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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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 guess I owe you one," Thren admits grudgingly, still moving stiffly.

"Way I see it, your deal is fair, but it's not up to me alone." Thren looks meaningfully at Lark, Lee, and Muffin.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Ay, come along with us."/[b] Lark stoops to pick up the glowing coin and the cassock, and says, [b]"This is no place to be wandering alone. Does Varossa really think she can tackle this place with only Vancid for help?"


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee addresses Hinsin:
"I agree with Captain Lark and Threnody. Coming along is best. If you say you'll stay out of fights with your captain, I accept your word. In fact, when and if we find Varossa and Vancid, I'd suggest staying out of sight. That way you won't be ordered to break your promise to 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

"Good. That's settled. Now let me put my insides back inside and we'll be ready to go."

Thren breaks out the sceptre of cure light wounds.

Is it OK if I just use the average of 5 hp per shot, or would we prefer to tempt the Crankipator? If I can use the average, I'll use 9 charges to put myself up to 51 hp. Plus one more to top off Lark, for a total of 10 charges.


Forces of Nature Battlemap

I'd rather not be too open to the temptation to "just take the average" in most cases--as well as to, say, give me the option to "just take the average" on enemy mass damage rolls. That said, I'll roll it, and if the results are significantly lower than average we'll go for the average this time, since we want you to be up and running for this adventure.

9 Charges CLW: 9d8 + 9 ⇒ (4, 5, 7, 3, 6, 5, 1, 4, 6) + 9 = 50

I think that's acceptable, yes? :)

Hinsin looks over at Thren, blue eyes wide in hope (they look bluer against the slashes and bruises decorating his face). "I don't suppose you might be willing to share?"

He really does look to be about in the same shape as Threnody before she healed herself. He's at 5 hp.

He looks at Lark. "To answer your question..." his face grows more sober than is normal for Hinsin, even a nearly-mortally wounded one, "I honestly don't know. Varossa's become obsessed with this. She has always been a good planner, careful. Ever since she had the fight with Warvil though... don't get me wrong, I truly think her killing him was an accident... but ever since, she's been getting increasingly off. And when Lee started asking her questions--so I understand--about seeing the reasons she got even more paranoid. Not that he could have known of course... but it stirred a hornet's nest. I honestly fear for her; she is not thinking straight. But that said, she is a formidable pirate queen, and she knows when to fight and when to flee and does well at both."

Regardless of whether you heal Hinsin or simply move on, you check first the room you found the single-armed gholdako in, but find nothing of interest. Whatever it was protecting appears to be long removed.

The room where Hinsin had been hiding, and lit by his own light-lit pebble, is largely identical to the other room, except that Hinsin has bled in it a good deal, making the floor a little more colorful. Hinsin notes this is where he woke up, so it must be the last place Varossa and Vancid were.

Lark spots slightly blood laden footprints (they stepped in Hinsin's blood as they dragged him into the room) leading toward the east wall in this room. Once everyone's attention is drawn to this spot, the group soon makes out an outline of a door in the wall. There is no discernible handle. There is graven image of a three-eyed cyclops that does not appear anywhere else on the walls; it is similar to a drawing on the map you found in Warvil's stash at the monastery.


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

Works for me! I did say I'd put a charge into Lark:

cure light wounds for Lark: 1d8 + 1 ⇒ (3) + 1 = 4

"If no one objects, sure, I'll heal you up," Thren tells Hinsin as she feels strength return to her body.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Thanks, Thren," says Lark as he feels the positive energy from the scepter. He then nods and gestures a 'go ahead' toward Hinsin.

Lark gazes at carved doorway, then turns thoughtfully to Hinsin. He starts digging through his bag and mutters, "In for penny, in for a pound." He hands Warvil's map to Hinsin and says, "Does Varossa have anything like this?"

While Hinsin examine's the map Lark examines the door, including running his hands over it and putting his ear against it.

