DM-Camris' SAVAGE TIDE: Chapter 3, The Savage Kraken's Wake! (Inactive)

Game Master Camris

SECTION 5.3: THE SECRET OF THE THUNDERER
Bodyguards to Lady Vanderboren, our heroes have refurbished an old pirate ship just in time to embark on a fateful voyage south.
Trapped in an awakened Sargasso, they seek the heart of it to escape!
"With sloping masts and dipping prow,
As who pursued with yell and blow
Still treads the shadow of his foe,
And forward bends his head,
The ship drove fast, loud roared the blast,
The southward aye we fled."

-Coleridge "The Rhyme of the Ancient Mariner"

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Sargasso Overview Map
Roll20 Combat Map


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Human fighter 5, Aldori swordlord 1 HP-59/59 AC-23; F+6, R+8, W+4; Perc +1; Init +7, CMD-varies a lot

Are there pictures?!?......


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

I sure every body's seed it but...

Island Elf

Jus' think of m'self holdin' a ball.. instead o' basket a stuffs. (^_^)


Shore leave Scene 1
Shore leave scene 2


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

Heh


Human fighter 5, Aldori swordlord 1 HP-59/59 AC-23; F+6, R+8, W+4; Perc +1; Init +7, CMD-varies a lot

OK, I'm definitely on shore now :)


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

*Giggles and bounces all about the place* (^_^)

Diplomacy:1d20 + 4 ⇒ (12) + 4 = 16 (To be all friendlily, like.) (^_^)


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Burian lets Welt scamper around in the surf near the ship. He hears Bryson's concern about the fog, and gets to where he can point a finger in his direction. He sends a few words to Bryson's mind.

message cantrip to Bryson:
"Have you a mind to gather the shore party? Their frivolity despite this unnatural fog is sweetmeat to the smirking maws of Fate."


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

In the time/day before the rolling in of the fog...

Perception:1d20 + 9 ⇒ (3) + 9 = 12

Sunny doesn't really notice the little critter frolicking in the waves as she is having fun on the beach frolicking with the peoples. (^_^)

I think I already rolled fer tha' mist comin' in... ? Lookin' forwards ta' seein' whut's in'a mists... Or... maybe not... (>_>)


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Burian:
"Ah swear by the Power that this is the last time we got shore leave."

Bryson turns into an Air Elemental and hurries off to warn the party.


Sunny:
There in an abundance of wildlife to play with, many kinds of little fish, catfish, gar, hermit crabs and crayfish in the water. Tall wading birds, egrets and flamingos; those birds who hover in the air looking down, then diving into the water to nab a fish whose name I cannot remember at the moment; even a crocodile or two, though those tend to just vibrate their throats menacingly before submerging and swimming off.

Spinnaker Jon reached the helm and started ringing the ships bell in alarm.

On the beach the bonfire kept the fog from encroaching, leaving the area clear for the shore party celebrants.
At the moment the bell rang in alarm, the bonfire exploded in burning sparks and smoke, causing people to scream and shout. Adding to the confusion, Olman screaming joins the cacophany.

Bryson:

Lifting off the deck going up, you can see that the fog is some twenty feet high when you break out of the cloud, the masts of the ship sticking out like trees above a mountain lake. You can see No-eyes Bellamy in the crows nest swiveling about, trying to make sense of the noise.
The fog is definitely unnatural, sitting directly over the campsite something like a mile or so in diameter. It is perfectly clear above you, the strange stars sprinkling the sky. Some torch and lamplight can be seen dimly through the fog.

Now is the time for the initiative rolls!


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

You've never asked for initiatives before.
1d20 + 3 ⇒ (8) + 3 = 11


Male Human Wizard 8

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

With the fog obscuring his view of the beach, Marius decided that identifying and dispelling the magic at work was his priority, so as to allow everybody to see what was going on. Accordingly, he cast a spell to allow him to see the magics at work here.

Using bonded item to cast arcane sight, allowing Marius to see the location and strength of all magical auras within sight, out to a distance of 120 feet.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Initiative:1d20 + 4 ⇒ (1) + 4 = 5

"Ahh! Burnys!" Sunny hops and skips away from the shower of sparks and flames

:P Bad dice roller....


