GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga redoubles his efforts to twist fortune around the jellyfish.

Accursed Hex to try Misfortune Hex again.

Jellyfish Will save: 1d20 + 3 ⇒ (8) + 3 = 11

Jellyfish is misfortuned, so it must roll any d20 rolls twice and take the worst result. That should make those tentacle attacks less of a problem, I hope.


Forces of Nature Battlemap

The jellyfish goes for another round of attacks against the sharks.

This is gonna be a lot of die rolling. If it looks like I lost track somewhere please feel free to correct me.

Tentacle 1: 1d20 + 9 ⇒ (11) + 9 = 20
Tentacle 1 misfortune reroll: 1d20 + 9 ⇒ (9) + 9 = 18

Tentacle 2: 1d20 + 9 ⇒ (15) + 9 = 24
Tentacle 2 misfortune reroll: 1d20 + 9 ⇒ (11) + 9 = 20

Tentacle 3: 1d20 + 9 ⇒ (12) + 9 = 21
Tentacle 3 misfortune reroll: 1d20 + 9 ⇒ (13) + 9 = 22

Tentacle 4: 1d20 + 9 ⇒ (6) + 9 = 15
Tentacle 4 misfortune reroll: 1d20 + 9 ⇒ (9) + 9 = 18

I think all of those hit regardless

Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Damage: 1d6 + 4 ⇒ (6) + 4 = 10

The first three strikes kill the second of three sharks.

Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Shark Fort Save 1 DC 17: 1d20 + 7 ⇒ (8) + 7 = 15

Shark Fort Save 2 DC 17: 1d20 + 7 ⇒ (7) + 7 = 14

Shark Fort Save 3 DC 17: 1d20 + 7 ⇒ (10) + 7 = 17
Not rolling the con damage here since the shark is dead regardless

Shark Fort Save 4 DC 17: 1d20 + 7 ⇒ (2) + 7 = 9
Con Damage: 1d4 ⇒ 2

One shark is left, at 15/21 current hp and a -1 to all Con checks

Chakam is up! Jellyfish is at 24 hp at this point.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Go Sharks! Might be the most effective spell I've cast.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Even knowing his attacks weren't having much effect, Chakam pressed and attacked the enemy with his tresses.

Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Like most people, I had a lot of issues with Paizo over the past week! I was finally able to at least read the topic so I knew to clear the cookies on the browser. Unfortunately I didn't find how to clear only for a single site, so I cleared all mine. Whatever! Glad to be back!


Forces of Nature Battlemap

Welcome back all!

The rusalka's hair struggle's to penetrate the giant jelly fish flesh but still manages to hurt it. It is on its last... tentacles, but it still thrashes about, the mindless beast ready to fight. 16 total damage after DR

Chad takes time to sheathe his axe and pull out his bow.

Round 3
Threnody | HP 72/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 |
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
Kahuranga |HP 56/56| AC 28 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 |
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Summoned Shark 1 hp 15/21 | AC 14 T10 FF13 | CMD 18 | F+6 W+5 W+2
Giant Jellyfish hp 8 | AC11 T9 FF 9 | CMD 23 | DR 10/slashing or piercing | F+12, R+5, W+3 | Immune mind effects
Chakam | HP 61/61 | AC 28 T 16 FF 23 | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Rusalka Form, ironskin, delay poison |
Chad | HP 80/80 | AC 19/21 vs ranged T 14/16 vs ranged FF 15 /17 vs ranged | CMD 21 | F +5 R +8 W +4 | Electricity 5

Finish him!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

attack on jellyfish: 1d20 + 8 - 6 + 2 + 2 + 2 + 1 ⇒ (16) + 8 - 6 + 2 + 2 + 2 + 1 = 25
damage: 1d6 + 2 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 + 2 = 14

Still singing, Thren waits for a moment, lets her magic charge up her arrow, and then lets fly one last shot. Her arrow flies through the core of the jellyfish, puncturing the membrane and slamming into the wooden wall beyond.

"That's done. What else?" Thren says with a satisfied smirk.


Forces of Nature Battlemap

Going to make some presumptions that you search further in once the jellyfish is dead

The jellyfish flops into a giant pile of goo, and you are free to explore the fore cargo section. The anemone-like jelly nymphs float harmlessly along the walls--it is probably not a good idea to touch them, but they are incapable of moving from their spot.

