| Aerys Mavato - NPC |
Aerys looks threateningly at the little gnome. "It is a good thing you don't eat very much Master Gnome, or I would have to consider exiling you from the camp. Shape up, and help out or stop using our resources. We are gonig to struggle enough without lazy hangers-on!"
After her angry tirade, which most of you have seen is her normal speech pattern, she takes a deep breath and with a sweet smile and pleasant voice says "I will stay behind and watch the camp, and make sure the lay-abouts get their share of the work done."
| Mikail Ruben |
Gelik looks around at the others. "So you are asking do we want to traipse around the dangerous jungles looking for cannibals, carnivorous monsters, or who knows what, or just hang here and wait for survivors to return? I think you know where I am leaning..."
"I had no doubts."
Mikail give a nod of acknowledgment to Aerys words.
"West? Good for me. We should start in the early morning, rest during the midday hours in a sheltered place and then return.
It would be something like a 12 hours trip. We should bring food with us but we should forage too.
About the food, I have a few rations of mine, we can use those too."
Varya, you can add 5 day of rations, taken from my gear.
| Varya Tial |
Cool! Added to the sheet
So how does traveling and camp work exactly? Do we go exploring one day, and if we want to move the camp there travel back with the rest of the camp?
| Mikail Ruben |
It will depend from what we find. Even foraging while moving we can explore about 6 miles from our starting camp and return back for the night. (Morgrym is a barbarian, so he has a movement rate of 30, like us long legged folk.) So, before moving the camp, we can spend 4 days exploring the surrounding area to that range. Then we can decide where we want to move it.
| DM DoctorEvil |
Put a post up in Discussion with rules for hunting/foraging and overland travel, which may help/guide your decision making.
After some discussion about the next day's events, the group decides to turn in, leaving a person up for guard duty outside of the shelter. As the sun starts to set, the waves crashing on the shores of Smuggler's Shiv become infused with an eerie, greenish radiance, almost as if the surf where glowing.
To look closer,
Besides the listed events, the night passes mostly uneventfully.
| Varya Tial |
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
During her guard shift Varya notices a strange shape in the night, and runs to the shore to investigate, but it's gone before she gets there.
In the morning she brings it up with her companions, with a troubled look on her face.
"I thought I saw some kind of figure near the shore, but before I could get there to investigate, it disappeared. Did anyone else see it?"
| Dragolan Canario |
Dragolan is unfamiliar with whatever is behind the spoiler tag. "I saw nothing, Varya."
The next morning, the oracle looks a little haggard. "Bad dreams; I do not know if they mean anything. Something about bailing out Jenivere with a spoon? And Kovack and Ieana conspiring? Ah, well--likely enough merely the last of the poison they used on us leaving my system."
Knowledge (Nature) check: 1d20 + 6 ⇒ (3) + 6 = 9
Perception check: 1d20 + 1 ⇒ (3) + 1 = 4
| DM DoctorEvil |
Dragolan: 1d100 ⇒ 44
Varya: 1d100 ⇒ 41
Mikail: 1d100 ⇒ 42
Okhosa: 1d100 ⇒ 72
morgrym: 1d100 ⇒ 48
Aerys: 1d100 ⇒ 52
Gelik: 1d100 ⇒ 4
Jask: 1d100 ⇒ 8
Ishirou: 1d100 ⇒ 77
Sasha: 1d100 ⇒ 42
Aerys DC 15 will: 1d20 - 1 ⇒ (2) - 1 = 1
Gelik DC 15 will: 1d20 + 2 ⇒ (15) + 2 = 17
Ishirou DC 15 Will: 1d20 - 1 ⇒ (9) - 1 = 8
Jask DC 15 Will: 1d20 + 8 ⇒ (5) + 8 = 13
Sasha DC 15 Will: 1d20 - 1 ⇒ (3) - 1 = 2
Morning: 1d100 ⇒ 59
Noon: 1d100 ⇒ 11
Dusk: 1d100 ⇒ 27
Night: 1d100 ⇒ 78
Noon roll: 1d100 ⇒ 11
Qty: 1d4 ⇒ 2
Onset: 1d3 ⇒ 1
The dawn breaks on Smuggler's Shiv, the beauty of the rising sun in stark contrast to the situation the castaways find themselves in. Jask is up early, fresh water prepared for everyone to splash on, and refresh themselves with. Ishirou has taken the fishing net and is working towards making seining net. Sasha sulks quietly in the sunshine, and Aerys straps on her leather armor and weapons.
