Doc Williams |
Once I've got my alchemy lab back, perhaps I can turn it into a makeshift still for ya Diabolito.
Before carrying the trunk out, Doc will snag the potions from the portable lab and toss them in it along with his healer's kit.
After helping to move the trunk, Doc digs out his healing kit and one of the healing potions. Addressing Nissa, Doc says "Why don't we have a look at those cuts?"
Heal (Treat Deadly Wounds: DC 20): 1d20 + 7 ⇒ (17) + 7 = 24
Success, heals 1 HP.
Doc takes some time cleaning what's left of the wounds and applying some unguent and bandages to them. "That should help a bit, the rest will close up naturally. Hang on to this, though, and take it in the morning if you're still feeling under the weather." Doc hands Nissa one of his healing potions.
Potion: Cure Light Wounds (1d8+1 HP)
As an aside, I totally wish I'd seen the Precise Treatment trait when rolling up Doc. The trait lets you use int on heal checks, which would've been perfect for him.
Diabolito Stormbeard |
Yeah! This is just all kinds of amusing, to think that Diabolito was already a drunk to begin with, and now he's an addicted drunk. He can help Doc in brewing...potions, that is. Well, maybe they're potions. They at least SMELL medicinal! :)
Diabolito stumbles on to bed, grinning and hiccuping every few minutes.
Doc Williams |
It'll probably come back to bite me in the ass, but I'll take that swap. Assuming it applies retroactively, Nissa heals 5 HP instead of 1. (28 adj roll beats DC by > 5, so I can add int to heal amount)
GM Hills |
When the group arrives to pick up the chest from Grok, she smiles, having overheard talk of some bandana. Looking to the hulking half-orc who is there to assist in carrying, she pulls out a bandana and places it atop the chest beside the fiddle. Wrapped inside the blue cloth is a wrist sheath with dagger inside.
Doc, I forgot to mention: You can spend a nighttime action to make your mutagen.
Day 4
The day starts as each does, with a loud bell, demanding the crew head to the main deck.
Upon arriving there, Scourge begins to give out assignments, but two of the crew are missing. Ossok is strangely not about and young Jack is missing. Scourge begins giving the assignments at the far end of the line, making sure to make his new group of discontents must wait and he fully intends to give them each the worst of jobs, his glare impossible to mask.
As he approaches Malak, Jack Scrimshaw comes running up, clutching a bleeding arm. "Sir, sir! I was down there like you said and something swam up and bit me! It was huge...like a big dog..."
Growling, Scourge looks at the lot and barks out his orders, "Get down there right now, and don't come up until whatever is down there is dead...quick!"
Please indicate if you took one of the offered maces so that we know who is armed, I had assumed it would be Malak, Aramis, and Diabolito. That said, the map I had for this did not fit precisely into Roll20 and thus the blocks are slightly off, but it is pretty close. The ladder is how you get down to the bilges, so you will need to enter through it.
1d20 + 3 ⇒ (10) + 3 = 13
Aramis1d20 + 4 ⇒ (13) + 4 = 17
Diabolito1d20 + 2 ⇒ (13) + 2 = 15
Nissa 1d20 + 4 ⇒ (5) + 4 = 9
Malak 1d20 + 2 ⇒ (16) + 2 = 18
Maera 1d20 + 2 ⇒ (1) + 2 = 3
Doc 1d20 + 2 ⇒ (14) + 2 = 16
R: 1d20 + 3 ⇒ (17) + 3 = 20
P: 1d20 + 3 ⇒ (2) + 3 = 5
Maera |
Maera frowns harshly at Scourge, pulling out a clean bit of cloth to wrap around Jack's wound, if only to stem the bleeding. "Keep pressure on that, leastways until you can get Sandara or Doc to look at that," she says with a gentle smile. Wary for whatever tricks or plots Scourge might throw against them, she follows Nissa down below.
Diabolito Stormbeard |
Absolutely, Diabolito would love to be armed, since he's not armored.
Diabolito gets up just a bit early so as to spend time in communion with Gozreh's elements, so as to make sure he doesn't forget that which even his booze comes from.