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

initiative: 1d20 + 3 ⇒ (7) + 3 = 10


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11


Human fighter 5, Aldori swordlord 1 HP-59/59 AC-23; F+6, R+8, W+4; Perc +1; Init +7, CMD-varies a lot

Init. 1d20 + 7 ⇒ (3) + 7 = 10


Devon:
In the smoke and confusion you see one of the crewmen dash by you, closely pursued by a screaming Olman barbarian, painted skin, necklace of bones, mostly naked and wielding clubs with obsidian blades studded all about it. The sailor tripped and fell next to you. The barbarian swung hard at him.
Club attack vs sailor: 1d20 + 6 ⇒ (1) + 6 = 7 Miss! Oops, he over-rotated and faceplanted prone right in front of you.
Another barbarian came out of the smoke; this one is about to attack you!
What do you do?

Ghirrak:
In the smoke and confusion you see one of the women of the settlers, being dragged by a screaming Olman barbarian, painted skin, necklace of bones, mostly naked and wielding clubs with obsidian blades studded all about it.
Another barbarian came out of the smoke; this one is about to attack you!
What do you do?

Burian:
In the smoke and confusion you see one of the crewmen dash by you, closely pursued by a screaming Olman barbarian, painted skin, necklace of bones, mostly naked and wielding a spear obsidian bladed head. The sailor tripped and fell next to you. The barbarian swung hard at him.
Club attack vs sailor: 1d20 + 6 ⇒ (9) + 6 = 15 Hit! He gets nailed for 1d10 + 7 ⇒ (6) + 7 = 13 damage.
Another barbarian came out of the smoke; this one is about to attack you!
What do you do?

Sunny:
In the smoke and confusion you see one of the men of the settlers, being dragged by a screaming Olman barbarian, painted skin, necklace of bones, mostly naked and wielding clubs with obsidian blades studded all about it.
Another barbarian came out of the smoke and attacked you!
Club attack vs Sunny: 1d20 + 6 ⇒ (5) + 6 = 11 Miss! Sunny twisted aside just in time.
What do you do?

Marius:
Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27

Marius:
You sense several spell auras at work here, there is a Pyrotechnics in effect, as well as a Confusion effect of some kind, both Widened several times. You would wager good money that a team of divine casters (Druidic most like) combined their powers to create this. There is a massive Control Weather here as well; way too much for any human caster; appeal to a weather deity maybe?

A barbarian came out of the smoke and attacked you!
Club attack vs Marius: 1d20 + 6 ⇒ (9) + 6 = 15 Hit! You get nailed for 1d10 + 7 ⇒ (6) + 7 = 13 damage.

Bryson:
Ascending, you break out of the unnatural fog about thirty feet over the waterline. The view is breathtaking, as the fog appears to extend a mile in each direction before stopping. It's almost like a tablecloth over a perfectly circular table. Only the treetops and masts of the ship stick out.
From above you can hear several fights going on down near where the bonfire was, you can also hear a number of clashes on the ship itself. If you want to help, you can dive down on any one of the fights from above.


Round 1__________________

Bear in mind that none of you can see each other at the moment, each of you (on the ground) is in the center of their own scene, consisting of a ten foot circle and what I've described to you.
The footing is hard packed sand, but there are some items of equipment if you need them, stools, stakes, rod and reels, baskets of food...
All players take their turn in order of posting, enemies will go last.


Male Human Wizard 8

Marius had just enough time to decide that he wasn't likely to be able to dispel the fog before abruptly discovering he had other things to worry about. Swearing vehemently as the olman warrior took a chunk out of him, he dodged backwards and tried to do something about a different spell.

Spoiler:
5-foot step back and using dispel magic on the confusion effect. Caster level check: 1d20 + 6 ⇒ (14) + 6 = 20


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

For DM:
Current home computer down. Car broken. Am having *great* X-mas so far. May need Sunjy to be 'Botted'. :(

Sunny will use Ninja 'Vanish' to flicker about the battle and do her best to help crew from natives. She will also try and be 'gentle' with said natives. "I mean...is all'a sort'a confuzzled-ment, right? Folks dun't jus', y'know, scream an' leap at folks....."


