Skull & shackles (Inactive)

Game Master DBH


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Are you sure you want to do that?

As Marnir glances around he notes suspiciously that what looked to be a rock formation, overgrown with sea weed has slipped closer to the party. As he watches several long, thick tentacles coil out along the sea bed and it moves closer again.

New map up top. Sea bed.

What are you doing now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"I bloody knew it! Rock monster approaching!" Marnir calls out, his voice carrying through the water as he points at the creature trying to creep towards the group.

Knowledge (arcana) to identify?: 1d20 + 15 ⇒ (16) + 15 = 31

Marnir hurriedly summons a swarm of illusory duplicates which swim around him as the tentacled horror pulls itself closer. He then begins one of his Ulfen warsongs, a deep chanting reverberating through the water as he sings of battles against the benthic horrors of the frigid waters of the north.

Assuming we're going to stay and fight:
Inspired rage starts without using an action, Standard Action to cast mirror image for 1d4 + 3 ⇒ (2) + 3 = 5 images.

Stats:

HP (123) 101/(123) 101
AC 24, touch 13, flat-footed 24 (+9 armour, +1 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 inspired rage)
Speed: 30ft
Fort: +14, Ref: +18, Will: +15 (+4 vs fear) (+2 Fort & +3 Will inspired rage)
Conditions: inspired rage, freedom of movement, 5 mirror images
Melee attack (+1 furious battleaxe): +14/+9 (+8 BAB, +4 Str, +1 enhancement, -3 Power Attack, +2 inspired rage, +2 furious, -1 Reckless Rage)
Melee Damage (+1 furious battleaxe): d8+27 (+6 Str, +1 enhancement, +3 Arcane Strike, +9 Power Attack, +3 inspired rage, +2 furious, +3 Reckless Rage)
23/26 rds raging song remaining


ADVENTURE PATH COMPLETE

"Wha... ? Is that some kind of giant nautiloid?" says Niobe, rather surprised.

Knowledge (nature): 1d20 + 15 ⇒ (8) + 15 = 23


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

"Looks like it." Callidora replies. Swimming forward to touch the Marnir on the shoulder, the sea witch gifts him with a bit of the power of the marids.

Cast Marid's Mastery. +1 bonus on attack and damage rolls if subject and its opponent are touching water.

Knowledge Nature (aid): 1d20 + 14 ⇒ (4) + 14 = 18


Are you sure you want to do that?

The mass of weed seems to compress and suddenly jet closer to the party, the seaweed is revealed to be simply cover for a giant octopus as it stalked closer to the party.

Tentacle vs Kung: 1d20 + 11 ⇒ (6) + 11 = 17

It snatches at Kung but misses.

Niobe now recognizes just what it is.

Knowledge nature DC27:

Giant Octopus

XP 4,800
N Large animal ( aquatic)
Init +6; Senses low-light vision; Perception +8

DEFENSE

AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 90 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)

OFFENSE

Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attack constrict (tentacle, 1d4+2)

STATISTICS

Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
Base Atk +9; CMB +15 (+19 grapple); CMD 27 (can’t be tripped)
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy
Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth

SPECIAL ABILITIES

Poison (Ex)
Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.

The party may now act.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Seems like we've found that giant octopus," Marnir says between verses, feeling Cally's touch on his arm. He swims forward and bring his axe down towards the octopus, hoping to kill it or scare it off before it can grab anyone with it's long tentacles.

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Move Action to move 10ft, Standard Action to attack.

Axe attack: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 1d8 + 28 ⇒ (8) + 28 = 36

Stats:

HP (123) 101/(123) 101
AC 24, touch 13, flat-footed 24 (+9 armour, +1 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 inspired rage)
Speed: 30ft
Fort: +14, Ref: +18, Will: +15 (+4 vs fear) (+2 Fort & +3 Will inspired rage)
Conditions: inspired rage, freedom of movement, 5 mirror images, marid's mastery
Melee attack (+1 furious battleaxe): +15/+10 (+8 BAB, +4 Str, +1 enhancement, -3 Power Attack, +2 inspired rage, +2 furious, -1 Reckless Rage, +1 MM)
Melee Damage (+1 furious battleaxe): d8+28 (+6 Str, +1 enhancement, +3 Arcane Strike, +9 Power Attack, +3 inspired rage, +2 furious, +3 Reckless Rage, +1 MM)
22/26 rds raging song remaining


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Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Callidora focuses on the creature, her hands weaving in an intricate gesture as her voice rings through the water assaulting the mind of the monster from the depths.

