DM Beckett |
Open for dotting. Please only dot at this point until we are ready to go.
Carrick Castermill |
dot
Oret Terra |
.
DM Beckett |
As the Grinning Pixie lurches and sways in the storm, Venture-Captain Calisro Benarry of the Arcadian Mariner’s Lodge grins widely as she slides a clay jug of strong Sargavan rum across her table. Though broad-shouldered and half a head taller than most humans, the intimidating half-orc speaks with an almost childlike excitement in her husky voice. “My apologies for all the secrecy,” she says. “I had to make sure some pirate rascal didn’t catch wind of our mission. Now that Drenchport’s a week behind us and we’re hugging the Eye of Abendego, it’s time to give you lubbers the full run-down.”
Benarry waits for the jug to make its way back to her, then takes a long swig. “I mentioned in Drenchport that the Society wants you to explore a recently discovered ruin somewhere north of the Shackles. Well, that was partly true, but it wasn’t exactly the whole story.” Benarry’s eyes narrow and her grin becomes unsettlingly sharklike. “We’re actually sending you to the Gloomspires, to Old Sevenfingers’s tomb.” Chuckling softly, she slides the jug back across the table. “Here, have another nip. Looks like you need it.”
As you listen to the VC speak, you might recall back to some of your earlier studies, and perhaps remember some important details pertaining to the mission at hand. . .
Please also take a moment to introduce and describe yourself.
PS, Venture-Captain Calisro Benarry totally stole my idea for a mobile Lodge on the open sea. . .
Carrick Castermill |
Seated at the table is Carrick Castermill a young, thin, and fit half-elf. He has willy, brown, wavy hair that covers his pointed ears, and a close kept beard and mustache. He wears weather beaten and rough-spun clothes with good quality leather armor and carries a light shield emblazoned with a long sword; which stands out due to it's fine polish. He wears a long sword and dagger at his hip. A paladin of Iomedae, far different from the polished proper knight; Carrick is more rough around the edges, preferring lighter armor, than the bulky Platemail.
Feeling a bit under informed, Who was Old Sevenfingers?
Night Hunter |
Night Hunter is a diminutive frog-like humanoid, standing about 1 and 1/2 feet tall and looking like he might push the scale at 25 lbs or so. He's dressed in light monk's gi and trousers, and carries a tiny staff as well as having several flasks of various sorts hanging from his belt. As the jug is passed, rather than drink directly from it, he fills a rather good-sized mug for one so small. He gulps down the contents of the mug and refills it before passing the jug on to the next person. He seems to drink rather prodigiously and while he doesn't look completely blotto, he does seem a bit tipsy.
"Yeah, what's thish Gloomshpires place and who is ol' Shevenfingersh? Tell ush the shtory!"
Oret Terra |
Across from Carrick, a bulky sized man, you looks somewhat like a statue is seated , he bears a bulky armor, and clearly is affiliated with Adabar bearing a holy symbol around his neck, and also symbols marked into his shield and morningstar he carries out openly. He sits silently judging everyone with his eyes.
"I heard he was pirate, I met a magus obsessed with pirate treasure a week ago, the name was brought up once or twice, a shame the magus isn't here. What so important about the tomb?"
Hikari Hayashi |
knowledge(arcana): 1d20 + 5 ⇒ (14) + 5 = 19
Hikari glances around, his face largely expressionless. You get the impression though that he is absorbing his surroudings carefully. His red robes are of a style seldom seen in Avistan, though those more cosmopolitan would recognise them as a kimono of the Minkai. Under the robes, one can see the glint of chainshirt, while hanging from his neck is an elegantly carved symbol of a glowing sun, overlaid by a katana. On his belt hangs a real katana, while his left arm grasps a darkwood longbow. His swept-back hair is the usual Tian raven black, but interestingly his eyes are reddish-orange in hue.
He glances from time to time at the sea, his unease with the roiling waters the only crack in his calm demeanour. The encounter with the drakes last month was really just too close...
