GM Fanguar's Savage Tide (Inactive)

Game Master Fanguar

High adventure on the high seas.
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Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila follows along, and raises a hand, her eyes hard. "You've seen what we can do to a Hydra and a Pirate ship, if you draw that sword, things will turn ugly very fast. I suggest you return to the ship and forget the girl, unless you think you can take on a group that can take on a hydra..." Her voice is extremely hard, and the usually affable healer looks entirely ready to end the life of Avner.

Diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28

This would be more along the lines of gunboat diplomacy, but she's trying to get across to him that backing down is the way everyone lives. Then again, she's not all that concerned about him dying either. Anyone who would enslave another life is not someone who's worthy of the life they have.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Justified looks horrified at the man's actions and is not shy about saying so. Moving quickly to stand beside Avner he hisses into his ear You have two choices. You can get back on the ship now on your own two feet, or I shall carry you on like cargo. Now move!

Intimidate: 1d20 + 3 ⇒ (20) + 3 = 23 Nice time for a nat 20 :)

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)
GM Fanguar wrote:
Diving below the water, you find a grim scene spread out along the harbour bed, dozens of sunken ships of all sizes rot in the mud and seaweed. It seems that previous visitors to the waterfall were less equipped to deal with the hydra. Though the wrecks are quite decayed, some dedicated searching turns up two items of note that have survived the elements. These prove to a suit of mithral chainmail +1 and a bright green Cloak of the Manta Ray.

Earlier

This armor would restrict my movements even though it is light for its kind. Who might best benefit from wearing it? I would gladly wear this cloak if no one else needs it, but it might suit better someone who cannot swim without it.

Lore Warden archetype is not proficient with medium armor.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila could wear it, although she'd prefer her Mithral Kikko to be enchanted instead. :) But until that can be done it would be worth switching out for (despite the -2 dex). However, if someone else can do better with it, great. Krila would only get +2 AC for -2 DEX Skills.

With regards to the manta ray, yeah, Krila no swim. :P


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Moira goes 5 feet behind Avner and let's the others deal with him. She slowly removes her dagger and hides it in the sleeve.
Sleight of hand: 1d20 + 9 ⇒ (17) + 9 = 26
She looks at Justified then to Krila, making eye contact, awaiting for any sign to make her spring into action.

Moira getting ready to back stab the guy.


Sorry for the delay

You successfully defuse the situation, banishing Avner back to the ship and placating the incensed locals. The resupplying of the ships proceeds with no further interruptions.

A wonderful feast is put on, with local entertainment and exotic dishes. The village really is a little slice of paradise. So much so, that on the morrow, Conrad (the false priest) makes clear his desire to disembark the expedition here and remain in Renkrue. If no one objects he will remain behind.

It up to you, depending on how forgiving you are about his deception. Also, potions and the like are available for purchase. Basically any non-metal items under 200gp can be bought here.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila, having no history with Conrad, has no objection to him trying to make a new life for himself... after she warns the locals of his penchant for pretending to be a priest (if she knows about it).

Krila has no money to go shopping with, but she will track down the local healers and trade knowledge with them about herbs, plants, etc. Trading Healing knowledge about the local plants etc

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

I am thinking Good Riddance???

Justified shops for some alchemicals. Does he find weapon blanches for sale?


retired

Graythan nods stoically at Conrad's decision, unsurprised that the man would look to depart the voyage at the first welcoming port. As the two ships begin their final preparations, the Tyrian sidles up next to Lavinia and nods toward the former false priest who's staying behind. "There's a part of me that wonders if others aren't soon going to be envying him. I don't have a good feeling about what we're going to find at the end of this voyage, Lavinia. I fear things are going to get ugly all too quickly once we set out again." His tone is soft and quite plainly, perhaps even clumsily, shows that his primary thoughts are ones of concern for Lavinia and how she'll fair when things inevitably go sideways on them.


@Justified: Hmmm... let's say yes to ghost salt, but no to the others, as they are all metal based and this village has no metal.

Lavinia smiles a Graythan and puts a hand on his shoulder. "Well I hope that worst of the voyage is behind us, but if not, I know that we'll make it through together. With you at my side, who can stand before us?"