Diabolito grins widely, hearing the mention of battle. "Praise be to Gozreh! The rum is nice and all, but really? Nothing beats battle. Not a waves-tossed thing."
The dwarf seems in a much better mood, quite oblivious to how he acted the night before. Since the dwarf is feeling so good today, Diabolito will lead the way. "Let's see what nastiness we have in store."
Before they head into the danger zone, the dwarf looks around, and when Nissa pulls out her urumi, Diabolito chants quietly in a tone that sounds like the blowing of the wind, the crash of the waves, and the great howl of a winter blizzard. And it takes just a moment or two before an icy suit of armor appears at the dwarf's feet. His eyes widen as he slips it on, truly surprised at himself. "By damn! I didn't think it'd work here, but it did!"
Ice Armor cast, so that bumps his AC for 1 hour up to 18, FF 16 & Touch 12
Aramis Steele |
"Say, tha's a good trick!" Aramis says appreciatively as Diabolito pulls on his icy armour. "'Ow'd ye learn ta do tha', eh?" She pats her chest, feeling the worn leather armour underneath her loose shirt - she'd have liked a chance to air it out; it still reeked of bilge water and its last owner, but if it meant the difference between safety and a stab in the back, she'd take it. She takes a deep breath to steel herself as she slips down the ladder after the dwarf.
Aramis Steele |
I assumed there were limits to what cantrips can do, but hey, I'll take it. :P Are we, like, besties or something now? It seems that way sometimes.
Nissa Alami |
It does say it can clean things, and no other spell does that. We've only been on board four days. You've been nice to Nissa, you are brave, and you are in a dangerous situation together. I imagine there is some bonding, but it's really up to you how you feel about the woman. :-)
Doc Williams |
Just to be clear, it'd be a full night action to brew the mutagen, yes?
They don't have to be remade every day like the extracts. May I assume Doc had one in his alchemy crafting bag from before being taken aboard? I didn't explicitly list one in his inventory to begin with.
If so I'll down the dex mutagen at first sign of trouble, otherwise I'll dig out my shield extract and down it on the way down.
Also will be stuck in a seminar all day, so probably won't be able to post again until 6-7pm EST
GM Hills |
As the group enters the bilges, enough light comes in from above to give them so visibility and then out of the water, they can see movement. Just as they all get into the room, giant rats burst from the water and begin attacking.
Aramis:
1d20 + 1 ⇒ (16) + 1 = 17
1d4 ⇒ 3
Doc:
1d20 + 1 ⇒ (1) + 1 = 2
1d4 ⇒ 1
Nissa:
1d20 + 1 ⇒ (1) + 1 = 2
1d4 ⇒ 2
Malak:
1d20 + 1 ⇒ (15) + 1 = 16
1d4 ⇒ 3
Maera:
1d20 + 1 ⇒ (1) + 1 = 2
1d4 ⇒ 1
Diabolito:
1d20 + 1 ⇒ (18) + 1 = 19
1d4 ⇒ 2
Nissa Alami |
When it is Nissa's turn she will send the blade of her urumi whip towards the giant rat next to her.
Slice, Slice: 1d20 + 2 ⇒ (1) + 2 = 3
Clearly, she is lucky to know which end of the sword to grasp.
Doc Williams |
As soon as he saw Jack bleeding, Doc began digging around in his pack for something. Knowing he's not going to have time to inspect Jack's wounds, he calls out to Sandra, saying "Take care of Jack for me if you would, I'll be back up as soon as possible to have a look!"
Moments later, as everyone begins to move, he finishes fishing out an ornate copper vial. Flipping the top open, he downs the liquid without a second thought, and begins to run after the others. On the way down those who watched him would almost swear that he was a bit leaner, tougher, and moving with a grace far beyond what a man his size should have.
As the group piles into the bilges, he easily dodges the maw of the giant rat trying to bite him. After dodging he digs up one of his extract vials, and puts the finishing touches on it before downing it.
Std Action: Drink Extract (Shield, +4 AC)
This provokes an attack from the rat next to me. AC is 16 against the AoO, above AC is adjusted for Shield.