Cast Hydrophobia (DC 21 Will save)Targets in the area must succeed at a Will save or become deathly afraid of drowning. If the target is swimming or otherwise submerged in water, it must spend all of its efforts attempting to escape from the water. As long as an affected target remains in water, it takes 1d6 points of nonlethal damage each round as it thrashes about and swallows water. It's a 30 ft radius so set up just far enough to exclude Marnir.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung brushes away the octopus' feeble attempt to grab him; the kelp monster was far better, and the octopus had sticky suckers! He laughs to himself as he focuses his rage, a small swirl of cavitating bubbles arising from the motion of his pegleg as his fury grows. He swims forward and drives a balled fist forward into the center mass of the octopus.

Actions:

Free: enter rage
Move: 10'
Standard: attack octopus

+1 spiked gauntlet: 1d20 + 19 ⇒ (6) + 19 = 25
Damage, P: 1d4 + 15 ⇒ (1) + 15 = 16


Stats:

HP 22+116/120
AC 22 touch 13 flat-footed 20 (+8 armor, +4 dex, +1 natural, +1 deflection/ring, -2 rage)
CMD 29 (+10 BAB, +6 str, +4 dex, +1 deflection/ring, -2 rage)
DR 1/-
Speed: 40 ft
Fort: +14, Ref: +14, Will: +9 (+2 rage)
Superstition: +7 vs spells & spell-like
Battle Cry: +4 morale vs fear
Conditions: rage
CMB: +18 (+10 BAB, +6 str, +2 rage)
Melee (+3 furious greatsword): +21/+13 (+10 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 rage)
Damage (+3 furious greatsword): 2d6+23 (+9 str, +3 enhancement, +9 power attack, +2 rage)
Melee (+1 spiked gauntlet): +19/+11 (+10 BAB, +6 str, +1 enhancement, -0/-3 power attack, +2 rage,)
Damage (+1 spiked gauntlet): 1d4+15 (+6 str, +1 enhancement, +6 power attack, +2 rage)
Ranged (javelin): +14 (+10 BAB, +4 dex)
Ranged damage (javelin): 1d6+8 (+6 str, +2 rage)
18/23 rds Rage remaining


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Are you sure you want to do that?

Will save: 1d20 + 8 ⇒ (4) + 8 = 12
Damage Non=lethal: 1d6 ⇒ 3

Marnir just misses, his axe skidding off the thick skin of the Octopus.

Kung buries his fist deep into it's spongy body though.

The Octopus behaves is a bizarre fashion, it seems to believe it is drowning and tries desperately to reach the surface.

AOO for Marnir and Kung, followed by your normal attacks as it rises 10' to the surface.

That would have to be one of the weirdest spell effects I've ever seen happen.


ADVENTURE PATH COMPLETE

Niobe relies on her war blessing and applies the touch of cold to Kung's weapons.

+1d4 cold damage for 1 minute.


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Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

I like the idea of an octopus afraid of drowning! Good work Cally!

Marnir gladly uses the opening as the octopus turns to flee, slicing at it with his axe as it heads for the surface. His war chant continues, strengthening Marnir as he pursues the dangerous creature.

AoO: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d8 + 28 ⇒ (2) + 28 = 30

Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack.

Axe attack: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 28 ⇒ (6) + 28 = 34

Axe attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 28 ⇒ (3) + 28 = 31

Stats:

HP (123) 101/(123) 101
AC 24, touch 13, flat-footed 24 (+9 armour, +1 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 inspired rage)
Speed: 30ft
Fort: +14, Ref: +18, Will: +15 (+4 vs fear) (+2 Fort & +3 Will inspired rage)
Conditions: inspired rage, freedom of movement, 5 mirror images, marid's mastery
Melee attack (+1 furious battleaxe): +15/+10 (+8 BAB, +4 Str, +1 enhancement, -3 Power Attack, +2 inspired rage, +2 furious, -1 Reckless Rage, +1 MM)
Melee Damage (+1 furious battleaxe): d8+28 (+6 Str, +1 enhancement, +3 Arcane Strike, +9 Power Attack, +3 inspired rage, +2 furious, +3 Reckless Rage, +1 MM)
21/26 rds raging song remaining


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Attack of Opportunity:

+1 spiked gauntlet: 1d20 + 16 ⇒ (8) + 16 = 24
Damage, P: 1d4 + 15 ⇒ (4) + 15 = 19

Kung uses Step Up and Following Step to take a 10' step to stay with the octopus.

