Shisumo's Skull & Shackles (Inactive)

Game Master Shisumo


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Male Half-elf Storm Druid 3; 21/24 hp

Chum peers in through the door. His eyes handle the gloom better, but he still mutters an incantation on the magical dagger, which he holds up like a torch to illuminate the room.

Assuming the body is indeed a body and remains motionless, he will find something with some length to prod it before trying to determine what he can about its death. Can't be too careful around here, we already know.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Eleuterio also looks into the room, though he is scanning with the sight gifted to him by Heaven.

Detect evil!


Round one: Eleuterio detects evil within range of his spell. I strongly suspect he prevents Chum from moving forward at that point. Round two: he detects one aura. Round three: it is coming from the body, and it is quite faint.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

"Stop," Eleuterio hissed, throwing an arm up against Chum as the druid attempts to enter the room. He concentrates for a few moments longer, and frowns. "Something unclean is in that body, Captain. Something just evil enough for Heaven to see. I suggest we open fire on it."


Male Half-elf Storm Druid 3; 21/24 hp

Chum does not have to be told twice and all-too-willingly steps behind the paladin. Sure that the others can handle what they see, he turns to watch their backs.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Quite right, fellows. Let's bring our arrows to bear on this. I hated the thought of wasting more of my shots before we even reached the grindylows. As it was, I was going to have to be sparing regardless. I only had five more shots before I was stuck with just my rapier. Or to have to retreat back to the ship to refill my powder horn. I will definitely have to look into getting myself a backup horn in case I am away from the ship for similar escapades.

Instead, I scooped up a heavy enough stone to do some damage, then flung it at the corpse as hard as I could as everyone else let loose with their arrows.

Ranged, point blank, improvised, deadly aim: 1d20 + 7 + 1 - 1 - 4 ⇒ (14) + 7 + 1 - 1 - 4 = 17
Damage: 1d3 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6


I think at this juncture I should like to note that you are, as a group, carrying a total of 8 flasks of alchemist's fire.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

"NOW we're going to be cautious?"


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Quite right, Mr. Cooper! Better to deal with this thing at range, rather than to risk another messy scrap! I agreed with Evril. I wasn't quite sure why he seemed so surprised at this rather sound tactic.


Male Half-elf Storm Druid 3; 21/24 hp

"Here, cap'n. With all due respect, I think I might have something more effective than a rock."

Lightning Arc touch attack: 1d20 + 4 ⇒ (16) + 4 = 20
Electrical damage: 1d6 + 1 ⇒ (5) + 1 = 6


Artevious' rock hits with substantial force, and Chum's lightning arcs in right behind it, scorching flesh. As soon as the rock hits, the body animates with sudden fury, yellow eyes opening and arms - tipped with vicious-looking claws - alternately slashing futilely toward you and trying desperately to free itself from whatever is holding it above the floor around its neck. (The interior gloom makes it hard to tell, but it looks like a metal collar of some kind.) A wash of horrid stench suddenly rolls out of the cabin, making your eyes water.

And on the heels of the smell comes a more physical wave, a swarm of tiny, angry flies rising off the body and swarming toward you like locusts about to descend on a cornfield.

I need initiatives, please.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

A swarm? I don't think we have any way of fighting a swarm!


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1
DM Shisumo wrote:
I think at this juncture I should like to note that you are, as a group, carrying a total of 8 flasks of alchemist's fire.

Yep, we're totally doomed, Artevious. ;-)

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I did think of that as I was driving to work this morning. But isn't it fun to panic once in a while?


I had that same moment of panic myself when I reread this encounter, since I couldn't remember if you'd gotten any flasks or not - I had to search the thread to make sure there had been some, since they weren't listed on anybody's character sheets...

Botfly swarm init: 1d20 + 1 ⇒ (10) + 1 = 11
Roll-off with Leu: 1d20 + 1 ⇒ (18) + 1 = 19


Male Half-elf Storm Druid 3; 21/24 hp

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

Do I know what the hanging thing is?