Ships resupplied, and crew re-invigorated, the expedition puts the shore at their back and heads out in to the blue unknown. Soon all signs of the shore are gone and only the blinding blue sea stretches from horizon to horizon.

So far during the journey, the weather has been beyond what could be hoped for, but finally, 10 days out from Renkrue, the expeditions good fortune comes to an end. Late at night , the wind whips into a frenzy, and by dawn, the ships are caught in a full-fledged storm. Captain Amella holds fast to the wheel and strains to keep the ship on course. In the grips of the gale, the ships are tossed about like a titan's playthings.

The storm persists for two days, but at last the winds die down and the ship steadies beneath a slate grey sky. Despite the best efforts of Captain and crew to keep her sister ship in sight, the Sea Wyvern now finds herself alone. The Blue Nixie is nowhere to be found.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Ok. Justified will buy one Ghost Salt, but it is exactly 200 gp.

The lore warden surveys the horizon for a moment before speaking. That was quite a storm. Are we lost Captain? Justified asks. With no sign of the Blue Nixie I think our only course of action is to try to complete our mission. My hope is that the other ship will do likewise and that way we will find them again.


retired

Lavinia's last words to him ring hollow in his ears as Graythan and the others survey the horizon for any sign of the Blue Nixie. He shakes his head and curses under his breath, finally answering her rhetorical question. "Quite a lot, it seems. The weather, for one."

Grumbling, he looks to Amella and asks, his voice a gravelly, frustrated growl, "Before we can even do what Justified suggests, do we even know where we are? How far off course we've gotten?"


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

"I can ask a spirit to go out and see if they can see anything memorable?"

Thinking of forming an attachment to a spirit of the air or the waves and asking it about the area around the ship...


@Krila: Not a bad idea, but there isn't much to be gleaned in the area. There's nothing close by.

Amalla grunts, "Of course we continue on. Who knows where we are in relation to the Nixie. The only thing we know for sure is where they're headed. If they've not been sunk, that's where we'll see them."

With little recourse by to carry on, you continue the voyage, under slate grey skies.

Four days after the break in the storm, trouble finds you once again. As the gray dawn breaks, burning fitfully through the morning fog to light the sea, something seems strange about the waters below. They seem almost solid, as if the sea had formed some strange sort of skin. The air seems dead as well, and the sails hang limp, heavy with moisture from the receding fog. Finally, the mist begins to clear, and what is unveiled is not the gently rolling vista of the sea but a wet green field of seaweed. The swath of dirty green stretches flatly in all directions. To the stern , it extends for perhaps a half mile, beyond which lie the open waters of the mocking sea. In all other directions, the seaweed extends to the horizon. Trapped within its vice are dozens of other long-dead ships, their hulls protruding from the sargasso at odd angles, masts askew, sails hanging in tatters. One such ship lies mired only six hundred feet to the port, and it seems to be in better shape than the others. Perhaps most unnerving, however, is neither the sight nor smell of so much sun-baked seaweed. It is the unnatural Silence, for the thick choking green has robbed the Sea Wyvern even of the strangely comforting sound of water lapping against her hull. It is not a healthy silence. It is the silence of a graveyard.

Knowledge(nature) or Profession (sailor) DC 15:
The swath of seaweed is a sargasso, a treacherous patch of vegetation often driven by storms only to collect in regions of the ocean that even the wind and currents seem to fear . A patch a mile across would be unusual, yet this swath stretches to the horizon.

Knowledge(nature) or Profession (sailor) DC 20:
Sailors call it Journey's End, and speak of it in hushed tones - rumors
of a living island that appears from the mists after storms. This living land is said to have a black soul that fuels the hunger of children rumored to live within its green embrace.

Knowledge(nature) or Profession (sailor) DC 25:
Journey's End is one of the sea's more terrible blights, and is said to be able to crush ships in its grip. Its children are awful creatures formed of the weed itself, and are said to rise by night to slake their hunger up on any their green mother has caught in her grasp.


retired

Graythan's not trained in any of those skills, alas.

Graythan looks over the rail and over the strange seaweed stretching off to port to the horizon. "Well. This can't be good." He looks to the rest of the crew, "Any of you ever seen or heard about anything like this before?"


