
Atajay |

"Maybe there will be some curative magic inside, Quara, or elsewhere on this island. You know the natives have medicines to help against this fever somewhere around here."

Batango |

I assume I also failed the save I made? SO I'll need some damage as well.
Batango follows along behind the group, feeling the effects of the island and its odious inhabitants preying upon him. Still, he does his best to keep up, and looks on at the stockade skeptically as Atajay and Quara talk. "Assuming de natives aren't all undead as well," he interjects.

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The Castaway's Stockade
You enter the stockade, Quara leading the way. You see the tall, vine shrouded tree looming over the palisade, and the small lodge huddled underneath. A small spring beside the tree provides fresh water. Attached to the top of the palisade is a an old, weather beaten spyglass, trained to look down the ridge at one of the coves below.
Your first reaction on entering is that the stockade is indeed deserted. And yet, as you pass underneath the tree, Quara, Penta, and Arven have the impression is coming to life as the vines begin to reach for Quara. The tiefling dodges just in time, and it becomes apparent it's not the tree reaching for you, but two small creatures with inordinately long arms. Covered in green tufts and stripes, they are perfectly camouflaged against the tree. They make an odd whirring sound as they reach for you.
The creatures in the tree are 10 feet above you. A botched roll at stealth (they rolled a 1) and some great Perception checks mean they lose the element of surprise so we'll go straight to regular combat. Penta, Atajay, and Arven are up first.
Initiative
26 - Penta
16 - Atajay
16 - A'vandira
16 - vine chokers
13 - Arven
8 - Batango
5 - Quara
-----
init 1d20 + 6 ⇒ (10) + 6 = 16
stealth 1d20 + 13 ⇒ (1) + 13 = 14
Arven percept 1d20 - 1 ⇒ (16) - 1 = 15
Atajay percept 1d20 ⇒ 6
A'vandira percept 1d20 + 1 ⇒ (8) + 1 = 9
Batango percept 1d20 + 3 ⇒ (1) + 3 = 4
Penta percept 1d20 + 6 ⇒ (16) + 6 = 22
Quara percept 1d20 - 1 ⇒ (18) - 1 = 17
Arven init 1d20 + 2 ⇒ (11) + 2 = 13
Atajay init 1d20 + 2 ⇒ (14) + 2 = 16
A'vandira init 1d20 + 8 ⇒ (8) + 8 = 16
Batango init 1d20 + 1 ⇒ (7) + 1 = 8
Penta init 1d20 + 6 ⇒ (20) + 6 = 26
Quara init 1d20 + 1 ⇒ (4) + 1 = 5

Atajay |

Not knowing if his Sleep spell would work against the plant creature, the sorcerer decided to use his Ear Piercing Scream spell instead, targeting the closest vine creature with his magic.
Damage 1d6 ⇒ 1
DC 16 Fort save for half damage and to avoid Daze effect.

Penta Slaughter |

These look dangerous.
These look like me. She laughs. Her whips spring to life. She judges for the right moment and lashes out with both weapons.
Swift Action:Fervor(Divine Favor)
5 foot step to keep nearest at 15' reach
Attack 1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack 2: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Quara Sher |

Quara utters a vile curse as she draws her longsword, and takes a vicious swipe at whichever plant creature is closest.
Move action to draw, standard action to slice and dice! 1d20 + 2 ⇒ (16) + 2 = 18 for 1d8 + 1 ⇒ (5) + 1 = 6 damage.

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Round 1
Penta laughs as she whirls her whips at one of the chokers. The first whip wraps around the chocker's torso, while the other wraps around its neck. With a pull the chocker is jerked out of the tree, to land heavily at your feet. It doesn't move. A total of 18 points of damage from the two attacks, rendering it in the minuses.
Atajay hurls one of his signature silent screams at the other choker. It holds its head in pain as its ears are bombarded with noise. It seems stunned. 1 point sonic damage, the choker is dazed.
While it is reeling from the pain inflicted by Atajay's spell, A'vandira brings up her crossbow and unloads a bolt into it. The bolt hits it square in the chest. 7 points of damage to the choker.
In pain, the choker tries to climb higher up the tree, to escape your reach. The small creature climbs up another 10 feet, blood spattering you below. [
Initiative
26 - Penta
16 - Atajay
16 - A'vandira
16 - vine chokers
13 - Arven
8 - Batango
5 - Quara
========
chocker Fortitude 1d20 + 2 ⇒ (5) + 2 = 7
A'vi attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d8 ⇒ 7
chocker Climb 1d20 + 16 ⇒ (4) + 16 = 20