Kung screams into the bubble of air surrounding his head as the octopus flees, the echoes pronounced in his own ears, but still audible through the water around him as well. He catches the octopus with a spiked fist then begins swimming upwards after it, letting the wake behind the octopus sweep him up with little to no effort. He strikes with both fists as the octopus reaches the surface.

Actions:

Full round: full attack vs octopus

+1 spiked gauntlet: 1d20 + 19 ⇒ (6) + 19 = 25
Damage, P: 1d4 + 15 ⇒ (2) + 15 = 17 + Damage, cold: 1d4 ⇒ 2

+1 spiked gauntlet: 1d20 + 11 ⇒ (12) + 11 = 23
Damage, P: 1d4 + 15 ⇒ (3) + 15 = 18 + Damage, cold: 1d4 ⇒ 1


Stats:

HP 22+116/120
AC 22 touch 13 flat-footed 20 (+8 armor, +4 dex, +1 natural, +1 deflection/ring, -2 rage)
CMD 29 (+10 BAB, +6 str, +4 dex, +1 deflection/ring, -2 rage)
DR 1/-
Speed: 40 ft
Fort: +14, Ref: +14, Will: +9 (+2 rage)
Superstition: +7 vs spells & spell-like
Conditions: rage, battle cry
CMB: +18 (+10 BAB, +6 str, +2 rage)
Melee (+3 furious greatsword): +21/+13 (+10 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 rage)
Damage (+3 furious greatsword): 2d6+23+1d4 (+9 str, +3 enhancement, +9 power attack, +2 rage, +1d4 cold/battle cry)
Melee (+1 spiked gauntlet): +19/+11 (+10 BAB, +6 str, +1 enhancement, -0/-3 power attack, +2 rage)
Damage (+1 spiked gauntlet): 1d4+15+1d4 (+6 str, +1 enhancement, +6 power attack, +2 rage, +1d4 cold/battle cry)
Ranged (javelin): +14 (+10 BAB, +4 dex)
Ranged damage (javelin): 1d6+8+1d4 (+6 str, +2 rage, +1d4 cold/battle cry)
17/23 rds Rage remaining


Are you sure you want to do that?

Ok, with that spell effectively destroying the poor thing you chop it into squid rings. Mmmm Squid rings.

The Giant Octopus is quickly dispatched, dragging it the the shore you find one piece of loot. Embedded in it's hide and almost overgrown with age is a heavy conch shell mounted on an ironwood shaft. It shows up as magic.

Heavy mace + 1 (Aberration bane)

What are you doing now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Once back on the shore Marnir shakes his long hair out, trying to get as much salt water and octopus blood out as he can. "This looks potentially useful," he says, pulling the very aquatic-looking mace from the octopus' leathery skin.

"Do we want to carry on round the island, or head home and do more investigating tomorrow?" he asks everyone.


Are you sure you want to do that?

The captain has asked a question. Back to base, or keep exploring the island for trouble spots?


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

"It might be best to call it a day, but I could handle more exploration of you wish Captain. At least we have an ally here, and we've eliminated a few threats, but still no idea what happened to those men." Callidora answers looking to her companions.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

GM_DBH wrote:
Unfortunately a search turns up only the well picked bones of the missing men, drawn into the Fiends deadly embrace and quickly crushed.

"They were killed by that seaweed beast," Marnir reminds Cally. "Maybe we should call it a day here, and head towards the north coast tomorrow. We can reassure everyone that the island is less dangerous now. Slightly, at least," he adds.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

"But maybe say to stay in fort until we say island safer. No good if more worker wander off and die!" Kung could clearly go on for quite a while, but has never objected when the spellcasters wanted to rest, and seems happy to return to the fort now as well.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

"That's a very good idea Kung, the last thing we need is more workers turning out the way they did." Callidora agrees, after the ca[ptain reminds her. Niobe's and her own revelation clearly had the mermaid witch preoccupied.


ADVENTURE PATH COMPLETE

"Yeah... this has been a bit alarming," says Niobe. "I'm a little shaken up, I have to admit. I didn't expect to get drawn into the trap of a sargasso like that." She frowns and toys with her long hair - clearly the mermaid is not used to being on the receiving end of such charms.

