GMDQ's Skull and Shackles (Inactive)

Game Master tumbler

Campaign Slides

S&S Ship Battle Map

Loot Sheet

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?


6,401 to 6,450 of 7,919 << first < prev | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | next > last >>

Forces of Nature Battlemap

Lathiira, if you are aware of a rule that has Thren start floating upward, then yes she does. I am too tired to look it up.

GM Screen:

Chakam Will Save DC 20: 1d20 + 9 ⇒ (7) + 9 = 16
Don't worry this is not vs Dominate!

Chakam flails at the creature but misses.

Kahuranga is up


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 know of no such rule. Thought there were rules for floating upward but can't find it just 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

Sorry, I spaced on it being my turn.

Note: Misfortune lasts for two rounds. I don't think I can dismiss it, but I won't cackle to extend it.

Let's say this is the last round of the sharks.

Shark 1 attack: 1d20 + 5 ⇒ (8) + 5 = 13

Shark 2 attack+flank: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Shark 3 attack+flank: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

All misses.

Kahuranga orders his sharks to attack, then attempts to hex this new foe.

Will save vs Misfortune DC 19: 1d20 + 15 ⇒ (15) + 15 = 30 Success


Forces of Nature Battlemap

Threnody slowly floats upward, though at such a slow rate you will not easily lose track of her.

The new foe, despite its massive size, seems much more difficult to get a strike in, as it writes about menacingly, tentacles flailing. It swims backward 5 feet and focuses, wriggling its tentacles toward Kahuranga, though not in the manner of an attack.

GM Screen:

Same song, second verse, a little bit louder and a little bit...

Kahuranga DC 22 Will Save: 1d20 + 7 ⇒ (18) + 7 = 25

Not worse!

Kahuranga:

Kahuranga suddenly feels an alien presence in his head. Serve me, it commands, and for a moment you feel yourself slip... but buoyed by the friendlier presence of Taniwha in your mind and the sight of Threnody floating upward, you shake off the compulsion.


Round 5

Threnody | 42 Nonlethal HP 29/72 | AC 21 T 13 FF 18 | CMD 20| F+5 R+10 +7 | Fire 5 Cold 5 | unconscious
Sandara | HP 39/39 | AC 16 T 11 FF 15 | CMD 16 | F +5 R +3 W +8 |
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 | dominated
Kahuranga |HP 54/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | freedom of movement
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Kahuranga's Sharks [insert stats here]
Uthiggmaru | HP 100/100 | AC 24 T 11 FF 23 | CMD 28 (can't be tripped) | F+10 R+7 W +13 |

The party is up, starting with Sandara


[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, DC 10: 1d20 + 7 ⇒ (12) + 7 = 19

Sandara swims over to where Thren floats and tries to revive her.

cure moderate wounds: 2d8 + 6 ⇒ (3, 8) + 6 = 17


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

Chakam, I think it's you.


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 flurries his Rusalka tresses, still impacted by Kahuranga's hex. He's able to connect one of his attacks!

Attack (Tress 1): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 Lethal, cat's grace
Attack (Tress 1 Misfortune): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 Lethal, cat's grace

Attack (Tress 2): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 Lethal, cat's grace
Attack (Tress 2 Misfortune): 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Lethal, cat's grace
Damage: 2d6 + 6 + 2 ⇒ (5, 4) + 6 + 2 = 17

Attack (Tress 3): 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 Lethal, cat's grace
Attack (Tress 3 Misfortune): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 Lethal, cat's grace

Attack (Tress 4): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Lethal, cat's grace
Attack (Tress 4 Misfortune): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 Lethal, cat's grace

This should be the last round misfortuned!


Forces of Nature Battlemap

GM Screen:

Chakam will Save DC 20: 1d20 + 9 ⇒ (17) + 9 = 26

The aboleth flinches although it seems well fit to continue going.

Chakam:
Alert and angry by the recent invasion of your mind and the many illusory tricks that are surrounding you, you tune in to all your senses as you attack the seemingly evasive ancient sentient squid... and realize you're not actually hitting anything. It has to be somewhere around here to be casting all these spells... but whereever it is, it isn't in front of you.

Chakam may wish to react to the spoiler, and Kahuranga is up


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 one lightning bolt left. I'm going to hope it can soften the aboleth up enough that Chakam can finish him.

Lightning bolt damage: 8d6 ⇒ (3, 6, 5, 6, 4, 5, 2, 2) = 33
Aboleth reflex save DC 18: 1d20 + 7 ⇒ (4) + 7 = 11

Kahuranga slips sideways in the water, gaining an angle on the evil fish monster. He rubs a glass rod and magnifies the charge, infusing it with magic. Lightning leaps out at the creature.