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Call Lightning 6/6

Bryson dives back toward the deck of the ship. They will need it to make it away from here, and besides, Annie is on board. He casts Call Lightning (DC 16) 3d6 ⇒ (6, 4, 3) = 13 and unleashes a bolt on the first enemy he sees.


Bryson:
When you call upon your magic, you realize that there is a Weather spirit/deity/something that is heightening weather related spells by four steps, as well as qualifying as 'stormy weather' for your lightning.

Descending to the deck again, Bryson sees Spinnaker Jon fencing with a couple of barbarians as well as hearing a fight down on the maindeck and the forecastle that you cannot see from here.
3d10=>(8, 8, 6)=22
Ref save: 1d20 + 5 ⇒ (12) + 5 = 17
His called lightning bolt blasts one barbarian back overboard charred and smoking.


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Burian draws his cutlass, and waits for the second savage to reach him - adjacent to the one attacking the crewman.
He then lashes out with his hair to strike at both foes... ending his swing at the ankles of the savage beating the crewman.

hair vs Barb attacking me: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d4 + 5 ⇒ (4) + 5 = 9 +bleed: 1d4 ⇒ 4
+Cleave
hair vs attacking crew: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d4 + 5 ⇒ (2) + 5 = 7 +bleed: 1d4 ⇒ 1
if 2nd is a hit...
swift action trip: 1d20 + 9 ⇒ (16) + 9 = 25


Burian hits with both hair attacks. Blood fountains, but both are still kicking.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

For the DM:
Yay, computer is back! *Does happy dance* (^_^) Sorry for not posting in order, but was doing my best just to let you know how things were.

So,

DM-Camris wrote:

Sunny:

In the smoke and confusion you see one of the men of the settlers, being dragged by a screaming Olman barbarian, painted skin, necklace of bones, mostly naked and wielding clubs with obsidian blades studded all about it.
Another barbarian came out of the smoke and attacked you!
Club attack vs Sunny: 1d20 + 6 ⇒ (5) + 6 = 11 Miss! Sunny twisted aside just in time.
What do you do?

Sunny activates her 'Vanish' as a 'swift' action and simply drops down and sticks a leg out.

Hoping to simply invoke a trip attack. CMB=1d20 + 4 + 10 ⇒ (2) + 4 + 10 = 16(+10 bonuses for being invisible, I think?).

Thence, should the fellow(Girl?) go down she'll sneak attack to subdue the living fek out of him/her. They'll be flat-footed since they're prone, right?

Att Roll:1d20 + 7 ⇒ (20) + 7 = 27

Att Roll:1d20 + 7 ⇒ (10) + 7 = 17

Dam Roll:1d6 + 2d6 ⇒ (6) + (2, 3) = 11

Dam Roll:1d6 + 2d6 ⇒ (6) + (4, 3) = 13

Roll to confirm:1d20 + 7 ⇒ (16) + 7 = 23

Extra Damage:1d6 ⇒ 1

Geeze... am hoping that puts the person down. (>_>)

What happens next will depend on results.

Wishin' every one all'a very bestest an' seasonal greetin's an' stuffs! (^_^)


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

DM:
Seeing the chaos erupting around him Ghirrak's calm seems to slow things down for him, his focus allowing him to act while everyone else seems to be standing still.

Erupting into a blur of movement, he bolts after the mostly naked barbarian dragging the woman off, leaping into the air a moment before he strikes to drive a knee between the savage's shoulder-blades.

Use one Ki point to boost speed up to 70', charge guy trying to drag woman off.
1d20 + 10 ⇒ (10) + 10 = 20
1d8 + 4 ⇒ (8) + 4 = 12


Human fighter 5, Aldori swordlord 1 HP-59/59 AC-23; F+6, R+8, W+4; Perc +1; Init +7, CMD-varies a lot

Devon immediately begins shouting, "To me! Rally to my voice! Defend each other and get organized!"
He continues shouting in hopes that the crew can close around and support each other.

To the standing barbarian he says (in Polyglot, if that works), "My, that's a nasty looking weapon, let's not have you hurting anyone with it."

actions:

Full round attack, first attack to disarm standing barbarian, then second attack vs prone barbarian.