"Really this is just to make sure the island is safe for visitors, right?"


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Yeah, and to make sure there aren't any unpleasant surprises that might crap on our party," Marnir replies. "We've had enough people try to sabotage us, we don't need any more."


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

"Then I guess we should keep going for a while at least, make sure that there aren't any other hidden dangers. We can handle whatever there is out there." Callidora replies, resting her hand on Niobe;s back, noting her unsettled state.


Are you sure you want to do that?

Your Fort, which is still unnamed by the way is now a bustling site, the interior buildings have all been repaired to good condition. The gates have been replaced with good, thick timber and work is ongoing on the battered walls.

Standing on the battlements gives you a nice view over your harbor and the growing collection of wharves that reach out into the blue waters. Once you get watchtowers up on the entrance you'll have a great harbor.

Looking at a map of the Shackles shows you your island is very nicely sited to catch ships heading to and coming from the Eye. Which is probably why when you do return to report the fate of the missing men your foreman simply nods grimly. "Thought as much. Always plenty of fools who die from the gold fever."

He nods to a group of people standing close by and eyeing you hopefully. "Once news got around about the island opening up and a port being put in lots of merchant types showed up wanting permission to set up here."

You think you recognize one of the men. You have seen him before, working in Hakim's shipyard in Senghor. If a port is growing here then the multitude of needs to keep ships running will also need to be supplied.

If you look at the map of the Island, your hold is B, on the cliffs overlooking the beaches where the wharves are being built. What these people want is permission to set up shop close to the wharves. Ship builders, sail makers, provisioners etc. You can either have the area divided into lots and sell them to the traders wanting to set up, or rent them if you prefer?

What are you doing now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Hmm. Sounds like the sort of businesses that would make good money, and would make coming here pretty attractive," Marnir muses. "Though I'm not much of a businessman myself." He thinks for a moment, then his eyes shine with the light of an idea. "How would you like a promotion?" he asks the foreman with great enthusiasm. "I want you to be the wharf manager. You'd be in charge of renting out space to the merchants, collecting harbour fees, things like that. What do you say?" Marnir asks, keen to have a capable man to organise the important but boring aspects of running the island.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung nods as Marnir begins making arrangements to manage the harbor. He's in complete agreement with Marnir mainly because he can't even begin to think of trying to manage all of what must go into such an arrangement... but he tries to look as if he's reasoned and considered all of the intricate ramifications to come to this support.


Are you sure you want to do that?

After a touch of haggling, the foreman, one Korvus Blaine agrees to take on the job. He does negotiate a lot for himself as part of the deal. Wanting a house of his own for his family when he calls for them.

You leave him to it, hearing him calling to his work crew to get ropes and pegs as you walk away.

I'm taking it you want to cut across the island to get to K?

GM stuff:

Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Perception Marnir: 1d20 + 19 ⇒ (9) + 19 = 28
Perception Kung: 1d20 + 14 ⇒ (7) + 14 = 21
Perception Niobe: 1d20 + 20 ⇒ (4) + 20 = 24
Perception Callidora: 1d20 + 15 ⇒ (12) + 15 = 27
Will save Marnir: 1d20 + 12 ⇒ (6) + 12 = 18
Will save Kung: 1d20 + 7 ⇒ (13) + 7 = 20
Will save Niobe: 1d20 + 13 ⇒ (12) + 13 = 25
Will save Callidora: 1d20 + 8 ⇒ (5) + 8 = 13

Oh dear... Here we go again.

The island is lush and green, as you make your way towards the bay on your maps Niobe is alarmed when the others stop talking and looking around, instead marching forward with glazed eyes.

She sees a very large vine uncoil from the tree and begin reaching hungrily towards the approaching meals.

Knowledge Nature DC35:

Large tendrils ending in tiny claws unfurl from the central stalk of
this plant, which rises like a serpent ready to strike.
Viper Vine

N Large plant
Init +8; Senses low-light vision, tremorsense 60 ft.; Perception +13
Defense
Immune acid, plant traits
Weaknesses cold lethargy
Offense
Speed 10 ft.
Melee bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21
(1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attacks captivating cloud, constrict (1d6+8)
Statistics
Str 26, Dex 19, Con 19, Int 1, Wis 10, Cha 6
Base Atk +15; CMB +24 (+28 grapple); CMD 39 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved
Critical (bite), Improved Initiative, Lightning
Reflexes, Multiattack, Power Attack,
Toughness, Weapon Focus (bite), Weapon
Focus (tentacle)
Skills Perception +13, Stealth +13
Ecology
Environment temperate or warm forests
or swamps
Organization solitary
Treasure incidental
Special Abilities
Captivating Cloud (Su) Once per day as a swift action, a viper vine can emit a transparent cloud of pollen in a 60-foot spread that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 5 rounds unless dispersed by moderate or stronger wind.

