There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

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Infamy: 29 Disrepute: 14 Plunder: 16


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Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"I don't suppose someone has anything explosive on them?
I sure don't..."

Edward does, however, tap Jesal on the shoulder.
"Maybe you've got some weather control in reserve?"
Resistance, +1 to your next save.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Without having any other real recourse, Arhiel runs with a little squeal of surprise.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

"Dis one can hurt dem some wit da lightning and frost, but be needin some help, dis one thinks. Ya be lighting a torch and be fightin."

Jesal prepares to cast aggresive thundercloud if we decide to stay and fight.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster takes a step backward, and shouts out.
I ain't get thinkin' meself can be hurtin' em! I ain't got nothin' but me pistol an blade, an me magic ain't meant for this mess!

Delay for now


Male

ROUND ONE (cont'd)

As everyone backs nervously away, the flies--there must be thousands of them!--buzz forward, swarming your nearest members!

The flies swarm over Isaac, Jesal, and Alabaster (I'm on mobile and can't move them easily but they move straight down the road. You do get AoOs...but they're immune to weapon damage. :S

Isaac takes 8 points of damage, Alabaster takes 4, and Jesal takes 9. In addition, Alabaster is nauseated for one round and you each take 1d6 points of bleed damage on your next turn. Speaking of...Isaac, Jesal, and (delayed) Alabaster are up!

Vitals:

Flies: HP: 31 | AC/T/FF: 15/15/14 | Fort +5, Ref +3, Will +3 | CMD: --- | Immune: mind-affecting, weapon damage | swarm traits

GM Screen:

Isaac Damage: 2d6 ⇒ (2, 6) = 8
Isaac Disease DC 13: 1d20 + 2 ⇒ (12) + 2 = 14
Distraction DC 13: 1d20 + 2 ⇒ (14) + 2 = 16
Alabaster Damage: 2d6 ⇒ (2, 2) = 4
Alabaster Disease DC 13: 1d20 + 6 ⇒ (10) + 6 = 16
Distraction DC 13: 1d20 + 6 ⇒ (4) + 6 = 10
Jesal Damage: 2d6 ⇒ (4, 5) = 9
Jesal Disease DC 13: 1d20 + 4 ⇒ (20) + 4 = 24
Distraction DC 13: 1d20 + 4 ⇒ (11) + 4 = 15


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Okay. So, last night gave me 3 hp back. And now I just got hit for 8. So, I'm at 15 hp. Just wanted to make sure the math was right.

The swarm flies over Isaac and begin biting him. He screams out, "Ge' 'em off! P**s! P**s!" He then feebly swings his cutlass at the flies.

Not rolling my AoO because it doesn't matter. Just for story purposes.

His eyes widen as the flies aren't affected by his blade. He then moves out of the swarm. He stops and pulls out the alchemist fire. "D**n! We need to be gettin' rid o' 'em! Woul' alchemis' fire be workin'?"


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"Yeah man, it would. Lob it at your heart's content."


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

"Ya, be throwing da fire. Da rest of ya be lighting torches and spread out. .. now!"

Torches do fire damage, not weapon damage, fysa.

Jesal runs as far away from the others, full movement rate, and then casts cure light wounds on himself.

Heals: 1d8 + 3 ⇒ (3) + 3 = 6

-Posted with Wayfinder


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Okay. I know this ooc-wise. But Isaac hasn't fought swarms before. So, that's why he asked. I also took 2 move actions. So, no lobbing the alchemist's fire.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster takes Jesal's advice and moves out of the way of the swarm, but shouts out.
I ain't fer havin' no torches! Besmara be makin' me light! I ain't never needed one afore!

The priest runs into the corn field to try and hide from the things.


Male

Sorry for the delay, let's see here...Jesal, Alabaster, Isaac, don't forget your bleed damage. I rolled for you: Jesal takes 1 more point of damage, Alabaster 4, Isaac 5.

ROUND TWO

As the three men yell and run out of the buzzing cloud of flies, bleeding from some nasty bites, Edward and Arhiel spring into action!

Initiative
Edward, Arhiel<-----
Flies
Alabaster, Isaac, Jesal

Tactical Situation

Vitals:

Flies: HP: 31 | AC/T/FF: 15/15/14 | Fort +5, Ref +3, Will +3 | CMD: --- | Immune: mind-affecting, weapon damage | swarm traits

GM Screen:

Bleed (Jesal): 1d6 ⇒ 1
Bleed (Alabaster): 1d6 ⇒ 4
Bleed (Isaac): 1d6 ⇒ 5
Detected? 20%, low is bad: 1d100 ⇒ 58


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"I don't have any tricks that can affect swarms, bugger."