Any of the actual PC's staying behind? If all are going, what is the travel plan, ie direction, route, goal, time, etc.
| DM DoctorEvil |
The hearty group of explorers sets out heading west along the beach. The wreck of the Jenivere is still somehow holding out against the force of the waves and tides, but it doesn't look like it will last much longer, as the group skirts the rocks where she lay, and moves along to the west.
For the first hour and a half or so, not much changes, the beach continues unabated due west, the sea on your right hand, and the jungle-filled uplands on your left. You see a variety of tropical birds and you see a few of the shrivled bodies of those scorpion things dried on the sand, but nothing else of interest.
As the second hour starts to close, you spy something out on the reef or rocks on the sea side. As you get closer, you realize it is the remains of a long-since abandoned wreck. The superstructure, the keel and a few ribs are exposed as teh decking has fallen apart long ago. The wreckage is covered in barnacles and looks to have become permanently lodged in the coral reef up on which it sits.
The name was once painted on the stern, but those boards are mostly gone, leaving only the last letters "...ady"
Note: updated the Map of Smuggler's Shiv at top to reflect the exploration. LMK if any questions.
| Mikail Ruben |
Perceètion: 1d20 + 4 ⇒ (2) + 4 = 6
Kmow. Nature: 1d20 + 3 ⇒ (3) + 3 = 6
"Sorry, Varya, I was too tired to notice anything beside the inner side of my eyelids."
When we found the "...ady".
"Another unfortunate ship. It seem too old to have something useful in it. And very dangerous to explore, a stern look could take it apart."
aid another for Morgrym survivial check: 1d20 + 4 ⇒ (18) + 4 = 22
Here I get an 18
| Mikail Ruben |
We get near enough to take a good look. How solid it seem?
"What do you think? it seem very beaten, but maybe we can find something in it."
| DM DoctorEvil |
The ship is beaten in pretty badly, but the superstructure seems to rest rather securely on the coral reef. The ribs protrude from most of the keel, but the prow is full of caved in decking and still has some intact below decks areas.
Can't say if it's "safe" or not, but it doesn't look like it will collapse on you.
| Mikail Ruben |
[b]"Ok, let's check this wreck. It is better if two of us go while the other stay here guarding our gear."[b]
Mikail drop his backpack and start moving toward the wreck.
| DM DoctorEvil |
Dragolan kindly agrees to guard the backpacks and other gear, while Mikail, Varya and Okhosa wade out the wreck which is moored on the coral reef.
The wreckage is old, salt-encrusted and warped, but appears to be sturdy and bears weight as the party climbs aboard. Most of the aft section is just skeletal, the ribs and keel all that is remaining, but the fore section holds appear to be a bit more intact with lots of rubble and wreckage having fallen down into the bottom of the ship.
A few human bones are visible in the wreckage, and some smashed crates once held cargo but are now reduced to little more than loose boards. One of the crates appears to carry clothing, linen and cotton finished goods that are still intact, and may be usable for the shipwrecked group.
A manifest still holds a list of transported goods, and the name of the ship "The Tattooed Lady" is printed on the bill of lading which has yellowed with age, but stayed mostly dry.
Okhosa: 1d20 + 1 ⇒ (12) + 1 = 13
Varya: 1d20 + 2 ⇒ (2) + 2 = 4
Mikail: 1d20 + 1 ⇒ (12) + 1 = 13
Centipede 1: 1d20 + 2 ⇒ (8) + 2 = 10
Centipede 2: 1d20 + 2 ⇒ (6) + 2 = 8
| DM DoctorEvil |
The Tattooed Lady - Surprise Round
17 Okhosa
13 Mikail
10 Centipede 1
8 Centipede 2
4 Varya
As you explore the fore section fo the ruined ship, 2 lengthy, segmented horrors leap out at you, their hooked mandibles quivering, searching for food.