Disarm vs 1st barbarian 1d20 + 19 ⇒ (15) + 19 = 34

2nd attack vs prone barbarian 1d20 + 9 ⇒ (9) + 9 = 18
damage 1d8 + 7 ⇒ (5) + 7 = 12


Round 1__________________

Marius Hawk_____________
5-foot step back and using dispel magic on the confusion effect.
Marius feels the confusion effect break under his power. Everyone realizes there are other fights going on just out of sight, their direction, and their orientation to the ship and beach bonfire. (That means you can jump into each other’s fights if you want.)

Bryson Deepwinter________________
Bryson dives back toward the deck of the ship. He casts Call Lightning
Descending to the deck again, Bryson sees Spinnaker Jon fencing with a couple of barbarians.
His called enormous lightning bolt blasts one barbarian back overboard charred and smoking.

Burian Faldaeral_____________________
He lashes out with his hair to strike at both foes... ending his swing at the ankles of the savage beating the crewman.
Burian hits with both hair attacks. Blood fountains, but both are still kicking.

'Sunny'__________________
Sunny activates her 'Vanish' as a 'swift' action and simply drops down and sticks a leg out.
Sunny trips her attacker, then kidney punched him deeply unconscious.

Ghirrak Ironfist________________
Erupting into a blur of movement, he bolts after the mostly naked barbarian dragging the woman off, leaping into the air a moment before he strikes to drive a knee between the savage's shoulder-blades.
Ghirrak’s strike knocks his opponent down and out.

Devon Hernan__________________
Full round attack, first attack to disarm standing barbarian, (He’s disarmed)
then second attack vs prone barbarian (he’s out).

Enemies________________

Marius: The barbarian continues to attack!
Club attack vs Marius: 1d20 + 6 ⇒ (2) + 6 = 8 Miss.

Bryson: The other barbarian turned and moved up to attack you!
Club attack vs Bryson: 1d20 + 6 ⇒ (12) + 6 = 18 Miss.

Burian: The tripped one stands up (you can take an attack of opportunity) he'll attack next round.
The other one attacks you.
Club attack vs Burian: 1d20 + 6 ⇒ (14) + 6 = 20 Hit! dealing 1d10 + 7 ⇒ (7) + 7 = 14 slashing damage.

Sunny: The other olman dragged off one of the settlers into the fog.

Ghirrak: The other barbarian attacked you!
Club attack vs Ghirrak: 1d20 + 6 ⇒ (16) + 6 = 22 Miss! Ghirrak just barely blocked it.

Devon: Even disarmed, the barbarian attacked!
unarmed attack vs Devon: 1d20 + 6 ⇒ (3) + 6 = 9 Miss. But no AoO for you.


Round 2__________________

While none of you can see each other at the moment, things have cleared in you head. You can orient yourselves now with respect to the ship, the bonfire and each others fighting zones.
Each of you (on the ground) is in the center of their own scene, consisting of a ten foot circle and what I've described to you.
The footing is hard packed sand, but there are some items of equipment if you need them, stools, stakes, rod and reels, baskets of food...
.
All players take their turn in order of posting, enemies will go last.


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

DM:
Ghirrak counter attacks with the force of an avalanche,striking with a vicious elbow and a spinning back hand that knocks his opponent back into a brutal front kick.

Flurry
1d20 + 8 ⇒ (16) + 8 = 24
1d8 + 4 ⇒ (8) + 4 = 12

1d20 + 8 ⇒ (10) + 8 = 18
1d8 + 4 ⇒ (3) + 4 = 7

1d20 + 3 ⇒ (18) + 3 = 21
1d8 + 4 ⇒ (1) + 4 = 5


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Ghirrak folds, spindles and boots his last opponent ten feet back. An artful demonstration of precision and power nobody can see through the fog.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

DM:

Activating her 'Ki' power again (It last for only 3 rounds per activation), Suny will quickly re-vanish and try and keep tabs on the feller being dragged away. Vanishing so as not to bump into any other nekkid peoples in the mists so follow the pair and,

A) See where they and any other captives are being taken 'herded to'.

B) Be in a position to stop the nekkid Guy/Gal(?) from hurting the poor passenger folk (Any more than scaring the feller out of his wits as it is).

