GM Aarvid |
The unconscious bodies of the guards are deposited on the shore and the official finishes lowering the chain.
You best try to escape. A squad of soldiers will be arriving in a few hours and you will not fare as well if you are here. He does not say what he was after but you can tell he is holding back more information.
You are able to get back aboard ship and underway.
Meredith Une |
"Blah, blah, blah. You're wasting my time." Meredith uses her wands Cure Light Wounds before sailing off.
"Anyone else needs this before waves of guards supposedly overtake us?"
Saldoc Tisbane |
Nope, I'm in good shape. Lets just get out of here before more trouble starts. Saldoc will retrieve his belongings and go back to whatever he was doing before all the fun started.
GM Aarvid |
Your small ship is soon back underway and the speed of the water is increasing.
The ship is getting a bit harder to handle and the banks of the river are getting more steep as you pass.
Four days after your encounter with the guards at the
Shaguang-Kaoling border, you come across an area of
the Tuunma River unlike what you have seen thus far.
In the late evening, the sickening stench of death and decay wafts out of this narrow sandstone canyon. Half-eaten fish and bloody
humanoid bones litter swaths of the shore, attracting clouds
of buzzing black flies. Banyan trees grow along the top of the
ridge, partially concealing with their thick, leathery roots the
network of holes and tunnels that riddle the face of either cliff.
I will need to know night watches and who is up/steering with each shift
Meredith Une |
Meredith can steer during the 2nd/daytime shift and patrol during the 3rd/overnight watch shift. She would commune with nature to get her spells back, then sleep during the 1st/morning shift.
Meredith is glad to be back at the river. She always bristled with society and talking to guards like that always upset her. Throwing their artificial authority around like that.
On the fourth day, Meredith smells something horrible and recoils. "...what happened here? Smells like death." Slinging the shield over her shoulder, Meredith keeps her eyes peeled for danger. Unless she's asleep, of course
Saldoc Tisbane |
Saldoc can switch off with Meredith (3rd/2nd) and sleep in one of the middle shifts so that spellcasters can get their rest.
You think the water is poisoned or something?
Ruth Rubani |
Ruth will take the first shift during night watch and guide the boat on the first shift during the day.
"It's not only poison. The fish and bodies have been gnawed upon. A large predator is about stay alert." Drawing her sword and wand Ruth says a quick command word and a translucent layer of force covers her body. She then puts the wand back on her belt and grips her sword with both hands.
Ruth uses her wand of Mage Armor on herself and Meredith. Anyone who wants me to use it one them just post saying so.
Friar Huck Flaxseed |
Huck isn't good at boating or seeing in the dark but it sounds like we have things covered anyways.
Huck handed off a wand of mage armor back at the beginning, so he would request you use his own wand on him when things start getting fishy.
"Humans though? Something's been feeding on people? What could be so big and aggressive in this area?"
GM Aarvid |
The above occurs in the late evening as the first shift of Ruth, while Saldoc and Meredith have gone below decks for a rest.
The two of you can make a CON check to see if you are still awake, DC15 in your cot.
Ruth and Huck are on deck. The river has grown swift and your ship has become harder to control as it bobs in the rapids.
Ruth is piloting the ship and all of you can make perception checks. The map has been updated.
Ruth Rubani |
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Ruth hold the wheel tight trying to keep the boat from hitting any rock or running ashore. "Huck, it's getting rough we may need Meredith to come guide us thru these rapids. Can you go get her?"
Meredith Une |
Con Check: 1d20 + 2 ⇒ (10) + 2 = 12
Meredith dreams of the river and its wildlife, swimming about without a care in the world. She sees herself at shore, feet submerged, and giggling to herself. A moment later, the river turns red with blood, and the decayed remains of sealife float about. And what is that smell!
Friar Huck Flaxseed |
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Huck turns around at Ruth's question, his eyes wide from the sight of the rolling river. "Aye, I was thinking the same thing. She's better with the boat than any of us."
Huck rushes below decks, blinking his eyes in the darkness, trying to find and wake Meredith before anything bad happens.