The centipedes will actin the surprise round. The party must make the perceptin check above to also act. Remember surprise rounds are move or standard only, not both. The bugs are on the ground about 30' away from you. We will try to get out of this one with out a tactical map, since I don't have a good model to use.
| DM DoctorEvil |
Missing Okhosa also? He may act in the surprise round.
The Tattooed Lady - Surprise Round
Spying the centipedes creeping from the rubble at the far end of the wreck, Okhosa conjures an acid dart and chucks it at the nearest crawlie. Unfortunately, the Garundi man's hand is unsteady in combat, and the throw splashes against the wooden hull instead.
Both centipedes make for Okhosa, looking for a quick meal. Both bugs strike the unarmored caster their hooked mandibles ripping skin. One successfully injects poison into the wizard, and you see him visibly wobble on his feet.
Okhosa Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Okhosa Acid dart, ranged touch: 1d20 - 1 ⇒ (6) - 1 = 5
Centipede 1 bite: 1d20 + 2 ⇒ (19) + 2 = 21
Centipede 2 bite: 1d20 + 2 ⇒ (15) + 2 = 17
Centipede 1 dmg: 1d6 - 1 ⇒ (3) - 1 = 2
Centipede 2 dmg: 1d6 - 1 ⇒ (2) - 1 = 1
Okhosa DC 13 Fort: 1d20 ⇒ 16
Okhosa DC 13 Fort: 1d20 ⇒ 3
Okhosa Dex dmg: 1d3 ⇒ 3
After all that, Varya is up in the surprise round. Either move or standard. The centipedes are within reach now based on their charges toward Okhosa.
| Mikail Ruben |
Knowledge (nature): 1d20 + 3 ⇒ (7) + 3 = 10
"I should have paid more attention to my naturalistic classes ..."
Mikail draw his rapier move near the nearest centipede and attack.
I suppose they are near enough that I have only to make a 5' step, if not, disregard the attack
attack: 1d20 + 1 ⇒ (6) + 1 = 7
damage: 1d6 + 1 ⇒ (3) + 1 = 4
| DM DoctorEvil |
Continuing to run Okhosa I suppose...
The Tattooed Lady - Round 1 - continued
Okhosa is able to fight through the poison's effects, which have left him slower and dizzier than he was before. Bearing the brunt of the centipede's assaults, the unarmored wizard spends the round withdrawing to a safer place behind Varya and Mikail.
Mikail leaps into the fray, stabbing at the bugs with his rapier, but the insects prove too elusive and his stab misses.
With Okhosa withdrawn, Centipede 1 turns to attack Varya, while its companion takes on Mikail. Both insects successfully hook their sharp mandibles into the targets, not only leaving a wound, but also injecting a mild poison into the heroes.
Okhosa DC 13 Fort vs poison: 1d20 + 2 ⇒ (15) + 2 = 17
centipede 1 bite: 1d20 + 2 ⇒ (15) + 2 = 17
Centipede 2 bite: 1d20 + 2 ⇒ (17) + 2 = 19
Centipede 1 dmg, Varya: 1d6 - 1 ⇒ (6) - 1 = 5
Centipede 2 dmg, Mikail: 1d6 - 1 ⇒ (2) - 1 = 1
Varya is up. Both heroes need DC 13 Fort saves vs poison or start to take DEX damage.
| Mikail Ruben |
hp 12/13
Dex damage 1
"Damned beasts ... I mean insects."
Mikail try to move between Okhosa and the centipedes and then attack again.
5' step.
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d6 + 1 ⇒ (1) + 1 = 2
| DM DoctorEvil |
The Tattooed Lady - Round 2
17 Okhosa
13 Mikail
8 Centipede 2
4 Varya
Mikail is able to score a hit against the centipede near him, but unable to finish the crawler, which oozes a little viscous fluid from the wound.
Okhosa is up. He is about 10' behind Varya and Mikail who are both adjacent to the centipede.
| Okhosa Vusutan |
If the creature is surrounded, I'm unlikely to be able to unleash a scroll of colour spray on it, which would be my preferred option. I guess acid dart it is :/
Okhosa, still staggering woozily, attempts to hit the centipede with a hissing acid dart.
