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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Forces of Nature Battlemap

Thren, I'm going to say the compulsion will have you either try to break free of the grapple every round, or succeed on a grapple check to move both of you at half your speed. Go ahead and make that check now

I think it would make sense also, unless you both have a swim speed, to attempt a swim check each round (DC 10) or start sinking


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

escape grapple attempt: 1d20 + 7 ⇒ (1) + 7 = 8

Thren automatically makes DC 10 Swim checks. I'll post Sandara's though.


[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

Swim check DC 10: 1d20 + 6 ⇒ (1) + 6 = 7

Laughing my backside off. Ok team, I just soaked a pair of natural 1's for us. Stupid Crankipator.


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

Wow. We are all going to die.


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

If we do, won't be the first TPK I've seen due to mass mind control. Lost a party way back in AD&D 2E when we encountered yellow musk creeper and all failed our saves.


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

Perception: 1d20 + 14 ⇒ (5) + 14 = 19 Do I notice anything strange about my companions?

I remember in the old D&D days when a party where I was failed the save - everybody - against petrification. I don't think it was a medusa, but something like a basilisk or cockatrice. A party of five! Anyway - one of the guys had a reroll, and promptly used. Failed as well. We all became statues in some temple that no one would find for centuries!


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'm not complaining. I'm fine if we do. I was being cocky. If that deserves a comeuppance, I'm here for it.


Forces of Nature Battlemap

Chakam notices they are focused on the lights and moving toward them in a normal, cautious, but direct and unhesitating fashion. And obviously you notice Sandara look worried and grabs Thren's arm to try to slow her roll. Thren jerks backward, surprised, and in the suddenness of the movement they get entangled and begin to drop about 5 feet in the water. To sense intent you need a Sense Motive check. I'm going to let Sandara notice Thren's behavior in part because Sandara is Thren's cohort and in part because it's in character for Sandara to be oversensitive toward Thren charging into danger unnecssarily, and she might be grappling her whether Thren was mind controlled or not. ;)

An earlier version of this party had huge trouble versus a mind controlling creature in an earlier act. I promise this situation is not a repeat of Orsilir. I can't promise it's a good situation, but it's not a repeat of Orsilir.

Chakam are you doing anything else or do you just continue to move 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

I'm sure Sandara wishes she could reel Thren in sometimes, maybe she needs a fishing pole?


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

Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19

Chakam stops moving and extends his tresses to try to hold Sandara and Thren and prevent them from sinking.

What ar'ya doing, Sandara? Leggo'f her or yar' both gonna sink! - he says, not fully understanding the situation.

Not sure any languages would actually work underwater (other than Aquan, which he doesn't have) as much as he's an aquatic creature at the moment, so assume he's just gesturing


Forces of Nature Battlemap

Probably for the best we just go into...

Initiative:

Chakam 1d20 + 5 ⇒ (18) + 5 = 23
Kahuranga & Taniwha 1d20 + 3 ⇒ (19) + 3 = 22
Threnody & Sandara 1d20 + 3 ⇒ (6) + 3 = 9
Iku-Turso 1d20 + 7 ⇒ (19) + 7 = 26


Forces of Nature Battlemap

Round One

Iku-Turso| HP 102/102 | AC 21 T 14 FF 17 | CMD 30 (can't be tripped) | F+8 R+9 W +11 |
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
Kahuranga |HP 12/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | freedom of movement, slipstream
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Threnody | HP 72/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 | compelled until reaches light or takes damage
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |

Chakam grabs Threnody and Sandara helps them steady themselves from sinking. Threnody relaxes--she does not wish to endanger herself--but she is still intent on moving toward the light.

Kahuranga and Taniwha swim swiftly toward the lights, movements unhindered by the water. Just as the waters calm and everything seems to be fine...

A creature emerges from the darkness from beneath Kahuranga, who had been too focused on the light ahead to notice him. While not much larger than the rest of you, the creature is nonetheless a horrifying sort of eel-with-arms-deep-sea-fangly-fish. It unhinges its jaw and snaps at Kahuranga with jagged, pointy teeth.