GM Aarvid |
Enemies: 1d20 + 3 ⇒ (19) + 3 = 22
FriarHuck: 1d20 + 3 ⇒ (10) + 3 = 13
Meredith: 1d20 + 1 ⇒ (3) + 1 = 4
Ruth: 1d20 + 3 ⇒ (9) + 3 = 12
Saldoc: 1d20 + 2 ⇒ (4) + 2 = 6
As your boat floats through this canyon, a few dozen kijimunas emerge from the caverns on the northern cliff face and jabber in Goblin at the party.
While the bulk of the hairy goblinoids remain in the relative safety of their caves, two of the more daring kijimunas drop onto the deck of the boat, disregarding the fact that their nets are already filled with fish and instead using the tools as weapons against you.
=== Round 1 ===
1-kijimunas
2-Ruth (steering), Huck (topside)
3-Saldoc(sleeping), Meredith(sleeping)
Two creatures drop from branches onto the deck and attack Huck and Ruth.
Banzai!
On Huck spear: 1d20 + 3 ⇒ (1) + 3 = 4 for spear: 1d6 + 1 ⇒ (1) + 1 = 2
Oh oh! one yells as it nearly falls and swings wildly over the halfling
On Ruth spear: 1d20 + 3 ⇒ (16) + 3 = 19 for spear: 1d6 + 1 ⇒ (4) + 1 = 5
Banzai! Banzai! cheer the crowds on the cliff as the other scores a hit on the boat's captain Ruth.
Need steering check from Ruth (or none if letting boat loose), a perception checks from sleepers below (Meredith & Saldoc to awaken). ONLY the two on deck appear to be interested in fighting at this point, the cliff side creatures have not engaged.
Meredith Une |
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
"Zzzzzz"
Meredith climbs through brambles, enjoying her trip. She wasn't sure what the destination was, but she enjoyed the journey. Am I forgetting something? Uhm...nah.
Ruth Rubani |
Ruth ducks under the rudder stick while keeping one hand on it and dragging her sword with the other. 5 foot step Giving herself a little room from the humanoid Ruth raises her sword hand and shouts. "Yor!"
Telekinetic Fist
Ranged Touch Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Seeing her force magic miss it's target Ruth shakes her head while yelling. "WE ARE UNDER ATTACK!!"
Wisdom Check to Pilot Boat: 1d20 ⇒ 3 Not good
GM Aarvid |
Meredith wakens to the sound of battle (-10 asleep cancels +10 battle).
Ruth is stabbed but fights on and tries to steer at the same time...not particularly successful with her attention thus divided.
mishap: 1d20 ⇒ 15
WHAMMO! Everyone is awake now!
The ship strikes a sandbar or other soft obstacle from the cliff, coming to a temporary stop. This causes all creatures and objects aboard to slide forward due to the sudden lack of movement.
Forward 1d20 ⇒ 1 save to hang on to rail.
Need reflex saves from Huck to keep from falling over bow of ship with goblinoid.
Save to remain standing 2d20 ⇒ (18, 18) = 36
Need reflex saves from everyone standing else fall prone
Meredith Une |
Meredith climbs the top of the brambles, only to witness a tidal wave, three times her height, loom overhead. "WE ARE UNDER ATTACK!"
Ruth's words ring in Meredith's ears as she wakes up and a sudden force rocks the ship.
"Ugh, it stinks!"
Meredith is currently prone since she was sleeping.
Saldoc Tisbane |
I was sleeping so I assume I'm already prone.
Saldoc will stand up from his sliding bed. What happened?!? Hearing the sounds of battle he'll grab what weapons he can and head out to see what is going on.
Do I have an action left to actually move? I assume I don't have time to don armor.
Ruth Rubani |
Reflex Save: 1d20 + 3 ⇒ (12) + 3 = 15
Friar Huck Flaxseed |
Ref: 1d20 + 7 ⇒ (3) + 7 = 10
Guessing Huck just went overboard.
"Umph!" before Huck realizes what is going on, he is thrown overboard. He tries to swim along the boat and get ahold of the side or a rope somewhere.