Perception:1d20 + 9 ⇒ (7) + 9 = 16

She will also take one of her 'smoke bombs' into hand to be ready, just in case. (^_~)


Human fighter 5, Aldori swordlord 1 HP-59/59 AC-23; F+6, R+8, W+4; Perc +1; Init +7, CMD-varies a lot

Devon attempts to put down the native quickly while still shouting to rally the crew.

actions:

Full attack (using Combat Expertise) vs native, 5' step to stay near prone crewman.

1st att vs native 1d20 + 12 ⇒ (18) + 12 = 30
damage 1d8 + 7 ⇒ (1) + 7 = 8

2nd att vs native 1d20 + 7 ⇒ (2) + 7 = 9
damage 1d8 + 7 ⇒ (4) + 7 = 11

status:

AC-25
hp-59/59
status- no ongoing effects


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

DM:
Turning to the woman Ghirrak helps her up. "Stay close, I'll get you back to the others."


Fighter2/Witch5 Eldritch Knight1~ AC17 tch14 ff14 ~ HP 48/60 ~ Fort+7 Ref+5 Will+5 ~ CMD20 ~ Init+3, Per+2

Rd2 actions:
AoO with Hair: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d4 + 5 ⇒ (4) + 5 = 9

Cutlass strike: 1d20 + 7 ⇒ (2) + 7 = 9

Burian harasses the savage as he gets to his feet - whipping him again with the razorwire strands of his hair.
He then hacks ineffectively at the one who'd just hit him hard. His muscles balk from the throbbing pain in his pummeled weapon arm.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Bryson continues with the thunderous assault and he tries to flank the pirate so Jon can get in a good shot.
Call Lightning (DC16) 3d6 ⇒ (6, 2, 5) = 13


Male Human Wizard 8

With the confusion effect out of the way, Marius was free to take a direct approach to dealing with his adversary. Consequently, he took another step back and set about throwing him back over the side.

Using three charges from ring of the ram.
To hit: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 3d6 ⇒ (6, 3, 1) = 10
Bull Rush: 1d20 + 19 ⇒ (11) + 19 = 30


Sunny:
You follow a couple of barbarian Olmen to the shore, where they dump a hogtied settler into a dugout canoe, jump in and start paddling off into the fog.
What do you do? Attack, Follow, Return to the Ship?


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

DM-Camris:
Suny can't be having any of that.

She'll slip into the water and trail the canoe for a short amount of time (For the water to get abut 10' in depth) before trying to pull the rear Olmen (Am now guessin' by the constant use of 'Olmen' that the people's be fellers? (^_^) ) out of the canoe and under the water.

I'm assuming that'd be a CMB check? Attacking with surprise/vanish will add a bonus of?

Basic CMB:1d20 + 4 ⇒ (5) + 4 = 9

Urgh.. now the dice show their true colours. (-_-)

Edit:

Perception:1d20 + 9 ⇒ (9) + 9 = 18

Who might it be in the bottom of the canoe? Unnamed farmer No 14?


Sunny:
Sliding into the water, you see far more than you could in the fog, despite the turbidity of the great river's mouth.
Following along behind the canoe, setting up your attack, you see the rapid pace set by the Olmen warriors is hard to approach with certain success.
Then you realize that the canoe has been joined by eight other hulls.
All of them are proceeding upriver at a rapid clip.
What do you do?


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

DM-Camris:
Well.. Sunny swears a little... but keeps swimming along in the shadow beneath the canoes.

One Elf against a couple is okeys. One Elf against a lot? Not so okeys.

Following the group to where they settle against the bank? Or even better, where thier camp/village is? sounds like information to take back to every one else.

Perception:1d20 + 9 ⇒ (2) + 9 = 11

Sunny rises/gets closer to the canoes and tries to work out which/how many have captives in them and how many warriors there might be.

Oh... now the dice roller starts with the bodgy numbers. (¬_¬)


Sunny:
You cannot quite get close enough to see into the canoes, though you can see that half of the canoes have four warriors paddling, the rest have three.
It takes an hour of following before you trail the canoes to a village, cunningly hidden by reed mats. You see the warriors offload fifteen captives, ten of them settlers, the rest crew.