Bite Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Claw Attack 1: 1d20 + 16 ⇒ (11) + 16 = 27
Claw Attack 2: 1d20 + 16 ⇒ (20) + 16 = 36
Claw Attack 2 Crit Confirm: 1d20 + 16 ⇒ (10) + 16 = 26

Bite Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Claw 1 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Claw 2 crit Damage: 2d6 + 14 ⇒ (4, 2) + 14 = 20

Kahuranga Fort Save vs Disease DC 20: 1d20 + 3 ⇒ (11) + 3 = 14

Sorry Kahuranga; this is NOT punishing you for being cocky! Unfortunately circumstances as they were, with everyone focused on Thren, it could move in on you unnoticed and then it won initiative. The good news is that you are definitely not compelled anymore.

Given Taniwha has an empathic link with Kahuranga, and thus could feel pain, I'm going to give Taniwha another save vs the light lure een though he himself has not taken damage

Taniwha Will DC 19: 1d20 + 7 ⇒ (9) + 7 = 16
But alas Taniwha is still compelled

Blood flows into the water as the hideous sea creature nearly tears Kahuranga's leg off. It burbles in a victorious tone.

Aquan:
"Hail Uthiggmaru!"


Forces of Nature Battlemap

Knowledge Dungeoneering DC 23 or Knowledge Local/Arcana DC 33:

This creature is a deep-sea dweller known as an iku-turso, always found far from sunlight. They worship ancient elder creatures and entities of disease and corruption. They spread a mystical disease that slowly drains those who catch it of sanity.

Knowledge Dungeoneering DC 28 or Knowledge Local/Arcana DC 38:

In addition to the above, you know know light as bright as broad sunlight harms it, and the disease it causes will eventually transform the individual who contracts it into an iku-turso. A successful remove curse and remove disease set of spells are necessary to cure it.


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 Arcana: 1d20 + 15 ⇒ (17) + 15 = 32


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

Just want to go on record as saying that thing is...not ok. But otherwise, no worries, GMDQ. Them's the breaks.

Kahuranga chokes down his panic, swallowing the vomit in his mouth. He is a creature of air. He should have known the water would betray him. Still, perhaps he could benefit his allies before he died. Pulling on the magical threads around him, he warps fate around the strange sea creature.

Iku-Turso Will Save vs Misfortune DC 19: 1d20 + 11 ⇒ (19) + 11 = 30

Seems about right. Just to be clear, it will not hurt my feelings at all if Special K dies here in the depths. I've had a ball getting to know him and playing with everyone here.


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 sees the creature by Kahuranga. He doesn't really know what exactly this thing is, but his ally's blood is enough for the Rusalka to grin menacingly. He advances, stops at 20 feet from the creature, and from there it attacks it with one of his tresses.

Attack: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Cat's Grace
Damage: 2d6 + 6 + 2 ⇒ (2, 2) + 6 + 2 = 12

Confirm?: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Damage: 2d6 + 6 + 2 ⇒ (6, 5) + 6 + 2 = 19

As he hits the enemy, he tries to grab it immediately.

Grapple: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33 Since it's a medium creature; if succeeded, the creature is pulled adjacent to Chakam.

And if he succeeds, he constricts it.

Damage: 2d6 + 8 + 2 ⇒ (2, 3) + 8 + 2 = 15

Chakam will not release the grapple after constricting.

AC right now should be 23 + 2 (Cat's Grace) + 5 (Ironskin) = 30; CMD should be 22 + 2 = 24

Grapple Chart


[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

"You need to get out of here!" Sandara tells Kahuranga. Releasing her grip on Thren, she gets to Kahuranga and casts a spell.

Sandara casts water walk on Kahuranga. He will now rise 60' per round towards the surface until he's standing on 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

Thren continues towards the light.

Kahuranga, you do get a DC 16 Will save to resist Sandara's spell, if you want.


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

Top of the round I believe? Back to the bad guy?


Forces of Nature Battlemap

BTW we are on the land battle map, btw. I've moved Thren though I'm not sure I moved the correct speed. Also not sure of Taniwha's swim speed. As soon as you reach the lights, you will be released of the compulsion.

The creature burbles fetid water toward the rusalka's face as it is pulled close. It strains within the supernatural strands to try to gain control of their dance.

