Dereje |
Dereje breathes in sharply, suddenly regretting his decision to dispose of his cutlass so hastily. Unable to retrieve it without leaving himself open to attack, he instead steps around the skeleton while pressing his free hand against his chest, pushing positive energy into his fresh wound. Forgoing offense, he then poises himself, focusing on anticipating and dodging the undead creature's attacks.
Dereje will use lay on hands on himself as a swift action, take a five-foot step, and then use total defense as a standard action to gain a +4 dodge bonus to AC, putting it at 20 until next round.
Lay on Hands (self): 1d6 ⇒ 4
DM Talomyr |
Hana, purple was out of reach. I switched your target to pink, which you kill. Orange and purple still threaten you with their stingers.
Hana lashes out with her blade, quickly slicing one of the remain sea scorpions in half. Meanwhile, Estietre is unable to strike the skeleton with her spell and Derjere heals himself while Adara provides valuable healing to Hana.
The skeletal assassin continues to pursue the paladin, striking twice again, this time only landing one blow.
Dereje takes 3 damage.
[spolier=DM Rolls]
Right Sabre: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Right Sabre: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4[/spoiler]
Lawdrak (prone) and Sharpmaw are up.
DM Talomyr |
Lawdrak misses his target badly, but Sharpmaw does not. Seemingly tired of the whole ordeal Sharpmaw latches on the skeleton's skull, ripping the head from the body. Two sabers fall to the ground as the skeleton begins to fall to pieces.
The remaining sea scorpions skitter toward Dereje and Sharpmaw, but do little more than look threatening.
Orange Stinger @ Dereje: 1d20 + 0 ⇒ (6) + 0 = 6
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Orange Claw @ Dereje: 1d20 + 0 ⇒ (5) + 0 = 5
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Orange Claw @ Dereje: 1d20 + 0 ⇒ (12) + 0 = 12
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Purple Stinger @ Sharpmaw: 1d20 + 0 ⇒ (5) + 0 = 5
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (7) + 0 = 7
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (10) + 0 = 10
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Dereje, Hana (prone), and Estietre are up in Round 6. Adara may make her Round 7 action.
Dereje |
Dereje cannot help but to flash a smile, having never been so happy to have Sharpmaw on their side.
He looks to his cutlass, which the eurypterid in front of him was now standing over. He then looks to his powder horn, knowing that his supply was running low. Figuring that there is little reason to conserve it, he steps back, reloads his pistol, and fires at the scorpion.
Firing at Orange.
Ranged Touch Attack (PBS): 1d20 + 6 ⇒ (4) + 6 = 10
Damage (PBS): 1d8 + 1 ⇒ (6) + 1 = 7
Adara, Oracle of Fire |
Adara summons fire to burn away distractions, and touches Hana's shoulder.
Adara casts guidance.
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
DM Talomyr |
Adara casts her spell on Hana, while the sea scorpions continue to skitter about, attempting to claw and sting you but ultimately fail to do so.
Orange Stinger @ Dereje: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Orange Claw @ Dereje: 1d20 + 0 ⇒ (2) + 0 = 2
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Orange Claw @ Dereje: 1d20 + 0 ⇒ (12) + 0 = 12
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Purple Target (1=H, 2=L, 3=S, 4=E): 1d4 ⇒ 3
Purple Stinger @ Sharpmaw: 1d20 + 0 ⇒ (6) + 0 = 6
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (15) + 0 = 15
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Purple Claw @ Sharpmaw: 1d20 + 0 ⇒ (6) + 0 = 6
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Dereje, Hana, and Estietre are up in Round 7. Adara, Lawdrak (prone) and Sharpmaw may post their Round 8 actions.
Adara, Oracle of Fire |
@DM Talomyr: Would you permit a grapple attack from Adara to Lawdrak to then reposition Lawdrak one square away or from prone to standing without provoke (since forced action doesn't provoke)? Assuming Lawdrak would willingly allow this (sometimes allies aren't willing to be dragged away) I would imagine he would count as prone & helpless against such a maneuver for determining tohit.
Dereje |
Without taking his eyes off the unmoving skeleton, Dereje walks over to his sword and returns it to its sheath.
"Indeed. All things considered, it was likely a Red Mantis assassin in life."
DM Talomyr |
Going below deck, you search through what is left of the ship. Rummaging through the wreckage, you see multiple containers of spoiled food and rotten crates of other trade goods.
One thing of note is a case of twelve vials, each vial filled with a pale blue liquid.