Once the Venture-Captain has completed his briefing, he turns and gives each person present a perfect 45 degree bow. When he rises, he introduces himself in a careful, measured tone. "It is my pleasure to make your acquaintance. I am Hayashi Hikari, humble servant of Shizuru, Empress of Heaven, Guardians of Ancestors, Goddess of the Sun and Divine Ancestor of Minkai, the Empire of the Dawn. Hayashi is my family name, so please address me as Hikari, in the manner of the west. I come to Avistan as an emissary of my liege lord, Daimyo of the Clan Yamamoto." He gives another bow.
Turning to Captain, he asks, "I've come across the Gloomspires in my studies back in Minkai, but please correct me if I'm wrong. They are an ancient field of massive stone columns that rise from the Arcadian Ocean. They are hollow and contain many chambers and passages. Rumours abound that they are cursed and monster-infested. What interest does the Pathfinder Society have there?"
Brunhilde Olafsdottir |
Kn. Arcana1d20 + 5 ⇒ (15) + 5 = 20
A tall and bawdy Ulfen lass in a heavy suit of garishly spiked armor enters the room just on time. The slight smile in her comely face quickly turns to a smile when she notes that only men are in attendance.
I am Brunhilde Olafsdottir. Daughter of King Olaf of Dragondad. But after the last time a fellow got touch I received the nickname the brutal. The called him smashface!
She enjoys an odd little chuckle at the story. As apparently all these buffons aren't real pathfinders Brunhilde tells em a bit about the Gloomspires.
Well now that a princess is in attendance, ye boys better behave yerself. And shame on ye fer callin yerself Pathfinders. The man comes all the way from Minkai an is smarter than you lot! Since the time of Ghol-Gan, many of the Gloomspires have been explored, and some have even been claimed and repurposed by other beings, heard tales of gruesome monsters but skalds tend to exagurate so I couldn't tell ye exactly what. In any case of these, Sevenfingers’s tomb is the most well known.
Also anyone else wondering what a DC 30 Knowledge check is doing in a low level scenario?
Oret Terra |
"My apoloies, I've not seem to introduce myself." The cleric stands up and greets the room with cordial handshakes.
"I am Oret, a faithful cleric of Adabar, I don't know if I can associate myself as a Pathfinder yet, I was told by my elders that Pathfinders can be very chaotic and above the law, my journey here is to bring order to the Society's expeditions, and most of all protect those that can't protect themselves, I look forward to our journey." He speaks proudly of himself and his faith.
Carrick Castermill |
I'm Carrick Castermill, servant of Iomedae. The half-elf offers as the others make there introductions.
Looking to Brunhilde with a smile, The world's a big place. Hard to know of every location. When I squired for Boswick Bumbleberry, I saw a great many places. The Worldwound spewing forth demons, Varisa with all it's charms, I've seen ancient wonders inside a large carpet, hanging up in Grand Lodge. He pauses for a moment in reflection.
On my own, I've wandered the deserts of Quadria and delved an old dwarven ruin in the Hold of Belkzen. Among other stranger things.
But yet I don't know of old Sevenfingers, so tell me more of this pirate's tomb. A wide grin now upon his face.
Glexit Nenroy |
As the door opens a medium built elf walks in. A faint aura of red can be seen behind his dark eyes. His white hair flows as he walks to a nearby seat. He wears a simple robe with a small pouch attached to his belt. In his left hand he clutches a spellbook with his finger saving a page as if he was studying just before he walked in. A barely used longbow is slung on his back.
Knowledge Arcana: 1d20 + 7 ⇒ (20) + 7 = 27
Glexit announces to the room."I am Glexit Nenroy. I'm assuming the rest of you are my fellow explorers for this adventure. Did I hear something about the Gloomspires? I have heard those that enter since a bit of wrongness just from being there. I've also heard some spells don't work correctly although some summoning spells do. I'm thinking this will be quite a lot of fun." Glexit grins widely at the thought.
DM Beckett |
Sorry, let me do a soft retcon, as there is more information to be had, and I don't think I was clear enough with that initial post. My intent was to get something out, but not that it was the full post. My apologies.