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Kn(Nature): 1d20 + 6 ⇒ (10) + 6 = 16

"It's a sargasso sea. Storms cause the seaweed to collect in becalmed areas of the ocean." She taps her teeth for a moment with a fingernail. "Although this one is unseemly large, most are a few miles across at most, this is enormous." She looks to the crew and captain. "I can cast a spell to give us a light wind even in a becalmed area, if you can get the ship turned around so we can push out of the seaweed? Meanwhile, it might be worthwhile to salvage what we can from the other ship? Those of us who can't get the ship turned around that is?"

Krila can cast 'Altar Winds' to create a moderate wind for 5 hours. She's been linking with that wind spirit (from the previous post), so she's already got the spell on her 'can cast' list.


@Krilla: I don't think alter winds works that way. As written you can't create moderate wind, you can only increase or decrease it by one step. It also implies that there is wind for you to act on to begin with, which under the current circumstances, there is not. And to cap everything off, it only creates an immobile 10-ft.-radius emanation, so it could only move the ship 10 feet anyways.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

My understanding would be increasing or decreasing by one step would be from nothing to light (thus her words saying light wind). The winds radiate from a specific point touched, I was imagining her touching the mast behind the sail. So as the ship moved, the emenation would move with it.


M Elf Magus (Kapenia dancer) 6 | HP 39/39 | AC 26 T 18 FF 19 | Ft +7 Rf +7 Wi +5 (+2 vs. enchantments) | Arcane Pool 6/6 | Init +4 | Perc +7

Bron looks out over the green sea.

Knowledge(nature): 1d20 + 4 ⇒ (15) + 4 = 19

"This seems familiar to me, but I can't quite remember... something very ominous lurking just outside my recollection. I do not wish to stay here a second longer than necessary."

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Profession Sailor: 1d20 + 4 ⇒ (3) + 4 = 7

Knowledge Nature: 1d20 + 5 ⇒ (20) + 5 = 25

I know this place. Journey's End. Many sailors fear it and rumor says it comes with creatures that will attack by night.

Posting from my phone. Justified will tell all he knows about the place so everyone read the spoilers above.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)
Krila wrote:
My understanding would be increasing or decreasing by one step would be from nothing to light (thus her words saying light wind). The winds radiate from a specific point touched, I was imagining her touching the mast behind the sail. So as the ship moved, the emenation would move with it.

I agree that the spell could increase the wind from calm to the next step above calm but I also agree that the spell is immobile. It clearly states that both in the spell area and again in the description. It's a first level spell of it worked as you hope every sailing ship on the sea would be under that power.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Then the spell can't function at all. :) The planet is turning, as it spins through space, orbiting a sun that's moving through space. :) Immobile has always been, to my understanding, meant 'within it's frame of reference'. So the ship being it's frame of reference, it can't be moved around the ship, but if the ship moves, the spell moves with what it's cast on.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Nope. This has been well hashed out in the boards. Obscuring must does not move with the ship. And you cannot teleport back to a ship that has moved, unless you can still see it.


retired

"Journey's End?" Graythan growls under his breath as he regards the eerily still seaweed. "Shambling plant zombies?" He shakes his head in frustration. "Just our luck. Great."


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

I admit it's been hashed out on the boards. I disagree that your interpretation won. :) Most threads devolve to 'you are wrong' 'no you are wrong', and the Devs never put any FAQs up to confirm one way or the other. Their response is 'GM decides', which is why I made the argument to the GM, not you. :) If the GM says it doesn't work, that's fine, but it means the spell is all but useless for anything.


GM's take: I believe the spell is useless. I believe that it modifies existing winds and does not create wind (if it did, then alter winds would not be able to affect a wind created by alter winds, since the created wind would be magical). I believe that immobile means doesn't move, if you cast it and the ship moves (which it wouldn't, due to reason's yet to be revealed) it doesn't move with the ship. If you cast it on a person, it doesn't move around with them, if it did, why state it's immobile. Seriously though, this is a moot point.