Penta Slaughter |

And where do you think you're going? Wrong move. The war priest drops her whips and pulls her bow. She snaps off a shot, and the arrow hits its mark.
Free action: Drop whips
Move action: Draw bow
Attack Longbow: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Arven "The Shark's Friend" |

Arven, watches his fellow adventurers, pleased with their efforts against the creature up the tree. "Well, i won't have to climb up there with everyone doing so well at protecting themselves." he thinks and watches with a grin on his face, waiting for the thing to fall.

Atajay |

Atajay sends a small jolt of electricity up toward the monster in the tree, trying to strike it forcefully.
Ranged touch attack 1d20 + 3 ⇒ (7) + 3 = 10
Damage 1d3 ⇒ 3

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Round 1 continued
Arven watches in bemused silence as the rest of the group makes short work of the two chokers. He watches the last one climb the tree, wondering which of his comrades will land the killing blow.
It might be Batango. The witch lines up a shot with his crossbow and lets fly. He thinks he may have hit the creature, but with the tree foliage and the creature's camouflage markings, its difficult to tell. In any case, it doesn't look like it did any damage. Bolt would have been a hit but for the choker's natural armor.
It might not be Quara. The tiefling swings her longsword in frustration as the choker climbs out of reach. She was ready to slice and dice, but the chokers were too quick for her this time. The beastbrood growls as she waits for the thing to come within reach again.
Round 2
It might be Penta. Your new ally moves quick as a flash. As the choker climbs higher, out of reach of her two scorpion whips, she decides to drop them in favour of drawing her longbow. Nocking an arrow, she shoots at the choker and definitely hits. The choker gasps, loses its grip on the branch, and comes crashing down to the ground, landing in a broken heap at Quara's feet. Even on the ground, unmoving, its green and brown mottled hide makes it blend with its surroundings. 9 points of damage to the choker, putting it into minuses. Coupled with a twenty foot fall from the tree as it falls unconscious, and it's dead.
Looking around the small stockade, you note a nest of sorts high up in the tree, about seventy feet above the ground. It must have belonged to the two vine chokers. There are plenty of branches, climbing up should be no problem. Beside the tree is a nice, clear stream, which looks like it could provide all the clean water you could want. You can take 10 on a Climb check, or if you want to roll looks like it would require 10 Climb checks against DC 10.
Climbing seventy feet up the branches, you find the nest nestled between amongst the boughs. Amidst the detritus, you uncover a potion of water breathing, a trio of silver shoe buckles (might be worth 5 gold pieces each at the market), a ghoul's finger with a gold wedding ring on it (should fetch 50 gold), and a silver hatpin (probably worth another 5 gold pieces).
While Atajay and Quara are examining the tree, the rest of you note the weathered spyglass affixed to the top of the stockade, trained at the cove below to the north. Despite its weatherbeaten appearance, it still looks functional, and could fetch a good price - perhaps as much as 750 gold. As you appraise it, it occurs to A'vandira, Batango, and Penta that the spyglass has been fixed in that position deliberately.
There is also the shack. An inspection of the outside indicates that it is about 15 feet square and is mostly pieced together from planks and wood pilfered from a ship. The door too is stout and looks like it belonged in a ship's cabin. It is also ajar. Peering through the doorway, you see the inside is a single chamber crowded with a large amount of furniture, also looted from a ship. This includes a comfortable looking bed, a small writing desk, cooking gear, and several barrels of rotting food. The stench of rot is overpowering and flies swarm within the room. In the center of the room hangs a hooded corpse, swinging from a chain. A stool lies on the floor nearby where it was kicked. The stench of the corpse fills the whole room.
---------
Arven Perception 1d20 + 7 ⇒ (5) + 7 = 12
Atajay Perception 1d20 ⇒ 2
A'vandira Perception 1d20 + 1 ⇒ (16) + 1 = 17
Batango Perception 1d20 + 3 ⇒ (13) + 3 = 16
Penta Perception 1d20 + 6 ⇒ (19) + 6 = 25
Quara Perception 1d20 - 1 ⇒ (2) - 1 = 1

Atajay |

Atajay casts Detect. Magic as he looks around the area. "Anyone fancy climbing a tree? I'd break every bone in my body if I tried to climb all the way up there.". He walks around, looking all around the ground level, seeing what goodies he might discover left from the chokers. When he notices the corpse, he calls out to the others, "Look alert. There's a dead body in here!"