As the Grinning Pixie lurches and sways in the storm, Venture- Captain Calisro Benarry of the Arcadian Mariner’s Lodge grins widely as she slides a clay jug of strong Sargavan rum across her table. Though broad-shouldered and half a head taller than most humans, the intimidating half-orc speaks with an almost childlike excitement in her husky voice. “My apologies for all the secrecy,” she says. “I had to make sure some pirate rascal didn’t catch wind of our mission. Now that Drenchport’s a week behind us and we’re hugging the Eye of Abendego, it’s time to give you lubbers the full run-down.”
Benarry waits for the jug to make its way back to her, then takes a long swig. “I mentioned in Drenchport that the Society wants you to explore a recently discovered ruin somewhere north of the Shackles. Well, that was partly true, but it wasn’t exactly the whole story.” Benarry’s eyes narrow and her grin becomes unsettlingly sharklike. “We’re actually sending you to the Gloomspires, to Old Sevenfingers’s tomb.” Chuckling softly, she slides the jug back across the table. “Here, have another nip. Looks like you need it.”
As you listen to the VC speak, you might recall back to some of your earlier studies, and perhaps remember some important details pertaining to the mission at hand. . .
To avoid confusion, everyone that has rolled the initial check, (and shared such info) just keep that roll. Everything below this is new.
“I’ve been researching the Gloomspires for a very long time. Before I sailed to Absalom and joined the Society, I was a Free Captain here in the Shackles. Back then I learned about the Gloomspires, Old Sevenfingers, and all the treasure and secrets the old devil took with him when he sealed himself in his tomb.”
A long, rumbling growl of thunder makes Benarry pause, and she takes the opportunity to wet her lips with another swig of rum before she continues. “Since joining the Society, I’ve been able to learn even more about the Gloomspires. Most importantly, I’ve discovered that they’re tied to certain alignments of the stars, and that twice each year—beginning on the nights of the summer and winter solstices—the columns cease moving for exactly three days."
“So, tomorrow’s the summer solstice. Now that you know the ‘where’ and the ‘when’ of this little caper, you need to know why the Society’s sending you.” Benarry pauses before continuing in a more conspiratorial voice. “I recently came into the possession of a logbook once owned by the pirate captain, Mazzer Thrennt. Before Thrennt ended up as lusca-bait seven years back, he was a moderately successful pirate who shared my obsession with the Gloomspires. It turns out his log contains an inventory of the plunder he liberated over the years, including the loot he found in Sevenfingers’s tomb. One item on Thrennt’s list immediately got my attention: His log described with perfect accuracy a relic from lost Lirgen called the Orb of Stars. I’m certain that this device can manipulate the alignments of the stars—or at least how we perceive them, and historical accounts suggest we could also use it to trick the Gloomspires into thinking that the solstice lasts more than just a day. The Society and I both want that orb, and it’s going to look really good to the folks back home if you’re able to secure it. Here,” she says, passing a sheet of parchment across the table, “I’ve written down some of the particulars.”
As it turns out, you might also just know a little something about Sempet Sevenfingers. . .
Hikari Hayashi |
knowledge(arcana): 1d20 + 5 ⇒ (8) + 5 = 13
"I apologise for my ignorance, but the name of Sempet Sevenfingers is unfamiliar to me. His name and lore has not reach the eastern courts. But if your discovery is true, this Orb of Stars must not must not be allowed to befall in the hands of the unscrupulous."
Omar Posada |
A half-elf garbed in adventuring gear, or fresh oil on his weapons, strides in, late for the briefing.
"I am Omar Posada, Skald and Society initiate reporting. I was...detained.
Omar nods in greeting before continuing.
He tries to recall any bardic stories that may shed some light.
bardic kn:arcana: 1d20 + 1 ⇒ (1) + 1 = 2
So, um, what did I miss again? Sevenfingers, who? LOL
Brunhilde Olafsdottir |
Kn. Local1d20 + 5 ⇒ (19) + 5 = 24
If I have multiple Knowledges can I make multiple rolls?
Well good thing ye lot o murder hobos have a lady along! Brunhilde brags.
