| Eriniyes |
"I picked up some sort of Necromancy variety of magic on him, but it has faded." Enriniyes says as she walks closer to the knocked-out suspect. [occ]She continues to concentrate in the area around his body to see if she can pick up anything else. Afterwards, she searches his body.[/ooc]
| Rorse |
Well, if its death magic, I'd think that would mean he could manage a poison spell of some sort. let me go check on lord Brycen and see if he feels any better now that this little bastard stopped chanting. (no Rorse doesn't see the irony in calling someone else little.) Rorse dashes off and up the ladder to go check on Brycen and report to Kheiron.
| Rommin Hawkridge |
So, perhaps the poison is a magical spell and not a mundane toxin? Still, we best be as thorough as we can... Calling out to the crowd there, Rommin will ask Does anyone know where this one slept? If he can find out which hammock it was, he will search it and the area around it.
Perception 1d20 + 10 ⇒ (6) + 10 = 16
| Nazard |
So, perhaps the poison is a magical spell and not a mundane toxin? Still, we best be as thorough as we can... Calling out to the crowd there, Rommin will ask Does anyone know where this one slept? If he can find out which hammock it was, he will search it and the area around it.
Perception 1d20+10
Rommin finds nothing of interest in Jerrys' sleeping area. A few changes of clothes, a small work knife, assorted personal items, and a lock of long golden hair carefully wrapped in a linen hankerchief. Nothing at all to suggest that the man is any sort of spellcaster.
| Nazard |
Eriniyes steps closer to Jerrys as he begins to awake and narrows her eyes at him "What do you know of the poisoning of Lord Brycen?"
Sense Motive (if needed): 1d20+5
"Poisoning?" Jerrys asks weakly as he shakes the cobwebs off. "Nothing. I mean, I know he was poisoned...everybody knows that by now and the Pathfinder too, but...what happened? I was here, I saw you cast some magic and start looking around, and then all of the sudden there was this feeling of...of...unholy terror, like I just had to get away." He struggles against his ropes. "Why did you attack me? what's going on?" Fear creeps into his voice. "What did you do to me with your magics?"
| Eriniyes |
"Well something is going on... Eriniyes says to herself.
"Back to plan A. We need to search the people and their possessions. Titus, Rommin, I think we should start with Jerrys' bunk and this soldier here." she says as she points in the direction of the soldier who was standing near Jerrys' when he panicked.
| Nazard |
Ahh..I thought they had brought Jerrys topside..I never specified that Lilo was going below after the altercation with him
Hmmm...seems at some point earlier, I mentioned that Kheiron had come and taken Jerrys topside, which means that at least Eriniyes was also topside to question him and Rorse had come topside to check on Brycen. Seems to me that most people have come back topside. But then Eriniyes and Rommin wanted to search Jerrys' bunk, so I'm ruling things happened like this:
Eriniyes detected the magic aura on Jerrys which then faded. You all (except Rommin and Titus) came back up topside with Sir Kheiron, where Jerrys was secured to the foremast. Rommin searches his belongings and hammock area. Jerrys starts to come to, so Eriniyes questions him. Not getting a satisfactory answer, she heads down below to continue scanning for magic, when Soldier 2 (the one called Tatrill from your list) casts a spell. That puts Eriniyes, Rommin, and Titus down below, and Rorse, Vero, Lilo, and Niesen up top when they hear people down in the lower hold begin screaming and shouting again.
That sounds fair to everybody? I'll get a map done up and posted ASAP, so we can get started.
This is what I get for going off-script late at night and not making notes.
Map updated It's only the lower hold. It will take both Lilo and Rorse 50 feet worth of movement to get down to square E12 in the lower hold.
| Nazard |
Titus: 1d20 + 3 ⇒ (4) + 3 = 7
Tatrill: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative order:
Eriniyes 20
Niesen 19
Titus 19-
Rommin 18
Lilo 11
Tatrill 7
Rorse 5
ROUND 1...
Eriniyes to act...
The big gray area is a sphere of mist, obscuring sight beyond 5 feet and providing concealment (20% 5 feet away, 50% concealing 10+ feat away). Down in the lower holds, visibility and maneuverability are both poor. Anybody further than 5 feet away have 20% concealment due to poor lighting, constantly shifting shadows, and low-hanging ropes and sacks (the obscuring mist area supersedes this). Every square (unless it's completely clear of stuff) costs double movement, unless you make a DC 15 Acrobatics check to avoid obstacles. Charging is impossible. The dark-brown crates with the metal bands represent piles up to the ceiling - they block movement completely.
| Titus Cagnaletti |
Round 1
Posting since I rolled pretty high for initiative. I'm not sure who the bad guy is on the map. I don't see a soldier 2 or a tatrill. Feel free to edit this however you need!
With a little difficulty in navigating the room, Titus comes up on the wizard in disguise. Seeing that the caster uses his voice and gestures for his magic, Titus lifts his arms high and brings them down and around the man in a tight bear hug.
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
Grapple: 1d20 + 5 ⇒ (15) + 5 = 20
| Nazard |
Round 1
Posting since I rolled pretty high for initiative. I'm not sure who the bad guy is on the map. I don't see a soldier 2 or a tatrill. Feel free to edit this however you need!With a little difficulty in navigating the room, Titus comes up on the wizard in disguise. Seeing that the caster uses his voice and gestures for his magic, Titus lifts his arms high and brings them down and around the man in a tight bear hug.