You can spot a number of sealed metal cases down the stairs, perhaps promising something worthwhile for your efforts. Checking carefully for no further surprises, you go down and see that while some cases have cracked open, and contain now-ruined bottles of both aromatic oils and Oldlaw Whiskey of would have been a fine vintage, three cases remain unsealed. Markings on the cases suggest the contents are similar.

Chad pipes up. "Look, my air bubble will burst soon. Why don't I take those up, and you guys keep searching. I can't use my best skills underwater anyway. But send me a signal if anything goes wrong, or if you don't return soon I'll come back down with a new spell."

Chad as your quartermaster will confirm later, but you have 2 points of Plunder worth of fine essential oils, and 1 point worth of good liquor.

While the cargo hold once held much more of value, they appear to be furs and foodstuffs thoroughly ruined by saltwater. You still have the starboard and port cabins above you to explore. There is no obvious way into the port cabin because of wreckage blocking the door to it. The starboard cabin is accessible by swimming out to the main deck and entering the door into it. Currently you are standing directly "beneath" both cabins, although given the tilt of the ship, you are facing the ceiling/floor rather than it being over your head, so you can touch the thick ceiling/floorboards easily enough.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

The summoned sharks fade into obscurity as they return to their heavenly home.

"Sounds good, Chad, we will let you know if we find anything else."

Kahuranga and Taniwha will swim out of the hatch and over to the sideways (I think) door of the starboard cabin. "Perhaps the officers kept the best loot for themselves."

If the door opens, and nothing attempts to eat them, they will explore the room.

K Perception: 1d20 + 3 ⇒ (12) + 3 = 15
T Perception: 1d20 + 9 ⇒ (17) + 9 = 26

Guessing not too many other things are living next to the giant jellyfish.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Go ahead Chad. Get that stowed away and stand ready." Thren orders. She nods to Kahuranga and Taniwha. "Starboard it is."

Perception: 1d20 + 11 ⇒ (19) + 11 = 30


Forces of Nature Battlemap

Taniwha is distracted by a shine gleaming in the corner of a room, and finds a silver-inlaid sextant that, thanks to the less corruptible (if tarnished) metal coating it, is as functional as it is lovely. (Worth 1 point of plunder). Nearby the sextant is a wax-sealed vial unmolested by the wreck marked as oil of slipstream.

Threnody notices something more subtle, bubbles rising from a section of the "floor" (the center wall of the cabin) in an even row, and she realizes there is a carefully concealed door that definitely leads to the port cabin. The water-swollen wood and underwater pressure keeps it from opening, however, and seems to require some brawn. Strength check or whatever other clever solutions you come up with


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Chakam approaches the "floor" as pointed by Thren, but shrugs.

Strength isn't really ma' thing, mates. - says the druid, before continuing - I can try ta' assist if someone would force it ta' bulge, but not much more than that. And I can't really think on any other ways ta' open it here.


Forces of Nature Battlemap

Folks, I am going to remind you of my aid another house rule, that people declare they are participating and then roll, and whoever rolls highest is the base roll for the Aid Another check


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Just in case people decide that forcing is the way to go

Strength: 1d20 + 0 ⇒ (12) + 0 = 12


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren decides to try to force it with muscle first.

Strength check: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10

Good hope should still be active, and it grants +2 to all ability checks.


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Strength check: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18


Forces of Nature Battlemap

"Let no watery barrier be between me, my goddess, and possible treasure!" proclaims the Besmaran priestess. With determination driven by the promise of shiny, Sandara manages to get herself purchase on the door that with just a little help from Thren and Chakam, the stuckdoor becomes unstuck and slides aside, revealing a room beneath you.

You see the skeletal remains of the room's last occupant, strips of bloated flesh rising off its body. In its bony hands it clutches a large, steel-banded lockbox. The remains of a desk lies half shattered against the bottom of the wreck, and bits of paper and ruined leather booklets float around the wreckage--the water has rendered the pages illegible, but they appear to be ledgers. It appears you have found the quartermaster's office, and most of you have been at sea long enough to recognize a well-sealed payroll container when you see one.

Getting to that payroll may be more difficult. Two strong locks keep the box sealed, and the box radiates a magical aura to boot. The way the locks are placed, it looks like the two need to be unlatched simultaneously to open the box. If there was a key, where it is now is unknown.


Male? Tidewater Dragon Familiar HP: 24| AC/T/FF 19/13/18| F 5 R 7 W 7 CMD 13| Per 9

"It's a fancy skyglass or something," Taniwha says as Kahuranga investigates the sextant. "Whoa, look at that chest! Let's open it."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Whoa. Let's make sure it's not rigged with a trap first at least?" Thren advises. She looks at Sandara and grins ruefully. "I'm not that bad am I?"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga moves to the door so he can inspect the magic of the chest.