Bardic Knowledge: 1d20 + 5 ⇒ (2) + 5 = 7

... guessing not

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

Wishing to get this rescue mission over with before I need rescuing, I lob one of Crimson's fire jars at the swarm.

Atk; Dmg; Drift: 1d20 + 5 ⇒ (10) + 5 = 151d6 ⇒ 31d8 ⇒ 6


A burst of flame roars up in the midst of the botflies, engulfing them. Total of 6 damage, including the bonus for using a splash weapon on a swarm.

Owlbear's init: 1d20 - 1 ⇒ (1) - 1 = 0
Conchobhar's init: 1d20 + 2 ⇒ (17) + 2 = 19

Conchobhar sees the wisdom in Evril's approach and snatches one of the flasks himself, hurling right behind Evril's.

Ranged touch attack: 1d20 + 4 ⇒ (13) + 4 = 17, damage 1d6 + 1 ⇒ (5) + 1 = 6

More flames sear the flies, and tiny burning bugs fall like shooting stars out of the air.

Need to wait for Leu's roll-off to see if he can manage to beat the 19...


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HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Init Showdown!: 1d20 + 1 ⇒ (8) + 1 = 9

Eleuterio struggles to retrieve one of the flasks of alchemical fire as the midge swarm buzzes angrily towards him.

I am slower than bugs.


The burning bugs swarm toward and over your group, and you feel the their thousands of tiny mouths biting and stinging your flesh.

Artevious, Evril, Eleuterio and Owlbear are all swarmed. You each take 2d6 ⇒ (5, 5) = 10 damage and must make a DC 13 Fortitude save or be nauseated for one round. I also need Artevious and Eleuterio to make a second Fort save against the same DC.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

This just keeps getting better and better.

Fort: 1d20 + 5 ⇒ (9) + 5 = 14
Fort: 1d20 + 5 ⇒ (9) + 5 = 14


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

This. Was. Intolerable. Everything on this bloody island was out to get us, chewing us up, and we weren't any closer to finding Sandara and Crimson. Despite the stinging and biting, I snatched up one of the flasks of alchemist's fire, and stepped out of the cloud.

Not sure if an attack can be managed, but here goes.
Attack, pbs: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


7 more damage to the swarm, but everyone in it - I assume anyone not nauseated will get out before Art throws - takes 1 point of splash damage.

Owlbear's distraction save: 1d20 + 5 ⇒ (17) + 5 = 22
Owlbear's other save: 1d20 + 5 ⇒ (9) + 5 = 14

Owlbear also jumps away from the stinging flies, crying and shouting in pain. He grabs one of the flasks and throws it almost blindly.

Ranged touch: 1d20 + 2 ⇒ (7) + 2 = 9, damage 1d6 + 1 ⇒ (2) + 1 = 3

His throw is not as accurate as the others have been, and only a few of the flies are singed.

Evril, don't forget to roll for your second round of fire damage on your turn.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Fort: 1d20 + 6 ⇒ (20) + 6 = 26
Fort: 1d20 + 6 ⇒ (16) + 6 = 22

"Son of a b***h!", Eleuterio cries as the insects find their way beneath his armor and bite him. "Burn them, burn them quick!" He drops his blade, as it was useless in this fight, and pulls an alchemist's fire from his pack as well, tossing it at the midge swarm as well.

Mechanics:

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 ⇒ 5


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
AlcFire rnd 2: 1d6 ⇒ 2

I take a step back, calling on my inner reserve to regain my strength.
"Morsus evanescant"

Attempting to step out of the swarm, and casting one of the CLWs I found that I have after leveling.

CLW: 1d8 + 3 ⇒ (6) + 3 = 9


The botflies, still burning, cannot withstand Eluterio's assault and the continued effects of Evril's flask, and they finally disperse. Horribly, though, their bites keep bleeding, sapping the strength of those that were bitten.

They inflict bleed, but Evril has already cured his and Chum still has an action. So does Conchobhar, so...