Forces of Nature Battlemap
GMDQ wrote:


Chakam may wish to react to the spoiler, and Kahuranga is up

Psst, Chakam, I need to know if you react to what is in the spoiler or not before I can proceed. Thanks.


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

'Tis not here, mates! Another illusion! - says Chakam, immediately pushing his tresses to help him swim inside the ship, full speed ahead.

He still has a little more movement, but I stopped at the "wall"


Forces of Nature Battlemap

Kahuranga, do you want to change your action; Chakam's announcement would come before your post


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, I will alter my action slightly to move to where I can lightning bolt into the hold past Chakam (marked on map). If the thing is as large as its illusory self, that might hit it.


Forces of Nature Battlemap

The lightning bolt flies right through the solid wooden wall, because as Threnody suggested, it is neither solid nor wooden, nor a wall.

You all hear something alien and nasty scream inside your minds.

As the wall fades from your awareness the true Uthiggmaru (hopefully) emerges from the rear of the hold, lashing out with tentacles at Chakam.

Attack, Tentacle 1: 1d20 + 12 ⇒ (10) + 12 = 22

Attack, Tentacle 2: 1d20 + 12 ⇒ (3) + 12 = 15

Attack, Tentacle 3: 1d20 + 12 ⇒ (11) + 12 = 23

Attack, Tentacle 4: 1d20 + 12 ⇒ (6) + 12 = 18

A cloud of slime also spreads around the immediate area, adding to the odd layer of slime already in the hold. Technically this should have activated sooner just by being near the illusory wall, but I forgot, so it starts now With the aboleth moving about it fills the water around the creature, including around Chakam, causing the water to seem choking.

Chakam Fortitude Save DC 20: 1d20 + 10 ⇒ (17) + 10 = 27

Well, this was going from overly climactic to anticlimactic very quickly. Glad this is turning around for the party, but for once I'd like things to be "a little bit challenging" rather than "not challenging at all" or "TPK"

Round 6

Threnody | 25 Nonlethal HP 46/72 | 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 |
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 | dominated
Kahuranga |HP 54/56| AC 18 T14 FF 16| CMD 17 | F +3 R +5 W +7 | Electricity 5 | freedom of movement
Taniwha | HP 24/24| AC/T/FF 19/13/18| CMD 13| F +5 R +7 W +7 | Immune Paralysis, Sleep
Uthiggmaru | HP 97/100 | AC 24 T 11 FF 23 | CMD 28 (can't be tripped) | F+10 R+7 W +13 |

I believe Threnody should be conscious now


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 is now conscious, yes. I just presumed she spent the round going 'what hit me?'

The bard reorients herself after getting pummelled. She sees the newly-arrived tentacled monstrosity and begins moving towards it, raising up her voice in song, bringing One Reason to Live to play.

Inspire courage now active! +3 competence bonus on attack and weapon damage rolls, +3 morale bonus on saves vs. Charm and fear effects.


[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

Knowing how fighting goes with Thren, Sandara prepares for the worst.

Casts shield of faith on Thren. AC now 26.


Forces of Nature Battlemap

Thren, you need air to play a wind instrument. You are not under the effects of air bubble correct? I'd say it could work then but even if you can magically breathe water, I'm struggling to see how the instrument itself can produce sound underwater, even if a magic item--the item requires IIRC the Play Wind Instrument skill to use its full potential which suggests to me its function requires air to blow across the right holes. I will welcome counterarguments.


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

I guess she could always dance instead of singing or playing an instrument? I'm adding the bonus below, but GM please feel free to suppress it

Chakam keeps flurrying his tresses against the enemy, now that he's free from the misfortune hex.

Attack: 1d20 + 10 + 2 + 3 ⇒ (15) + 10 + 2 + 3 = 30 Cat's grace, Inspire Courage
Damage: 2d6 + 6 + 2 + 3 ⇒ (4, 5) + 6 + 2 + 3 = 20

Attack: 1d20 + 10 + 2 + 3 ⇒ (5) + 10 + 2 + 3 = 20 Cat's grace, Inspire Courage
Damage: 2d6 + 6 + 2 + 3 ⇒ (3, 6) + 6 + 2 + 3 = 20

Attack: 1d20 + 10 + 2 + 3 ⇒ (10) + 10 + 2 + 3 = 25 Cat's grace, Inspire Courage
Damage: 2d6 + 6 + 2 + 3 ⇒ (4, 5) + 6 + 2 + 3 = 20

Attack: 1d20 + 10 + 2 + 3 ⇒ (4) + 10 + 2 + 3 = 19 Cat's grace, Inspire Courage
Damage: 2d6 + 6 + 2 + 3 ⇒ (3, 5) + 6 + 2 + 3 = 19

The enemy is a lot harder to hit than others before, but the druid feels now more confident after being freed from the mind control.