Perception, traps: 1d20 + 12 ⇒ (8) + 12 = 20

Perception, open sesame: 1d20 + 10 ⇒ (12) + 10 = 22


Forces of Nature Battlemap

Hinsin takes the map and whistles. "Varossa has a lot of nice maps--which I'll add we could always just go back and give you some and and then go our separate ways--but not this map. I mean, she has maps of the Shackles, yes. But the quality of this particular map of the Shackles, as well as the markings? No. That..." He taps the area where Brightglass Island is marked. "That is definitely Warvil's handwriting. And this is definitely a drawing of that thing on the wall..." He looks at the map, then at the thing on the wall, while Lark is searching.

Lark can, meanwhile, see the door is definitely untrapped, and that it looks like the eyes of the three-eyed creature carved into the door are buttons--they can be pushed. As Lark examines the shape, Hinsin shows him the map again. "See, look. I thought it was part of the artwork, but it's not. The three eyes are circled. Three-in-one together. What do you think?"


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

"Maybe it's like the notes on the wall from before?" Thren suggests.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"The eyes seem to be part of some mechanism." So saying Lark pushes on all three eyes at once.

If their position prevents one person from pressing all three eyes then Lark will ask Hinsin to step up and help. This might test Hinsin's helpfulness and leaves Thren and Lee free to respond if anything happens.


Forces of Nature Battlemap

Lark pushes on all three eyes; since this was designed for giant hands, Hinsin is willing to assist as needed.

With a grinding that is loud--but at least less loud than the front door opening--the wall slides away to reveal a corridor of stairs leading upward. Carefully proceeding, checking for any dangers along the way, you emerge into an immense chamber grand in both scale and design. The room and attached southern antechamber measure over a hundred feet long from north to south. A raised dais sits in the center of the hall, flanked by two thick stone columns inscribed with runes. To get the best vantage point, again being careful to avoid any unexpected surprises, you walk up to this dais to get the best view of the chamber. Two alcoves in the western wall remain dark and empty of anything but debris. The northeastern corner has partly collapsed, scattering large chunks of rubble across the floor; whatever was there is now thoroughly destroyed and once again part of the cave out of which this fortress was carved. In addition to ancient remnants left behind by the original cyclops inhabitants of this dungeon, you occasionally see more "human (or smaller)-sized debris" that suggests someone else moved in here at some point, though still very long ago, perhaps a century too (long enough you don't see anything discernibly useful--at least not in this central hall).

That SAID: some of the collapsed rubble in the northeast includes some very nice, sizable chunks of marble. It would take some work to cart it away, but with time and heavy labor, you'd probably have about 4,000 gp worth of salvageable marble.

To the east, you see another staircase lead high upward. Thren can see some of the staircase just barely flickering with faint, strange reflections. The southeast leads to a dark room.

To the south you see a 20+ foot wide pool; even in the dim light you make out a mosaic in the center of the pool shaped like an eye--strangely the water is clear enough to see through in spite of the rest of the area being spotted with debris, rubble, and, near moisture, mold. Lee recognizes the pool's shape as desirable for use for scrying.

Directly south of the statue stairs lead upward to something flanked by large statues. East of that stairway is a less remarkable passage also leading to darkness, and west of it leads to a passage that heads downward and out of sight.

While the floor is rubble strewn, allowing you to see some signs of Varossa and Vancid's continued passage, they wandered a little bit through the area making it hard to discern where they went next--at least at a glance.

Trying to balance between moving you reasonably forward and giving you a chance to take in your surroundings and determine where/how to proceed next. Let me know if you desire any tweaks.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark gazes around, wide-eyed. "I've never been in a place like this. I kinda wish we could explore it all, but I guess we should stick with Varossa, for now."

Perception, follow tracks: 1d20 + 6 ⇒ (12) + 6 = 18


Forces of Nature Battlemap

Lark looks around, heading back down the steps off the dais, to determine Vancid and Varossa's passing through. He can definitely tell they went south--there are no signs of passage on the east side of the hall--but after looking like they perhaps stopped to examine the pool, they walk back and forth a few times and he loses the trail.

By the way, I forgot to draw the stairs here -- for each southward leading passage, the ones in the middle lead up, and the two on either side lead down.