The gnome rushes forward, dodging between the burning insects as they fall out of the sky, and tries to bind his captain's wounds. Untrained Heal check on Artevious: 1d20 ⇒ 2 His efforts are not much help, though, and the blood continues to flow.


Male Half-elf Storm Druid 3; 21/24 hp

Heal: 1d20 + 7 ⇒ (2) + 7 = 9

Chum moves to aid the captain, as well.

"Nuts, Conchobhar, I got in your way. Go ahead, I will see to Owlbear."

Rats, anyway.


Artevious, Eleuterio and Owlbear each suffer an additional 1d6 ⇒ 1 bleed.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

We had managed to disperse the biting flies, but my wounds from the swarm left me even weaker. I needed to try to bandage my wounds, or at least help those who were lending a hand.

Aid another, Heal: 1d20 - 1 ⇒ (7) - 1 = 6

Right lads, I don't suppose leaches would help with this?

Ultimately, I don't think I helped matters.


Male Half-elf Storm Druid 3; 21/24 hp

Chum moves to Owlbear and tries to bind his wounds long enough to allow his natural healing to take over.

Heal: 1d20 + 7 ⇒ (20) + 7 = 27

That's better! Er, sorry, Cap'n!


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

"Hold still a moment, Captain."

Heal: 1d20 + 6 ⇒ (17) + 6 = 23

"How about you, Master Reis?"

Heal: 1d20 + 6 ⇒ (19) + 6 = 25


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Heal (myself): 1d20 + 5 ⇒ (4) + 5 = 9

I think I'll suffer another round of bleed before Evril can make it to me.

"The bites," Eleuterio says as he begins to remove his armor. "Something in them keeping the blood flowing..." He strips off his vambraces to reveal several trickles of blood from further up his armor. "Damn! Can't quite reach it..."


Eleuterio is correct. One more round of bleed for him: 1d6 ⇒ 5

With the botflies taken care of, ending the struggles of the hanging but unquiet corpse in the middle of the room is a simple matter. In the ensuing calm, the group quickly explores the cabin. It is is a single chamber, crowded with a large amount of furniture that must have been looted from some shipwreck, whether it was the one that brought the unfortunate man here or some other. The items include a comfortable bed, a small writing desk, cooking gear, and several barrels of rotting food. The stench of rot is overpowering and flies swarm within the room, particularly around the now-still corpse hanging from a chain off a beam in the middle of the room. A stool lies on the floor nearby where it was kicked.

Searching in more detail - and with generous use of fabrics to cover your noses and mouths - you find a suit of leather armor, six spears, and eight finely tailored courtier’s outfits. In addition, the lodge contains a spice cabinet holding 5 pounds of pepper in waxed bags, a silver tankard, and a silver locket depicting a beautiful, buxom young elven woman. You recognize her as one of the ghouls you slew yesterday.

Perception, DC 15:
In the pocket of one of the courtier outfits is a silver ring, with leaping dolphins chasing each other around the metal band.

As you finish your search of the cabin, you discover that Conchobhar is not with you. Even as this registers, though, he reappears, dropping out of the branches of the massive tree outside. With a flourish, he wordlessly presents his justification for briefly departing: a potion bottle, a trio of silver shoe buckles, a gold wedding ring, and a silver hatpin, all salvaged from the "nest" of the vine chokers in the tree's upper branches.

Chum:
Because it has been some time in the real world since you made this discovery, I thought I would remind you that, when you reached the stockade, you noticed a spyglass fixed to the wall, seemingly aimed deliberately toward something specific.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

Perception: 1d20 + 10 ⇒ (19) + 10 = 29
I will come back to respond to this later


The encounter is worth a total of 350 XP each, for the record.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Evril Cooper wrote:
Perception: 1d20 + 10 ⇒ (19) + 10 = 29

I pull the ring out from it's hiding place, and present it to the others.

"A fitting present for our Besmaran friend to celebrate her rescue, don't you think?"

Looking over all the items we've uncovered, I call upon my second sight to see if any of them are extra special.