Just had to make that semi-pun.

Edward lets out a sharp yell at the bugs.
Scare bugs, intimidate? :P: 1d20 + 9 ⇒ (18) + 9 = 27

After which he walks into the field.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Cure light wounds should stop the bleed damage, yes?


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Correct, bleeding stops with DC 15 1st aid/heal or magical healing.


Male

Yep; you did take bleed at the START of your turn, but Jesal is no longer bleeding. Sorry, I missed that. Just waiting in Arhiel.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

If I took bleed at the start of my turn, I'm down and dying. I was at 0 after the attack.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel continues to run, "I have nothing that can hurt these things... let's RUN!...

But then she pauses after passing Jesal, and tries to stop the bleeding.

heal check: 1d20 + 0 ⇒ (3) + 0 = 3

gah, sorry Jesal, I tried, now we're both probably screwed, lol


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Didn't everyone take the alchemist fire? Or the torches? I'm a bit confused here.


Male

Where would you have taken them from? There were some torches at the top of the rock formation you climbed yesterday--is that what you mean?

Also, bad news on Jesal's front...looks like he's down...

ROUND TWO (continued)

Edward lets out a vicious yell, waving his arms to attract the bugs' attention, and dives into the cornfield. As Jesal collapses, bleeding, Arhiel runs up to him and tries quickly to stanch his wounds, but there are just too many...she only gets blood on her hands.

The flies seem to hesitate for a moment, but then they swarm to the south, in the direction of their original nasty domicile. They buzz over Isaac and Alabaster once more, causing screams of pain!

Knowledge (Nature) DC 10:
Although flowing water would be better, you may be able to avoid the horrible swarm by lying flat in the cornfield somewhere away from them and trying to stay still and hide!

Isaac takes 9 points of damage, and Alabaster takes 6 (and the young warpriest is nauseated for one more round). At the starts of your turns (now) you take an addition 1 and 4 points of bleed damage, respectively. So a total of 10 each. Jesal is still bleeding, and takes 4 points of bleed damage. Alabaster, Isaac, and Jesal are up--need a stabilization throw from Jesal (who should be at -5 if my calculation is correct...SAVE JESAL!

Tactical Situation

Vitals:

Flies: HP: 31 | AC/T/FF: 15/15/14 | Fort +5, Ref +3, Will +3 | CMD: --- | Immune: mind-affecting, weapon damage | swarm traits

GM Screen:

North (1), South (2): 1d2 ⇒ 2
Isaac Damage: 2d6 ⇒ (6, 3) = 9
Isaac Disease DC 13: 1d20 + 2 ⇒ (16) + 2 = 18
Isaac Distract DC 13: 1d20 + 2 ⇒ (19) + 2 = 21
Alabaster Damage: 2d6 ⇒ (1, 5) = 6
Alabaster Distract DC 13: 1d20 + 6 ⇒ (2) + 6 = 8
Isaac bleed: 1d6 ⇒ 1
Alabaster bleed: 1d6 ⇒ 4
Jesal bleed: 1d6 ⇒ 4


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel again tries to staunch Jesal's wounds and stop the bleeding.

heal check dc 15?: 1d20 + 0 ⇒ (20) + 0 = 20

This time she rips parts of her own tunic and wraps them around the worst of the bitten areas and manages to succeed in stopping the incessant bleeding, but leaving her with slightly less clothing.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Can you stabilize from bleed damage?

Stab: 1d20 + 2 ⇒ (13) + 2 = 15

-Posted with Wayfinder


Male

A heal check can stop it, so Arhiel has successfully stopped the bleeding--and with that Fortitude save, you (just!) succeed in stabilizing yourself! You are still unconscious, but no longer in (immediate) danger of dying. Well done. :)


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster yelps in pain from the corn, and curses.
DAMN BUGS! Besmara, be fixin' me up! An' me friend!

He comes running out of the corn, and holds his hand to his chest and a bright red light seeps into his skin, causing some of the bites to fade away. He then starts running to do the same to Jesal.

Fervor, Heal: 1d6 ⇒ 1


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Well. At least I tried.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Kn. Nature untrained: 1d20 + 1 ⇒ (18) + 1 = 19

From the cornfield, you hear Edward call out to you.

"These flies, they're dumb. We don't have running water here, but drop on the ground in this cornfield, and they might ignore you."


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Yes, Norv. Those torches.

