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?


6,901 to 6,950 of 7,919 << first < prev | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | next > last >>

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

Taniwha attempts to make heads or tails of this wayward piece of paper.


Forces of Nature Battlemap

The paper is dated 3 weeks ago and is written in the sharp, curling runes of Infernal.

The pirate guard finds himself unable to move, and he thinks to himself mournfully...

Now I know I ain't thought through this fight
Trapped and frozen, looking left looking right.
There's the blood-covered duelist back there
And ahead, the witch with the wind-blown hair
Sylph to the left to me, tiefling to the right
Here I am, stuck in the middle with you...

He struggles fruitlessly against the spell. "Prrrl. Prrly! Srnd! Srdnr!" He tries to say.

I'm going to move us out of combat--the only piece still on the board is the guard and he's immobile, so folks can act freely from here.


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

Floating down the hallway is a silent figure. Her song has ended. The tiefling is covered in blood, some of it not her own. Her shirt and pants are slashed with more cuts than she should rightfully have survived. There's a stripe of blood going down her tail. There, in the dim places of the world...Thren looks really, really pissed.

Inspire courage ending now.

The tiefling woman approaches the pirate who stands immobile. "I've no time for you. I killed five of your friends. Don't make me go for a sixth." Slipping past the pirate, she gets to the edge of the fog. "Kahuranga? Taniwha?"


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

is there more poison damage for K, because I’d love to end the fight paralyzed and floating like a balloon.


Forces of Nature Battlemap

The poison acts once every round for six rounds. I believe at the time of ending combat you are at three rounds. Threnody would get to you and could just manage to see you at the edge of the fog, just before you would be attempting your next saving throw. We are out of combat and don't need to keep things being timely, so you can feel free to attempt the DC 24 Fortitude save yourself. You will need two saves to be cured, so likely, yes, Threnody will see you float upwards like a ballon in a few seconds as even if you succeed on the next save, you still need one more. But you can speak as a free action before you become a small parade float.

Taniwha's poison goes off once per minute and requires one Fort DC 16 save to cure. It lasts for six minutes.


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

May I suggest some antitoxin? You should have some from a previous fight. I know I'm carrying one.


Forces of Nature Battlemap

Thren, you can see Kahuranga right in front of you. Misty, but you are adjacent to him, so you can see him. And you can see that he is in the process of collapsing. So I suggest some IC interactions at this point.


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

"Kahurnaga, you don't look so good. What hit you? Sandara, I found Kahuranga!"


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

"Some...sort of poison. Taniwha, too, but something different, I think. She almost burned him to death."

Fort save: 1d20 + 5 ⇒ (10) + 5 = 15

Strength damage: 1d3 ⇒ 1 Leaving me at 2 Strength.

I do have one antitoxin.

He fumbles at the straps of his bag, pulling forth a vial from the top and tossing it to Taniwha.


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

Taniwha takes the vial and downs its contents, his draconic face twisting at the bitter taste.

"Ahhh, just like mamma used to make. Hey Thren, can you read this paper?"


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 me see it, Taniwha."

Thren takes out the antitoxin she's carrying and hands it off to Kahuranga. "Hope this helps. You look rather wobbly on your feet yourself. That bomber b@@%~ did plenty of harm upstairs too before coming down here."


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

Fort save: 1d20 + 5 ⇒ (9) + 5 = 14

Str damage: 1d3 ⇒ 2

Kahuranga reaches to take the vial of antitoxin, but convulses as the poison takes the last of his strength. The magic that keeps him afloat continues for a short while longer before he floats to the ground.

Unless this poison is especially deadly, usually when all of your strength is gone you are paralyzed. The flight works in increments of 10 rounds. When it wears off he feather falls to the ground for one round, enough to bring him safely to the floor.


[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

Heal, treat poison: 1d20 + 8 ⇒ (3) + 8 = 11

Sandara tries to work the poison out of Kahuranga, but her efforts get her nowhere.