Grapple check to become the grappler: 1d20 + 16 ⇒ (18) + 16 = 34

Wrapping its eel-like tail around Chakam, it pulls the druid close, burbling insane paeans in Aquan.

The iku-turso now controls the grapple and Chakam cannot release as a free action. I believe it doesn't get a chance to do anything this round other than take over the grapple.

Round 2

Chakam | HP 61/61 | AC 26(28 T 16 FF 23) | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Rusalka Form, ironskin | Grappled (-4 Dex, -2 Attacks, etc, etc.)
Kahuranga |HP 12/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | freedom of movement, slipstream
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Threnody | HP 72/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 | compelled until reaches light or takes damage
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
Iku-Turso| HP 75/102 | AC 19(21 T 14 FF 17) | CMD 30 (can't be tripped) | F+8 R+9 W +11 | Grappled (-4 Dex, -2 Attacks, etc, etc.)


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

Grapple: 1d20 + 15 + 2 - 2 - 2 ⇒ (20) + 15 + 2 - 2 - 2 = 33 +2 (DEX from Cat's Grace) -2 (DEX from grappled) -2 (attack from grappled)

Chakam reverts the grapple back to him, smiling as he does so. It should be that simple, yet the druid (maybe inspired by the despair of the situation) manages to do it in such way that no one would be able to prevent.

As he succeeds, he constricts it again.

Damage: 2d6 + 8 + 2 ⇒ (6, 3) + 8 + 2 = 19

From his grappled position, Chakam options would be escape the grapple, revert the grapple (as he did) or simply stay grappled and attack with his tresses. In any case, since Chakam has constrict, he does damage everytime he succeeds at a grapple check - so, for a creature with constrict, the game of reverting grapple works fairly well.

Chakam's CMD should now be 22 + 2 (DEX from Cat's Grace) - 2 (DEX from grappled) + 5 (grapple controller) = 27.


Forces of Nature Battlemap

Correct on all counts (and rest assured, the iku-turso considered all of this in its cost-benefit analysis of remaining grappled with you), but if you could stop rolling 20s it would be nice. ;)

Everyone else is up


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

Honestly, now that I already did some damage over two rounds, it might be better to just start attacking with all tresses. But I’m mostly waiting on what the enemy and the others will do to decide! And yes, I lucked out on my rolls, though honestly I have no idea how tough this enemy is (with the light thing I thought it would be like a caster but since it decided to go for grappling me back, I’m starting to get very a little concerned) :$


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 Will vs Water Walk: 1d20 + 7 ⇒ (20) + 7 = 27

Bubbles swirl around Kahuranga, attempting to lift him toward the surface, but the magic can't take hold.

Taniwha zips toward the lights, and, feeling skittish, Kahuranga moves with him as he can, but falls behind.

Taniwha swims at 60, so he can be there in one move. If he notices anything interesting, he might take a standard action.

T Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Kahuranga attempts another twist at fate around the...whatever it is.

Iku-Turso Will vs Misfortune DC 19: 1d20 + 11 ⇒ (12) + 11 = 23


[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

Swim: 1d20 + 6 ⇒ (7) + 6 = 13

attack on Iku-Turso: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15

Sandara sees Chakam in an swirling mass of hair tangling with the enemy and tries to land a solid hit with her crossbow, but the bolt misses cleanly as she swims forward to keep Thren in sight and get a clean shot.


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 enemy is grappled, so maybe you hit? 15 isn't that bad

EDIT: Sorry, I just noticed the GM puts also the enemy info on the table below her posts! I should have figured that's how Kahu knows the save to roll. And at the same time, ewwww for that CMD!

EDIT 2: My apologies, GM! Editing to fix the pronoun. I will make sure I use the right one from now on.


Forces of Nature Battlemap

"... below her posts" for the record. Not that I care much, but FYI. And yes, most enemy info is always included so you can determine you have hit and can roll saves, etc. The only thing I don't immediately include usually is stuff like DR and immunities that are not obvious or determined by a a Knowledge check.


Forces of Nature Battlemap

Sorry folks, somehow I missed that it was my turn. I think I was looking for Threnody's post and have now realized the player only posted under Sandara's alias (which is my Perception check failure, not Lathiira's fault).