As my father and his fathers father were great Longboat captains they picked up many tales in their travels. And any Seaman worth is Salt has heard of Sempet Sevenfingers, He was pirate of legend active over 300 years ago. From his dreaded flagship, the Voracious, Sevenfingers commanded a small fleet of pirate ships. He was feared and despised for using cannibals and madmen to augment his boarding parties.
Oret Terra |
"Pirates.. the lawless sea dwellers..", Oret face cringes in disdain everytime the word pirate or free captain is said. He then turns to Benarry and ask "And are we saving this Relic off pirates hands for fear they would do something... unlawful?" His fist clenching tightly and eyes full of (metaphorical) fire as the question was raised.
Carrick Castermill |
Carrick sits back and listens as Brunhilde tells her tale of Sevenfingers. Here gruffness has a familiar ring, as his long-time traveling companion Tholl Sjogunsson, porter to Boswick, was an Ulfen as well, and had the same no nonsense approach. He can only smile at he straight forward Ulfen princess. He liked people that got to the point. He also appreciated the Adabarian cleric, someone who knows what he believes in, that's admirable.
Looking to the Venture Captain, Why wouldn't Mazzer Thrennt have claimed the Orb of Stars for himself? Is it difficult to move? Big and Bulky perhaps? Or magically bound?
Glexit Nenroy |
Kn.Arcana: 1d20 + 7 ⇒ (17) + 7 = 24
"Cannibals, and madmen-hmm? I've heard this before. This Sevenfingers doesn't sound like the greatest of characters. Now that Orb of Stars I would like to get my hands on. Can't wait to find that." He looks around the room and studies his fellow Pathfinders.
This trip will be interesting
DM Beckett |
1 person marked this as a favorite. |
If I have multiple Knowledges can I make multiple rolls?
Yes. Normally, if it's restricted or an either/or sort of situation, I'll call it out as such. But, you can freely roll each of the listed skills if you like.
Honestly, I know very little about the Orb of Stars. Only that the Saoc Brethren of Lirgen made the orb, and it seems like it can lock the Gloomspires in place long enough for us to study the site properly. That, and this little bit I discovered in Mezzer's logs."
As she begins leafing through a small journal, she continues, . . . “Mazzer Thrennt was a pirate active in the Shackles until seven years ago, when a pair of luscas tore his ship, the Unspeakable, into pieces near Firegrass Island. Thrennt was a Pathfinder in his younger years, but he left the Society to take up piracy. He never lost his love for exploration, and I didn’t realize he had visited Sevenfingers’s tomb until I came across his personal log a few months ago.”
-
Climb aboard the wreck, and you’ll see a set of narrow stone steps that wind their way to the top of the column. Once up top, find a way inside the tomb and then find the Orb of Stars.
-
Thrennt’s log claims he hid the Orb in a side chamber connected to what he called the ‘hall of the flesh eaters’ and then collapsed the entrance to keep it safe. So, I’m giving you some picks and shovels since you might need to do some digging. I’m certain there are multiple levels to this tomb, so keep good notes, and document anything you find that might help future expeditions.
-
Check around the top level, but don’t go any deeper than you have to to find the Orb. Remember, you only have three days to do this before the columns start moving again. The Orb of Stars is a solid sphere made of a dull copper-colored metal inlaid with dozens of star-shaped moonstones, rubies, and blue sapphires that mimic the stars of the Cosmic Caravan.
Once everyone has had a chance to read it, she continues, "As for Sevenfingers, he was a powerful wizard and pirate active in the Shackles three centuries ago. After a very long and successful career full of killing, looting, and assorted depravity, he entombed himself alive in one of the Gloomspires. His legendary tomb has lured pirates, explorers, and treasure-hunters to their doom ever since.”
"Any further questions? If not, I'd suggest trying to avail yourselves of what supplies I might have aboard, and then make ready for a few days at sea." Generally speaking, anything that a level 1 or 2 character should be able to afford and could purchase through by Fame limits should be available. You can also swap out spells and the like if you want at this point.