Swim: 1d20 + 3 ⇒ (18) + 3 = 21
GM Aarvid |
Both Meredeth and Saldoc are thrown to the floor in the cabin below. Saldoc stands and grabs his weapons.
Assuming Meredith will stand as well
Saldoc slam dmg: 1d6 ⇒ 5
Meredith slam dmg: 1d6 ⇒ 2
Poor Huck is flung overboard alongside the goblin creature.
Fortunately he lands in the water close to the sandbar currently blocking your ship. Both of you manage to swim to the sandbar at least and are out of the water.
Huck NL falling dmg: 1d6 ⇒ 2
Ruth is hurled forward and knocked prone on the aft deck.
Ruth slam dmg: 1d6 ⇒ 6
KJ1 NL falling dmg: 1d6 ⇒ 4
KJ2 slam dmg: 1d6 ⇒ 5
=== Round 2 ===
1-kijimunas(-4NL, sandbar), kijimunas2 (-5, deck, standing)
2-Ruth (-11, aft, prone), Huck (-2NL, prone on sandbar)
3-Saldoc(-5, cabin), Meredith(-2, cabin)
The goblin near Huck grabs his spear and stands up on the sand bar.
The goblin near Ruth is still standing, rubs his bonked head, and then advances on her and tries to stab her with his spear.
"Ooofff. Muy banzai!"
spear: 1d20 + 3 ⇒ (8) + 3 = 11for dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Party up...
GM Aarvid |
@Saldoc - actually you do, since the door is right before him, takes a move action to open the door, 5' step and then std attack.
Saldoc Tisbane |
Saldoc takes a hack at the goblin with his sword!
Shortsword: 1d20 + 3 ⇒ (7) + 3 = 10 for Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Meredith Une |
Meredith rubs her chin as she stands up. "What's going on? Goblins!" Meredith looks out and runs on deck.
She clumsily moves past Ruth and the enemy goblin, leaving herself wide open to an attack of opportunity.
Acrobatics: 1d20 + 1 ⇒ (4) + 1 = 5
1 action to stand, another to leave the cabin.
Ruth Rubani |
Ruth rolls away from the goblin's spear as she stands up and brings her sword around at the goblin.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Crit Confirm: 1d20 + 4 ⇒ (17) + 4 = 21
Crit Damage: 2d6 ⇒ (6, 6) = 12
Ouch!!!!
GM Aarvid |
Saldoc swings but his blade slashes above the young goblinoid.
Huck has better luck and latches onto the arm of the one assaulting him on the sandbar, getting him into a hold.
Meredith stumbles out of the room and the green goblin tries to stab her as she moves past Ruth. The spear bites true.
On Meredith spear: 1d20 + 3 ⇒ (19) + 3 = 22 for dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Fortunately for Ruth, the creature cannot also stab her (no combat reflexes) and she stands and delivers a overhand chop sending its head flying into the river. The rest of the body flops to the deck without so much as a twitch.
Boo! Hiisssssss! Boooo!
As the attacking kijimuna was dispatched, the spectators grow fearful and immediately retreat into their caverns, leaving only the grappled one.
Vs Huck CMB: 1d20 + 3 ⇒ (4) + 3 = 7 but the creature struggles are futile against the mighty vise-like grip of the halfling and cannot break loose.
=== Round 3 ===
1-kijimunas(-4NL, grappled), kijimunas2 (dead)
2-Ruth (-11), Huck (-2NL, grappling)
3-Saldoc(-5), Meredith(-8)
Party goes...
Meredith Une |
Meredith grabs the wheel and tries to get control of the ship. "Go get 'em, Ruth. I'll make sure this ship doesn't fall over."
Knowledge(Nature): 1d20 + 7 ⇒ (4) + 7 = 11
Ruth Rubani |
Ruth runs to the front of the ship and jumps down to Huck. I believe that is all I can do this turn.
GM Aarvid |
Huck's hold slips with the wet sand on the goblin as it breaks free.
Hah! I free, I free!
Meredith grabs the wheel but can tell from her past experience the ship is partly grounded on the sand bar and will need to be pushed back else the river will push it further onto the sand.