Beyond the spoils below, you also have the pair of saw-toothed sabers from the skeleton. Each blade is of masterwork quality.
Mizu no Hana |
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
"Hmm. I think these are healing potions. They smell of lavender. They are all the same and have outlasted the spoiled food aboard this ship," says Hana of the potions.
"We should return to shore posthaste. Dangerous to remain on one of these wrecks if we intend to get some rest and mend our wounds. Perhaps some of the other survivors will be familiar with these strange weapons."
Lawdrak |
Let's get ourselves back into shape - which might at this point include a couple of potions - and head back north to await low tide.
Are everyone's hp up to date in their profiles? It looks like Lawdrak, Dejere, and Hana are all down about 10.
Lawdrak has one more CLW before we start digging in to potions.
Dereje |
Dereje has two more uses of lay on hands. With this many potions,
we can probably heal to full and continue onward.
Heading back to camp is also an option. A bit soon, but it would save us some expendables, give Dereje time to craft more ammo, and let us collect more of the side quest bonuses.
As the group makes their way back to the mainland, Dereje gives his powder horn a light shake and frowns. But then again, even with his pistol, he had nearly lost two of his allies.
"Hm. It would appear that I am down to one shot," he says unhappily, knowing full well that his swordsmanship left much to be desired.
On a semi-related note, DM, would it be reasonable for the Gunsmithing feat to allow Dereje to craft a new powder horn?
DM Talomyr |
The castaways wait out the high tide and eventually cross the slippery causeway to the smaller island to northwest. Arriving on the new island you are quickly into dense jungle as you slowly make your way across the island.
The sun is beginning to set when you reach the northern shore of the small island. You see before you another causeway, similar to the one you crossed a few hours ago, save that it is only 200 feet across and is only exposed to land travel at low tide.
Looking across the causeway to the next island, you see that the next island is covered with fungus.
What would you like to do? Low Tide would be in the middle of the night.
Estietre "Mum" Hruska |
"Oh.. I find fungus fascinating. Though it's never been the focus of my studies, I know just enough about its variety of wonders to pique my interest."
She clucks her tongue then sighs...
"That said.. I'd favor reading up on the subject over strolling upon and through great masses of it."
"Shall we swim or wait for wee of night?"
Adara, Oracle of Fire |
Adara muses with a frown, "Isn't it strange that an entire little island is covered with fungus this close to seawater?"
Mizu no Hana |
"Maybe it made that zombie-thing? Do we have fire? I don't know much about mushrooms, but fire is the only way I've heard to deal with them. Either applied directly, or after putting them in a vegetable broth with buckwheat noodles and fire applied underneath until just before it reaches a boil."
Dereje |
"Frankly, just about everything we have encountered on this place has been dangerous. By necessity, I suppose," Dereje muses, simultaneously amused and annoyed by the prospect. "That being said, there is always the possibility that there is something of use to be found on that island. Seeing as we are still rather ragged from that last fight, I suggest that we heal up and find somewhere to rest."
As though to make his point, Dereje places a hand against his chest, healing away his remaining wounds.
Lay on Hands (2 uses): 2d6 ⇒ (6, 5) = 11
DM Talomyr |
Given the size of the small island, there isn't any place that is terribly far from the shore, but you manage to find a suitable location roughly in the middle of the island.
The night is a little uneasy, given the group's justified paranoia about the denizens of the island, but you have an undisturbed night and awaken to an already hot and muggy morning.
Encounter Chance (10%): 1d100 ⇒ 74
Everyone gain back 2 hp and 1 point of attribute damage (per attribute) if applicable. Crossing the causeway now that you are not at low tide will require swim checks or a similar plan.
Adara, Oracle of Fire |
"Well, Hana, you have the better of us on this being a daughter of the water. Would you mind swimming a length of rope across to help those of us less skilled to reach the other shore without getting too much seawater in our lungs?"
Mizu no Hana |
"That will be no difficulty at all," says Hana. She takes the poffered rope and steps out onto the causeway confidently, apparently unbothered by water, slippery rocks, or really much of anything the sea uses as a challenge.
In addition to being able to breathe water and having a swim speed, I have the Slippery Step racial trait, which helps on slippery surfaces.
Benefit(s): You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.
DM Talomyr |
With a plan in place for Hana to use her particular talents to help the party to cross the causeway. Getting Sharpmaw across is a bit of trick but you manage to do so.
The fungus is foul smelling,yet none of the fungal growths on the Silent Island have caps like proper mushrooms. The fungus tends to wriggle and ripple even when there’s no breeze to stir its filaments and dangling sheets.