank range, since it's both nearly pitch black dark AND foggy. Partial + Partial = Total).


Male Human Monk2/Brawler 10 HP 103/124 | AC 26 T 15 FF 22 | CMD 31 (+14 grapple; +6 trip; +4 bull rush) | Fort +18 Ref +17 Will +13 | Init +9 | Perc +28 SenMot +27

Slight revision - I though I had grapple and could take greater + rapid, instead taking improved and blind-fight.

2d100 ⇒ (64, 42) = 106

1d20 + 21 ⇒ (18) + 21 = 39
Spikes: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Sledge grapples squidboy.


Sledge grapples the sea monster tightly, claspig it to his body and drawing blood with the spikes.


Sheet | Male Half-elf Investigator (Empiricist) 12 [dex mutagen] | HP 69/75 | Init +5[+2]
AC, Saves:
AC 27[+4](+4 bk), T 16[+2], FF 22[+2](+4 bk) | (All saves +3 Good Hope) Fort +10, Ref +16[+2], Will +13[-1] (+4 illusion, +2 enchant, immune sleep)
CMD, Senses:
CMD 25[+2], FF 20 | Perc. +1d6+26 (+10 elixir, +6 vs traps), Low-light vision, Sense Motive +1d6+18

Jones drinks a Paragon Surge (Blind-Fight) extract, and dives in, swimming toward one of the eels.


Jones swims toward the last known location of one of the eels, and THINKS he found one.


Initiative Order:

Squiddy Thing (21)
Amanorn (21)
Zin (21)
Sledge (17)
Darius (16)
Snakey Thing (12)
Snakey Thing (12)
Snakey Thing (12)
Jones (12)

Amanorn, Zin, Darius...

6,101 to 6,150 of 8,041 << first < prev | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / And Then A Skeleton Popped Out: subSPUF Carrion Crown All Messageboards

Want to post a reply? Sign in.