Ruth and Saldoc make for the bow and jump down to help Huck:
Make an DC15 acrobatic check to land on sand
(failure= fall prone and take NL DMG: 1d6 ⇒ 1)
OR
Make an DC15 swim check to dive into river
(failure= land too deep and are swept down river)
=== Round 4 ===
1-kijimunas(-4NL)
2-Ruth (-11), Huck (-2NL)
3-Saldoc(-5), Meredith(-8)
The smallish goblin tries to stab Huck with his spear again!
Bonzai!!!!
spear: 1d20 + 3 ⇒ (15) + 3 = 18 for dmg: 1d6 + 1 ⇒ (1) + 1 = 2
The blade pierces Huck's defenses and draws a bit of blood.
Party goes...pending checks above for Ruth and Saldoc
Saldoc Tisbane |
Acro!: 1d20 + 5 ⇒ (12) + 5 = 17
Saldoc lands gracefully and then looks to end the goblin harassing Huck!
Attack: 1d20 + 1 ⇒ (4) + 1 = 5 for Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 1 ⇒ (20) + 1 = 21 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Confirm?: 1d20 + 1 ⇒ (20) + 1 = 21 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Meredith Une |
"The boat is stuck...let's get these goblins out of the way."
Meredith double moves towards the rest of the party.
Ruth Rubani |
Acrob: 1d20 + 3 ⇒ (10) + 3 = 13
Ruth tries to jump down but catches her foot on the edge of the boat rail and falls overboard landing hard on the sandbar. She spits sand out of her mouth as she stands.
She then brings her sword down on the goblin in frustration ...
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
... but the swing sails wide. "Damn goblins!"
GM Aarvid |
Saldoc lands on both feet, hitting the sand near the goblin. His first blade widely missing the small foe, but the second blade stabs into its furry neck.
Meredith rushes to the front to join the fray.
Ruth stands up from the sandbar and steps up to the little spear wielding creature, but misses with her great blade.
Finally, Huck latches onto the creature's arm again.
Balgoalooonie! it spits as it tries to tug free.
escape: 1d20 + 3 ⇒ (2) + 3 = 5
But again has no luck.
Fooyey!
Party goes...last round I bet
Saldoc Tisbane |
OK, hold him steady! Shifting again, Saldoc now has the goblin flanked! Unless Huck doesn't grant the flank while grappling or something.
Attack: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20 for Damage: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4
Attack: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18 for Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4
Friar Huck Flaxseed |
In order to flank you need to threaten and I don't think Huck threatens while he is grappling, at least not without some special feats/abilities.
Huck tries to pin the gobbo to the ground!
grapple: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29
GM Aarvid |
Saldoc's two swings pierce the small creature and Huck slams it to the ground.
None of the other goblins high on the cliff can be seen, but their shrieks of disappointment echo off the canyon walls.
Out of combat
Meredith can tell the ship is wedged on the sand bar and will need a mighty push to free it.
Ruth Rubani |
Seeing the last goblin taken care of Ruth sheaths her sword. "Help me get the boat off this sandbar so we can get out of here before any more of those goblins get brave enough to attack!!' Ruth begins to push the boat.
Str Check: 1d20 + 2 ⇒ (5) + 2 = 7
Meredith Une |
Meredith quickly climbs down from the ship. "Let's push this thing so we can get out of here."
Str Check: 1d20 + 2 ⇒ (11) + 2 = 13
"This may take longer than I hoped..."
Friar Huck Flaxseed |
Huck dusts off his hands but finds this unsatisfactory after touching the goblinoid creature. He makes a thorough cleansing in the river and then moves over to help push the boat free.
Str aid: 1d20 - 1 ⇒ (3) - 1 = 2
GM Aarvid |
With a huff and puff and push and tug, only Saldoc partially budges the craft. It is going to take a bit more oomph.
I am going to assume you keep trying and eventually break it free.
Once the craft is back floating in the river, Meredith is able to grab the wheel and steer it clear of the sandbar.
Any other actions with the body on the sand or the headless one bleeding on the deck?
Saldoc Tisbane |
Saldoc will search the goblins to see if they possess anything of interest or value. He'll also see if they have been affected by the water in any way. or are we past that part?