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, then back at Hinsin. "I don't suppose Varossa told you anything about this place that we might want to know?"

Thought I'd said I'd use the wand of cure light wounds on Hinsin, if not, I'll do it. Just need to know how many charges that's used. If I missed it, feel free to make jokes about my reading skills.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Is there one "part" of the pool that is magic-ier than the rest? Like, the thing that purifies with water and keeps the pool nice? Or is it the whole pool?
Perception with Detect Magic: 1d20 + 8 ⇒ (1) + 8 = 9
Some mysteries were never meant to be solved...


Forces of Nature Battlemap

You did say, Thren, I was waiting for *you* to post how many charges you want to use or otherwise provide guidance for how much you want to heal him. He's down 31 hp.

Lee does not need any special powers of observation to note the aura of magic radiates from the whole pool (the container, not the water itself).

Hinsin shakes his head at Threnody. "She kept things fairly close to the hip even from us. My job was to learn the tune to open the door, but she took the horn from me as soon as we got in. I have a sense she is looking for Redclaw's ship, the Fearsome Tide, so I assume this must lead to a cove ssomewhere. I'd guess this complex must have had sea access at some point, but when we sailed past the whole side of the island was blocked by a huge reef of black coral..."


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

Ah, okay. I'll burn 5 charges to get Hinsin in better condition.

cure light wounds, 5 charges: 5d8 + 5 ⇒ (1, 3, 4, 5, 6) + 5 = 24

Our bard gets out the wand and uses some of its power to heal Hinsin. While he's not fully healed, his health definitely improves.

"Guess we'll find out, won't we?" Thren replies as she puts the wand away.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"If we're looking for a cove maybe that means we head down rather than up. Or do I have that backwards?" Lark gestures the others to stay close and walks to the mouth of the southwest passage. "I'm going to pick one and go unless anyone has a bright idea?"


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

"One's as good as another I guess. Though a cove being down makes sense." Thren puts the wand away and gets her bow out, ready to go on.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

"Water is down. I don't know if Muffin has any input."

Lee address the cat on his shoulder: "Any thoughts about where the 'cove' could be? Or Varossa?"


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin jumps off of Lee's shoulder and sniffs around for Varossa.

Perception - Sniffing About: 1d20 + 8 ⇒ (12) + 8 = 20


Forces of Nature Battlemap

Lark, you posted west but moved your token by the eastern stair (to the right of the fountain) so I am going with that one.

Lark lets the light shine a little further down into the southeastern room. As the dim light goes down the stairs he can see that it goes to a smallish room and probably not at all a cove. Something glints a little in the light. And something seems to be moving in a rippling sort of way. He'd have to move down the stairs and get the light closer to see whatever he is seeing more clearly.

Meanwhile, Muffin sniffs around as he follows the area around which Vancid and Varossa appeared to have wandered.

He pauses at the stairs that lead up to the central chamber, and the fur on his back stands up, and he lets out a low growl.

Lee:

"Something *Not-Good*, something *Not-Good* up there... very *Not-Good*... should make it stop, SHOULD... but... scaaaaary...." You get the sense empathically whatever he's talking about has nothing to do with Varossa. He shares a scent with you, one of death and despair.

He darts back and leans up against Lee's legs, as if to hide. A moment later, he licks a paw and mews, and then moves just a few inches toward the western stair.

Lee:
Only then he remembers looking for the scent of the Pirate Queen.

"She and the one who smells of burnt-herbs... went all over. Stopped there, and there... but the scent only keeps going down there."


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

"Muffin says they walked all around this room, then went down."

Lee indicates the direction the pirates went then pauses.

"Also, there's something to the west here that needs to be dealt with. Evil and frightening but nothing to do with Varossa. Just death and despair. Once we are done with Varossa, we need to put whatever it is down."

Lee picks Muffin back 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

Our bard gives Muffin a friendly skritch. "Guess we follow Muffin's nose then." Thren says. "Whatever there is to the west, with a description like that, is probably some other cyclops mummy undead thing. I don't see a reason to worry about it until we have to. Or if we find some questing paladin to go and smite it into the afterlife. I'll send him down here after it if I see one."