Move Action: 5' Step
As he finishes the potion, he's surrounded by the same translucent shield that he'd had during the fight against Scourge's gang. Moving quickly, he jumps between the nearest two rats, hoping to offer a more interesting target to the rats than his comrades.
Doc Williams |
Doc curses the rat as it nips at him. "Ouch, you mangy cur! You're going to pay for that!"
Fort: 1d20 + 4 ⇒ (4) + 4 = 8
Woops, Doc's gonna need to treat himself when he's done
Diabolito Stormbeard |
The gruff dwarf grimaces at the sharp sting of rat teeth. "You overgrown cat toy! I'll send you to the depths me'self!"
Fort: 1d20 + 1 ⇒ (14) + 1 = 15
The dwarf decides that a bit of crushing force is necessary against something that has roused his anger. His hand grips the heavy mace and swings, hoping to crush the weapon through the skull of the rat like a tree trunk through plaster.
Swing!: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Malak Wavecrasher |
Malak needs a mace please.
Malak roused himself up to the deck early that morning. Looking upon the seas with envy. Feeling the many emotions rising up in him. Desiring to have his own ship and crew on the vast waters. As the morning was picking up and jobs were being dealt out, Malak notices that there are missing partners. Not that he cares about their whereabouts too much, he just notes that they are probably slacking off. When Jack comes up to the deck bloody and whimpering Malak sneers, Probably cut himself trying to handle some cargo. Weak fool. When Scourge hollers at them to get under the deck Malak is already ahead of the group. A chance to finally kill something, for once I agree with the tyrant!
Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Malak growls as the rat bites into his skin. He quickly swings a mace down upon the rat in a bout of rage. Desiring to feel the crush of bones beneath his strength.
Assuming light mace? And yes, initiating rage.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Ooh, too angry to see straight. Can we spend a full action to attack twice? Since I didn't have to move or anything.
Aramis Steele |
Aramis swings the mace around in her hand, feeling its weight. Not at all a weapon she was familiar with, but a weapon nonetheless. She swings it high, then brings it crashing down on the skull of the nearest rat.
Going for the one behind Doc so he isn't being flanked.
Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Yeesh. Poor lass isn't doing so well these last few days.
Maera |
With lack of maneuverability, and other options, Maera starts the workings of a Sleep spell, aimed just behind the two rats nearest her, hoping to eliminate them even if it means taking the risk of a bite.
5ft Step back, Sleep DC 14 Will.
GM Hills |
Round 2
The rat that just bit Maera, tasting blood, goes in for more.
1d20 + 1 ⇒ (13) + 1 = 14
1d4 ⇒ 3
The red rat jump at Doc, trying to rend his flesh with it's sharp teeth.
1d20 + 1 ⇒ (8) + 1 = 9
1d4 ⇒ 3
Seeing Malak as the less scary after watching the shorter assailant down one of it's brethren, blue rat takes a snap.
1d20 + 1 ⇒ (3) + 1 = 4
1d4 ⇒ 1
Poor Nissa is in a bad way as the remaining two attack her.
1d20 + 1 ⇒ (8) + 1 = 9
1d4 ⇒ 3
1d20 + 1 ⇒ (3) + 1 = 4
1d4 ⇒ 1
Concentration: 1d20 + 4 ⇒ (11) + 4 = 15
Fort Save: 1d20 + 2 ⇒ (18) + 2 = 20
I forgot everyone had basically agreed that I should roll saves, so I am going to try and start remembering to do that to expedite things
Maera |
Wincing from the rat bite, but ultimately victorious, she allows herself a small smile, stepping back, and begins a quiet song of courage.
5ft forward, Inspire Courage +1 Attack/Dmg/Saves vs. Charm/Fear
Nissa Alami |
Recalling her training, Nissa's steps take on an almost dance-like quality as she easily evades the two rats. With the two rats that attacked her sleeping, Nissa moves to attack the rat behind the doctor.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
But her sword once again fails to find its target.
AC: 19 (Shield)