Balthe Synder |
Well done Espy.
Balthe whispers.
Keep an eye on those corpses that they do not rise again.
Impatiens Pallida |
"Smash it?" Impatiens asked in a dubious tone of voice.
Imaptiens examines the door closely.
dice1d20+5 Perception: She wants to figure out just how large or strong a creature would have to be to cause that kind of damage.
"Bad place to fight. Floor slick"
Valdric |
Valdric nods at Balthe's warning, and with the memory of their battle with the skeletons fresh in his mind he keeps a very close eye on the water-filled hold.
"Please tell me we dont have to go down there?"
He looks closely at the grisly scene for insight into what might have killed these poor souls, looking for evidence of bite marks, arrow holes, tearing wounds, anything that might help start solving this mystery.
Heal skill: 1d20 + 3 ⇒ (13) + 3 = 16 to try and identify types of wounds
Knowledge: Nature: 1d20 + 10 ⇒ (9) + 10 = 19 to identify the type of creature if there are any teeth/claw wounds visible
any results from Detect Magic?
DM of the coins |
there is no magic dtected anywhere in your visual range.
best you can tell the crew was alive and locked in th ehold by the chains. appears the crew resorted to canibalizim to survive then those not eaten eventually either drown or starved to death.
first need a DC 18 perception (this may give important clue before you attempt to unlock)(include trapfinding bonus)
DM of the coins |
1d20+10perception
and I do recall you do have trapfinding also.
that would make you check of the door a 30
so you discover what is in the spoiler above about the door
Valdric |
As he peers into the hold, Valdric's eyes begin to widen in surprise. He mumbles to himself for a moment, then looks up toward the cleric and raises his voice to a whisper.
"I think.....they were locked in there, and I think.......they ran out of food and.......and turned on themselves. But even that was not enough in the end."
Valdric turns his gaze back to the wretched scene. "But who locked them in there? And why??"
Valdric |
Valdric nods his head, his hand absently drifting to the amulet around his neck. To be that alone..........I can't imagine......
"May you find peace with your ancestors."
Turning his back to the hold, he carefully makes his way over to Espy to see if he can assist.
Reflex: 1d20 + 5 ⇒ (4) + 5 = 9 but apparently is distracted by the grisy scene and tumbles to the deck.
Get up, continue over to Espy, and eventually cast Guidance on him
DM of the coins |
You are able to determine that there is something pressing against the door on the other side and probably the only way to disarm it is to set it off.
However since you are able to figure that out it is a simple enough task to clear the area and open the door in such a way as to minimize catching yourself in the trap.
whoever is opening the door need a DC 8 reflex save
orignal save was DC 18 but I am giving +10 to the save due to discovering it
Balthe Synder |
Balthe stands far back from the door. And trains his crossbow on it.
in theory out of range
Valdric |
"Is the door stuck? I should be able to open it and dodge out of the way, but forcing a door open isnt my specialty." The half-elf hands Balthe the healing wand with a smile. "Just in case."
Unless there are objections and assuming it doesnt require a STR check only the Ref save, I will wait til everyone is clear, cast Guidance on myself, and open the door.
DM of the coins |
Espy you easily open the door and a pile of large rounded stones (seemingly catapult shot) comes barreling out of the door as you try to dodge out of the way you slip on some moss and a boulder hits your foot for 1d6 ⇒ 3 damage.
everyone else that was out of the way are unaffected. Valdric: If you were by the door then you will also need the reflex save as well. (same damage if you fail).
Within, an inert skeletal captain lounges, propped against a chair. A rotted jacket of the old style lies in tatters on his frame. A decayed crossbow assembly rests dusty by his side. Beneath the crossbow, a waterlogged journal most likely detailing the final days of the Sea Maiden.
at this time nobody has entered yet
DM of the coins |
across the room which is now pretty much in tatters you both can make out what appears to be a small chest half covered in barnicles and wet seaweed
everyone near the door...
the room itself is nearly empty of most things that you can tell. there is a hole to the outside behind the corpse of the captain seems that something from outide burst its way into this cabin.
sticking out from the wood by the hole is what appears to be something shiny possibly a broken sword blade but untarnished.
Espy Kismet |
Epsy moves in slowly, taking time to examine the room, casting light on a marble as he slowly moves to a pile of Barnicles and wet seaweed.. a chest below that. He examines it for any sort of dangers.. 1d20 + 10 ⇒ (18) + 10 = 28
Valdric |
"That journal might contain some answers to what happened here, and I wonder whats in that chest?" Valdric points across the room as Espy makes his way over to the chest. He then calls upon his arcane energies and checks the something shiny and the chest for magic emanations.
cast Detect Magic, checking the broken sword first if I cant get the soword and the chest in the first sweep.
edit: ninja'ed!