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee gives Thren a "really?" look.

"Honestly? The old "Questing Paladin" story? My preference would be to sort out Varossa then deal with the potential undead thingness. If we catch some winks and do it tomorrow? That would be good. But I definitely want to be resolving it before we sail off. And who knows? We may need an undead-free place to stash some loot as we go along. This place worked well for Redclaw for a long time. Plus, this is something so evil it smells evil we are talking about. We should just take little tasks like this on just to make the world a better place."


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 just say that while we've lived through every fight with the undead so far, it's also gotten us diseased and nearly dead a lot. Not feeling that 'nearly dead' thing. Assuming it's undead over there. If not, hey, I'm game. First things first though: Varossa and treasure. Evil incarnate later."


Forces of Nature Battlemap

I made a mistake -- the room Lark looked into reveals nothing at a glance from standing at the stop of the stairs, but it is a smaller room and clearly does not lead to water. The description I provided would have been one of the rooms to the east. I am assuming you are following Muffin's directions.

Hinsin smiles with gratitude at Threnody when she heals him and he whispers playfully at her, "I knew you were my favorite for a reason."

You slowly and carefully head down the stairs into this octagonal room. Carved out of the wall appears to be something that could have served as a weapon stand--for giants. Broken stone furniture litters the floor.

The southwestern wall is covered in an unusual black substance that looks like coral, and massive formations of the material choke the exit to the southwest. A narrow path, just barely wide enough for a human to fit through, allows passage into the room beyond--myriad cut marks and burn marks from Creed's powder-bombs show that Varossa and Vancid forced their way through. The black mass blocks your view of most of the room beyond.

The jagged edges of the black coral are very sharp. Lee and of course Muffin can slip through without issue, but the three human(ish) folk will have to be careful to pass through. Alternately they could try to make the hole wider, but it looks like it took a lot of work just to make the existing gap.

DC 15 Escape Artist check for Thren and Lark should they try to go through. I'll make Hinsin's now preemptively, though he'll stay to the back; obviously if you try to do something to the gap he will not go through.

Hinsin Escape Artist DC 15: 1d20 + 2 ⇒ (3) + 2 = 5
Hinsin Try Again Escape Artist DC 15: 1d20 + 2 ⇒ (14) + 2 = 16

GM Screen:

Nice Going Hinsin: 1d6 ⇒ 5

Stealth: 1d20 + 4 + 20 ⇒ (15) + 4 + 20 = 39


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 beams a grin at Hinsin. "It's because of my tail and you know it." In response, said appendage twitches back and forth, coils around her leg, uncoiling and then settling down.

Escape Artist, DC 15: 1d20 + 3 ⇒ (11) + 3 = 14

When the gap in the black coral is found, Thren gamely steps forward and tries to get through. She almost makes it-then stops cold. "Ow, damn it! My horn got stuck!" The tiefling woman complains.


Forces of Nature Battlemap

Just keep trying till you make 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

Escape Artist, DC 15: 1d20 + 3 ⇒ (19) + 3 = 22

On the second attempt, our swashbuckling heroine remembers to duck her head a bit further and makes it through the gap just fine.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee makes his way through the tight spot with Muffin, joining Thren on the other side.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Escape Artist, DC 15: 1d20 + 7 ⇒ (15) + 7 = 22

The young rogue strides confidently up to the gap and snakes his way through.


Forces of Nature Battlemap

You all carefully make your way through the narrow coral gap; only Hinsin struggles, scraping himself badly before making it through.

"Of course," Hinsin remarks. "Gods I miss being on a ship."

The chamber beyond is dotted with old broken chairs and tables; stone columns mark the center and have been carved with graffiti in various languages.

As your light spells fill the chamber with dim light, a voice calls out--but you cannot see its source. Simply loud, desperate, fearful as it is furious: "You fools! They'll see you! They're coming! We're dead, we're dead, and it's YOUR FAULT!"

A smoking flask flies toward Lark's face.