Mashing several rounds together for everyone except Sunny...
You spend the next three rounds punching, slashing or blasting screaming barbarian Olmen down almost as fast as they charge out of the fog at you, the sounds of fighting continuing in the distance.

Marius:
Your Arcane Sight colors the last couple of tribesmen with an Illusionary designation of exceptional power.

Bryson:
You feel the immense presence of the spirit causing the fog seem to lose interest and drift off. You understand that the fog will lift naturally now in the next 5-10 minutes.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
DM-Camris wrote:
Mashing several rounds together for everyone except Sunny...

Sowwwie... :(

DM-Camris:
Suny slinks shore into the reeds, bushes and shrubs.

Stealth:1d20 + 10 ⇒ (14) + 10 = 24

Perception:1d20 + 9 ⇒ (9) + 9 = 18

Trying to get an idea of the lay out of the village and making sure she doesn't step into any traps which might have been set up to catch just such people's sneaking about.

Then, after possibly seeing where (And who) they have caught and are going to be keeping them Suny slips back into the river's waters and races back down stream to the beach and where any of the crew are getting things together after the native's raid.

Once Suny bounces ashore....


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Skips across the sands shaking water out of her hair as she looks around at the scene of 'After battle'...

Perception:1d20 + 9 ⇒ (17) + 9 = 26

"Here..... that seems a tad per-cool-arr. They din't rilly take nuffin'..." Sunny begins to poke around the beach camp and checking what items might have gone walkies with the natives for a short time before skipping over and dropping down onto the sand besides/in front of one of the 'Live' ones...

"Appipulai! Ouacra cocha o dayodomo binay ouacra mo cocha ferji akba ligounai makta keratapla. Vano da, mechteba?" While waving her arms/hands about to indicate the beach scene around them all.

DM Camris:
Sorry, couldn't resist having Sunny give out a spiel of weird language. If you're interested I'm stealing the "Divine language' from the movie "Fifth Element" (^_^)

Basically Sunny is asking the native why the sailors were attacked. What might his people be going to do with the people they've borrowed? Had the group camped on an important fishing site/beach? The kind of place where turtles come to lay eggs or such? Something she could totally understand people getting upset about.(^_^)

Yes, Sunny is still nekkid.

Wishin' evey one all'a very bestest! (^_^)


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

DM-Camris:
Ghirrak fights his way across the beach, rounding up those the barbarians attempt to kidnap as he does and leading them to the others.


Marius shouted a warning about illusions, allowing the party to avoid friendly fire incidents in the murk.
Bryson felt the massive presence of the weather spirit seem to lose interest and drift away as the last of the Olmen barbarians aboard the ship are blasted into smithereens by his lightning.
Slowly, the fog lifted into a low overcast, revealing the scattered wreckage of the shore party.
Of the Olman barbarians, there are ten dead bodies and one barely alive. But no allied bodies.
A quick head count reveals fully two thirds of the settlers and half of the crew are missing!


Male Half-orc Monk (Iron Mountain) 8 |HP: 60/61 | AC:26 Current 29, T 19, FF 21 | Fort: +9 Ref:+10 Will:+12 (+14 Enchantment) |CMB +12 (+16 grapple), CMD 25 (27) | Init+3 | Perc +13 | Ki Pool 9/9

"Get everyone remaining back on the ship, we need to organize search parties." Ghirrak calls to the remaining crew.


Half Fiend Half Elf Druid 8| HP 94/94| AC 22 (25), FF 19 (22), Touch 14| Fo +10 Re +5 Wi +12; SR 20| Init +3| Percep +23, Darkvision 60', Low-Light Vision| Wildshape 3/3, Destructive Smite 9/9

Bryson helps with getting folk back to the Wyvern. Once everyone is on board he helps fill the sails to help get the ship away from shore.
"Don't worry none. We gon git you to safety then go back and claim our missing."


Combing the area reveals tracks. From what traces are left, it seems like the Olmen came by several boats that were drawn up on the sandy banks and left the same way.
The organization of the raid was such that they must have been observing the campsite for a day at least while they gathered their forces.

It is in the middle of the planning of the search to recover the missing passengers and crew that Sunny erupts from the river with news.
Sunny: the only live kidnapper is unconscious at the moment.

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