Spellcraft with Detect Magic: 1d20 + 15 ⇒ (5) + 15 = 20

T Spellcraft with Detect Magic: 1d20 + 9 ⇒ (7) + 9 = 16 With the assist that is Caster Level 7 to identify properties of a magic item.

Or

T Knowledge Arcana: 1d20 + 15 ⇒ (12) + 15 = 27 So if it is a spell in place that is a 7th level spell


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"Yes, let's investigate more carefully first. It might be best to bring it to the ship and work on it there."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Maybe between the captain and Lark they can figure it out. Let's take this stuff topside and then I guess we need to get to the other half of the ship."


Forces of Nature Battlemap

Kahuranga analyzes the box's magical aura, and the good news is it does not appear to be anything suggesting a trap. The bad news is that it is a low-level but effective abjuration that enhances the strength of the locks on the box itself. The locks themselves are also extraordinarily well made, so combined with the abjuration, a master lockpicker would still struggle opening it. DC 40 to pick the lock, DC 30 if the arcane lock is dispelled first

If you agree to go topside, let me know if there are any other additional spells/preparation you make before proceeding to the depths.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Good point, Thren. - says Chakam, waiting for Lark and the captain to leave with the box and other details to be analyzed in the ship.

As for us... Yes, let's get ta' the other half. If we press, we'd be able to keep most of our effects already ongoing. - said the pirate, tapping his hardened Rusalka skin.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

The buffs I have currently cast will last for a while. They are 10 minutes per level. I'm good with dropping into the Abyss.

Kahuranga attempts to cover his fear with false bravado. "Well, the front of the ship certainly did not pay off our search for the secrets of the vessel. Let us seek answers in the deep."

In truth, Kahuranga is a creature of wind, and, to a lesser degree, wave. Descending far beneath the surface makes him nervous.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I have 4 Cat's Grace Spells to cast. I'll use two of them when we get close to whatever is next, but I can cast the other two on you guys if they would be of any use. 8 minute duration


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Well, since my AC, reflex, initiative, attack and damage are based on DEX and I'm using no enhancement belt, this would certainly help :)


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren casts cat's grace on herself and Sandara. Stat blocks should be updated.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I'll cast Cat's Grace on Myself and Chakam. Changed my stats to reflect this. It will last for 8 minutes. Let's move quickly.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

From the surface, once the good are delivered, Kahuranga drops himself back into the water. He moves to the edge of the drop off before casting Cat's Grace on himself and Chakam. He picks up a good sized rock or some ballast dropped from the ship to help him sink more easily.

"Let's get this over with and get back to air as soon as we can."

And with that, he steps off of the "cliff" and sinks into the darkness.

Taniwha lets out a whistle as his tail lashes in a serpentine pattern and the two of them disappear over the edge.


Forces of Nature Battlemap

General public service announcement/reminder: I had misstated your mission earlier when I was doing a recap; your mission is to find the ship's secret of its speed/maneuverability. You have not found this yet. (This is what you were originally asked to do in game but I know later I said its location which is wrong.)

For the time it takes to secure items and get them up to the ship and then back down again (the lockbox is very heavy so it takes some teamwork to get it onto the ship), any spells with a duration of 1 min/level or less are expired. Any spells with a direction 10/min level or higher are still active.

Chad gives Threnody the ring of the iron skull to trace the remains of the ship's officer.

You swim past the top half of the wreck into the dark chasm, where the other half of the ship must have sank. As you swim deeper and deeper, the sunlight of the world above abandons you, and you must rely upon your darkvision or other senses or spells to see.

Chakam finds his rusalka shape's low-light vision is inadequate. Another form may be preferable. Up to you Chakam what form you choose, if any, or opt for something like a light spell

Without the sun to warm the water, it likewise gets cold, and once you start approaching 100 feet, uncomfortably so for anyone without the cold resistance quality. At depths of 100 feet the water starts feeling oppressively heavy as well, and moving is actively painful, if not actually bone-crushing.

Anyone not affected by a freedom of movement spell (or other special swimming effect that explicitly covers this) takes 1d6 points of crushing damage per minute, and anyone without endure elements or cold resistance takes 1d6 nonlethal damage per minute vs cold.