Forces of Nature Battlemap

Kahuranga, the antitoxin gives you a +5 to your saving throw. So your roll should be +3+2+5. While you still fail, it may make a difference on your next roll. And yes, you are immobile, not dead. You can still take mental actions, including empathically communicate with Taniwha.

"You know," Sandara says, "Given we all knew we were going to an apothecary shop, it should have occurred to me poison was a likely hazard we'd hit. I'm sorry I didn't prepare anything more helpful." As she goes through her healing kit to find more she says, "Before you get into any good reading, maybe we should do something with the guard before he unfreezes."

The guard will only be paralyzed for 48 seconds total and some of that time has already passed.


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 I understood that garble, he surrendered. Much as I want to stab him and add his body to the pile, if he comes out of that spell and climbs back up out of here, he's free to leave. We've other things to do besides butcher another guard." She eyes the guard meaningfully as she speaks, making eye contact to make sure he understands his position in this conversation.

Thren turns to the Besmaran. "Maybe. Maybe not. Should have. Could have. Fact is, that spy could've killed us all, poison or not. You went down in a fiery barrage, Taniwha's been blasted and stabbed, Kahuranga's hurt bad...we bit off more than we really could chew. If she's not there listening and waiting, she's fled and we won't catch her. I hate to say it, but we're not in her league. So don't kick yourself for not having magics for poisons. It would've made sense, but we can only do so much. I just hope whatever Taniwha found is worth it. I don't want to tell Fairwind we completely and miserably failed after sailing around the Shackles for weeks."


Forces of Nature Battlemap

When the guard unfreezes, with no one making effort to stop him, he runs back down the tunnel. He shouts behind him, perhaps hoping a little information will keep you from changing your mind, "Z put traps everywhere but if you decide to look around, 'ware the cat!" He enters the tunnel and begins climbing.

Sandara shakes her head. "We didn't completely and miserably fail; the stuff we have on Farhaven, Kellet, and the assassin all were clearly in league with her, and we can report that back. And no one in the Shackles uses imps to attack people except for Chells. I doubt many write in Infernal either. And we know locations where they were operating. But let's see what that says, maybe it will help too."

Threnody looks at the now crumpled and muddy paper. It reads in Infernal,

"Silence is now key. Our plans will go into full force once our agent finishes his preparations. Destroy any remaining evidence and discreetly sell your business. Report to Nisroch for your next assignment."


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 see if we can fix Kahuranga up and get out of here. Grab whatever the guards had of value and leave. I don't need to know what 'the cat' is."

Thren breaks out a potion before looking around to where she thinks Sandara is. "If you have any other useful restoratives, maybe those will let us get our windy friend here moving again."

Thren has a potion of lesser restoration handy.


Forces of Nature Battlemap

"Do we want to see where this tunnel leads? I don't want to risk being ambushed by the bomber, but it might be useful info to Fairwind to see where it leads. Or it might not." Sandara shrugs.

I'd say with the use of the Antitoxin she can try one more heal check. If you want to take time she could take 20. Though I think what the heal check does is give him another saving throw, with a +4 bonus, and he still needs two saves to cure. Alternately you can wait till the poison runs its course (which I think is two saves from now) (Sandara need only do a basic diagnostic check to confirm) and then lesser restore him back to moveability.


[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

Will take 20. That gives me a 28 total, which beats the poison DC. +4 on the next save.


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 get Kahuranga on his feet and able to participate in this conversation first."


Forces of Nature Battlemap

"Oh, really? I just thought we'd leave him and the half-charred dragon here, helpless," she replies drily, already rechecking the wound and trying to get a better grasp on the poison. "Wait... this isn't... oh, it's purple worm, geez, what does this woman do in her spare time, milk monsters?"

Please do not mistake Sandara's snark for my own. As Lathiira knows well I can certainly supply my own if I want to. ;) I'm just having fun with a bit of banter.


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

"Here I thought you'd like to have someone else around to share the sarcasm with besides me," Thren says with sickening sweetness as she puts the note away. She looks at the witch. "Now come on Kahuranga, you can beat this."

