Ironperenti |
The clarity of the water at this time of day is amazing and the crew can watch their captain approach the ship. Down below, the surge of water and Guillaume's encroaching presence combine to draw out the eel. It lunges out of its hiding spot stirring up silt and and bites Guillaume and doesn't let go. Above they see a large cloud of silt thrown into the air with a sudden movement from the ship. As it begins to settle, they can see a giant eel has latched onto Guillaume.
round up
1d20 + 11 ⇒ (18) + 11 = 292d6 + 9 ⇒ (1, 2) + 9 = 12
Grab: 1d20 + 16 ⇒ (16) + 16 = 32
Eel 100%
Guillaume
Bessie Rodgers |
Besmara's beasts guard her treasures well. Bessie readies an action to dive in if it looks like anyone gets severely hurt or the group needs strength of arms. Otherwise she orders the lookouts to keep watch on the horizon, not the sea below.
I hope Nasifi thinks to grab that eel if they kill it. I heard they eat well.
Orslaw |
Seeing things go sour quickly with the eel, Orslaw goes ahead and dives into the water, starting down towards the fight with his spear in hand. He aims to get in a couple of good stabs before having to come up for air.
Swim: 1d20 + 11 ⇒ (13) + 11 = 24
1st round holding breath
Nasifi Calaso |
Nasifi maneuvers to find the best shot she can with her crossbow. With the eel on Guillaume, she figures the crossbow is not the best option, but it's in hand and loaded so she might as well open with it and hope she gets lucky.
Attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 1d6 + 1 ⇒ (4) + (2) + 1 = 7
Nasifi is using her alchemical weapon ability to add an acid flask to the bolt. She has both point blank and precise shot. There are probably some modifiers for this situation but since I'm not sure what exactly they are, I'll let you add them Ironperenti.
Guillaume Coeur-de-Lion |
Attack: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18 Half for 9
Crit?
Attack: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12 Half for 6
Wrestling with the eel, Guillaume uses his free hand to blast the eel with a high-pressure jet of summoned water.
Ironperenti |
My greatest apologies. Distractions. I have created a map of the situation on roll20
Nasifi and Guillaume's attacks injure the eel but its blood is up. Then Orslaw swims down next to the beast ready to give aid. The eel, for its part, gnaws on Guillaume inflicting tremendous pain.
Round 2
Guillaume done
Nasifi done
Eel done
Orslaw
Bessie
Grapple check: 1d20 + 16 ⇒ (7) + 16 = 232d6 + 9 ⇒ (6, 1) + 9 = 16
Bessie Rodgers |
Blood shall call out to my beasts as an offering, and from the depths they shall come to bring you to my service. Bessie recites the lines from Besmara's Code.
Bessie calls to trusted members in the rigging Blood in the water - keep an eye for sharks, I am going to go help!
Holding her tattoo up she calls on the power of Besmara and blue symbols swirl upwards around her head. Casts Air Bubble. She then jumps from the ship into the water to join her Peril Crew comrades.
Nasifi Calaso |
Nasifi draws her dagger and loops a prepared acid flask around the blade as she moves in on the eel. She finds her mark and strikes true
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 1d6 ⇒ (1) + (1) = 2
Crit?: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 1d6 ⇒ (4) + (3) = 7
I'm not sure the damage from the acid flask carries over to the crit damage. It might need to be subtracted. Also, how many rounds have we been underwater now? Nasifi has a swim speed from the potion, but not water breathing.
Orslaw |
Orslaw attempts to pin the eel on his spear, with thoughts of salted eel on the menu for a few nights...
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 12 ⇒ (1) + 12 = 13
He then begins swimming back to the surface to get another breath.
Ironperenti |
Nasifi scratches the swift moving creature but Orslaw misses and it disappears into the depths. Nasifi and Guillaume are then left to head back topside. Assuming shark activity they do so.
Up top, Rattsberger calls out. "I see a shark moving in! Where there's one, there will be more!"
Sure enough a small school of sharks form. They move around the area for a while, testing one another and seeking the injured animal. After an hour they go off looking for other prey. The water is clear again having been cleansed by the currents. The designated diving team heads back down to see what they can find.
four perception checks please
Ironperenti |
four from anyone in the water. As it is I will split it up. Your search of the wreck over the next two hours reveal a pair of chopsticks made from manticore spikes (15gp), three bottles of chellish perfume (15gp ea), and a rusty cannon. The cannon appears to be salvageable but it will need a new carriage. Another hour later you come across the ships iron box, the pay for the sailors. Once you bring it back up you break it open to find it is filled with 800gp.
Damage: 4d8
Range Increment: 200 ft.
Typical Crew 5
A ship’s cannon is a smaller version of a cannon, usually on a sailing ship. It requires only 2 full-round actions to clean and load, but still requires 2 full-round actions to prepare the ammunition.
A single cannon load costs 10 gp.
A ship’s cannon takes up a space 5 feet across.