Penta Slaughter |

Penta saw that the first choker she dropped, still wasn't dead. Her foot slowly crushes it's throat. Penta giggles, as the choker twitches, gurgles, and dies. She pats Arven on the back. Don't worry, you can have the next one. The warpriest goes searching with the others.
Did he kill himself? You'd figure the chokers would have done that.
Penta is riveted to the spyglass. Hey mates. It looks like we have our next target.

Batango |

"It seems as if someting...or someone...was quite interested in de cove over yonder. What dis means for us? Hm. Next target indeed...whatever gets us off dis island de quicker, I am tinking."
When Atajay calls out about the dead body, Batango lets out a pffft. "Are you sure it is actually dead? I've seen more moving corpses on dis island and less dead ones!"

Arven "The Shark's Friend" |

Arven smiles and speaks up, "Time to do my bit then.." lookin at Penta he winks before climbing the tree. Climb 17 taking a 10. He waves down at A'vandira, "I've found something for you..." as he picks various shiny items and a flask, before climbing down.
"Here" he says as he returns to the base of the tree, holding out the trinkets he found, "silver buckles for your shoes or maybe this gold ring." He takes the ring off the dead finger on which it was found, before offering it to 'Raven'. He shows everyone the potion and silver hat pin too.
As he joins those looking at the shack, he gets his weapons ready as he hears Batango's words about the corpse.

A'vandira "Raven" Silvermane |

Looking as Penta slowly crushes the life out of the choker, a shiver runs down my spine. Her giggles make the hair in my neck rise and I wonder whether she's merely a bit crazy or has an evil streak in her. Her interest in Arven doesn't make things better either in my opinion.
Arven moving to the door and opening it, has me pushing my thoughts to the back of my mind for a moment, focusing on the here and now. Readying my crossbow, I look into the darkness beyond the door.

Quara Sher |

Quara leans against the tree and watches the others move in on the shack. After the first shock of the choker falling dead at her feet, she just kicks the corpse away and tries to find some shade; sweat is running down her face.
"I just want to find those blasted octopus-Goblins, get our people and go back to the ship," she groans. "This island is dead and doomed. Filthy undead going around and around and around..."

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Hey guys, I've allowed this game to lapse a little bit, as I've been focusing on other games. I'm giving Skull & Shackles my full attention the next couple weeks, so will squeeze in as many posts as possible. There's a lot of exciting things coming up, just need to give you all the opportunity to find it!
The Shack
Arven shoves open the door of the shack, ready for trouble. Most of the rest of you crowd behind, though some of you like Quara prefer to wait outside. Eyes adjusting to the gloom, all you get is a better view of the body hanging from the center rafter, swaying gently in the breeze. You are also hit by a wall of stench from the desiccated corpse, a smell so powerful and eye-wateringly horrible it makes you want to gag and retch. Arven please can you make a Fortitude save against DC 15 to avoid becoming sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) by the smell for the next six minutes. Anyone else standing in the doorway or entering the shack also needs to make a Fortitude save to avoid the stench.
Flies also seem to be a problem inside, a great big cloud of them. The stench seems to have attracted a veritable horde of botflies, feasting on the rotting meat. As you push open the door they rise up in a great dark cloud, hovering in the shack and making a terrible din.
------
1d20 + 11 ⇒ (10) + 11 = 21
1d6 + 4 ⇒ (2) + 4 = 6

Quara Sher |

"Blegh!" Quara says, fanning her averted face as she takes a couple of steps back. "Ick! I can smell the stench from here! Congratulations, lads; you've discovered a treasure trove of flies."
Knowledge checks on those flies, whose behaviour seems a bit odd: Knowledge (nature) 1d20 + 2 ⇒ (14) + 2 = 16. Knowledge (religion) in case of undead (because I've got a suspicion): 1d20 + 2 ⇒ (18) + 2 = 20