To help, Thren breaks out her wand and uses it to begin healing Taniwha.

cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6


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 was thinking I had to make the save and take the damage at the beginning of my turn, which would keep me from drinking it since the damage took me to 0.

As long as they wait until the poison runs its course and then do the lesser restoration that should give me enough strength to move.


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

Taniwha looks appraisingly at his partner, poking him with his tail. "You know, Captain, I don't think he can. But let's give him the best shot we can."

The dragon takes the vial from the floor, leaps onto the floating witch, and gently pours the concoction into his mouth.

Kahuranga poison save: 1d20 + 5 + 5 ⇒ (8) + 5 + 5 = 18
Kahuranga poison save: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29
Kahuranga poison save: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22
Kahuranga poison save: 1d20 + 5 + 5 ⇒ (10) + 5 + 5 = 20
Kahuranga poison save: 1d20 + 5 + 5 ⇒ (2) + 5 + 5 = 12

Not sure how many rounds he had left, but indeed he cannot overcome 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

Once Kahuranga is restored to enough strength to no longer be paralyzed:

"I think we have enough to give Fairwind what she needs. Let's get out of here before 'the cat' gets curious."


Forces of Nature Battlemap

It wears off after six rounds. Yes, once it runs its course the lesser restore should bring him back to mobility.

Just a reminder, Taniwha is also poisoned, and he is aware of this. He will take 1d2 Dexterity damage once a minute every five minutes.


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 hoping between the antitoxin and Sandara's help Taniwha can shake his off with the lower DC.

T fort save: 1d20 + 10 ⇒ (10) + 10 = 20
T fort save: 1d20 + 10 ⇒ (10) + 10 = 20
T fort save: 1d20 + 10 ⇒ (9) + 10 = 19
T fort save: 1d20 + 10 ⇒ (4) + 10 = 14
T fort save: 1d20 + 10 ⇒ (6) + 10 = 16


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

Once everyone can at least move again, Thren considers their exit strategy. "Let's go back up to the third floor. I can probably pry open the shutters and we can all fly down and get out of here. I saw acid burns on a couple of those guards. I don't see a reason to fight a cat that can do that, do you?"


Forces of Nature Battlemap

You take some time to attend to Kahuranga's and Taniwha's wounds. Taniwha's scratched wing stops feeling so numb. Without the panic and pain from the chaos of the fight, you can just make out the sound of the ocean coming from toward the end of the tunnel.

"If she put something on the chimney that hurt Taniwha like that," Sandara says, "She might have done something to the shutters too. But let's see what we've got to deal with. Given she ran in a hurry, I wouldn't mind seeing if she left any jewelry in her armoire." Sandara's eyes flash at the thought of jewels.


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

”Agreed. Loot the bedroom where we know there is no cat and then out through the windows if the windows don’t kill 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

"Everyone back up to the bedroom and let's see what we can find. She did blow the place up a bit, but there's a chance something survived."

Thren leads the way up the chimney again, keeping her blade handy in case of trouble from cats, pirates, or bombers.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13


[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

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Forces of Nature Battlemap

Before you head upstairs, you note there are a couple ink vials on the table where Taniwha found the letters, satchel, and bandolier. While the alchemist made off with the goods and nothing useful in terms of evidence remains, the ink vials have an odd look and scent to them and Sandara surmises they might be the invisible ink similar to what was used to write the message found in Farhaven's boat. There's about 4 long letters worth of invisible ink. While not as helpful as wealth, there are also materials here useful for anyone wanting to do a lot of writing, including a nice mahogany case to hold the quills, blotters, etc. in (a masterwork scrivener's kit).

There is also the body of the guard that Threnody killed. He possesses the following that is of note:

+1 cutlass
Mwk composite longbow (+3 str)
Mwk chain shirt (broken)
Mwk buckler
20 arrows
A set of keys

Flying back up to the bedroom, you see the guard who went ahead of you pulled out one of the guards who was not yet completely dead. You hear the occasional thump, which is probably him dragging him down to the first floor. The other two guards dead bodies have similar possessions to their ally, plus each have a potion of cure moderate wounds.