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

Drop Inspire courage to +2.


Forces of Nature Battlemap

Having the performance is no problem, Chakam, it's just her magic item which is a wind instrument that boosts bardic performance's effects.

Chakam feels certain he is actually hitting solid... if disgusting and slimy flesh, and the aboleth is injured.

By the way, just noticed Uthiggmaru's HP were off; I calculated the HP but must have typed them in wrong. He was at 67 HP before and now is at 31, adjusting for the change in Inspire Courage bonus.

Kahuranga is up!


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 thinking since I was targeting the illusion before that I haven't actually targeted the aboleth with any of my hexes. It won't matter anyway because his will save will likely beat my DCs, but I'll give it a try. Let me know if I'm wrong.

Kahuranga squints at the alien fish creature. He presses his will against the will of the creature. He can't overcome it completely, but for a moment he penetrates its defenses.

Evil Eye Hex. With a successful save it lasts for only 1 round. I can extend that with Cackle. I'll try to misfortune it next round.

Uthiggmaru Will save vs Evil Eye: 1d20 + 13 ⇒ (9) + 13 = 22

Evil Eye vs Saves, so it is -4 to saves until my next turn.


Forces of Nature Battlemap

I'm honestly not sure how to adjudicate that. I gave you a Will save for interaction with the illusions which you always failed, so you believed you were using the hex on the real thing. Is that the same as actually using it on the real thing? Or is it based on the creature who has to actually save versus your effect?

While Kahuranga squints at the aboleth squints at Chakam.

GM Screen:

Chakam Will Save DC 22: 1d20 + 9 ⇒ (13) + 9 = 22

Fortitude Save DC 20: 1d20 + 10 ⇒ (18) + 10 = 28

Chakam feels an exertion of will on his mind again, but manages to shake it off at the last moment.

Chakam also, still remaining within the cloud of slime surrounding the aboleth's body, still has to contend with its effects, but he seems to resist the horrific ooze and whatever it does.

Seeing things move south for it, the creature pushes its way through a hole in the wall of the ship beside it, that had been previously hidden by its various illusory augmentations to its lair, attempting to swim 60 feet toward the darkness of the deep seas.

Chakam, you may take an attack of opportunity.


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

In the case of Evil Eye hex, it doesn't matter anyway, because Evil Eye doesn't have the restriction that a creature can't be targeted again. The misfortune hex says "a creature cannot be the target of this hex again for 1 day." I would argue that the creature in question wasn't the target of the hex in the first place. I thought it was, but the rule doesn't make reference to what the witch can do, just how it affects the target creature.


Forces of Nature Battlemap

Bump: Chakam, do you want to take an attack of opportunity?


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 takes the opportunity, but his attack isn't too well succeeded.

Attack: 1d20 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20 Cat's grace, Inspire Courage
Damage: 2d6 + 6 + 2 + 2 ⇒ (2, 2) + 6 + 2 + 2 = 14


Forces of Nature Battlemap

We are at the top of the round; Uthiggmaru is at 31 hp and 60 feet away from the ship, clearly fleeing.


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

I vote that we simply let him flee, focus on collecting our loot and head back to the ship. Unless the others want to do something first.

Chakam holds to see what his companions will do before proceeding.


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

"Let that thing go. I'd say let's finish looting and get out of here. I don't know if it will hold a grudge, and who knows what other magic it can throw at us to play with our minds."


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 us see if there is anything else of value here and return to the surface."

Kahuranga and Taniwha move into the hold recently vacated by the aberration. "Who knows what an evil psychic fish thinks is treasure, but there may be something left from the ship's cargo."

K Perception: 1d20 + 3 ⇒ (18) + 3 = 21
T Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Forces of Nature Battlemap

The slime that the aboleth exudes has aided in the disintegration of much of the ship's supplies, but in the corner of the area where the aboleth was hiding, you can see something smooth and white that has evaded rot. Swimming closer, you see several polished bars of ivory, the sealing lacquer put upon them still keeping them preserved in the deep seas. The quantity here is highly valuable, worth three points of plunder.

