Espy Kismet |
battle-aspergillum. Its like a mace that drips holy water.
DM of the coins |
reflex grease to stand: 1d20 + 4 ⇒ (11) + 4 = 15
will misfortune: 1d20 + 6 ⇒ (14) + 6 = 20
will channel damage: 1d20 + 6 ⇒ (20) + 6 = 26
claw attack at Impy: 1d20 - 1 ⇒ (6) - 1 = 5
current HP 15 / 43
AC 14
Espy moves in on the undead captain and slams his aspergillum into its head causing another release of sickening smelly black ooze
grung not wanting to miss any of the fun decides to use his boarding axe to impale the creature to the floor but while there was strength behind the blow, the captain was able to roll out of the way. and grung's axe simply impales the floor boards only.
valdrin casts an evil stare at the undead captain hoping to throw a little bad luck its way. Valdric can see no visible effect of his hex
The undead captain attempts to claw at Impy but his awkward postion prevents any contact he then attempts to stand up Espy, Grung, and Impy all see an opportunity to strike at the creature.
Blathe send forth another wave of divine energy and the light again sears it but not as effective as it could be but it does harm it nonetheless.
attacks of oppurtunity from impy, grung and espy against it as it attempts to stand
Impy is up next and need DC 10 fort save Impy, Espy, and Grung from the sickening smell faliure means sickened for 1 round
Impatiens Pallida |
Fortitude 1d20 + 5 ⇒ (19) + 5 = 24
Whatever Impatiens screamed, it can not have been proper for polite company
1d20 + 7 ⇒ (2) + 7 = 9 for 2d6 + 6 ⇒ (1, 2) + 6 = 9 damage
Valdric |
After seeing his hex fail, Valdric quickly runs through his tricks and spells trying to think of what might affect the creature. Not much good I can do here. I need to ask about how to deal with these types of things...
Thinking that they need to end this quickly, he enters the room and aims his arcane energies into helping Impy when the opportunity presents itself.
Move Action: Enter room and move in behind Impy (not in melee with the creature)
Standard Action: Cast Guidance on Impy
Balthe Synder |
Balthe summons his energy and converts it to a healing spell and move to touch the creature.
converts sickening ray
1d20 + 1 ⇒ (14) + 1 = 15 touch attack for 1d8 + 2 ⇒ (7) + 2 = 9 DC 15 Will for half
1d20 + 4 ⇒ (8) + 4 = 12 Fort after touching it
DM of the coins |
As the undead Captain attempts to stand Espy first whacks it with his aspergillum forcing it back to its knees then with a twirl Grung flips his boarding axe around to the axe head and splits its skull open the creature falls lifeless in the pile of its sickening black ooze mixed with the magical grease.
Blathe: no need for the convert so you can save that spell. as the attacks of oppurtunity killed it.
anyone within 5 feet of the dead captain will need to make the DC 10 Fort save or be sickened for 1 round due to the overwhelming nasty smell of rotted fish guts.
You come away with the strongbox that Espy found and you have the waterlogged ship's log book. the readable pages are all written in Chelaxian.
I am not using XP I will be leveling the party as the game progresses.
Valdric |
Fort: 1d20 + 1 ⇒ (5) + 1 = 6
After collecting himself for a moment, Valdric gasps out, "Well fought, my friends. Is there anything else we need to explore here, or can we examine the book and the chest comfortably away from this ship?"
His gaze turns back toward the hold, almost expecting a few of the crew to have risen up like their captain did.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
DM of the coins |
There are no changes in the hold. nothing has sprung to life. You all make your way onto the longoat to head back to the Albers.
As you are climbing into the longboat you notice some commotion on the Albers main deck but at this distance cannot tell what is going on
DM of the coins |
given the time to cast and command it probably not the distance really isn't that far.
The group pulls up beside the Albers and you climb on board the crew seems to be deivided in two groups most of the crew seems to be rallying around Huxley but there are two or three that stand beside Selene (Captain Fenn's "bunkmate")
You did it Huxley, you couldn't wait to get command! you couldn't wait to make port at Blood cove could you! What are you hiding! Selene screams
Huxley responds I assure you I had nothing to do with this maybe you should look more closely who you make company with. I've seen yopu talking to the prisoner
As you make it to the main deck you quickly hear the comments of the crew, Old pete fills you in quickly.
not long ago the cook was taking Captin Fenn his dinner and Selene was asleep, when he went in, the Captain lay there dead as a doorknob there on the floor. no sign of a struggle or anything. just a cold bowl of soup from the day before only half eaten.
Impatiens Pallida |
Assuming she does not see Kimmy, Impatiens will scramble out of the long boat after she hears Huxley's words and make a beeline for her cabin. Once there she knocks and asks "Kimmy, are you alright?" in a worried tone.
If she does see Kimmy, then she will escort the girl back to her cabin.
Balthe Synder |
Balthe immediately goes to the body. First he tears off the glove so he can get a good look at the hand that had been hidden, then...
heal 1d20 + 8 ⇒ (14) + 8 = 22
Grung Knife Tongue |
"He coulda choked on a potatoe fer goodness sakes, no jumpin round tah comclusions. Balthes a healer an might ken tell more, an hes got no side in tha ting at all!"