The tug of the ring, regardless, draws you ever deeper into the depths. You know you are close, but if you are to find what you seek, must keep going into the inky blackness of the deep ocean. Anyone with darkvision is able to see the outline of the wreck below you once you swim about 120 feet down; it is another 60 feet ahead. Anyone with superior senses might detect its presence sooner.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Can't stay down here long," Thren mutters. The cold doesn't seem to faze her, but the depths are troubling. "Let's see if we can do this fast."

Thren focuses on using the ring of the iron skull to find the ship's officer, the cold and darkness not seeming to bother her much.


Forces of Nature Battlemap

I should add for Chakam's sake that a form a creature with the aquatic subtype should also protect you from the pressure effect


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Can any of you cast light or dancing lights or something similar? - says the Rusalka druid - I'm aquatic right now and can deal with tha' pressure and breathing things, but 'ay feel my senses aren't so fine fah' the pitch dark.

Honestly, the Rusalka is still the best shape at this point. My shapes with better senses aren't aquatic, and I can't use elemental shape unfortunately. Since I didn't replace the hydrophobia spell yet, I could in theory spend 15 minutes to prepare a spell to let me breathe (like water breathing), and then maybe use the Whisperer shape with its great senses (blindsense, see in darkness, etc.), but I don't think we can afford that long way (you guys tell me) or if anyone has other ideas. I'm fine either way! Would endure elements let me deal with the cold?


Forces of Nature Battlemap

Endure Elements is all you need for the cold. I am okay with retconning that you prepared a different spell without needing to take 15 minutes in-game since the other spell doesn't exist, and I'd rather be able to move us forward.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga still has Freedom of Movement and the new Cat's Grace. He has no resistance to the cold of any kind, so he will be taking that, but can handle that for a while, especially with a wand of cure light wounds.

Taniwha will take a moment to cast his racial freedom of movement (self only) on himself just to make the depths feel more comfortable. He has the aquatic subtype anyway, but is more of a tide pool coral reef depth kind of guy.

I don't have a light spell prepared. We both have Darkvision, so I didn't anticipate the need. Aha! I do have a +1 dagger which glows like a torch, so that is an option.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

I have dancing lights, will that work?


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Kahu, if you don't mind, the dagger should work great! I don't use the Rusalka arms to attack anyway, so I can be holding it and doing most of the stuff without problems. GM, if this works, I will just use my empty slot for endure elements communal, and cast it across the four of us (2 hours each). Sorry for the "nonexisting spell"! @Thren, we can have your dancing lights as a backup plan :) For the future, I will buy a fricking ioun torch. Lol :)

As the team adjusts, Chakam holds the torch-glowing dagger, and casts a spell to cover the temperature issues for the party. Ready to depart, the Rusalka druid moves with the group to the deeper dark.


Forces of Nature Battlemap

The party is protected from the cold by Chakam's spell, though Chakam and Threnody remain literally painfully aware of the water pressure in these depths.

Not long after Chakam brandishes his glowing blade to help him see in the inky black water, you see up ahead of you, almost as if answering your light, three lights appear about 120 feet away, in the direction of the shipwreck. They look much like the dancing lights spell Threnody is capable of casting. You are too far away to be able to make out anything other than the magical lights gently hovering in the water.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Knowledge Nature: 1d20 + 10 ⇒ (11) + 10 = 21
Knowledge Nature: 1d20 + 6 ⇒ (11) + 6 = 17

"Be careful, many creatures of the deep use light as a means to attract prey. In this case, I imagine that we are to be the prey."

K and T will move 60 feet toward the lights.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren keeps her bow ready and looks about, seeing if there's anything else of note in all 3 dimensions.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19


Forces of Nature Battlemap

Note that a Knowledge Nature check is not adequate to explain why a clearly magical dancing lights effect seems to have appeared ahead of you. Not asking you to retcon your statement--what Kahuranga has said is true about creatures like anglerfish and it is a reasonable statement to make--I just wish to be clear that the effect you are seeing does not appear to be that specific kind of deep sea phosphorescence.

Those wishing to analyze the lights may attempt a Knowledge (Dungeoneering) check.


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

The Rusalka stops, making himself ready, tresses moving hypnotically.

Well, it seems we found something... But 'ay can't really pinpoint what it is. 'Tis no anglerfish, though!

Perception: 1d20 + 14 ⇒ (17) + 14 = 31

Rusalkas are aquatic, so right now I shouldn't be feeling the water pressure thing, right?