The trickier bit is ensuring you avoid touching the aboleth mucus as it is probably not good for one's health. Magic of various kinds may work, or someone with deft fingers may probably extract the ivory safely. Sleight of Hand DC 15 or Reflex Save DC 19

There is also an actual real wall behind where the aboleth waited, marked by a thick wooden door with a metal grille for a window, suggesting it likely leads to the brig. The door is partly ajar, but a chain with a padlock prevents it from fully opening. The padlock looks extremely well made and hard to open--although a key is likely with the remains of the ship's master-at-arms or other officer. You could also try your luck at breaking the rusting chain. Peering through the partly open door you can see iron-bound crates with the mark of some kind of shipping company; obviously they were smuggling something in their jail cell.

You have only explored the topdeck and this cargo hold; there are other levels and rooms to explore. Threnody can feel the tug of her ring still wanting to lead her further into the ship, likely toward the upper mid deck, toward the remains of Dr. Fitch's unfortunate legless patient. However other servants of Uthiggmaru may also lurk here, and who knows how long the aboleth will stay away before it recovers and returns to fight again?


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

Sleight of Hand, DC 15: 1d20 + 8 ⇒ (7) + 8 = 15

Thren just manages to get the ivory free of the fish-monster's slime.

She looks at the locked brig. "I don't know a spell for opening locks. I don't suppose someone brought an adamantine axe to pick the lock?" She suggests brightly.


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 just have no spells that are useful for attacking a lock, nor does Taniwha. The waterlogged door might be weaker, and Taniwha has spark and his breath weapon for 2d6 fire every 1d4 rounds. I imagine that eventually he might be able to burn through the chain or the door around it.


Forces of Nature Battlemap

It's just the two of you, what's next? Look for the key? Use Taniwha to break the chain/door? Explore? Leave with what you have?


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

Let Taniwha try. At most, it's too tough to get through the chain due to hardness. Then try the door.


Forces of Nature Battlemap

It occurs to me some actual mechanics provided would speed things along.

To break the very wet, reinforced wooden door it would would require a Str check DC 24 or you'd need to do 30 hp of damage with a hardness of 6. I would rule the tidepool dragon breath does not ignore hardness because being utterly soaked with water heat is going to take some time to damage it, so if 2d6 averages 7 with every use of breath, then it will take 30 applications of breath every roughly 2 rounds, so that's 60 rounds or six minutes.

To break the rusty chain, where the rust has eaten away much of the toughness (hardness) of the chain, I would say that it has a hardness of 5 (instead of 10) and 5 hitpoints (standard chain hit points). Any person with a decent weapon is likely to do that damage in a few hits. Its break DC is, let's say, 18 for being very rusty.


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

Chakam, in his Rusalka form, tears the chain apart with his tresses.

Tress damage: 2d6 + 6 - 5 ⇒ (1, 4) + 6 - 5 = 6
Tress damage: 2d6 + 6 - 5 ⇒ (5, 5) + 6 - 5 = 11
Tress damage: 2d6 + 6 - 5 ⇒ (1, 6) + 6 - 5 = 8
Tress damage: 2d6 + 6 - 5 ⇒ (3, 6) + 6 - 5 = 10

That is only one round, and more than enough to rip the rusted chain apart.


Forces of Nature Battlemap

Realizing that getting through the door is not anywhere near as difficult as they were expecting, they open the brig to find several wooden crates, reinforced and nailed shut. (hardness 5, hp 15, break 23). If you try to lift the crates they are very heavy.

A seal is stamped on each box, likely indicative of some kind of company seal. It does not match the ensign of the pirate ship you are on.

Knowledge Local DC 15:

This is the seal of the Sargava Deeptreasure Mining Company.


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 looks around to see if there's something convenient nearby to use to open the crates. "Last resort, you can break the top of one Chakam. I'd rather not risk smashing the contents too much. Assuming it isn't waterlogged."

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Edit: insert piratical cursing at crankipated die roller here.


Forces of Nature Battlemap

I think with that roll we can provide something...

Threnody discovers that the seat in the brig has a crowbar hidden beneath it, likely stowed by whoever put the crates here.

With a little elbow grease and Chakam's powerful hair, you pry the top off one of the crates, and discover gleaming out at you pure silver and gold ingots. Presuming all are filled with the same, you likely have 12,000 gp worth of valuable metal (12 points of plunder). The downside is that all told this stuff weighs at least 250 lbs, and you are in the deep sea so it feels even heavier, so transdimensional storage is your friend right now.

Quinn lets out several bubbles as she attempts to whistle underwater. "Sweet Bes... she's definitely had her hand in this. That is a gift and a taunt at the same time. Let's take what we can, but especially as she's been good to us so far, leave her a little of what's hers."


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 takes his pack from his shoulders and reaches inside, tossing out candles, pens, ink, and other assorted bits. He tosses as many ingots into the bag as it will hold."This won't hold much, but it will make it easier to carry."