One thing I did want to note is Kahuranga, I assume you are resisting the water walk to stay close to Taniwha? I want to be sure you didn't miss that you are no longer under the compulsion, because you were hurt.

Once Threnody reaches the lights, she sees they are just ordinary magical lights and wonders why she was so compelled to go to them. She also notices that Kahuranga is bleeding very badly from his shoulder, and Chakam is wrestling with a giant eel-with-hands-and-much-too-large-teeth.

Taniwha notices the same thing. You both, once you reach the lights, are released of the compulsion. Taniwha can see now that he is closer that the remains of the wreck are close by.

Taniwha:
Something strikes him as odd about the damage to the hull. If the ship had sank, and fallen onto the rift, such that the cliff itself severed the ship and solely gravity damaged it, it should look... well, like the mess that it is, but less... dramatic, and only along the point of where the ship broke along the cliff. But there is extra damage along the hall, with large, sharp breaks in the wood that suggests something... either something that had to be large, attacked the hull and pulled it down here, or multiple creatures attacked it. Or both. But whatever caused this, the roughly-human sized creature now attacking you could not have done it alone. (I understand the dragon's interpretation might be simpler than this, but I trust you to translate into how he'd perceive it.)

The iku-turso, despite seeming to be losing its battle with Chakam, again tries to re-assert its control on the grapple.

Grapple Check to Control: 1d20 + 16 ⇒ (4) + 16 = 20

But perhaps not used to meeting such resistance in these depths, it miscalculates something and fails, remaining at the rusalka-shaped druid's mercy.


Forces of Nature Battlemap

Round 3

Chakam | HP 61/61 | AC 26(28 T 16 FF 23) | CMD 22 |F + 11 R +11 W +9 (+4 vs fey+plant targeted)| Rusalka Form, ironskin | Grappled (-4 Dex, -2 Attacks, etc, etc.)
Kahuranga |HP 12/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | freedom of movement, slipstream
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
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 |
Iku-Turso| HP 59/102 | AC 19(21 T 14 FF 17) | CMD 30 (can't be tripped) | F+8 R+9 W +11 | Grappled (-4 Dex, -2 Attacks, etc, etc.)


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

Surprised the creature wasn't able to escape or revert his grapple, Chakam enters in his more usual routine trying to dispatch the enemy with pure damage. He releases the grapple and proceeds to full attack with each of his tresses - and in each of his attacks, he uses his grabbing capability to try to grapple, constrict, and again release the enemy before the next attack. He will try to keep the grapple only on his last tress attack.

Attack 1: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 Cat's Grace
Damage: 2d6 + 6 + 2 ⇒ (3, 1) + 6 + 2 = 12
Grab: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 Cat's Grace
Damage: 2d6 + 8 + 2 ⇒ (4, 6) + 8 + 2 = 20 Constrict

Attack 2: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Cat's Grace
Damage: 2d6 + 6 + 2 ⇒ (4, 4) + 6 + 2 = 16
Confirm?: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Cat's Grace
Extra Damage: 2d6 + 6 + 2 ⇒ (4, 5) + 6 + 2 = 17
Grab: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 Cat's Grace

Attack 3: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Cat's Grace
Damage: 2d6 + 6 + 2 ⇒ (5, 5) + 6 + 2 = 18
Grab: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 Cat's Grace
Damage: 2d6 + 8 + 2 ⇒ (2, 6) + 8 + 2 = 18 Constrict

Attack 4: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 Cat's Grace

His last attack fails to connect, however, so neither he or the creature end their turn grappled.


Forces of Nature Battlemap

The creature is dead. The three lights blink out of existence, leaving you all in inky black water, save for the dim light let off by Chakam's dagger. You are surrounded by the stench of aberrant blood and an oppressive sense that the ocean itself wants you dead. Also, Kahuranga's arm is about to fall off.

The wreck is close by. It has landed topside deck up so that the GM no longer has to try to think about navigating a sideways ship.


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 shakes her head free of the spell and turns to the combat, only to see Chakam shred the monster completely. "Glad I'm needed," the bard comments drily.