Forces of Nature Battlemap

You're right, I forgot. Just Thren is affected by the pressure then.

In the darkness and depths, even though Chakam has keen senses, he is too far from the source of the lights to make anything out other than they are there and something probably put them there.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10
GMDQ wrote:

Note that a Knowledge Nature check is not adequate to explain why a clearly magical dancing lights effect seems to have appeared ahead of you. Not asking you to retcon your statement--what Kahuranga has said is true about creatures like anglerfish and it is a reasonable statement to make--I just wish to be clear that the effect you are seeing does not appear to be that specific kind of deep sea phosphorescence.

Those wishing to analyze the lights may attempt a Knowledge (Dungeoneering) check.

Understood. I wasn't so much trying to comment on what the lights are as why they might be, and made the checks to see if that was reasonable.

"Chakam, care to spring the trap? Or I could conjure up some more sharks to send in..."


Male Human Druid 6 / Ranger 2 | HP 53/53 | AC 23 FF 18 TO 16 | F +10 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 21 | Init +5 | Perc +14 | Grapple
Whisperer:
HP 69/69 | AC 21+3 TO 14 FF 17+3 | F +12 R +10 W +9 (+4 vs. mind-affecting, poison, fey and plant-targeted) | CMD 23 | Large | Perc +14 LLV BSen SiD
Rusalka*:
HP 61/61 | AC 23 TO 16 FF 18 | F +11 R +11 W +9 (+4 vs. fey and plant-targeted) | CMD 22 | Perc +14 LLV | Swim 30 Amphibious

Well... You only live once, right? Or at least one should! - says the pirate, slowly moving closer ahead until he can get close enough to discern the lights, or until something else happens. If the others are following, he will make sure they keep together.


Forces of Nature Battlemap

Thren are you going with the others or hanging back? She did not notice anything of interest within range of her darkvision or other senses


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Going forward, just wanted to be sure I noticed nothing.

Thren moves forward with the other pirates, not wanting to spend any longer this far down than necessary. "Whatever it is, it's a trap. Let's get this over with."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Rock and roll


Forces of Nature Battlemap

GM Screen:

Something: 1d20 + 14 ⇒ (17) + 14 = 31

Kahuranga Will Save DC 19: 1d20 + 7 ⇒ (9) + 7 = 16
Taniwha Will Save DC 19: 1d20 + 7 ⇒ (5) + 7 = 12
Chakam Will Save DC 19: 1d20 + 9 ⇒ (18) + 9 = 27
Threnody Will Save DC 19: 1d20 + 7 ⇒ (10) + 7 = 17
Sandara Will Save DC 19: 1d20 + 8 ⇒ (17) + 8 = 25

Kahuranga, Taniwha, and Threnody:

Yep, these are totally ordinary magical lights. Just plain old ordinary magical lights that you are moving toward, and you know it's a trap, so you're being extra careful, but they are totally ordinary... really pretty... awesome... so very wonderful lights that you absolutely must move toward. You aren't going to move toward them in any kind of silly way that would hurt you, because of course you know to avoid trouble, and that is what you are totally doing, but you are going to move toward the beautiful, pretty, wonderful lights through the most safe, direct route possible because they are beautiful lovely warm lights and it is so cold and hurty here and surely they are friendly and wonderful and probably after all totally not a trap. I mean really, who would put a trap down here? That's just crazy talk.

You are compelled to continue moving toward the light in a safe path. It will not end until you reach the light or you take damage from something.

The party swims carefully toward the lights--at the moment the only really visible thing in the distance, even if their presence seems suspiciously convenient.

About 100 feet away from the lights (in other words, after having moved about 20 feet), Kahuranga, Taniwha, and Threnody begin moving with especial intent toward the lights.

Chakam (and Sandara if she is with you) still mainly sense the pretty, floating lights and little else, though you know you are approaching the shipwreck. Chakam and Sandara may attempt another Perception check to see what's ahead

I'm looking for a round of actions here, and Kahuranga, Taniwha, and Threnody will be using those solely to move


[Female human cleric of Besmara 7 HP: 40/45 AC: 19 TAC: 11 FFAC: 18 l BAB: +6 CMB:+ 6 CMD: 17 | Fort +5 Ref +3 Wis +9 | Init +1 Perception +3] Cleric 7

Sandara notes the strange behavior of the party and tries to get Thren to stop, grabbing her to hold her back.

grapple attempt on Thren, CMD 22: 1d20 + 5 ⇒ (20) + 5 = 25

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