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Before I continue, could I have everyone position themselves on the map, please?

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"I said stay back!" the man shouts, pulling a rope with his left hand. There is a flash of light and a surge of electricity comes from the south wall in a 30-foot arc, catching Faengrim, Carmelia, and Dantes.
Damage: 4d6 ⇒ (3, 4, 3, 4) = 14 DC 20 Reflex save for half-damage

Carmelia Torvé |

Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
As the jolt passes through her, Carmelia grits her teeth and shuts her eyes, a growl burbling in her throat. As she opens her eyes, she bares her double-row of sharpened teeth. "Stupid boy," she says, cracking her neck left and right and lifting a taloned finger to tut tut in disapproval. She studies the fool (as a move action, studied target), gaining insight into his seemingly shattered psyche, and then reaches her hand to pull her eyepatch up. The eye beneath is already bloodshot, the sclera pulsing with a faint indigo hue as the iris hums to deep crimson. After the electricity has coursed through her, her dark hair rises up in wisps and new burn marks cascade across her pale skin as those of her crewmembers fade. "Very stupid."
Standard Action: Evil Eye; the target will take a -4 penalty on all saving throws for the next 8 rounds; a DC 20 Will save will reduce this to 1 round. This is a mind-affecting effect.
If Faengrim or Dantes take damage, they will heal 5 hp at the beginning of their turns and Carmelia will take that damage in turn. Happy Life Link, everyone.
Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Chumtooth, Dantes, & Faengrim
Chumtooth
Carmelia

Faengrim |

Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +13 1d6+3
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27 Evasion
Faengrim drops the food and launches himself at the cowering man.
"DIE!"
Bite: magic, silver
To Hit: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18 To Hurt: 1d6 + 3 ⇒ (6) + 3 = 9

Dantes Goldforge |

Reflex 1d20 + 3 ⇒ (10) + 3 = 13.
Dantes clenches up when the jolt hits him, dropping him to one knee. He starts to recover quickly, aided by Carmelia's enchantment. He reaches out to his captain, sending through him an augmentation that should help him against a similar trick.
Using Augment ability on Chumtooth. He gets a +4 enhancement bonus to Dexterity for five rounds.
Hit points at 56. -14 from attack, +5 from Carmelia's effect.

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As Carmelia and Dantes use their magic, Faengrim and Chumtooh react to the man's sudden attack, striking with great fury. Faengrim clamps down on the man's shoulder, but the bite does not penetrate his armor. Chumtooth has better luck and scores a deep hit on the man with his harpoon.
Ederleigh pulls another cord (as a swift action), activating yet another electrical trap, this one targeting Chumtooth (15 damage, DC 20 Reflex save for half). In the same instant, his shortsword leaps from his hand to strike at Faengrim (miss) before returning to his grasp.
The party is up!
INITIATIVE
Ederleigh
Chumtooth
Dantes
Carmelia
Faengrim
STATUS
Ederleigh -12 hp (-4 on saves for 8 rounds)
Dantes -9 hp
Chumtooth unharmed
Faengrim unharmed
Carmelia -12 hp (5 from Dantes)
Chumtooth Init: 1d20 + 3 ⇒ (19) + 3 = 22
Faengrim Init: 1d20 + 6 ⇒ (4) + 6 = 10
Dantes Init: 1d20 + 5 ⇒ (15) + 5 = 20
Ederleigh Init: 1d20 + 5 ⇒ (18) + 5 = 23
Ederleigh Will save: 1d20 + 4 ⇒ (14) + 4 = 18
Trap damage: 4d6 ⇒ (2, 5, 5, 3) = 15 electrical (DC 20 Reflex for half damage)
Shortsword vs. Faengrim: 1d20 + 11 ⇒ (6) + 11 = 17 Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Faengrim |

Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +13 1d6+3
Faengrim doubles down clawing and biting.
Claw: magic, silver, fav enemy (human)
To Hit: 1d20 + 13 + 4 ⇒ (17) + 13 + 4 = 34 To Hurt: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Claw: magic, silver, fav enemy (human)
To Hit: 1d20 + 13 + 4 ⇒ (5) + 13 + 4 = 22 To Hurt: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Bite: magic, silver, fav enemy (human)
To Hit: 1d20 + 13 + 4 ⇒ (18) + 13 + 4 = 35 To Hurt: 1d6 + 3 + 4 ⇒ (2) + 3 + 4 = 9