Ranged touch attack vs Lark who is denied Dex due to invisible attacker, Point Blank Shot: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Fire Damage: 4d6 + 3 ⇒ (3, 5, 1, 1) + 3 = 13

The flask explodes squarely in Lark's chest, setting him on fire. Lark, 1 full round action and a successful Reflex save DC 16 on your turn to extinguish the flames

The burning alchemical flames blow all around Lark as well, singing everyone else. 7 fire damage to everyone, including Muffin

As the flames and smoke die down, Vancid Creed appears where you saw nothing before, just outside the brightest edge of your light. He is wild-eyed and shaking, and in spite of his attack upon you, he looks with fear toward the corridor to your left (his right). Those of you who spent time with Creed know he was always, if anything, annoyingly level-headed, straightforward, and calm, so he is barely recognizable now.

Surprise Round is done, so Initiative!:

Lark: 1d20 + 7 ⇒ (14) + 7 = 21
Lee: 1d20 + 8 ⇒ (11) + 8 = 19
Threnody: 1d20 + 3 ⇒ (7) + 3 = 10
Hinsin: 1d20 + 6 ⇒ (15) + 6 = 21
Creed: 1d20 + 4 ⇒ (2) + 4 = 6
???: 1d20 + 6 ⇒ (7) + 6 = 13

And the ??? arrive in... Rounds: 1d3 ⇒ 1


Forces of Nature Battlemap

Combat! Round 1
Lark HP 37/52 AC 19 T 14 FF 14 | CMD 19 | Fort+3, Ref+8, Will+5
Hinsin hp 17/36 | AC 17 T 12 FF 15 | CMD 15/17 vs disarm | Fort +3 Ref +7 Will +5
Lee hp 32/39 AC 19 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7
Muffin hp 12/19 AC 18 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7
Threnody hp 47/54 AC 20 T 13 FF 17 | CMD 18 | Fort +5, Ref +9, Will +6
Creed hp 56/72 | AC 21 T 14 FF 17 | Fort +8 Ref +10 Will +2 | In dim light (20% concealment)

Hinsin peers from where he is cowering behind Threnody. "Good god Creed, it's me! Snap out of it! Where's Varossa? What's happened?"

"I could try to enthrall him," he whispers more quietly to the others... "But if I fail he might blow us up..."

Hinsin waits for the others to respond...

Lark is up!


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark round 1, fire fighting

Reflex, DC 16: 1d20 + 8 ⇒ (4) + 8 = 12

Lark scrambles to pat out the fire, but he can't get every spot and flames continue to crawl over him.

Would it help if I stopped, dropped and rolled?


Forces of Nature Battlemap

There are in fact official stop, drop, and roll mechanics and they give you a +4 circumstance bonus. Conveniently that boosts your check to succeeding. Dropping prone is a free action, so you can include this in your turn. Is it okay to presume you are now prone but not on fire?

Hinsin waits on a decision on spellcasting, and in the meantime moves to hide behind a broken table and begins playing his flute. Inspire Courage +2

Lee and Thren are up


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Consider me prone.

From his new position on the ground Lark growls, "Hinsin, just keep playing. Save what you've got for whatever it is Creed's afraid of."


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 each took 7 fire damage from the splash. I applied my fire resistance 5 to that, taking 2 damage, unless his fire bypassed it. My hp total should be 52 unless that's the case.

Thren realizes that if she stays back, Creed could potentially blast them all to bits and their remains to ash. She puts her bow away and then sweeps past the prone Lark and up to Creed, whipping out her sword as she goes. "You singed my tail Creed! Knock it off and tell us what's happened!"


Forces of Nature Battlemap

Oops, you're right Thren, you only took 2 points of damage. Sorry about that.

You wanna add a social skill roll to that? I'm not going to make things worse if it's a low roll


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

Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17

No worries. Maybe I should treat him as an ally and try a rallying cry next round?


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Round 1

Lee walks W then W then SW.

Lee casts Web into the passage leading off to the SE.
The spell should fill the passage, but Lee is going to cast it far enough down range for the closest edge of the web to terminate in the square marked by the blue box on the map.