As the flies swarm towards them, Isaac grumbles, "Oh, s**t." They then swarm over him. Once again, he screams, "AH! AH! D**n it all! By Besmara's salted ches', why is this happenin'?" He then runs into the cornfield, trying to get away.


Male

I looked back and it looks like no one explicitly took the torches... :P However, they can appear in someone's gear if you'd like. I'm not cruel or malicious, just an entertainer.

ROUND THREE

Jesal's breathing seems to steady, though he remains unconscious, as Alabaster and Isaac bolt out of the swarm of flies and into the cornfield. Arhiel manages to stop the worst of Jesal's bleeding, as the flies swarm around and look for further antagonists/prey...

Initiative
Edward, Arhiel (still has a move action) <-------
Flies
Alabaster, Isaac, Jesal (stable at -5)

If you'd like to hide in the cornfield, make a stealth check to avoid the flies. Dropping prone will give you a bonus to this check! (And is a free action, so anyone can do it, even if it's not currently your turn.)

Tactical Situation

Vitals:
Flies: HP: 31 | AC/T/FF: 15/15/14 | Fort +5, Ref +3, Will +3 | CMD: --- | Immune: mind-affecting, weapon damage | swarm traits


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

No. That's alright, Norv. No one picked them up. We'll keep it that way. It's only fair.

Isaac drops down on the ground in the cornfield. He tries stay as silent as possible.

Stealth: 1d20 + 2 ⇒ (15) + 2 = 17


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel drops to the ground over Jesal's recumbent form and hopes the flies ignore them both, since she can't move him.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward quickly drops flat.

Stealth, yet without bonus: 1d20 + 2 ⇒ (7) + 2 = 9

Oh come on... :/


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster follows Isaac's lead and drops to the ground, trying to stay quiet.
Stealth: 1d20 + 3 ⇒ (15) + 3 = 18


Male

As the group hurls themselves to the ground in the corn, the flies buzz angrily toward them, but pass just by Edward's hiding place and buzz off. They circle the field for a few moments, but with everyone lying still and quiet among the fallen cornstalks, the flies don't detect anyone...though Isaac and Alabaster's wounds are continuing to bleed.

Isaac takes one more point of damage from the bleed, and Alabaster takes 5.

COMBAT OVER

After a minute or so, the flies cease their swarming and settle back around the head that you originally disturbed, while some fly off in search of happier hunting grounds. As you pick yourselves up carefully, you realize that Jesal needs immediate help.

GM Spoiler:

Arhiel Stealth: 1d20 + 1 ⇒ (12) + 1 = 13
Isaac Bleed: 1d6 ⇒ 1
Alabaster Bleed: 1d6 ⇒ 5


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster used magical healing, wouldn't that stop the bleeding?


Male

Whoops, you're totally right, I forgot about that!


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Um, guys... Jesal's in bad shape... I stopped the bleeding but he's still out cold."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Eward walks over to Jesal.

"Get up buddy, nap time's over."
*Smirk*

CLW: 1d8 + 3 ⇒ (5) + 3 = 8


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac slowly stands back up and heads to the others. He definitely looks worse for wear. "Well... tha' be embarrassin'. We tell no one o' this. Agreed?" He looks to Jesal. "Will he be alrigh'?"

Look to each of the others, he says, "Let's not be tryin' tha' again so soon. Let's heal, maybe explor' th' res' o' th' islan', collec' thos' torches from th' cliffs, and then go fer roun' 2. We still hav' to be findin' Sandara an' Giffer."


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Yes, let's get those torches in case there are more fly swarms, but let's not disturb this one again, since we know where it is. Not sure if Sandara and Giffer are going to be findable Isaac... It's been a long while and they were taken underwater...Wouldn't they be drowned by now? It's not the fate I'd wish on them, I'm just sayin'... " she trails off with a sigh... "We've got water to find and barrels to fill... and somehow a mutiny to plan as well... I don't even want to go back to be honest, but I don't want to be stuck here on this awful island either."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward reacts a little bit touchy at the suggestion of the two's deaths.

"They're not dead, she's slip of the tongue , ..they're not dead that easily."


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

"Ya, dis one bein thankful" Jesal coughs as he comes around.

[ooc]Will cast CLW on himself as well 1d8 + 3 ⇒ (5) + 3 = 8

"We be findin dem alive and takin dem back or we be findin them not and we be takin dem back." He states firmly.

-Posted with Wayfinder


Male

Where to next? Retrieving the torches will take a couple of hours, but should leave you plenty of daylight to explore. To the path/structure on the mountain next?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

I say we get healed (if anyone still has magical healing available) and go up to the structure. We can grab the torches later and take care of what's right here. Anything we miss, we can go back for after the mutiny.