[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

cure serious wounds, Kahuranga: 3d8 + 6 ⇒ (7, 8, 1) + 6 = 22
cure serious wounds, Kahuranga: 3d8 + 6 ⇒ (4, 3, 7) + 6 = 20

Sandara nods to Thren, who helps hold Kahuranga together (literally) as she uses her strongest magic to heal him.

"That's my strongest healing spells, so let's try to be cautious from here forward." Sandara advises.


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

"We need to get going if no one else is injured. I can't stay down this far long, and we're near the wreck." Thren points out. "Ready to light the way Chakam?"


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

"Thank you Sandara. While my injuries were grievous, I did not feel that I could abandon you to whatever lurks at these depths. I have no fresh means to prepare us for whatever awaits, so further down and further in, I suppose."

Moving toward the deck once I am back together.


Forces of Nature Battlemap

As you approach, you can make out the mostly-intact poop deck. For a moment, your vision blurs, and all of you, even those of you seeing in the monochrome of darkvision, see the deck covered in vibrant red blood, before the muted reality of the abandoned shipwreck sits in front of you again. Only slightly less disturbing is that you get within sight of the help that realize a corpse is tied to the wheel. Its eyeless, rotting skull gazes upward toward the far-away surface.

As the party's light source enables Sandara to see, she gasps. "He tied himself to the wheel. He must be the captain. He gave himself to Besmara as his ship sank."

The wheel he is lashed to, unlike most of the wood surrounding you, seems in perfect condition, neither shattered nor swollen.

A silvery-white compass hanging from the corpse's neck, an amber ring on his hand, and jewels on a sheathed rapier all catch the gleam of your light source. Those of you with magical senses can tell there are two magical auras present--one small one from the ring, and another from the wheel of the ship itself. You can of course roll to identify the auras


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 lets her eyes adjust a bit. "The wheel is magical? So the ship was enchanted? Is that the secret we need?" She pauses. "So how do we get it up to the surface along with the loot? And will he be disturbed if we do?"


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 others with curiosity - especially towards the wheel. What was that thing capable of? The ship engineer had all kinds of thoughts in his mind, but focused in the magic of the items around them.

The Rusalka eyes went bright as it inspected the auras.

Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19 Ring
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24 Wheel


Forces of Nature Battlemap

BTW the only reason why I am not auto-identifying them is because the ring is still on the corpse's body, and the wheel is sufficiently rare it isn't going to be labeled, so to speak.

The ring looks like a familiar moderate evocation enchantment, but Chakam can't quite place it.

The wheel was clearly made by a powerful spellcaster. He can tell it has several moderately strong transmutation enchantments, but he's never quite seen anything like it and struggles to identify more. Certainly given his experience with ships that transmutation effects on ship equipment likely related to maneuverability and yes, indeed, perhaps speed.

Sandara answers her comrade. "Are we supposed to provide them with the thing, or just the knowledge?"

Meanwhile, the crushing pressure of the sea is starting to get to those unprotected. (Thren and Quinn, I think) Crushing Damage: 1d6 ⇒ 1

And Kahuranga is starting to feel warm, in spite of the icy cold depths they swim in, and moreover dizzy and irritable.

Wisdom Damage: 1d3 ⇒ 2
Charisma Drain: 1d6 ⇒ 4

Next onset is not until the next day, FYI, but he can definitely feel something is wrong that has set in only a minute or so after being attacked.


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

K Spellcraft Ring: 1d20 + 15 ⇒ (7) + 15 = 22

T Spellcraft Ring: 1d20 + 9 ⇒ (9) + 9 = 18

K Spellcraft Wheel: 1d20 + 15 ⇒ (13) + 15 = 28

T Spellcraft Wheel: 1d20 + 9 ⇒ (16) + 9 = 25

24 on the Ring and 30 on the Wheel.

Kahuranga puts his hand to his head. "Let us handle these matters with haste. That last battle has left me feeling diminished. He has no need of the wheel, and it seems most likely to be the source of the secret power we seek. Unless the ring is tied to it in some way, we could leave it with the captain if that would make you feel better, though surely Besmara would favor the taking."


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

'Ay say we take'em both. We gotta honor tha' Black Lady, you know. - says the pirate.