Faengrim |

Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +13 1d6+3
If the party is up, then the enemy must go down.
Faengrim keeps up the pressure.
Claw: magic, silver, fav enemy (human)
To Hit: 1d20 + 13 + 4 ⇒ (9) + 13 + 4 = 26 To Hurt[/dice: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Claw: magic, silver, fav enemy (human)
To Hit: 1d20 + 13 + 4 ⇒ (12) + 13 + 4 = 29 To Hurt[/dice: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Bite: magic, silver, fav enemy (human)
To Hit: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24 To Hurt[/dice: 1d6 + 3 + 4 ⇒ (4) + 3 + 4 = 11

Chumtooth |

The whole party is up!
Was this intended to be a prompt for Carmelia and Dantes to post their actions, or was it a prompt for everyone to post, despite Chumtooth and Faengrim having already posted? I just want to make sure if I should post another action, or wait for the others.

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It was intended for Carmelia and Dantes to post. But I will take Faengrim's action into account for next round.

Dantes Goldforge |

I cannot seem to access the map. It is only giving me a "restore game" option, and I am reluctant to do that since I don't know if it will erase anything. Dantes moves away from the others, hoping his invisibility will protect him while his brutish allies make quick work of him.
Moving away to try and get out from potential AoOs.

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Chumtooth easily dodges the trap and stabs with his harpoon, managing a deep wound on the opponent, as Dantes moves out of range of potential attacks. Carmelia focuses her attention on the man and murmurs something under her breath. Ederleigh yawns and then sinks to the floor, snoring blissfully.
Combat over!
STATUS
Ederleigh -27 hp (-4 on saves for 8 rounds, asleep)
Dantes -9 hp
Chumtooth unharmed
Faengrim unharmed
Carmelia -12 hp (5 from Dantes)
Ederleigh Will save: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19

Dantes Goldforge |

When the sound of battle abruptly stops, Dantes approaches the fallen enemy. "Huh. A man, down here? We didn't see another vessel. How long do you think he's been here? Do you think he's alone?"

Faengrim |

Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +13 1d6+3
Faengrim begins to remove any weapons, wealth, and items that he thinks could be magical. He takes care to try and keep from waking him. After that, he binds the man.
"The question is will we be leaving him alive?

Chumtooth |

"Use these, and save your rope," Chumtooth says to Faengrim, handing him the shackles of compliance. "These will make it easier to get the truth from him, if his mind is not broken from living in this haunted place."

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Faengrim snaps the shackles onto the figure and slaps the man awake.

Faengrim |

Change Shape: Land
Con +2 (+10 hp, +1 fort); Ferocity; Swim 30'; Bite +13 1d6+3
"Ederleigh! Ederleigh!" Faengrim isn't trying to hurt the man only wake him. He knows there is difference between someone willing to kill you and someone trying to kill you. "I know you're scared, but consider that if we wanted you dead, you would not be able to hear me now. However, if you don't stay calm, we can change that."
Intimidate: 1d20 + 13 ⇒ (18) + 13 = 31 +4 from Shackles of Compliance.

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Ederleigh sits up as best he can, assuming a fetal position and rocking back and forth, muttering to himself, "They're coming for me. They're coming for me." If he recognizes that anyone else is present, he does not show it.

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"You can't stop them, no one can!" he replies, obviously scared witless.

Chumtooth |

Chumtooth visibly sighs in frustration. "This is a fool. A fool with deadly magic. We should lock him back in this room, tell the crew to stay out of this building, and go find the stone the spirit spoke about."

Faengrim |

"We come with a powerful wizard." Faengrim points to Dantes. "And a witch skilled in dealing with spirits. We Can Stop Them."
"He may be a fool, Captain, but he has survived alone on this island for some time. His foolishness may be of help to us."

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"No, no one can stop them," the man whimpers, shrinking back. "The spirits, the spirits."