All creatures in the cloud must succeed on a DC 24 Will saving throw each round or become captivated. Once a creature becomes captivated, it takes no actions save to approach the viper vine via the most direct route possible. If this path leads it into a dangerous area,
such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim that is attacked by the viper vine gets a new saving throw as a free action during each of the vine’s attacks to overcome the effect. This is a mind-affecting effect. The save DC is Constitution-based.

Cold Lethargy (Ex) Exposure to any cold effect slows a viper
vine (as a slow spell) for 1d4 rounds.

What are you doing Niobe? Everybody else is captivated.

Whoever wrote this book must have thought the PC"s would be getting too cocky? That's the second encounter with an obscenely high will save needed!

New map up top. Doom plant.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Welcome aboard Mr Blaine," Marnir says with a smile and a hearty slap on the manager's back. "Form a crew to help you sort out these merchants and survey the land we've got to spare. I want a report from you about setting this all up by this time next week."

I marked my proposed route on the map. Are we setting out the next day?


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

I'm assuming this is the same day after the haggling since the consensus was to keep going


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

I thought so too, just wanted to check for the purposes of spells and rage rounds.


Are you sure you want to do that?

That would have you setting out late afternoon. So I'm happy to say you've had a nights rest before gathering your party and venturing forth. That is if you prefer it that way?


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung's headband of havoc allows him to enter rage as an immediate action in response to an attack or having to save against a hostile effect; he will do so now, selecting Superstition to get a 4 level bonus. It costs him two rounds of rage to do so, and the bonuses from rage will apply to this save. This means his Will save gets the +2 bonus from rage and a +8 bonus from Superstition (if this is a spell or spell-like ability) for a total additional bonus of +2 or +10. Does that change the Will save result for Kung?

Headband of Havoc wrote:

This band of raggedly stitched animal skins and teeth focuses a barbarian wearer’s bloodlust. When the wearer enters a rage, she selects one of her rage powers. For the duration of the rage, that power functions as if the wearer’s barbarian level were four levels higher.

Once per day when the wearer is attacked or has to make a saving throw against a hostile effect, she may spend 2 rounds of rage to begin a rage as an immediate action. This rage becomes active prior to resolving the attack that triggered it and lasts until the start of her next turn (at which time she may continue to rage as if she had begun the rage in the normal manner).


ADVENTURE PATH COMPLETE

"O- oh, oh no!" says Niobe as she realizes that this plant has somehow hypnotized her whole team, much as the seaweed did to her the day before.

She twists her fingers in agitated knots and, before anyone can close in on the killer foliage, she launches a tiny ball of frost that slams into it and explodes with icy force!

Casting freezing sphere, as long as I can do so before any party members would be within range.

Freezing sphere cold damage: 11d6 ⇒ (3, 5, 6, 4, 6, 1, 1, 3, 1, 2, 6) = 38 (DC 21 Ref for half)

Knowledge (nature): 1d20 + 15 ⇒ (14) + 15 = 29


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Are you sure you want to do that?

Kung is not mesmerized. So you can also take an action cheater!


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung's pegleg whips around in the dirt seemingly of its own mind, as the half-orc's headband kickstarts his rage in a blinding fury. Kung focuses what's left of his free will towards ensuring that his strikes be as accurate as possible, at the same time wracking his brain for a strategy against this... plant.

Not even sure if it can move, Kung keeps his eyes on his target. If the doom plant takes even a single motion towards them, Kung opens his arms wide with his greatsword extended and bellows a deep and terrifying yell from the depths of his lungs.