Oret Terra |
"I believe the information is clear, I'm ready to depart, order must be put back in these seas.." Oret glares intently in the direction of the ocean. May Adabar's Just Scales protect me.
Omar Posada |
Omar will nod.
So it would appear the sea calls our names. I am not sufficiently prepared for such a journey and will need to purchase a few things.
Omar buys another touch of the sea and aircrystal to add to his meager supply.
Carrick Castermill |
Carrick visits the floating store and picks up 2 holy water and 2 alchemist's fires.
Night Hunter |
Night Hunter visits the onboard shop and picks up a small barrel of whiskey and 3 potions 'touch of the sea'.
Carrick Castermill |
Seeing the other buying supplies to stay alive in the water, Carrick adds a couple more items as well buying air crystals and also a potion of touch of the sea.
DM Beckett |
Ok, I'll be advancing the game pretty soon. If anyone has any further questions for the VC, wants to make purchases or swap spells (or similar things), you may do so retroactively, within your first post. After that, I'd say it's too late.
Additionally, if anyone has a boat/ship that's they would like to use for the next part, (for RP purposes mainly), let me know. Unlikely at this level as I think the Boon is 10pp, but still.
Omar Posada |
Venture- Captain Calisro Benarry are you booking passage for our party or must we locate our own ship? I know where we may find one.
Carrick Castermill |
We are actually on a ship right now -- The Grinning Pixie is VC Benarry - ship/lodge. She is loaning us her folding boat, if I understand correctly.
DM Beckett |
Yes, you are in fact on a ship right now, and she will in fact loan you one. What I'm asking is if anyone has a ship that they would instead like to use. <PS: My Venture Captain PC also has a ship that is their Lodge, hence my comment that this one stole my idea>.
@ Omar: I'm okay with that.
DM Beckett |
The trip from the western edge of the Eye of Abendego takes about 2 days, though luckily you experience minimal difficulty navigating the waters and reaching the base of Sevenfingers’s Tomb.
It took nearly two hours to climb the narrow, winding steps to the summit of the great stone column containing Sevenfingers’s tomb. Although the swirling chaos of the Eye of Abendego lies only a hundred miles away to the east, the violent storms it constantly hurls across the seas seem to have forgotten this eerily quiet place. Surrounding the monolith are dozens of nearly identical columns, their ominous outlines stretching down into the mist. And here, atop Sevenfingers’s tomb, is a small clearing surrounded by a thick and utterly silent veil of tropical trees, hanging vines, and thick undergrowth, all shrouded in fog.
Some of you think that you hear a voice, someone almost familiar calling for you to press on, or to find them. Others swear they see shapes in the fog, all just out of the corner of the fog.
The summit of Sevenfingers’s tomb is covered with thick tropical foliage. Most of the trees here stand 30 to 40 feet tall and consist of various types of banyan trees, corkwoods, mangroves, palms, and strangler figs. The areas on the map marked as trees represent this thick foliage—these areas are difficult terrain. Due to the ever-present mists, visibility atop Sevenfingers’s tomb is limited to 20 feet . There is very little natural wildlife here beyond insects and the occasional lost, miserable sea bird.
A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around this small clearing. A broad trail cuts through the foliage and vanishes into the mists to the northwest. To the south and east is the edge of the column, and a sheer five hundred-foot drop. The ground here is a soggy carpet of thick green moss and black soil.
The winding stairs lead to this small clearing near the southeastern edge of the column. At first glance, the clearing appears empty; however . . .
Map has been updated, both under my name (as "HotFE 1") and also at the very top of the page. However, we are not currently truly on the map just yet.
Carrick Castermill |
Survival 1: 1d20 + 4 ⇒ (1) + 4 = 5
Perception 2: 1d20 + 6 ⇒ (16) + 6 = 22
If I understand that roll lets me view DC10 and DC17?
First up, Carrick scouts around the clearing.
Look here! It looks like the remains of an old campfire.
He leans in for a closer look. About a weeks old maybe. What's this? Charred skull and bone fragments, humanoid, perhaps. Looks like they've been gnawed upon.
Looking up from the fire, Looks like tracks here, humanoid, leading along this thin path to the north (downward on the map).