Arven "The Shark's Friend" |

Fort Save 1d20 + 7 ⇒ (6) + 7 = 13 I really don't believe the rubbish saves Arven keeps rolling with his best save ....
As Arven creases over and his guts wrench, he sees the dead man seemingly move in the still air, his suspicion causes him to cry out, "Hey, its alive!!!" before bile forces its way out of his mouth. "Watch out, he's about to fall...."
Initiative 1d20 + 2 ⇒ (15) + 2 = 17 .. just cos Arven is expecting trouble. (not taken sickened into account, not sure if it applies to init rolls)

Penta Slaughter |

I would say, burn it, but it would draw too much attention. Penta moves away from the shack and points to the spyglass. Your Octopus Goblins are here Quara. With the potion of water breathing, we can probably take them by surpise.
Can we get a map of the goblin area?

Atajay |

"Batango is right. Let's leave this place alone. Unless they come after us, I've got a preference to leave whatever those things are to their room."

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Arven doubles over and wretches, overcome by the stench. It is at that point that the corpse's true nature is revealed, as it suddenly reaches out, trying to grab the undine. As it swings, you realize it's trapped by the collar contraption around its neck.
The undead shouts gibberish as it tries to break free from the chain.
Updated Map of Bonewrack Isle. - I've annotated the map to show the main points you all have discovered so far.
Initiative - If you want to enter the shack, go ahead and roll initiative and let me know what you want to do. If you choose against entering, let me know what you plan to do instead.

Quara Sher |

"Back off! Quickly!" Quara yells.
The tiefling is abruptly in a battle-ready stance, knees bent, longsword out, while keeping the moving corpse in sight at all times.
"It's a ghast! One step up from a ghoul!" she tells the others while backing away. "If that chain fails, it'll try to carve us all up for lunch! And - those are botflies... Biting botflies! If they've been feeding on that ghast, they'll be flush with ghoul fever! Back off and slam the door! NOW!"

Arven "The Shark's Friend" |

Arven, despite his obvious pain, moves away from the foul smelling creature, shutting the door behind him. "Great .. cough ... idea ... retch ... Quara." He stumbles away, sure that the door will hold fast against the swinging undead.

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Riptide Cove
Gagging from the stench from inside of the shack, Arven heed's Quara's growled advice and backs out closing the ramshackle door. From within, you can hear the impotent screams of the ghast as it tries to break free. As you closed the door, you could see that the collar was holding it fast as the undead swung from the ceiling. In order to escape, the ghast would need to grab hold of something - one of your paralyzed bodies perhaps - and use it to lever itself up to where it could unhook the collar from the ceiling. You leave the undead to its fate.
Moving on along the ridge south of the shack, after some time you come to the cove where you could see the grindylows cavorting through the spyglass affixed to the stockade.
The cliffs around the cove vary in height from 40 to 80 feet. The cove is deep, nearly 50 feet in places, and the tidal waters churn considerably.
With your expertise, as you look down into the cove, you notice that the cove's dark waters indicate the absence of rocks below the surface. You could dive into this cove; it'd be dangerous, but only if you bellyflop.
Climbing down the cliffs requires DC 15 Climb checks. Alternatively, you could jump or dive in. This requires either a DC 15 Acrobatics or Swim check (DC 20 if you leap from more than 50 feet above the water.
Due to the churning tidal forces, swimming within the cove requires a DC 15 Swim check.
So, what were your plans?

Atajay |

Atajay reveal to the others what he can figure out from up there. Please read the DM's spoilers. I'm not sure how best to proceed with getting us down there. Atajay can't climb, can't swim, and isn't acrobatic. Advice, lol?

Penta Slaughter |

Penta Ties off a rope at the edge of the cliff. It's too high. Maybe we can get closer. The potion should give us all 2 hours of use each. The ability to come up from behind. She says with a smile.
How does a rope effect the climb DC?
Profession(Sailor): +9: 1d20 + 9 ⇒ (20) + 9 = 29

Batango |

Batango walks forward to the edge of the cliff, looks down, and shrugs. "Dis is not a problem for me. De grim patron, he gives me powers of de air as well. I can descend dis safely without qualm. I won't need any potion, either. I can breathe under de sea, after a fashion."
Flight hex allows me to feather fall at will (though it only works on myself). With the Water Lung hex I can breathe underwater; it only lasts a minute, but I can use it over and over.