Actions:

5' step
Move: enter accurate stance
Standard: readied action to demoralize if the doom plant moves within 30'

Intimidate, demoralize, intimidating glare: 1d20 + 12 + 8 ⇒ (11) + 12 + 8 = 31


Stats:

HP 22+120/120
AC 22 touch 13 flat-footed 20 (+8 armor, +4 dex, +1 natural, +1 deflection/ring, -2 rage)
CMD 29 (+10 BAB, +6 str, +4 dex, +1 deflection/ring, -2 rage)
DR 1/-
Speed: 40 ft
Fort: +14, Ref: +14, Will: +9 (+2 rage)
Superstition: +8 vs spells & spell-like
Conditions: rage, accurate stance
CMB: +21 (+10 BAB, +6 str, +2 rage, +3 competence/stance)
Melee (+3 furious greatsword): +24/+16 (+10 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 rage, +3 competence/stance)
Damage (+3 furious greatsword): 2d6+23 (+9 str, +3 enhancement, +9 power attack, +2 rage)
Melee (+1 spiked gauntlet): +22/+14 (+10 BAB, +6 str, +1 enhancement, -0/-3 power attack, +2 rage, +3 competence/stance)
Damage (+1 spiked gauntlet): 1d4+15 (+6 str, +1 enhancement, +6 power attack, +2 rage)
Ranged (javelin): +17 (+10 BAB, +4 dex, +3 competence/stance)
Ranged damage (javelin): 1d6+8 (+6 str, +2 rage)
21/23 rds Rage remaining


Are you sure you want to do that?

It's a SU effect Kung.

will save Kung: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

ref: 1d20 + 12 ⇒ (1) + 12 = 13
duration: 1d4 ⇒ 3

The plant twists to avoid much of Niobes spell, but still takes damage from the ice, it seems to be effected as it sluggishly lurches forward, ignoring Kung's display.

The party may now act. The plant seems to be slowed by the cold?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

How much of the party may act GM? Are all freed from it's influence?


Are you sure you want to do that?

Only Niobe & Kung are free at the moment. It's the second cloud of mind control pollen in a row. :(


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Then I will remain befuddled.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Recognizing even through his rage that his intimidating posture had no effect on the doom plant, Kung brings his greatsword around and strides forward, closing the distance between he and it in just a few steps. "Kung play GARDENER now!!!" he bellows as he slashes his sword across the middle of the plant, trying to cut it down.

Actions:

Move: 20'
Standard: attack doom plant

+3 furious greatsword: 1d20 + 24 ⇒ (1) + 24 = 25
Damage, S: 2d6 + 23 ⇒ (6, 4) + 23 = 33


Stats:

HP 22+120/120
AC 22 touch 13 flat-footed 20 (+8 armor, +4 dex, +1 natural, +1 deflection/ring, -2 rage)
CMD 29 (+10 BAB, +6 str, +4 dex, +1 deflection/ring, -2 rage)
DR 1/-
Speed: 40 ft
Fort: +14, Ref: +14, Will: +9 (+2 rage)
Superstition: +8 vs spells & spell-like
Conditions: rage, accurate stance
CMB: +21 (+10 BAB, +6 str, +2 rage, +3 competence/stance)
Melee (+3 furious greatsword): +24/+16 (+10 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 rage, +3 competence/stance)
Damage (+3 furious greatsword): 2d6+23 (+9 str, +3 enhancement, +9 power attack, +2 rage)
Melee (+1 spiked gauntlet): +22/+14 (+10 BAB, +6 str, +1 enhancement, -0/-3 power attack, +2 rage, +3 competence/stance)
Damage (+1 spiked gauntlet): 1d4+15 (+6 str, +1 enhancement, +6 power attack, +2 rage)
Ranged (javelin): +17 (+10 BAB, +4 dex, +3 competence/stance)
Ranged damage (javelin): 1d6+8 (+6 str, +2 rage)
20/23 rds Rage remaining


Are you sure you want to do that?

Kung misses his blow.

Niobe thinking furiously casts a spell that blasts the clearing with a strong wind, though it has no effect of the creature the cloud of pollen is removed.

With a meal stepping into it's reach the creature attacks.
bite vs Kung: 1d20 + 22 ⇒ (6) + 22 = 28
damage + 3d6 acid: 2d6 + 8 + 3d6 ⇒ (5, 3) + 8 + (3, 1, 4) = 24

Everyone may now act.

Second plant with a captivating attack? I think you would try and get rid of the cloud, so Niobe did.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

So Marnir and I can act normally?


Are you sure you want to do that?

You may. :)


ADVENTURE PATH COMPLETE

Did not realize it was a cloud! Thought it was a magical effect!


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Shaking her head as the fog of confusion clears, Callidora notes the wind under Niobe’s control negating the creature’s mind control.