Guillaume Coeur-de-Lion |
When they return to the ship, Guillaume smiles to the crew. "Now this has been a good day!" he says, as the salvage is hauled back onto the deck. He also finishes seeing to his own wounds.
Honestly, I'd have probably done the healing earlier, after we ran from the sharks. My Kinetic healer talent I can heal anyone who needs it (just me atm, I think) of 2d6+9, but you'll take 1 Burn (non-lethal damage equal to your hit die, that can only be removed with rest). Still a good deal.
Bessie Rodgers |
Bessie would have healed Guillaume when she first went down - that was why she cast air bubble and the only reason she went in - but we kinda skipped ahead...I can retcon some healing rolls and cross off the spells used.
Nasifi Calaso |
The haul from the sunken ship is a pretty good one in Nasifi's opinion. But the thing that really brings a gleam to her eye is the cannon.
"This is a very good start. If the we can find some more on the island it will reall help us get some more people on board."
"And the cannon." Nasifi runs her hands over the iron tube. In fact she can barely keep her hands off it. "This changes the game for us. Once we have it back in working order we'll really be something to reckon with"
Nasifi helps (or at least she tries) Bessie build the gun carriage, and gets the metal polished up and ready for use.
Carpenter (Aid): 1d20 + 1 ⇒ (8) + 1 = 9
Is it possible to take 10 on an aid attempt?
Bessie Rodgers |
We could check the island while we are here. We did not explore much as we rushed through the ghouls to fight the goblin-squids. Perhaps there is additional salvage. Otherwise we need someplace with news about fishman activity.
Bessie tries to recall any place known for sahuagin activity.
Knowledge Geography: 1d20 + 3 ⇒ (16) + 3 = 19
Bessie Rodgers |
When we are done here, we could go make port in Goatshead, maybe get a few more crew and listen for any good talk. Hate to go ashore again so quick, but might be time. Still say we scavenge the island.
Bessie Rodgers |
Bessie would suggest or agree with a suggestion that a minimal group (party) row ashore to avoid the reefs, leaving the main crew to guard against goblin squids. Taking time to prepare spells and selecting weapons for fighting ghouls. Perhaps retrace our steps up to the tree fort, then finishing a sweep of the island.. maybe there is enough corn for harvesting.
Do we also want to try to raid the goblin-squid warrens... If we rowed in as the tide was going out, we could use boats and be better prepared to fight and get past traps. We only grabbed our people and left first visit, if we prepared for the traps, we might be able to raid their lair as well?
Nasifi Calaso |
Sounds good to me Bessie. I figure since we're here we should try to take everything there is for taking. We need the money and the notoriety so we can get extra crew aboard so we can actually go on the offensive.
Nasifi Calaso |
"Maybe we should go back to the makeshift fort with the corn planted below first. As I remember it, there's a good view of the island from up there. This time we'll able to take a good look around. We might spot things we didn't before."
Bessie Rodgers |
I agree with Nasifi, 'at fort did serve as a pretty nice crow's nest. Be nice to take some time and look around, rather than rushing. An' considerin there were ghouls on this isle before; and we really don't know that we completely eliminated them, lets 'ave the landin party stick together - even if it means bein slower.
Rule #1 - NEVER split up the party
Orslaw |
Orslaw thoughtlessly strokes the metal torque around his neck, "The fort's a good a place to start as any. I'm a fan of being thorough, but let's not forget that the ghouls 'ere are nasty and so are the flies. I'd rather spend less time on the island and more in the caves, personally. But definitely stick together."
Ironperenti |
So, the crew throws together a boarding party consisting of the Captain and his officers as well as a half dozen other sailors. Krupp remains behind as the sole officer to ensure others don't decide to run off with the newly found treasure and leave the Captain stranded on the island.
They land on the sandy beach and head to the fort via the path to the east of the cornfield. Taking the path instead of fighting their way through the jungle makes the going much easier. In short order they find themselves facing the fort.
Bessie Rodgers |
perception: 1d20 + 5 ⇒ (16) + 5 = 21
Bessie surveys the isle, looking at the cornfields hoping for a tasty treat, she sees the insects swarming.
Bugs-never a good sign. Bessie calls out to the others. Reciting the holy text of the Code to herself as a reminder.
From those that are not given their rest beneath the waves shall crawl swarms...
Ironperenti |
Nasifi Calaso |
When Nasifi sees the flies she hands each of her allies a flask of alchemist's fire.
"Alright, as before the flies aren't hard to handle with fire. The trick is to get rid of them before they get on us and start biting. We'll to find a way through that lets us clear a cloud of them without attracting the other ones as well."
Unsure whether the flies relay mostly on sight, smell, sound, or something else to find prey, she tries to remember something about he subject. She also checks wind speed and direction because it could be important to avoiding more than one swarm at a time.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Survival: 1d20 + 8 ⇒ (12) + 8 = 20
Survival for fly and wind info. Nasifi has been making alchemists fire and acid on and off for a while now so there should be plenty to hand out. I'm afraid I neglected to track the amount exactly. :(