Acrobatics: 1d20+7
Grapple: 1d20+5
Sorry Titus, we ninja'd each other. I'll take your roll and have updated my initiative list accordingly. The bad guy is inside the mist at the moment. You can't see him, though you can move into the mist and look for him.
If people are moving into the mist to look for him, give me a square by square list of your path, in case you happen upon him.
| Eriniyes |
Nazard, I'm confused by the map. Are the crates the tan rectangles or the dark red circles? It seems like I'd have a hard to getting to where I am shown now if the circles are up to the ceiling. Also, there are two sets of letters on the left side of the map that don't match each other.
| Nazard |
Nazard, I'm confused by the map. Are the crates the tan rectangles or the dark red circles? It seems like I'd have a hard to getting to where I am shown now if the circles are up to the ceiling. Also, there are two sets of letters on the left side of the map that don't match each other.
Crates are rectangles. Tan ones are short stacks that you could climb over if you wanted (5-feet high), dark brown ones are up to ceiling (can't climb over). The red circles are barrels - they don't give nearly as much cover.
| Nazard |
Titus moves in a straight line along F then. Where was the caster before the mist erupted?
Perception 1d20+6: listening for where he went
The caster was in F18.
Eriniyes gets things rolling with a personal spell (which I'm assuming is mage armour by the description) and readies her weapon.
Niesen comes clattering down the ladders, ending in E12 with daggers in each hand.
Titus moves straight towards the bow, but gets clotheslined by a hammock in F17. He stops to listen, but cannot distinguish any sounds of the caster from the other colonists and prisoners who were also "trapped" in the mist. There is a lot of shouting and pandemonium present.
Rommin readies an action to fire as soon as he hears a spell.
Lilo ends his movement on the bottom ladder. His last few squares have mist in them.
From within the mist (Titus thinks it's coming from the opposite side of the mast), you hear chanting in a harsh, guttural language. You can't make out most of the words, although the word, "Norgorber" comes through clearly at one point.
Rommin attempts to pinpoint the source of the chanting, but it seems to him that the ladder and mast will block his shot. He does his best and fires, but has no idea if he hit anything. There are no cries of pain as a result.
Titus senses more than sees something "appear" in the E18 square, and a headless humanoid shape steps partially out of the mist and swings a fist at him. 1d20 + 6 ⇒ (1) + 6 = 7 The fist sails wide and punches the mast itself.
Rorse to act...
new initiative order...
Titus: 1d20 + 3 ⇒ (4) + 3 = 7
Tatrill: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative order:
Eriniyes 20
Niesen 19
Titus 19-
Lilo 11
Rommin 7+
Tatrill 7
Headless Guy 7-
Rorse 5
MAP UPDATED
This is something new I'm doing for myself, so I can easily look back and find the last time I updated the map.
| Rorse |
sorry.
1d20 + 3 ⇒ (8) + 3 = 111d10 + 2 ⇒ (8) + 2 = 10
| Nazard |
Rorse starts making his way down below again.
ROUND 2...
Eriniyes moves into the mist, searching for the spellcaster.
Niesen moves into the mist as well and behind Titus. You hear him slash at somebody or something behind the mast.
Niesen attack: 1d20 + 1 ⇒ (18) + 1 = 19; miss chance 1d100 ⇒ 65%; damage 1d4 + 1 ⇒ (4) + 1 = 5
Titus hears a grunt of pain as Niesen's blade connects with somebody.
Titus to act...
| Nazard |
Playing for Titus...
Titus unleashes a flurry of blows on this misty opponent in front of him.
1d20 + 2 ⇒ (13) + 2 = 15, miss chance 1d100 ⇒ 19%
1d20 + 2 ⇒ (18) + 2 = 20, miss chance 1d100 ⇒ 57%; damage 1d6 + 3 ⇒ (5) + 3 = 8
Titus' first punch is fooled by the swirling mists, while the second one connects solidly with the creature's chest. He notices that it doesn't quite have as much impact that it should have.
Lilo steps out of the mist, and waits for an opportunity to present itself.
Rommin to act...
MAP UPDATED
| Nazard |
There is no way to the upper levels from within the mist; the spellcaster is good and trapped.
Suddenly you hear chanting from within the mist, and a crackle of energy fills the air around you. 1d6 ⇒ 3Everybody needs to make a Will save DC 14 for half damage (1 point)
The colonist to Rommin's left screams in agony and falls to the deck. You hear other screams from colonists nearby.
The headless guy attempts to punch Titus. He has the slow tell-tale movements of a zombie.
Zombie slam: 1d20 + 5 ⇒ (9) + 5 = 14 The undead's powerful punch goes just wide.
Rorse acrobatics to move at full speed: 1d20 + 5 ⇒ (5) + 5 = 10
Rorse sees the mist as he descends the ladder. He attempts to penetrate it, but gets hung up by some of the crates and barrels, so only makes it next to Rommin. He's then nearly bowled over by a fleeing colonist covered in nasty wounds from the negative energy burst.
ROUND 3...
Eriniyes to act...
MAP UPDATED
| Eriniyes |
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Morningstar: 1d20 + 1 ⇒ (11) + 1 = 12, miss chance: 1d100 ⇒ 37, damage: 1d8 + 1 ⇒ (2) + 1 = 3
Lilo Deepburrow
|
Will Save1d20 + 3 ⇒ (18) + 3 = 21
Lilo gasps as the wave of enrgy washes over him.
"Aggh...what was that?"
He moves into the Mist looking for the source of the chanting.
Perception 1d20 + 2 ⇒ (7) + 2 = 9
Seeing nothing he casts Flare into the mist to try and light things up a little the flash of light going off at deck level
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.