Hikari Hayashi |
Can Hikari pick up a wand of protection from evil using 2 pp before we get going? It's not exactly a purchase so I'm not sure if it's fine.
survival #1: 1d20 + 2 ⇒ (12) + 2 = 14
Hikari looks up, and instinctively notices something strange about the foliage. He examines a bit closely and realises what has perturbed him.
"Look! The plants here. There're all stripped of all edible fruit and seeds. Despite how barren these plants were originally, someone, or soemthing, have stripped them completely." He ponders on this briefly. "Someone, or something, might have been stranded here. Might be hostile."
He pulls out his wand, invoking its magic on himself. He then nocks his bow.
Heightened Awareness: 10min: +2 perception, +2 knowledge. +4 initiative but end perception and knowledge bonuses.
DM Beckett |
If I understand that roll lets me view DC10 and DC17?
That is correct. I'll try to be more clear in the future. It's essentially two separate rolls (#1 is a Know Nature or Survival & #2 is Perception or Survival), with the second roll having a special note that "if you exceed the DC by 7. . ."
Can Hikari pick up a wand of protection from evil using 2 pp before we get going? It's not exactly a purchase so I'm not sure if it's fine.
That's fine. Basically since you actually start off on the boat, I was going to allow any purchases like normal.
DM Beckett |
As you start looking around more, following some of the trails that the tracks lead, you come upon a clearing is shrouded in shadows thanks to the thick jungle canopy overhead. The canopy has begun to become so think, and it seems this strange fog seems to especially cling to the overhanging bushes and vines, visibility begins to decline even more. Treat as dim light, despite it being early day.
A dozen makeshift beds of leaves and palm fronds surround a sickly campfire that barely manages to keep smoldering in the humid air. Hundreds of years ago, the proliferation of piracy in the Shackles gradually pushed the native population farther and farther west, eventually forcing them to inhabit islands long avoided due to ancient
taboos. What you see before you must be their descendants, if not remnants.
A small group of savagely tattooed and scarred warriors stands instantly from their makeshift camp just as you approach, grabbing crude clubs and rising to fight. On closer inspection, you also spot that each of them seems to also have sharpened teeth, and you can see small scraps of flesh stuck in some of their teeth, the color of blood on their teeth. All in all, there are five warriors, but you also see a sixth, much like the others, but he does not rise, nor grab a weapon. In fact, he doesn't seem to react at all, simply laying on what seems to be a makeshift liter.
===================================================================
Brunhilde Olafsdottir: 1d20 + 2 ⇒ (13) + 2 = 15
Carrick Castermill: 1d20 + 4 ⇒ (7) + 4 = 11
Glexit Nenroy: 1d20 + 5 ⇒ (16) + 5 = 21
Hikari Hayashi: 1d20 + 4 ⇒ (16) + 4 = 20
Night Hunter : 1d20 + 3 ⇒ (2) + 3 = 5
Omar Posada: 1d20 + 4 ⇒ (15) + 4 = 19
Oret Terra: 1d20 ⇒ 7
------------------------------
Barbarians 1, 2, & 3: 1d20 ⇒ 8
Barbarians 4 & 5: 1d20 ⇒ 8
Crippled Barbarian: 1d20 ⇒ 2
ROUND 1
Glexit ()
Hikari ()
Captain Omar ()
Brunhilde ()
Carrick ()
Barbarian 1 <green> ()
Barbarian 2 <pink> ()
Barbarian 3 <blue> ()
Barbarian 4 <yellow> ()
Barbarian 5 <purple> ()
Oret ()
Night ()
Crippled Barbarian <red> ()
Map is now ready for use. Bolded folks are up. Just a head's up, the Red one is the one that is laying on the liter. Also, just a reminder, you can move through the trees, but it's difficult terrain. Visibility is limited to about 20ft, and it is dim light.
Omar Posada |
Omar looks upon the barbaric warriors with curiosity and concern.
I do no think they are of their right mind at this point. Be wary!
