| EndlessForms |
The magical squid priest says, "Oh! Jenesara? She is a wonderful asset to this island. You will find her in the lagoon if you call, I am sure. Yes, I think she might be able to help you."
You rest in the monastery and set off circling back around the island down to the lagoon the next day. Sure enough, you can easily find Jenesara tending her hippocampus herd. "Marooned? Oh, that's tragic. Yes, I can help you out and my hippocampi can get you to Brightglass in no time but I must ask one more favor before you leave me. Do you recall the capricious water fey I mentioned before? Thalessia is her name. She insists that the herd is hers and if I leave the island to show you the way I am afraid she will claim this place as her own and steal some of my beasts. With your help I might be able to lure Thalessia out of hiding though and then we could take her out once and for all. What do you say?"
| EndlessForms |
Do we have time to rest before taking on Thalessia?
You rest in the monastery and set off circling back around the island down to the lagoon the next day.
"Do you know what sort of fey this Thalessia might be? Neried? Selkie? Rushulka?....." Shoal asks as he draws her blade from its scabbard.
"She is an oceanid. She looks like a beautiful woman with just sea foam and her white hair covering her." Jenesara gives a sideways look to the males in the party. "Just don't get distracted. She's more dangerous than she looks. She is fey so cold iron is needed to harm her effectively and acid will do nothing. Cold also does very little to her but if you have fire magic she will be particularly susceptible to that. Of course, she is very skilled at fighting on the water but we have the hippocampi at least."
| Glub Glub, The Drowned Frog |
Glubby nods as he learns about oceanids. "Let's do this! I need to take back the ship in the name of Besmara!" he exclaims as he rushes to leap onto a hippocampi.
| EndlessForms |
"We can draw her to the surface and I will you give you each a hippocampus to ride. Electricity should hurt her."
Mounted upon the aquatic herd, you take up positions in the lagoon. Jenesara says, "I'll go draw her out. Prepare yourselves." Jenesara dives beneath the water on her hippocampus and disappears for some minutes. She then comes shooting out of the water calling out, "She's right behind me!" Sure enough, the oceanid Thalessia emerges from the water about 30 feet away.
You can control the hippocampi just as you would any other trained mount.
tha: 1d20 + 8 ⇒ (5) + 8 = 13
Harold: 1d20 + 4 ⇒ (14) + 4 = 18
Glub Glub: 1d20 + 4 ⇒ (20) + 4 = 24
Patches: 1d20 + 8 ⇒ (16) + 8 = 24
Shoallana: 1d20 + 3 ⇒ (5) + 3 = 8
Ursion: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative:
1. Patches, Glubby, Harold, and Ursion
2. Thalessia
3. Shoallana
Patches, Glubby, Harold, and Ursion are up!
| Ursion Crispin |
Ursion urges the hippocampus forward, studying the fey as he closes the distance before slashing at her with a cold iron kukri.
Untrained Ride check to fight, DC 10: 1d20 + 3 ⇒ (16) + 3 = 19
Cold iron kukri PS, incl. studied target: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Kukri PS damage, incl. studied target: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
ETA: I forgot that Ursion also gets his sneak attack damage, since she hasn't acted yet. Here it is.
Sneak attack damage: 2d6 ⇒ (2, 2) = 4
| Glub Glub, The Drowned Frog |
Glubby commands the creature forward as he stands on its back, proud and mighty, net and rapier in hand.
@GM: Can't fail the Ride Check for Guide with Knees.
Glubby leads it up to the oceanid and the frogman stabs her with his rapier, right in the throat!
Rapier - SWF: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Sneak Attack: 3d6 ⇒ (5, 2, 1) = 8
Rapier Confirmation - SWF: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
If the hippocampi is combat-trained, then Glubby will direct it to attack as well!
Ride - Fight with a Combat-Trained Mount DC 10: 1d20 + 4 ⇒ (8) + 4 = 12
| Harold Henry Howard Higgins IV |
Not wanting to risk controlling a mount in combat, Harold instead will use Fluid Travel to walk upon the water during the fight. Could this have been done right before the fight started since he was luring the enemy to us? If not, is this a standard action?