Quara Sher |

Profession (sailor) 1d20 + 3 ⇒ (1) + 3 = 4
Climb 1d20 + 5 ⇒ (15) + 5 = 20
Quara hisses as she looks down at the waters.
"I'm not jumping," she says, her voice flat. "I've got enough wounds to lick already."
The tiefling ties one end of her silk rope in an appropriate spot, and attaches the other end to her belt. "Those who can't climb so well, use the rope to follow down," she says. "Batango, unless we need to go back up this way again, you go last and untie the rope before using your magic to follow."
With that, the tiefling starts to scurry down the cliff, moving as easily and surely as a monkey.

Atajay |

Atajay takes his dose of the potion, in case he has to breathe underwater. He then tries to use the rope and follow Quara down the rope. "If a freakin' shark eats me down there, I'm coming back to haunt all of you!"
Climb 1d20 ⇒ 5 not counting any bonuses from the rope use.

Arven "The Shark's Friend" |

Arven looks down at the deep pool of churning water and steadies the rope for the others to climb down. Once all are safely down, he takes a bow and jumps off the cliff down into the churning waters below, making sure that he picks a spot where the waters are deep.
Acrobatics(jump) 1d20 + 10 ⇒ (8) + 10 = 18 to leap down into the water.
Swim 1d20 + 10 ⇒ (14) + 10 = 24 has 30ft swim speed racial ability.

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Ropes - rope vastly improves your chances of climbing down safely. In essence, it reduces the DC for Climb from a 15 to 5, so everyone who has rolled climb checks so far has made it down, though it may take some time to climb down.
Arven looks on, steadying the rope as the rest of you climb down. It's slow going, but the rock face provides plenty of footholds, and rope helps you keep secure. Batango, meanwhile, activates his flight hex and floats gently down, waving to the rest of you as he passes.
When you are only about twenty feet over the churning water, you see a rocky overhang to your left. Perched on a narrow ledge directly beneath the overhang are several nests. Strange buzzing, warbling sounds are coming from them and you see a flurry of wings at your appearance. Finally, several figures take flight, four in all, swarming around you. Each looks like a cross between a mammal and a large insect, with two pairs of bat wing, a tangle of thin legs, and a needle-sharp proboscis. Their nests disturbed, they are swarming to attack!
For ease I'm assuming you each of you climbing are sharing the same rope. The four stirges are going after Batango, Quara, Atajay,and Penta. Arven, due to events I still have you at the top, but save your roll for when you do climb down
Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira
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Arven init 1d20 + 2 ⇒ (13) + 2 = 15
Atajay init 1d20 + 2 ⇒ (18) + 2 = 20
A'vandira init 1d20 + 8 ⇒ (5) + 8 = 13
Batango init 1d20 + 1 ⇒ (17) + 1 = 18
Penta init 1d20 + 6 ⇒ (17) + 6 = 23
Quara init 1d20 + 1 ⇒ (17) + 1 = 18
stirges init 1d20 + 4 ⇒ (10) + 4 = 14
A'vandira climb 1d20 + 1 ⇒ (14) + 1 = 15

Atajay |

Atajay casts Ear Piercing Scream on the stirge heading for him.
Damage 1d6 ⇒ 4. DC 16 fort save for half damage and avoid stun.

Penta Slaughter |

Penta secures one arm on the rope by coiling the rope around it in a quick twisting motion. She pulls a whip loose with her other hand and attacks the nearest stirge.
Masterwork Silver Scorpion whip (Attack +6 / Damage 1d6+1 / Crit x2/ S) (Main Hand) +2 for single weapon attack
Attack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d6 + 1 ⇒ (3) + 1 = 4

Quara Sher |

Quara, like Atajay, directs magic at the stirge buzzing for her blood.
"If it isn't one thing with this bloody island, it's another!" she curses.
Ear-piercing scream, 1d6 ⇒ 6 sonic damage and Dazed for one round. Fortitude save DC15 to halve damage and avoid being dazed for one round.

Batango |

While floating, Batango scowls at the bird-bat-bug flying after him. Summoning up his strange arcane art, he mutters a brief incantation and beseeches his fathomless guide, his hand becoming wreathed in a greyish light. When the stirge draws within reach, he reaches out to sap the vitality of his assailant.
Cast touch of fatigue, melee touch. Fort Save DC 14 or fatigued for 2 rounds.
1d20 ⇒ 7 A miss, I assume.