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

"If we can take it all, let's do it. They don't want the wheel, we can keep it for ourselves. I'd rather they get what they wanted in the first go."


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

"No time like now, before we are crushed by the water."

Kahuranga and Taniwha drop toward the pleasantly oriented deck.


Forces of Nature Battlemap

Kahuranga:

You can tell the ring is a standard ring of force shield.

The wheel has subtle transmutations woven together that basically allow for vastly improved maneuverability of a ship. Not only does it make the difficulty of steering such a large vessel far lessened, it makes it easier to force the ship to turn even at high speeds. It's not so much that the ship itself is faster, but that this wheel allows a pilot to turn the ship at speeds that other ships would wreck themselves attempting to do the same.

However, as you examine the wheel carefully, you also notice a faint overlay of necromantic energy in the item's aura. As a witch, you are certain you are looking at a curse. The item itself isn't cursed per se--it would do no harm to the ship--but rather that a curse seems likely to trigger under circumstances that, you have no doubt, have something to do with the corpse tied to the wheel.

"Bes likes treasure taking, but this treasure has already been given to her." Sandara says. "I am not sure what will happen if we just go looting here. She is a capricious goddess. She might be pleased at our greed. She might decide we belong down here with the Captain." She points to the bound skeleton.

She suddenly goes silent, freezing as she spots something to the left of her. All of you sense movement in the water nearby. Just at the very edges of your vision, you sense dark shadows moving through the waters--huge, shark shaped. They stay slow moving, just out the corner of your eye, but they seem to be circling, everywhere.

This of course may be entirely coincidental to the conversation you are having.


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

"Speaking as someone who's had to carry around a curse, if just an item, let's skip that. Let alone divine retribution. If we know how it works, we can get those priests what they want."


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

"Fascinating, the magics woven into the wheel would make a ship much more maneuverable. We must take care. There is a curse here, but not on the wheel or the ring, I think. Perhaps a death curse from the captain. We should take care, but I think we can safely recover the items." And with that he begins to cast a spell.

Casting another Summon Monster 4 to summon 1d3 sharks. Might as well have some extra fins on our side.


Forces of Nature Battlemap

Three sharks appear close by to protect you. The shadows circling in the distance do not appear to react.

Want to give y'all time to chat this out, so talk it out and confirm when you're ready to proceed.


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 steps back for a moment. He was as superstitious as a pirate would come, and have heard hundreds of stories about curses on the sea. Yet, as a pirate - he's also quite, quite greedy.

Well, mates... Maybe this day can still get worse? - he laughs, bubbles going around - Now 'ya peaked mah' attention with tha' whole talk about a more maneuverable ship. Boy, 'tis a sight I'd be dying ta' see.

He gets closer, but doesn't touch anything until the others give the okay. He wasn't too strong, so likely he wouldn't be able to pull the wheel without some help. Plus - he was absolutely expecting the dead captain by the wheel would come to an "unlife" state of sorts and attack them.


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

"Ticking off gods, particularly the one who rules over our livelihood, seems like a bad idea. We know what we need to know for those Norgorberites. Let's take that secret back to them and leave to Besmara what's hers. As for fighting undead...done plenty of that already. I can live a bit longer without another undead monster trying to kill me. We've gotten some loot, we can all leave happy now."


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

"If Besmara condemns us for taking, then she wouldn't be much of a goddess of pirates. I'll have a chat with the captain. Watch my back with whatever is lurking out there."

Kahuranga's sharks move in opposition to the circling shadows even though they aren't nearly as scary.

He scissors his legs and moves to the wheel. He reaches to his belt for his dagger before realizing that Chakam has it. [b]"Tani, separate the captain from his wheel. Captain, you have honored the traditions of the sea, and were an excellent captain of a strong ship. Rest now, here with your lady, the Brine Banshee, and your mistress, Besmara herself. May you pilot the ghost of the Brine Banshee on the River of Souls until Pharasma puts you back on the Wheel. Sail on..."[b]

Taniwha will attempt to bite through the ropes binding the corpse to the wheel.

If nothing tries to kill us, I'll take a shot at separating the wheel from its mount, though I am no carpenter.

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