If I have my turn, Harold will approach the enemy after he casts Shocking Grasp: 1d20 + 9 ⇒ (8) + 9 = 17 for Shock!: 1d6 ⇒ 1 +3 if there is any metal.
If I can't do this on turn 1, I'll do it on turn 2.
| EndlessForms |
bite: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d4 + 3 ⇒ (4) + 3 = 7
Ursion stabs into the oceanid's side before she can realize that she has been ambushed. Glubby also then rides up on the other side and digs his rapier in deep, although his hippocampus misses. Having prepared himself to walk on water, Harold runs up to the oceanid and shocks her! Meanwhile, Patches struggles to keep the hippocampus' attention.
Thalessia screams in rage and whips her hands about, taking control of her surroundings and throwing a flying spout of water at Glubby!
waterspout touch attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 7d6 ⇒ (3, 1, 1, 2, 4, 2, 1) = 14
Shoallana then calls a bane down upon the water fey.
Initiative:
1. Patches, Glubby, Harold, and Ursion
2. Thalessia (33 dmg)
3. Shoallana
Patches, Glubby, Harold, and Ursion are up!
| Ursion Crispin |
Ride check, control with knees: 1d20 + 3 ⇒ (1) + 3 = 4
In the confusion, Ursion has to keep a hand on the reins of his aquatic mount and can only attack once again, missing unless Glubby or Harold can flank with him.
PS cold iron kukri, incl. studied target and bane: 1d20 + 9 + 2 + 2 ⇒ (6) + 9 + 2 + 2 = 19
Flanking damage including sneak attack, if applicable: 1d4 + 5 + 2 + 2 + 1d6 ⇒ (2) + 5 + 2 + 2 + (3) = 14
| Glub Glub, The Drowned Frog |
Auto-pass Guide with Knees and I don't know if I need to make a check to make it attack again? Would it just keep attacking?
Glubby gets blasted in the face with water, much to his dislike. "You don't know Glubby if you think that will stand! EAT NET LADY!" he bellows as he tosses his net at her after guiding the hippocampi into a flanking position with Ursion.
Net - TWF/Flank/Inspire/Bane: 1d20 + 9 - 2 + 2 + 1 + 1 ⇒ (10) + 9 - 2 + 2 + 1 + 1 = 21 Entangled on hit; -2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
Rapier - TWF/Flank/Inspire/Bane: 1d20 + 9 - 2 + 2 + 1 + 1 ⇒ (11) + 9 - 2 + 2 + 1 + 1 = 22
Damage: 1d4 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10 +2 if entangled.
Sneak Attack: 3d6 ⇒ (4, 4, 3) = 11
| Harold Henry Howard Higgins IV |
Harold moves to flank and tries to stab the enemy a couple of times!
+1 Gladius: 1d20 + 9 ⇒ (12) + 9 = 21 for Damage: 1d6 + 5 + 1d6 ⇒ (6) + 5 + (4) = 15
MW Cold Iron Gladius: 1d20 + 9 ⇒ (20) + 9 = 29 for Damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8
Confirm?: 1d20 + 9 ⇒ (5) + 9 = 14 for Damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14
| Glub Glub, The Drowned Frog |
Don't forget Shoallana's Bane and Inspire Courage!
| Patches Sarsaparilla Whitepaw |
Ride: 1d20 + 6 ⇒ (2) + 6 = 8
Patches kicks at his mount, but the damned thing doesn't budge!
Seeing his companions beating the cr@p out of the Thalessia, he decides not to waste more magic yet and keeps kicking at the flanks of his hippocampi.
Looks like ride is a move action, so I'll try again this round.
Ride: 1d20 + 6 ⇒ (5) + 6 = 11
This time, it swims forward.
| EndlessForms |
Once it starts attacking I would guess it would keep the attack going.
bite: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d4 + 3 ⇒ (4) + 3 = 7
Thalessia dodges away from Ursion only to be caught up in Glubby's web and then stabbed by the grippli and pummeled by his sidekick Harold. Thalessia starts to fall unconscious and Jenesara quickly darts forward to tie the fey up. "I do not think we need to kill her but I will take her far away from here where she can not bother my herd any longer."