Sandara, already thinking about jewels, spots the jewelry box on the vanity easily enough, which contains some very nice looking jewelry that would look appropriate on a member of the nobility. "Pretty, but it's garnets and citrine cast to look like rubies and topaz," she observes. "Still it's probably worth a couple hundred gold or so." (taking liberties with taking 10 to Appraise; the jewelry is worth 215 gp, though to an untrained eye looks far more valuable) Under the dresser is a collection of wigs, makeup, and putties for altering one's appearance (A disguise kit).

Threnody follows her interests in couture to the wardrobe, which contains a number of suits and dresses in various styles--an explorer's outfit, a few outfits for a wealthy merchant, and a few outfits suitable for the nobility. (Clothing is worth 360 gp) A purse hangs off a hook on the wardrobe door which contains 10 pp, 47 gp, and 29 sp.

Nothing else seems to be found in the room. The bedclothes and furnishings are all very nice, but not terribly easy to take with you unless you happen to have a portable hole.


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

Perception the basement: 1d20 + 5 ⇒ (16) + 5 = 21

Kahuranga focuses, fortunate that his will is stronger than his arms. "I don't think I could even climb the ladder at this point, but magic will carry me."

He takes a moment to check the table in the basement and then rises up the chimney shaft to search the bedroom.

Perception the bedroom: 1d20 + 5 ⇒ (12) + 5 = 17


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

Perception the basement: 1d20 + 9 ⇒ (7) + 9 = 16

Taniwha sticks close to Kahuranga. Once bitten, twice shy, they say.

Perception the bedroom: 1d20 + 9 ⇒ (16) + 9 = 25


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 helps gather up the various items from the guards, but leaves the clothing alone. Then she casts detect magic and begins sweeping the room for anything hidden and finally the windows for magical auras too.


Forces of Nature Battlemap

There is nothing else in the basement apart from the ink and the scrivener's kit.

Upstairs, Taniwha sniffs out a potion of bear's endurance tucked into Zarskia's bedframe. He can also smell the same acrid substance by the windows that got into the scratch on his wing. It would take some deeper analysis of the windows (another Perception check) to figure out how it is applied.

The only magical auras Threnody notes, apart from the potion Taniwha finds, are the continual flame spells that keep the sconces in her room lit. They come with hoods although the hinges are sticky, suggesting she generally tends to sleep with the lights on. You could take some time to unscrew the sconces from the wall if you're in need of some fancy everburning torches.


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: 1d20 + 11 ⇒ (16) + 11 = 27

Thren looks carefully at one of the windows to try to see if there's any alchemical or toxic dangers, though she's no trapspringer.

"Let's get the torches too. We can use them as lights belowdecks if nothing else." Thren suggests.


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 suppose that is a fine trophy. Let's be careful, though. We don't know what this cat is or if it might be watching us, or if it might show up...Taniwha, throw that in the bag, it won't change the weight. Otherwise I don't think I could carry it.

"Captain, let's not spend too much time here. We have what we need to take to our friend."

He looks around warily, leaning on the bed.


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

"Given our state, I want to break out a window and leave. I don't want another fight if we can help it. And that one pirate mentioned traps. Worst case we can let you blast it out if need be?" Thren suggests.


Forces of Nature Battlemap

The glass appears to be smeared with a sticky, slightly green substance. If it breaks and you cut yourself on it, it will likely enter your system. If it shatters it will fly everywhere and be even more likely to hit someone and cut them. It is nailed securely shut, and unless you have a hammer or crowbar, there is no way to open it without breaking the glass (and getting too rough with the hammer or crowbar and not taking time could still cause the glass to accidentally break). You can of course take precautions against not being cut or be hit by flying glass, and hope those precautions work.