”Nicely done Ni. What is it with these kinds of creatures here?”
Focusing her will as she step within range, she reaches out to twist the forces of luck itself to hex the plant creature.

Misfortune. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. Duration 2 rounds. DC 20 Will save negates


Are you sure you want to do that?
Niobe Aptos wrote:
Did not realize it was a cloud! Thought it was a magical effect!

It's obviously a plant, and you've just dealt with another plant doing much the same thing. Plus some of the critters in the random encounter tables for your island are seriously deadly! I decided not to have a TPK for now. :)

You could have run into the dragon with the 14d6 sonic breath weapon, usable every 1d4 rounds. Wouldn't that be fun?


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Now up close to the plant, Kung begins hacking wildly, trying to prove how good of a gardener he can be! Unfortunately, his only experience trimming hedges was through casually seeing homeowners trim their hedges, which were never of the "mobile and antagonistic" variety, so his wild swings are removing very little foliage.

Actions:

Full round: full attack
5' step

+3 furious greatsword: 1d20 + 24 ⇒ (1) + 24 = 25
Damage, S: 2d6 + 23 ⇒ (4, 6) + 23 = 33

+3 furious greatsword: 1d20 + 16 ⇒ (11) + 16 = 27
Damage, S: 2d6 + 23 ⇒ (3, 6) + 23 = 32

Where did all these 1s come from?


Stats:

HP 120/120
AC 22 touch 13 flat-footed 20 (+8 armor, +4 dex, +1 natural, +1 deflection/ring, -2 rage)
CMD 29 (+10 BAB, +6 str, +4 dex, +1 deflection/ring, -2 rage)
DR 1/-
Speed: 40 ft
Fort: +14, Ref: +14, Will: +9 (+2 rage)
Superstition: +8 vs spells & spell-like
Conditions: rage, accurate stance
CMB: +21 (+10 BAB, +6 str, +2 rage, +3 competence/stance)
Melee (+3 furious greatsword): +24/+16 (+10 BAB, +6 str, +3 enhancement, -0/-3 power attack, +2 rage, +3 competence/stance)
Damage (+3 furious greatsword): 2d6+23 (+9 str, +3 enhancement, +9 power attack, +2 rage)
Melee (+1 spiked gauntlet): +22/+14 (+10 BAB, +6 str, +1 enhancement, -0/-3 power attack, +2 rage, +3 competence/stance)
Damage (+1 spiked gauntlet): 1d4+15 (+6 str, +1 enhancement, +6 power attack, +2 rage)
Ranged (javelin): +17 (+10 BAB, +4 dex, +3 competence/stance)
Ranged damage (javelin): 1d6+8 (+6 str, +2 rage)
19/23 rds Rage remaining


ADVENTURE PATH COMPLETE

"This island is a riotous and verdant place full of dangerous creatures left over from the time of the cyclopes. They may have kept the place tamed in their heyday, but when their civilization fell it was overrun with all of these kinds of plants and animals," Niobe says casually as she bends and twists the winds to her will.


Are you sure you want to do that?

will save: 1d20 + 6 ⇒ (19) + 6 = 25 :)

Kung misses once and then adjusting his stroke slams his heavy blade deep into the massive vine.

Niobe, your wind spell was last round, you can act this one.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir finds himself coughing and spluttering as his mind clears, whatever had clouded his mind blown away by Niobe's magic. Seeing Kung battling yet another giant plant monster, Marnir raises his axe and charges in.

Inspired rage starts for free, Swift Action to use Arcane Strike, Move Action to move 30ft, Standard Action to attack.

Axe attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 27 ⇒ (3) + 27 = 30

Stats:
HP (123) 101/(123) 101
AC 24, touch 13, flat-footed 24 (+9 armour, +1 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 inspired rage)
Speed: 30ft
Fort: +14, Ref: +18, Will: +15 (+4 vs fear) (+2 Fort & +3 Will inspired rage)
Conditions: inspired rage
Melee attack (+1 furious battleaxe): +14/+9 (+8 BAB, +4 Str, +1 enhancement, -3 Power Attack, +2 inspired rage, +2 furious, -1 Reckless Rage)
Melee Damage (+1 furious battleaxe): d8+27 (+6 Str, +1 enhancement, +3 Arcane Strike, +9 Power Attack, +3 inspired rage, +2 furious, +3 Reckless Rage)
20/26 rds raging song remaining


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

The hell is up with all these Nat 1's?

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