Chumtooth |

"Do you still believe he will say something more than this babbling?" Chumtooth asks Faengrim, including the rest of the group in the question. "Let us find the Stone, and use it to banish the spirits. As for this fool, we either lock him back in, put in him in the brig, or end his prattle for good."

Faengrim |

"I mean, we will eventually have to." Referring to killing Ederleigh. "But I stand by my point. He has survived where others have perished. There may be wisdom in his ramblings." Faengrim puts his hand on his greatsword. "But you are the Captain. I follow your commands."

Dantes Goldforge |

"Yes, I would agree finding the stone would be wise, it it does exist. But what do we do with him? He attacked us once. If we leave him here bound, he would be easy prey for anything that comes along. Unbound, he may threaten again. Perhaps bound and taken with us?"
Dantes sneers, implying the other choice; put the wretch out of his misery.

Chumtooth |

"I say leave him in here, a prisoner of his own fear," Chumtooth replies. "We order the crew to stay out of the fortress, and loose arrows on him if he comes out. We will look for this spirit stone, and return with it. While we look, we will map the island, and see what game and water it holds."

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Okay, so leaving poor Ederleigh in his paranoid misery, where are you guys headed next?

Chumtooth |

"You will stay in this room until we return for you," Chumtooth says to the crazy wizard. He removes the shackles and places them back on his belt.
Chumtooth then walks away, back out of the building, and out of the fort. He calls the crew together and makes an announcement:
"The officers and I will be exploring the island. The rest of you will stay here and maintain the ship. Stay out of the fort. A crazy wizard is locked in one of the rooms inside, so if you see a stranger come out the fort, fill him with arrows before he can use his magic on you. Before we venture further inland, the officers and I will explore the nearby area to find a fresh water source and make sure there are no threats. Once that is done, you will all stay and work only in those areas until we return. If something attacks you, defend yourself. If something attacks the ship, defend the ship, but do not go looking for trouble."

Faengrim |

Faengrim sets about reinforcing the Captains's orders. He gives specific duties and sets up a chain of command for while they're gone.

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The crew nods their acceptance of the orders and sets about their assigned tasks.
Where would you like to go? The white dot on the map indicates the fort.

Chumtooth |

"We could move West toward the high ground here," Chumtooth says, pointing to the rise to the west and north of the fort. "From there, we may be able to see a likely resting place for this Stone of spirit-magic."

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The group of officers moves towards the high ground. Rocky hills and ridges rise from this elevated plateau. No trails provide access to its lofty heights, though a 90-foot-high waterfall descends from its northern face.

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It will be a perilous climb (DC 15) unless someone has magic to make it easier. A total of eight climb checks will be necessary, with each check representing 15 feet of altitude climbed. A failed check by 4 or less means no progress, but a failure by 5 or more indicates that you fall from your current height.
It’s practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC 35) to do so. If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC 25). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.

Chumtooth |

Chumtooth takes a few moments to consider the waterfall, mentally assessing the best route, and begins climbing. He does not hurry, but he makes a steady ascent to the summit.
(Auto-success on all eight DC 15 Climb checks, due to 22 Climb)

Faengrim |

Climb: 1d20 + 8 ⇒ (3) + 8 = 11
Climb: 1d20 + 8 ⇒ (11) + 8 = 19
Climb: 1d20 + 8 ⇒ (12) + 8 = 20
Climb: 1d20 + 8 ⇒ (17) + 8 = 25
Climb: 1d20 + 8 ⇒ (1) + 8 = 9
Climb: 1d20 + 8 ⇒ (2) + 8 = 10
Climb: 1d20 + 8 ⇒ (13) + 8 = 21
Four successes before that 9. Will stop after that.
Faengrim tries to climb alongside his captain, but can't make it, ending up falling from a height of 60'.

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Since Chumtooth stated that he was moving at a normal pace, he is adjacent to you at the 60-foot mark and can try to catch you if desired. He will have to make a touch attack (without your Dex bonus if desired) and then a DC 25 Climb check to hold on. If he declines or fails, then you suffer 6d6 falling damage.