Omar starts a skald warrior chant-song, trying to whip his party into a fighting frenzy as he draws his greatsword from its sheath.
♪♫♪♫ My mind raced
And I thought what could I do
And I knew
There was no help, no help from you
Sound of the drums
Beating in my heart
The thunder of guns
Tore me apart
You've been
Thunderstruck
♪♫
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Note: Each willing participant also gains *SCENT* and *2xCLAW* attacks(d6)
Glexit Nenroy |
Glexit moves ahead slightly trying to get a clear shot at one of the barbarians. As he moves up his hands appear as though he is making snowball.
"They do not look too friendly. Lets deal with the ones of front and then the one in the back.
"I hope you like the cold."
Glexit cast Ray of Frost at Barbarian #2.
Ranged Touch: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d3 ⇒ 1
Dice module does not like me right now.
Oret Terra |
perception: 1d20 + 3 ⇒ (6) + 3 = 9
Sorry! Busy weekend, catching up now.
The journey did not fair well for Oret, as he is not accustomed to travel by sea. In his recovery, he follows around the party quietly, listening to their observations, much like he was "zombified" for a day. But at the sight of the savages, his sense began to hone and begin to slowly gain back his vigor.
Carrick Castermill |
heal: 1d20 ⇒ 12
As Omar begins his song, Carrick feels rage swelling inside him. He hums along to the tune, as he charges reckless ahead, drawing his long sword as he goes.
Da, da, da, da, daya, da da
MWk. Longsword + Charge + Raging Song v. Pink: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12
Damage + Song: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Just a reaches the warrior, he trips across a tree root, flailing wildly as he attempts to keep his balance.
AC currently 17 (-1 song, -2 charge)
Oh dice roller - what a start!
Brunhilde Olafsdottir |
Survival 1d20 + 6 ⇒ (14) + 6 = 20
Perception 1d20 + 8 ⇒ (17) + 8 = 25
So that's what all this flesh eating is about ey... Brunhilde notes with distaste.
Brunhilde will delay
DM Beckett |
First to respond to the possibility of danger, Glexit goes on the offensive, sending a small blast of utter cold at the nearest barbarian, but the fog and darkness make it difficult to pinpoint just where to aim. (Note that everything has concealment if outside of 20ft from you. You need to move in closer.)
Hikari goes here.
Omar quickly begins singing a warchant, kindling an inner rage within those allies that wish to heed it's call, while Carrick, accepting it, moves in to attack. Unfortunately, even unprepared to fully defend itself, the knight's longsword fails to pierce it's leather rags in what would have been a near lethal blow.
I just want to point out that Carrick might have just put himself in a very dangerous position against 5 starving cannibals.
ROUND 1
Glexit ()
Hikari ()
Captain Omar ()
Brunhilde (Delay)
Carrick ()
Barbarian 1 <green> ()
Barbarian 2 <pink> ()
Barbarian 3 <blue> ()
Barbarian 4 <yellow> ()
Barbarian 5 <purple> ()
Oret ()
Night ()
Crippled Barbarian <red> ()
Hikari Hayashi |
heal: 1d20 + 6 ⇒ (9) + 6 = 15
sense motive: 1d20 + 7 ⇒ (5) + 7 = 12
"As corroborated from what we saw in the forests earlier, these men are fatigued and starved." Hikari then glances over curiously at the man lying on the ground, but not seeing an immediate threat, focuses his attention on the rest.
Seeing five desperate attackers, Hikari decides to call upon Shizuru's favor in the combat.
Standard: cast divine favor (+ fate's favored trait): +2 luck bonus to hit and damage. Move: studied target on yellow. Free: 5-foot step.
Not accepting the rage. As a ranged attacker, not much relevant bonus.
DM Beckett |
You are currently unable to see any of the enemies, both because they are out if your range ad hidden by the fog, and also because the dense jungle in front of you is blocking line of sight.
First to respond to the possibility of danger, Glexit goes on the offensive, sending a small blast of utter cold at the nearest barbarian, but the fog and darkness make it difficult to pinpoint just where to aim.
Hikari steps a bit closer and calls on his own powers to grow stronger.