Some prodding with a boat hook finds the mat to be usually solid. Captain Amalla sends a sail over the side on a rope ladder to investigate and he finds the mat thick enough to stand on. The weeds cling to the sides of the ship and it is good and stuck. Amalla sets the crew to cutting away the vegetation, but the mass of green is thicker than expected and sea water seeps in behind it. After cutting through 5 feet of the stuff and still not finding the bottom, the crew stops to reassess the situation. Almost as soon as they stop cutting, the edges of the hole start to close. Slowly, but surely, the seaweed is growing to heal itself.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

In that case, can I lobby for a different spell for Air spirts? As by the ruling, the spell can't be used for anything other than 'hey I cast a spell, see I'm magical'? :)


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Talking to Justified. "hey big guy.... let's go check out the other ship. We may be able to find something useful or find the captain's log.... find out how long the ship has been stuck. Anyway....we should be back before night fall. Do you think we should create a fire? Probably fire might be useful.


retired

Graythan looks over the rail to the frustrated sailors below, standing upon the strange seaweed. "Too thick to cut through? Uh huh. Just grows back once you stop? Yup." He shakes his head and sighs. "Come on back up. Maybe we can figure something out."

Turning back to the others, he shakes his head ruefully and mutters a few swears under his breath. "Stuff's not letting us go and just grows back. We need to figure some way of getting loose of this crap. Any ideas?" He nods at Moira's suggestion, "Fire. Hmmm. Maybe. Can't hurt to try at least. Any other thoughts?"


Krila wrote:
In that case, can I lobby for a different spell for Air spirts? As by the ruling, the spell can't be used for anything other than 'hey I cast a spell, see I'm magical'? :)

Absolutely. Feather fall, shocking grasp and air bubble are all appropriate alternatives. I'm sure there are others.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila taps her lip. "Such rapid recovery is not natural, I suspect there is a supernatural force at work here..." She waves a hand and casts Detect Magic and watches the sea and the growing section intently. "In the morning, I can make a connection with an ancestral spirit of this place, and see if they know anything about this area..."


retired

"In the morning? If what Justified says is true we may not have that long, Krila. We'll be fighting off a horde of shambling seaweed zombies once the sun goes down if we don't figure a way out of this mess before then."


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Moira perks up a bit when Graythan showed some interest in her idea. "Well, we can go to the other ship and cannibalize it by stripping it of its wood. We can use it for kindling. Create a huge bonfire off ship to see how the seaweed responds."

Moira continues "I suggest someone with really good eye sight, maybe someone who can see in the dark, to be the lookout up high. We gonna need to take shifts all around the ship. Whatever these creatures are they will need to climb aboard somehow."


retired

"If we're still here after nightfall, we'll need to set fires to watch by. My vision is fine in the dark, but only within a few dozen paces."


With little concrete to go on at the moment, you decided to look for clues in the nearby ship. Down among the fauna, the humidity washes over you. The footing is unsure, as the ground, shifts and slides beneath you feet. Counts as difficult terrain.

As you approach, you see that the wreck is strangled with weeds and vines, almost as if immense green claws hold the ship in their grasp. In many places the caravel, a ship hauntingly similar to the [i[Sea Wyvern[/i], has been torn apart by the vegetation's rampant growth. A plate near the stern gives the vessel's name, Rage.

The ship is rotten, and the timbers squelch nastily as you climb aboard. The upper deck is wreathed in slippery seaweed and swaths of what appears to be thick green mucus. Although almost everything has been smashed, you find the remains of three dozen burnt torches and an upturned cauldron that still contains the residue of oil. A shattered doorway and a dark stairway lead down to the lower deck.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

"Looks like someone kept a light burning as much as possible. We might want to keep the light spells going as long as possible tonight. The darkness may allow the seaweed, or it's minions to do things they can't do in light."


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

"I wonder what they were going to use with that oil? Pour it over the side and light it? Maybe we can collect it and use it. I'm thinking of filling up bottles and having a clothe or rope fuse to create fire bombs."

"Some of the wood look too soggy and wet to use as fire kindling. We can probably use that shattered door."

Moira approaches the shattered door and begins to look for any traps.


M Elf Magus (Kapenia dancer) 6 | HP 39/39 | AC 26 T 18 FF 19 | Ft +7 Rf +7 Wi +5 (+2 vs. enchantments) | Arcane Pool 6/6 | Init +4 | Perc +7

Bron looks at the stuff he's stepping on with utter disgust.


retired

Graythan frowns as his stride is slowed by the stringy, mucus-like residue clinging to his boots. Shaking his head, he stows his crossbow for his shield and mace, not expecting much room to shoot below decks if trouble presents itself. Wrenching his boot free again, he opines, "The basilisk's den and the ruins of that death-cult were better than this. Bah." He looks to the cauldron then as Moira suggests a source for flame and agrees. "Do you want to salvage it now Moira or on our way back?"