Presuming Threnody shares this, Sandara says, "Captain, consider a couple other things, before you break that window. I'm not saying don't, but speaking as your ship's only priest, I am not keen on risking anyone else getting poisoned--especially myself--given I will already need time as it is to prepare spells just to help these two. I've been thinking about how other people are going in and out here. The guard left this way, so there must be a way down the steps that avoids this 'cat' and the traps he mentioned--I think the danger likely only spikes if we decide to explore and loot the place. Alternately, we can go back and see where that tunnel leads. Zarskia obviously hasn't come back yet, given we've dismantled the scenery and gone through all her underwear without interference. It looks to me like the thing was an old smuggler's tunnel. Probably why she bought the place. She bricked off all access to it except from her room, and it's a lot easier to go down the chimney than up, so her only use for it could have been for escape. So she's probably taken her safe escape route, and the route might take us to safety at this point as well. That said, if you want to daredevil your way out of here, I am right behind you; I just want to find the fastest way, personally."


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

"Who poisons a window of all things?" The bard mutters. Seeing no tool handy and no way to otherwise open the door, she sighs.

"Let's try the tunnel in the basement. I don't trust us to avoid traps in this place. Which might also include poison. But we need to be alert in case she decides to double back."


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

"If I was 20 feet from a watery escape, I'm going to feel foolish."

Taniwha hangs his head and then moves toward the chimney.


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

"We've all made some bad decisions today, friend, but we just might make it out of here and have earned a Pirate Lord's esteem, if we don't trip over a poisoned floorboard."

Back down the hole it is!


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

The bard heads down the chimney again and leads the way down the tunnel, still wary of trouble, blade drawn.


Forces of Nature Battlemap

Thren leads the party through the narrow tunnel. After about going 200 feet past the basement--no doubt under numerous other buildings in Port Peril--they see the old smuggler's passage ends at an open, rusty iron gate that likely has not been shut for many years. The open gateway leads into a larger drainage tunnel. To your right is darkness and the stench of the combined effluvia of Port Peril washed down stormwater drains. To your left is the deep blow glow of twilight and a sight of the waters filling the Port Peril bay.

Anticipating ambush, you very slowly emerge, being sure not to draw attention, so it is not till you are fully out and are sure you are save that you fully notice and take in the pre-Dawn view of Port Peril from where you sit at the edge of the mainland side of the city. Across the bay, you see the many night lights aglow on the island section of the city, the Hurricane King's tower rising above all.

No hurling bombs, no explosions, no retribution rises to meet you. Just the sound of ocean waves and snatches of sea chanties sung by seamen who decided to drink into the dawn. Zarskia, despite her formidable skills, has appeared to have chosen the surety of escape with her precious letters over risking trial by combat.

You stand on a very small beach, near a crumbling, half-rotted dock. You can easily fly across the bay or up toward any section of the city you wish to go to from here, or can walk a ways up the beach to a stone staircase used by maintenance workers to periodically clear the drainage tunnels of blockages and the occasional gelatinous cube.


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 get cleaned up, and then see if we can find Captain Freewind. I didn't think to see if the Luck of the Draw was in port. Otherwise, off to Quent I suppose. Unless we have other business I'm forgetting?" Thren says tiredly.


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 going to hope for 'off to Quent,' and I'm spending the trip in my hammock..."


Forces of Nature Battlemap

"As your well being is my key responsibility, I suggest heading to the sickbay on the Tide to take care of Kahuranga and Taniwha, and later this morning we can check to see if the lady is in town. You visited her Port Peril townhouse awhile ago? If she's not there the retainers at the house can probably tell you where she is," Sandara says.


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

"Oh, aye. I don't want to show up a blood-covered wreck, let alone with two of us on their last legs. Or wings. I can send one of the crew to look for her ship while we recover." Thren agrees.

Headed to the ship to recover first.

6,901 to 6,950 of 7,919 << first < prev | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMDQ's Skull and Shackles All Messageboards

Want to post a reply? Sign in.