Isaac hears Arhiel's thoughts. He slowly turns to her, his eyes showing slight anger. He approaches her. "Well, if ye wan' to abandon 'em, tha's fin'. Bu' I'm not leavin' 'em behin'. We los' one member already. No mor'. If I leav' 'em behin', then I'm not bein' worthy o' Captain."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

I've got 2 lvl 1 spells left.
Let's hope i won't be needing any more slots for the day.

"Isaac, you're looking pretty bad too. I you'd stand still for a moment."

CLW: 1d8 + 3 ⇒ (8) + 3 = 11


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"DOn't be angry, Isaac, I don't want to abandon anyone, I'm just stating what might be the case... "


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster looks downcast at his boots for a second after Arhiel's suggestion, and then his eyes snap back up, full of fire.
I ain't fer leavin' here, not until I know fer sure what be happenin' to em! An iffen they be gone ta tha Queen's ship, then I'll be killin' every grindylow I be seein' an damn tha Wormwood!

He offers up a quick prayer to Besmara, and heals a bit more of the bites from the swarm.
Convert Shield of Faith to Cure Light Wounds: 1d8 + 3 ⇒ (1) + 3 = 4


Male

Now healed and feeling somewhat better - if depleted - after your battle against the flies, the group continues to follow the path, keeping a wide distance from the edge of the cornfield. As you hike, you come across several other severed heads, always set at the edge of the cornfield and facing outward. Given the clouds of flies buzzing around them, you give these a pretty wide berth as well.

In not too long, you reach the foot of the hills, and the path begins to switchback up the steep slope. As you climb, you get a good view of the island stretching away from you to the east, with the tops of the Man's Promise's masts visible over the trees of the swamp that lies between you and your ship. When you round a final bend, beside a trickling mountain stream, you see a long, straight, and more gently sloped path that leads up to a structure that is clearly not natural.

A well-built timber stockade rises from a flat, overgrown area ahead of you. The walls are made of sharpened stakes 7 feet high, and a giant tree sprouts from the center of the compound, wrapped in strangling vines. The gate stands ajar, and peering in, you can see a small wooden lodge in the jungle clearing. A bubbling freshwater spring rises from beside the huge tree and flows between a chink in the logs, creating the stream that you passed on your way up.

A map to give you some sense of the area. The hut is the section labeled "b" on the map; I thought it was hard to see so I added a little black outline.

Perception DC 10:
On the far side of the compound, you can see an old, weathered spyglass fixed in the stockade wall.

Perception DC 15:
As above, and you're fairly certain that someone fixed it in that precise location with intent: it looks like it was wedged firmly into place, as though the user felt no need to look elsewhere.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

perception: 1d20 + 9 ⇒ (2) + 9 = 11

Arhiel points out the spyglass in the wall to others... "Look, there's an old spyglass wedged in the wall." Though she doesn't push ahead of others, once the party enters the compound, she goes over to it cautiously to see what it's aimed at. She peers through it. "We should take it with us when we leave here... could come in handy to have one."


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac stays silent as Arhiel makes her point. When Alabaster makes his speech, Isaac nods. "Aye. An' I be doin' th' same." Turning back to Arhiel, he says, "We need to be havin' fate tha' they liv', Arhiel. We cannot be givin' up on them."

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

When the team reaches the top, Isaac looks around the area. He also sees the spyglass. "Aye. An' from th' looks o' it, it seems to hav' been wedged her' on purpos'." When it's his turn, Isaac looks through the spyglass. "Aye, lass. I plan on takin' this."

After he's done looking through the spyglass, he walks around the lodge.


Male

Having passed to the other side of the compound to take a look at the spyglass, you can see that the little hut's door is closed, and that it's a rough-hewn affair, hacked together from logs that are still mostly tree trunks. There are no windows, though a few chinks in the logs must let in some light.

Looking through the spyglass, Isaac and Arhiel (and anyone else) see a plateau far to the south on the hillside that appears to surround a substantial sinkhole or crater. More significantly...there are two grindylows gamboling about the hole!

Perception DC 20 (anyone looking through the spyglass):
Is that...? Yep. One of those damned grindylows is wearing a tricorn hat that you've also seen on the head of Sandara Quinn.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Isaac looks through the spyglass and sees the grindylows. "Well, well. It seems we be on th' righ' track. I see two grindylows. And... wai'... one o' them be wearin' Sandara's tricorn'!"

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