It's a shame T doesn't know hoard gullet. Not sure if that is even a pathfinder thing, or if it was 3.5. In any case, the Handy Haversack will only hold about 3 of those big bars like you see in movies.


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 have to make several trips, we'll probably be all right. Let's get what we can."


Forces of Nature Battlemap

As I am mathematically challenged, I will trust you, the players, to determine what you can carry. Gold is 50 gp a pound. The AP is not specific about the exact size and weight of the bars, just that it's ingots worth 12 plunder. I might indeed be complicating it by bearing the weight in mind, but it seems to be a factor to consider given it is so much.


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

Good news is that I wasn't reading the Handy Haversack correctly. I forgot it has two small pouches and one large container. Combined, those can hold 120 lbs, and we have 240 lbs of ingots, so we only have to make two trips. Woohoo!

"We should be able to carry all of this up in two loads. I suggest Thren and Sandara take what they can and we all head to the surface, then Chakam, Taniwha, and I will come back for the remainder while you stow everything. The three of us are unaffected by the depths. Then we take what we have found and depart as fast as the winds and Besmara's favor will take us."


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

"Not a bad plan. Do we want to look around any more before we go in case there's anything else valuable?" Thren nods and muses.


Forces of Nature Battlemap

Chakam shrugs. "I'd kinda like ta see the other half of this ship's gun deck... but let's hope that thing doesn't decide ta come back any time soon. I kin handle it in fighting... but what if it gets in our heads again?"


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

"Let's look into that then Chakam. Maybe we'll find something else useful." Thren agrees. Once the party has packed up some of the ingots, she swims off in search of gun rooms and treasure.


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

"Gun deck it is, then..." Kahuranga drops the last ingot he can fit into his haversack and slings it over his shoulder before moving to follow Thren.


Forces of Nature Battlemap

You swim, either through the hatch leading up to the next deck or out and around.

The other half of the gun deck is littered with a mixture of tiny, translucent crustaceans that skitter harmlessly around the ship. Many shells of those creatures are piled high toward one side of the ship toward the center of the deck, not far from where you swim if you came up through the hatch. Kelp and seaweed hang down from the ceiling, a strange underwater jungle.

The remaining ballistae are the same or in even worse rotten condition as on the bow dozens of feet above. The doorways leading aftward seem to be reasonably intact, and probably head to the ship's armory and/or private quarters.

Perception DC 20 or Trained Survival or Knowledge Nature DC 20:

Oh. That's not a giant piece of kelp; it is not really a plant at all. That's a giant sea anemone of the "darkforest" variety. Like most anemones it is poisonous and like most denizens of the deep, it is flesh-eating and nasty, however mindless this plant-like creature may be. It is probably responsible for all the dead shrimp shells all around, but it would be happy to entangle and absorb something larger. Compared to the other more intelligent creatures you have dealt with down here it is much less of a threat, but you will need to either destroy it or find a way to slip past it if you want to explore the deck further.


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 Knowledge Nature: 1d20 + 10 ⇒ (2) + 10 = 12
T Knowledge Nature: 1d20 + 10 ⇒ (20) + 10 = 30

Chakam Knowledge Nature: 1d20 + 11 ⇒ (9) + 11 = 20

As Kahuranga moves toward the kelp, his draconic companion grabs him and pulls him to a stop.

"Careful, that is a patient predator just waiting to grab prey."

Chakam nods in agreement, "Yes, this is a giant anemone. Its sting is dangerous, but it is unintelligent and slow. If we keep our distance we should be fine." I made that up based on real anemones. If any of that is wrong just correct me.

Kahuranga's mouth quirks into a frustrated smile. "Such a creature won't have a strong sense of will to resist my hexes. Give me a moment to see if I can weaken it."

I'll move to 30 feet, and start a series of hex assaults against it. Misfortune DC 19, then Evil Eye -4 to AC, then attacks, then saving throws, cackling all the while to keep those hexes going. All of those DCs are 19. The Evil Eyes work for 1 round even if it makes the save, and cackle extends it each round. Hopefully I can weaken it enough that Thren and Chakam can rip it apart. This would take a few rounds, but if Thren is willing to wait, we can fast forward it some.


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

Perception, DC 20: 1d20 + 11 ⇒ (7) + 11 = 18

"I'd never have seen that." Thren notes. She nods to Kahuranga. "Thanks, and thanks to you too Taniwha. Now, if you're going to try something, go for it."

6,401 to 6,450 of 7,919 << first < prev | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMDQ's Skull and Shackles All Messageboards

Want to post a reply? Sign in.