Omar quickly begins singing a warchant, kindling an inner rage within those allies that wish to heed it's call, while Carrick, accepting it, moves in to attack. Unfortunately, even unprepared to fully defend itself, the knight's longsword fails to pierce it's leather rags in what would have been a near lethal blow.
The first of the barbarians rushes at Carrick, forgoing it's club to literally attempt to bite into his flesh, while the other four follow suit, with three of them grabbing hold and ripping out large mouthfuls of the Iomedean's flesh. This seems to nourish and empower those three barbarians, who all grow noticeably stronger.
B1 Bite vs Carrick (AC 17): 1d20 + 2 ⇒ (9) + 2 = 11 <miss>
B2 Bite vs Carrick (AC 17): 1d20 + 2 ⇒ (18) + 2 = 20 <HIT>
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
B3 Bite vs Carrick (AC 17): 1d20 + 2 ⇒ (16) + 2 = 18 <HIT>
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
B5 Bite vs Carrick (AC 17): 1d20 + 2 ⇒ (12) + 2 = 14 <HIT>
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
One of the starving barbarians (#4), who essentially has to move around in a circle to get to it's prey leaves itself open to a counter attack, and Carrick is this time lucky, slamming his heavy blade through the mass of flesh to gut that target, who drops to the ground bleeding out..
Carrick AoO vs B4: 1d20 + 11 ⇒ (15) + 11 = 26 <HIT>
Damage: 1d8 + 4 ⇒ (8) + 4 = 12 destroyed
ROUND 1
Glexit ()
Hikari ()
Captain Omar ()
Brunhilde (Delay)
Carrick (-17)
Barbarian 1 <green> ()
Barbarian 2 <pink> (+1)
Barbarian 3 <blue> (+1)
Barbarian 5 <purple> (+1)
Oret ()
Night ()
Crippled Barbarian <red> ()
Brunhilde Olafsdottir |
Pretty sure that last attack failed to hit Carrick so he should be at only -9. Double move.
Brunhilde steps forward and closes with her foes who have assaulted her valorous, yet dim witted companion.
Oret Terra |
Oret seeing his ally be surrounded by the multitudes of savages makes a rash decision, he hopes somewhat to dilute the situation. "There's too match disorder! I hope I don't regret this!" Grabbing the holy icon on his chest, he unleashes a wave of energy.
Channel negative energy: 1d6 ⇒ 2
Move action and std action for channel energy. Will DC 11 save for half. Carrick and Brunhilde are impacted.
Carrick Castermill |
As Brunhilde mentioned think that 14, missed my AC
DC 11 Will v. channel neg: 1d20 + 6 ⇒ (3) + 6 = 9 fail
-11hp
DM Beckett |
Yes, my mistake. I'd rolled all 5 attacks first, and then removed #4's since you killed it, and I forgot that that would change the later rolls. Originally it had rolled the 15 (from the AoO), and the AoO had rolled something else.
Night Hunter goes here
Whatever it just did, seems to have made all of the other savage warriors that much stronger, very, very similar to how Omar's own war chant is bolstering you. And having tasted blood. Real, warm, living blood, two of the others are now even more in a frenzy. . .
B1 Will DC 11: 1d20 ⇒ 2 <failed>
B2 Will DC 11: 1d20 ⇒ 9 <half>
B3 Will DC 11: 1d20 ⇒ 14 <half>
B5 Will DC 11: 1d20 ⇒ 10 <half>
ROUND 1
Glexit ()
Hikari ()
Captain Omar ()
Carrick (-11)
Barbarian 1 <green> (-2)
Barbarian 2 <pink> ()
Barbarian 3 <blue> ()
Barbarian 5 <purple> (-1)
Brunhilde () will save please
Oret ()
Night ()
Crippled Barbarian <red> ()
Hikari Hayashi |
Ok, please scrap Hikari's move action to study target on yellow, since he can't see him. Can I replace the move action? Also, would like to clarify on the fog situation, since it matters for a range attacker very much. :) Is it providing concealment or total concealment? Within what range then the barbarians be visible?