Whether the oil is recovered or put off for later, when the group appears ready Graythan offers them a nod as he ventures below decks.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila looks up to the left. "No, I have no idea... I assume doing something is better than nothing is part of it?" She tells the air. "Do you see anything weird over on your side?"

Krila asks her guardian spirit if there's anything weird on the etherial plane


@Moira: No traps or other shenanigans are apparent.
@Krila: I'm not sure that's how that ability is supposed to work, but in this case, there are not ghosts or the like in the vicinity.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

They don't really go into details on the spirit. I can talk to them, they exist, they live on the ethereal plane. So, theoretically they can answer questions about what they can see, just like I can answer questions about what's going on in the real world. It's more like having an animal companion who speaks common but can't interact with the real world.


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Moira, in a kneeling position, puts her finger to her lips to indicate silence. She begins to listen beyond the door frame.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21 .....maybe 23 if peeps assist.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Justifed rights the cauldron and begins to collect anything he thinks might burn. He adds the torch stubs to the cauldron and its oil residue and looks around for anything of wood that is dry enough to burn.

As the group approaches the doorway Justifed sets the cauldron down and readies his pole arm. Ready? he asks the group and then motions Moira forward. But then he says I can go first if you want Moira. Likely no traps here. He takes out his everburning torch and secures it in his armor so that it sheds light forward. and puts his three sunrods in his belt to be more handy.

Wow. This is a damn spooky setting. I am actually worried about when the sun sets. Nicely done. :)


@Krila: I get that's kind of how it is implied, but as a shaman already gets a familiar, that seems a bit like double dipping.

Moira hears little beyond the creak of the rotting deck beneath her feet and she waves Justified forward.

In the hold, the smell of decay is almost over powering. A door once stood between the stairwell and the room beyond, but all that remains now is the shattered wreckage of hastily made fortifications. The room beyond is filled with a thick mat of vegetation. Whether the seaweed managed to infiltrate the ship, or the hull of the ship simply has decayed, you cannot tell, but either way, you find yourselves once again walking on the damp and shifting mat of green.

Beyond the main hold is a small room, most likely the Captain's quarters. Like the others, this room's door has been destroyed. Beyond the entry, the planking of the floor is shattered, as if struck from below, and a deep pit gapes before you (only 10 feet deep, but fills most of the room) On the far side of pit, you see a weathered journal precariously balanced on a desk that has slide to the edge of the pit. The whole mess seems just about ready to fall.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Wouldn't be the first time a class got two familiars/companions

Krila looks at Bron. "I believe this is a perfect situation for that spell you usually use to pour extra salt into Graythan's porridge when he's not looking..." She grins, then looks at the water pit.

"I would not float the book over the pit however, you might attract something's attention. Keep it over the bits of the deck that are still intact."


M Elf Magus (Kapenia dancer) 6 | HP 39/39 | AC 26 T 18 FF 19 | Ft +7 Rf +7 Wi +5 (+2 vs. enchantments) | Arcane Pool 6/6 | Init +4 | Perc +7

"Why, you wound me with your unfounded accusations, milady, to the very quick! Just because I'm the only one with that spell doesn't mean it was I who did it!" Bron replies, laughing. He calms and moves to the edge if the pit, and casts mage hand as suggested to try to lift the book. He hopes it's not magical, as any aura will resonate negatively with his spell.

-Posted with Wayfinder


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Moira whispers in excitement "Bingo!!!! Like I said before....that is probably the Captain's log." The young rogue means to use her agility to traverse the pit but is stopped by Bronwenir when he begins to use his magic. Moira kneels down to one knee and waits for any results.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Justified tries to assess the structural damage to the floor while peering into the pit.

Know (Engineering): 1d20 + 5 ⇒ (7) + 5 = 12

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


retired

Graythan watches the teetering book for a moment before Krila's words register in his ears. He turns with a frown to Bron and the rescued oracle and accuses, "Wait. That's why everything on that blasted boat tastes so salty?"

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