"Magica es?" - detect magic


The recovered ring and the potion bottle in Conchobhar's hands are both magical. Feel free to roll Spellcraft if you like.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

Perception for potion: 1d20 + 10 ⇒ (6) + 10 = 16

"Either of you know what this does?" I ask Chum and Leu, offering the ring to them.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

The holy warrior shrugs his shoulders. "It lets you speak with dolphins, as far as I know."


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Really? That's quite the powerful item, then! I responded. I wonder, does it simply translate their clicks, or does it allow you to click right along with them?

That would be quite the singular ability, I mused. Though I wondered how it would rate in a tale of epic buccaneering. Maybe not something for the captain, but one of his staunch allies. I glanced about, appraising who might be best suited to use such an ability.


Male Half-elf Storm Druid 3; 21/24 hp

Chum looks at the ring for any inscriptions that might yield a clue, but he didn't pray for the magical sight to interpret auras today. A little embarassed, he hands the ring back to the Andoran. "I might tell something of it after praying for the gift from the Wind and the Waves, but not today." With a shrug and a slight smile, he offers, "It might aid someone's swimming or prevent them from sinking, but I like his suggestion better."

Perception to examine the ring: 1d20 + 12 ⇒ (4) + 12 = 16

"Shall we see what the spyglass is gazing at? It appears to be fixed on something in particular."


Evril's Perception check wasn't good enough to identify the potion Conchobhar found - anyone else want to give it a go?

Chum's examination of the ring turns up no new information about its function or use. Let me know if anyone decides to wear it.

His turn to the spyglass, though, is far more illuminating. The glass is fixed to point in a south-southeast direction, looking toward something on the southern edge of the island. It is a deep, cauldron-like sinkhole in the rocks above the southern cliff; it looks to be at least twenty or so feet deep, and potentially much deeper, since the bottom can't be seen at this angle. What catches Chum's eye as he peers through the lens, though, is the pair of grindylows cavorting on the rocks just below the edge of the depression.

Perception, DC 15, anyone looking through the spyglass:
One of the grindylows appears to be wearing Sandara's tricorne, while the other waves Cogward's trademark bandana like a tiny flag.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

It's them! erm. Well, not them. I mean, it's the vermin that kidnapped Sandara. And Cogsworth," I add, noticing my omission.


Male Half-elf Storm Druid 3; 21/24 hp

Chum takes a sniff at the potion and swirls it in the flask to see if the color reminds him of anything.

Perception to identify potion: 1d20 + 12 ⇒ (5) + 12 = 17

Since Evril has made the roll, I will assume he can make it automatic for the rest of us...


He can, yes.

Chum is likewise unable to determine just what the potion might be.


Male Half-elf Storm Druid 3; 21/24 hp

Chum tries to determine the best route from their current position to where the grindylows are.

Knowledge (Geography): 1d20 + 6 ⇒ (11) + 6 = 17

Knowledge (Nature): 1d20 + 9 ⇒ (1) + 9 = 10

Survival: 1d20 + 11 ⇒ (20) + 11 = 31


Chum estimates that the trip will likely take a couple of hours; not because of distance, but because of the extremely uneven and rocky terrain. The group will have to follow the ridge line of the island's rocky western cliffs to reach the grindylows' location, and it will be an awkward, slow and probably palm-scraping scramble for most of a mile and a half.


Male Half-elf Storm Druid 3; 21/24 hp

Frowning, the druid looks for a less direct but safter route. He's concerned about them being easy targets while they move - does this original route look like they will be able to remain unseen or are they going to be obvious coming in?


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

As the druid looks around for an alternate route, Eleuterio leans heavily against the hut wall, and calls upon the Inheritor's favor to close his wounds.

Lay on Hands: 2d6 ⇒ (3, 5) = 8


The ridgeline route is indeed exposed in terms of visibility. The problem is that it is also the only one that doesn't involve the same hefty Climb checks you avoided by taking the stairs up to the stockade.

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