DM of the coins |
at first you see some magic radiating from the broken sword blade. but suddenly (as Espy manuvers into the room) a wave of Necromantic energy shoots from the floor into the captain's remains
The corpse of the captain stirs as Espy approaches the chest. It stands and moves toward Espy
will get a map up soon will be linked in the campaign info tab
EDIT .. OK cannot find a decent map that matches what I need any objects to be a little abstract in this fight?
Espy Kismet |
Epsy turns to the Skeleton as it begins to stand. "Ashes to Ashes.. dust to dust.. Strength until the steel begins to rust." Espy pulls out his battle aspilium. Holy water drips from the heavy head of the flail... 1d20 + 4 ⇒ (19) + 4 = 23Initiative
DM of the coins |
will post first round later today I have lots of stuff that needs to be taken care of first
DM of the coins |
1 person marked this as a favorite. |
had a hectic few days (wife came home from the hospital and now working through follow up treatments so will be working on a post as soon as possible sorry for the delay
DM of the coins |
Once again sorry for the delay but everything getting back to normal now
baddie init.: 1d20 + 2 ⇒ (3) + 2 = 5
initiative order :
Espy
Grung
Valdric
Undead dude
Blathe
Impy
This is my first time DM for combat so any pointers to help are appreciated.
As Espy goes near the hidden chest in the cabin the corpse of the captain begins to show signs of life or perhaps better to say, undead life. He pulls a rusty cutlass from an old waterlogged scabbard adn tries to stand to face Espy breaking the binding seaweed and barnicles that were holding him to his chair.
Espy's quick reflexes were able to catch the movement ahead of time allowing him to react before the undead creature can even stand.
Espy you are up you are about 10 feet from the chair. everyone else by the door are also approx 10' from the desk and chair where the captian was seated. those by the door have the old desk between you and the captain. Espy, you have a clear path toward the captain.
Espy Kismet |
Epsy thrusts his hand down, making the clear path between him and the captain slick as all can be. "Careful! The boat is Slippery When Wet! And we've got some Bad Medicine for you, because buddy, you're Livin' on a Prayer"
Grease has a dc of 14
Balthe Synder |
Put it down quick!
Balthe makes sure that he is within 30 feet of the creature then channels to harm it.
DC 15 for half.
Uses his Whimsy Special ability 1d6 ⇒ 2 loses 1 die to a minimum of 1-no effect
Channel Damage 1d6 ⇒ 2
Impatiens Pallida |
After Captain Undead and Balthe go, Impatiens will enter the cabin and attempt to smite the corpse of Tenille's husband a mighty blow. She is not enraged.
1d20 + 7 ⇒ (12) + 7 = 19 for 2d6 + 6 ⇒ (1, 1) + 6 = 8 damage whilst shouting a fearsome battlecry:
DM of the coins |
grease reflex: 1d20 + 4 ⇒ (13) + 4 = 17
will channel: 1d20 + 6 ⇒ (1) + 6 = 7
acrobatics to pass through the grease: 1d20 + 2 ⇒ (5) + 2 = 7
baddie HP 27 / 43
baddie AC 14
As The Undead captain approaches Espy first encouters the greasy mess on the floor when it appears it would have no effect a vial of holy water, tossed by Grung nails him in the side of the face causing a sudden burning the sound of hissing can be heard as it sears the creature's rotted flesh.
About this time Vladric suddenly sends forth a wave of divne energy blessing the party with battle courage.
The Undead Captain attempts to move toward Espy depite the grease but the burning pain distracts him causing him to fall prone.
Blathe calls forth the powers of his god to harm the fould undead and the gods favor him this day as the light of his holy symbol burns the creature even more, yet still it fights on.
to make the captain's day even worse as he attempts to stand in the pool of grease Impy manages to approach the undead captain and bring her greatsword down upon it striking it with precision. sliceing its abdomen open spraying a sickening smelly black ooze across the floor mixing with the grease.
Impy need a DC 10 Fort save or sickened for 1 round
begin round 2 the thing lives still and is still prone at Impy's feet
Espy Kismet |
Espy moves to join Imp in the smacking of the monster thing.. feeling a bit lucky and morally boosted.. 1d20 + 5 ⇒ (11) + 5 = 16 +2 str +1 bab +1 luck + 1 moral. 1d6 + 6 ⇒ (3) + 6 = 9 +3 str (two handed) +1 luck +1 moral +1 holy water sprinkle
Grung Knife Tongue |
Grung moves up and flips the boarding axe to the piercing side attempts to pin the prone undead to the floor.
Shot through the heart and your to blame, you give dead a bad name....
Axe, boarding 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1d6 + 4 ⇒ (5) + 4 = 9
Balthe Synder |
Channel 1d6 ⇒ 6
Besmara you are a fickle witch!!