Points to balthe examining the body....
Valdric |
Even with his little experience sailing, Valdric knows the dangers of a mutiny, especially to any on board that aren't part of the crew. He stays silent while Balthe examines the captain, but watches the to groups carefully, ready to prevent bloodshed if he can.
Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6 or not.....
He is ready to throw a Misfortune hex at anyone who looks like they are about to attack someone else. He's hoping a missed swing will help prevent he violence from escalating. He is also quite aware that it might just draw the crew's anger toward the party so he's won't use it unless he is VERY sure.
DM of the coins |
@ Impy: Kimmy is hiding in the cabin as she was instructed to do.
Your heal check reveals that the Captain has died of some sort of violent convulsions there seems to be no apparent natural cause. Upon examining his hand you see a black circular mark on the palm of his hand
perception check: 1d20 + 6 ⇒ (17) + 6 = 23
sailor check: 1d20 + 12 ⇒ (15) + 12 = 27
you notice the following as well:
the captain had a glass eye and it is missing
The keys to the ship's strongbox are on a chain around his neck
also you again notice the navigation charts where the captain was plotting a different course than the one the ship is currently on and the word "Maiden" is penned on the side of the chart.
you can place the approx. time of death to be recently, within the past couple of hours at the most.
the crew allows Blathe to examine the body as he is the only one on board that seems skilled enough to make the call. Old Pete helps to quell the few dissenters among the crew.
Both Selene and Huxley remain outside the cabin. Selene seems very distraught over this. and Huxley seems just as confused as the rest of the crew
Balthe Synder |
Back off everyone and give me space! Balteh roars, hopefully with time to remove the keys. Balthe rises from his exam.
I need to see Mr. Huxley, Selene and my companions in here. As Captain it will be Mr. Huxley's job to fill you in.
Once all are inside.
I am guessing it was poison, by the mark on his hand. A slow acting poison, since he was having issues before we even left port. Also his glass eye is missing, and the captain was plotting a different course here.
He gives that info and watches how the two of them react Sense Motive 1d20 + 8 ⇒ (13) + 8 = 21
DM of the coins |
Grung goes to lift the body and take it into the cabin, if no one objects.....
sorry if I didn't specify better...he was already in his cabin
The entire crew seems satisfied with Balthe's explanation but it can be felt that both Selene and Huxley remain suspicious of each other.
The crew remains more loyal to huxley and will accept him as captain.
does Balthe show anybody the mark on the Captain's hand?
[spoiler=Balthe}
the glass eye is nowhere to be found.
if you show anybody not in the party the spot let me know
[/spoiler]
After examinations are complete Huxley orders the ship to be oared away from the derelect ship then asks the party to prep Captain Fenn for burial at sea.
Valdric |
"And any idea what course he was setting?"
Valdric will assist with preparing the body, mumbling to himself a lot and touching his amulet several times during the process.
If none of the other crew-members are in the cabin as the preparations are made, Valdric will talk about what they found on the ship.
"Probably best to keep things quiet if we can, the crew is on edge enough already. In the morning I can prepare some spells that will help us learn more about anything we find in the chest, but I am more curious about the journal....can anyone read it?"
If I read the post right, the broken blade stopped radiating magic when the captain stood up, right?
DM of the coins |
to Valdric: actually you got distracted at the undead captain getting up but you seem to recall that it did not. but since I may not have been clear if you still want to have gotten the piece of blade stuck in the wood you can have it. let me know if you do and who has it
Valdric |
I was afraid of that because yes, we did get distracted. If you'll allow the retcon, I would have tried to grab it before we left if it was still glowing magic. And since I would want to examine it further when we got back, I would have it tucked away waiting for a few private moments to study it further.
DM of the coins |
Those that see the mark on the captains hand can make either a knowledge (local) and if you have ranks in profession sailor you can get a +2 on the check (this check can be untrained as long as you have a rank in pprofession sailor)
best way I can think of without having a "knowledge (sea folklore)" skill
he has what is called "the Black Spot" according to legend it is a curse upon a captian to doom him and his ship and crew unless they find how to break the curse. the effects vary from person to person never the same. seems this one has taken the form of a murdered capatain and possible mutiny and crew unrest
Valdric |
1d20 + 2 ⇒ (11) + 2 = 13
Valdric makes a simple hand gesture, something youve seen the superstitous crew make to ward off evil. "He had the Spot before we set sail? I'm surprised the crew didn't mutiny sooner....there is a legend of The Black Spot, a curse said to bring doom to a captain and everything around him."
He looks down at his hands, turning them over to inspect all sides. "If the crew learns about this they will certainly believe the ship is cursed. Legend or not, we are part of this now. I'm guessing Selene knows what happened to get Captain Fenn marked like that, and if we are going to break the curse we are going to need to learn as much as we can."
Espy Kismet |
1d20 + 8 ⇒ (4) + 8 = 12
"Lovely. Last time they all became poodles after insulting some sea witch. Luckily for me, I was sick at the time and didn't eat the dates.
Espy casts sift over the captian's body 1d20 + 5 ⇒ (9) + 5 = 14
Balthe Synder |
Espy what are you blathering about!?
1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19