Lee speaks in calm tones and in an even, measured pace.
"Calm down, Creed. That will slow up nearly anything. What are you concerned about? If you tell us so that we understand you we can probably do something about whatever it is and save us all."
Hopefully seeing Lee's instant barricade go up will give Creed enough emotional breathing space to react positively to Thren's efforts.


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Muffin rides shotgun with Lee.
As an aside, this is the first damage Muffin has taken in the campaign. So far I've been very careful with him.


Forces of Nature Battlemap

"Always trying to show off your spellslinging, you meddlesome slip!" Creed taunts Lee. "You don't understand... none of that matters. It gets in your HEAD. GET OUT OF MY HEAD!!!!" Tears stream down his cheeks.

Whatever has such a usually-methodical and level-headed man as Creed so spooked, neither well-meaning commands to "calm down" nor soothing flute music are adequate to snap him back to himself. Nor does he appear to be under a spell influence--he is simply the victim of some serious mental trauma, and it will obviously take more than reassurances spoken with minimal effort to snap him out of it.

He begins to reach for another bomb assembly, but he does hesitate at Threnody's more carefully chosen words, especially since she approaches but does not attack him. He instead pulls out one of his smaller extract vials, drops a reagent into it, and drinks it--and disappears. "You should have left well enough alone. You should have stayed put... you were safer. We could have been safe... Varossa!" his voice sobs as his footsteps recede.

Thren, his using his extract does provoke if you want to take an AOO. I've moved Creed since you can't see him; he is not where I've dragged his token out of the way.

Meanwhile, a commotion raises up in the hall where Lee cast his web. There do seem to be creatures trying to shove their way through the sticky strands. While I've had a minute to do it, I've added creatures to the board. They are NOT necessarily in the squares where they are located, I'm just adding them there. In other words, pay no attention to the horrible abominations behind the curtain!

GM rolls:

Incutilis 1 Reflex: 1d20 + 3 ⇒ (17) + 3 = 20
Incutilis 2 Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
Incutilis 3 Reflex: 1d20 + 3 ⇒ (11) + 3 = 14


Forces of Nature Battlemap

Combat! Round 2
Lark HP 37/52 AC 19 T 14 FF 14 | CMD 19 | Fort+3, Ref+8, Will+5
Hinsin hp 17/36 | AC 17 T 12 FF 15 | CMD 15/17 vs disarm | Fort +3 Ref +7 Will +5
Lee hp 32/39 AC 19 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7
Muffin hp 12/19 AC 18 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7
????
Threnody hp 52/54 AC 20 T 13 FF 17 | CMD 18 | Fort +5, Ref +9, Will +6
Creed hp 56/72 | AC 21 T 14 FF 17 | Fort +8 Ref +10 Will +2 | invisible


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 Creed slip away, realizing he's truly not himself and taking no action to stop him.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Round 2

Lee listens to whatever it is struggling through his Web.

"Do you want me to go on "full blast" and try to kill whatever is on the other side of the Web before we even see it? I mean Fireballing sight unseen isn't responsible spell casting, but is there any chance at all that whatever's back there will do anything but try to 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

"I doubt anything friendly would be trying to plow through your web, and something around here drove Creed moon-witted, so I'd say it might be a good idea."


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Lee is waiting on Lark to weigh in on this but if Hinsin has any input on this blind Fireballing question I would consider it as part of the decision-making process. Hinsin does have more experience down here, even if it is just by hours (which he spent unconscious).


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Does Muffin get any more of the 'scarily evil' feel/smell/mojo from beyond Lee's Web spell?

Perception - Beyond the Web: 1d20 + 8 ⇒ (3) + 8 = 11
Some mysteries were never meant to be solved...


Forces of Nature Battlemap

Muffin does not smell or detect anything like he did by the staircase. He says his senses are somewhat overwhelmed by a bad rotting smell coming from the south, the scent of dead fish in seawater.

Hinsin says, I am all for blowing up anything that might kill us, but noting that tossing fiery explosions is something Creed is capable of, either whatever is coming isn't what he is afraid of, or you may be wasting your magic. I would hate to die because I was wrong though."

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