Jenesara then dives into the water and swiftly returns carrying a pale pink conch shell. She hands the magical conch to you and tells you that these mounts will carry you for one journey, but if you end up stranded again, the horn can summon a school of hippocampi for you to ride. Jenesara then prepares to help you race across the ocean in pursuit of the Magpie Princess.
And that's the end of Part II! Before we leap into Part III, level up to 6th!
| EndlessForms |
With the trust of your treasure-obsessed captain broken, you mount on your hippocampus herd and make your way off of the island you were marooned on. You can see the Magpie Princess ahead, although the island before you shows no sign of recent civilization. A thin beach of yellow sand circles most of the island, except where steep gray crags jut from the sea. Bird songs echo constantly from the thick canopy that covers much of the island. The strangest feature is the black stone structure that rises from the water on the northeastern side, forming a jagged cliff whose surface and edges resemble a giant black coral reef.
The Magpie Princess is anchored near the largest beach on the island. A small rowboat is visible on the beach, dragged up to the edge of the jungle where a small trail leads into the vegetation.
The crew still on board don't seem to be hostile to you, despite the captain's demand to maroon you, and they wave you closer to board the ship without fight.
| Shoallana |
Shollana points to the crew of the Magpie. "Looks like they want to talk. Maybe there thinkin' of mutiny after what that b%#$% did to us. We could take the ship....."
| Harold Henry Howard Higgins IV |
So where is she now? Maybe we should go have a chat with her, eh?
| Glub Glub, The Drowned Frog |
"Glubby's gonna stab the lot of em. Drop em in the sea and take the Magpie!" fumes the frogman as he looks closely at the crew waving at them, trying to see if it is a trick.
Sense Motive: 1d20 + 4 ⇒ (10) + 4 = 14
| EndlessForms |
Despite the Captain's orders to leave you behind, it seems the rest of the crew still has fond memories of how you helped them on several occasions and they help you board the Magpie Princess. Clearly none of them has mutiny in mind but they are glad to see you nonetheless.
Horemheb admits to you, "It's wasn't the most popular decision but Lanteri was convinced that you might betray her when she found the treasure. We were coming back for you to give you your share, just after we'd already found it is all. Lanteri has taken Vancid Creed and her steward Hinsin ashore on one of the ship’s launches. Lanteri made Hinsin play three musical notes repeatedly on a strange horn made of of three segments he carried before they left for the beach." As if on cue, Lanteri's bird Loudwing mimics the three notes.
| Shoallana |
Shoallana listens to the crew's story, smiling and patting backs. When the bird mimics the notes, she laughs out loud and strokes the bird's head. "Ain't you the smartest bird ever, ain't ya?" Putting out her hand, she says. "Wanna go for a little excursion, birdy?"
Do you need some sort of check?
Wild Empathy: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
| EndlessForms |
Horemheb shrugs. "You're pirates, ain't you? We all are, except us here have been with her longer."
The bird is trained and hops onto Shoallana's arm without much coaxing. It is quite vocal though and immediately shouts back, "Birdy! Birdy!"
| Glub Glub, The Drowned Frog |
"I'm gonna stab her eyes out! Stranding me! Not today! Not today!" fumes the frog as he leaps for the nearest rowboat and tries to make for shore.
| EndlessForms |
"Understood. You better catch up with your friend then." Horemheb says, nodding at Glubby making for shore.
Ahead from the small sandy shore a twenty-foot tall stone monument rises above the brush in a small clearing. THe monolith bears rows of weathered inscriptions. About thirty feet to the southeast, at the far end of the clearing, a large waterfall pours down from the cliffs above into a clear pool of water.
Ahead a cracked landing of laid stone spreads before a pair of great stone doors. Vines and other plants grow over much of the waterfall-soaked granite that forms the walls and ceiling of this hidden entrance.