Acid dart: 1d20 ⇒ 2
Pffff!
| DM DoctorEvil |
The Tattooed Lady - Round 2 - continued
Okhosa's dizziness from his poisonings affects his aim with the acid dart and it splashes against the wooden hull of the ancient wreckage missing the remaining centipede entirely.
The crawling insect, having blunted its mandibles on Varya's armor, turns to Mikail and lashing out, hoping for a softer target, but the bard's quick feet keep him from another painful bite.
Centipede bite: 1d20 + 2 ⇒ (2) + 2 = 4
Varya up now against the remaining centipede. She is within melee range as she stands.
| Dragolan Canario |
Dragolan yawns and scratches himself idly. I wonder how they're doing in there. It can't be that bad, or I would have heard the screaming.
-Posted with Wayfinder
| Mikail Ruben |
Fort save: 1d20 + 2 ⇒ (8) + 2 = 10
Failed I think
Mikail feel the poison running through his veins and is slowed by a sudden dizziness.
He tries to kill the centipede before falling down.
attack: 1d20 + 1 ⇒ (14) + 1 = 15
damage: 1d6 + 1 ⇒ (6) + 1 = 7
| Okhosa Vusutan |
Just checking, do I have LoS or not? DM says yes, Mikhail says no? What with the Dex damage, if I don't the roll will be at -9, if I do it'll be a far better (hah) -5... It's not worth expending any spells on this one apart from acid dart, but if I'm firing at -9 I pretty much need a 20, I'm guessing... Oh well, I'll roll it at -1 (just including Dex penalties) and let the DM apply LOS/firing into melee penalties. If there is any way I can manoeuvre to get LoS I'll do that, obviously :)
Still staggering drunkenly, Okhosa attempts to fire another arcane acid projectile at the creature.
Acid dart: 1d20 - 1 ⇒ (7) - 1 = 6
This is almost becoming comical :)
| DM DoctorEvil |
The Tattooed Lady - Round 3 - concluded
Okhosa finds a clear line of sight, but he is still dizzied by the poison and the combat still is moving quickly enough that his acid dart misses by another wide margin.
The centipede poison continues to rush through Mikail, causing him some distress. Before he succumbs to the dizziness, the bard stabs the remaining centipede, ending the fight.
End of Combat
Poison effect, Mikail DEX dmg: 1d3 ⇒ 1
Mikail, centipede poison effects last for 6 rounds, or until 1 save is made. Go ahead and roll 4 more rounds of saves (or until 1 successful DC 13 Fort), and we'll see if you accumulate any more Dex damage.
Killing the two centipedes earns the party an additional 100xp per player. This moves the cumulative total to 358/2000 or about 18% to level 2.
| Mikail Ruben |
"Varya, help Okhosa. Try to remove the poison from the wound."
Healing can be tried untrained. 2 person can use the kit at the same time?
healing check: 1d20 + 6 ⇒ (5) + 6 = 11
Fort save: 1d20 + 2 ⇒ (3) + 2 = 5 dexterity damage: 1d3 ⇒ 2
healing check: 1d20 + 6 ⇒ (17) + 6 = 23
Fort save: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12 dexterity damage: 1d3 ⇒ 2
healing check: 1d20 + 6 ⇒ (10) + 6 = 16
Fort save: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Ouch. Another 2 failed saves. And sadly I have rolled better than you for the dex damage. LOL, even the healing checks don't make any difference.
Current status Dex damage 6, hp 12/13
AC 12, touch 9, HP 12/13, Fort +2 Reflex +0 Will +2, Perc +4, Init -2, Atk Rapier +1, 1d6+1, Spells slots: 4/4 Bardic performance 7/7
| Varya Tial |
Varya rushes to catch Okhosa before he falls, and helps him sit down against the mast of the shipwreck.
Wincing slightly at her own wound, she looks to her sickly looking companions
"You both look awful, but it looks like the worst has passed. Take a breather, we will return to camp soon. But I'm not going to let those bugs scare me off."
What does it look like around here? Sounded like it was partially flooded, so maybe we can just grab anything that's accessible and head back for a few days while you two recover.