The doors, set about ten feet into the cliff face, are covered with runes and depictions of powerful one-eyed warriors and robed spellcasters fighting serpentfolk. Each side of the landing bears an alcove with a ten-foot-tall chiseled humanoid statue with a single great eye, standing vigil. Piles of weeds and vines lie at the base of the doors and both statues, apparently recently cut or pulled from the rock. The floor of the stone landing is covered in mud and rocks. There are no visible windows or other entrances other than the main doors.
| Ursion Crispin |
Survival check, incl. tracking bonus : 1d20 + 13 ⇒ (16) + 13 = 29
Ursion examines the ground. "Three people came this way, and not very long ago. "
-Posted with Wayfinder
| Shoallana |
Shoallan smies as the bird hops onto her hand. "That's right, aren't you a pretty birdy!"
Climbing down the side of the ship, Shoal hops back onto the hippocampus and makes for shore. Once there, she begins looking around. "Anyone able to read big stone there?" She asks.
Survival T10: 10 + 5 = 15
Looking down, she nods in agreement with Ursion. "Right you are, matey."
Once everyone is ready, Shoal moves up to the doors, and begins whistling a close approximation of the notes, trying to get the bird to do the same.
| Glub Glub, The Drowned Frog |
Stealth: 1d20 + 18 ⇒ (3) + 18 = 21
Glubby leaps after his mates as they stride forward past him and his murder vendetta.
The frog tries to hide in the shadows as the group locates the enclosure that contains his prey.
| EndlessForms |
Patches can detect a magical trap on the statues but luckily the magic fades as Shoallana and the bird sing the appropriate notes.
The doors slowly grate open and the entry hall now stands open. Its carved stone ceiling is twenty feet high. A cyclopean marble statue stands on the left side of the hall, and a pile of rubble lies opposite it. Just past the statue, shadows envelop the hallway in absolute darkness. The walls depict religious ritual performed by giants with a single eye in the center of their foreheads and battles between the giantfolk and serpentlike humanoids.
At the end of the hall, a stone monolith lies shattered in a diamond-shaped alcove, reduced to large chunks of rubble. The larger fragments resemble the pylon standing outside the waterfall, though they bear different inscriptions. The withered body of a giant lies face down amid the wreckage.
| Patches Sarsaparilla Whitepaw |
Looks like they are clearing a path for us. Perhaps we should take our time. Let them wear themselves out against the defenses of this place before we confront them.
"Let's move slowly, with caution." He whispers to his companions.
Maintaining his spell to detect for magic, Patches moves slowly ahead, sniffing at the air.
Patches has the scent catfolk trait. I'd like to try tracking with it.
Survival to track by scent: 1d20 + 6 ⇒ (18) + 6 = 24
| EndlessForms |
Patches leads the way around the corner past the defeated undead. Within the expansive room beyond, cyclopean statues stand at attention, pointed toward the center of the room from alcoves set in the facing walls. At the northeastern end of the room, stairs lead ten feet up to a stone table.
Slumped beside the stone table sits Hinsin, barely conscious and supposedly abandoned by Creed and Lanteri. He sighs in relief when you walk around the corner. "Yield! Please. . . just help me back to the Princess. If it's treasure you want, I've just remembered an old treasure map in Lanteri's quarters. And might be we'd live to find it. We'd best go back and investigate; leave this to them! I always liked you chaps. Thought we had a connection right off. Shame you're trying to get us all killed with this mess. Just leave the Captain, eh?"
| Glub Glub, The Drowned Frog |
Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16
"Not today, pal! I'm here for Lanteri's eyes!" the frogman yells as he brandishes his rapier with anger.
He keeps his distance from the man, not trusting these pirates farther than he can throw them. He also keeps an eye out for any people laying in wait.
Perception-Surprise Attack/Traps: 1d20 + 12 + 3 ⇒ (11) + 12 + 3 = 26
| Harold Henry Howard Higgins IV |
Harold tries to determine the seriousness of the man's condition.
Heal: 1d20 - 2 ⇒ (16) - 2 = 14
He then tries to judge the truthfulness of his words.
Sense Motive: 1d20 - 2 ⇒ (15) - 2 = 13