Spinnaker Jon |
About to step back, Jon saw Bhru attack and turned back.
"Yeah, me too!" He said as he drew his rapier and lunged at a convenient crab.
cup-hilt rapier: 1d20 + 1 ⇒ (5) + 1 = 6 for a possible 1d6 + 1 ⇒ (1) + 1 = 2 piercing damage.
GM Fanguar |
Deciding to contest the crab's prize, the party attacks.
Kellan's arrow slams into one of the crabs with a sickening crunch and Bhru quickly moves in to dispatch the dazed creature. The second proves too nimble for Jon, as his lunge goes wide.
Katigar rushes in and takes swing: 1d20 + 5 ⇒ (6) + 5 = 11, but misses. Ukufa glides in to attack 1d20 + 5 ⇒ (2) + 5 = 7, but her blade glances off the creature's carapace.
The remaining crab attacks Bhru:
Claw: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 4 ⇒ (4) + 4 = 8
catching the dwarf with one of its mighty pincers.
Everyone is up.
Bhru Angraddson |
As crabby threatens to distort Bhru's heritage armor further he tries to whap it again,
Warhama: 1d20 + 5 ⇒ (4) + 5 = 9
But more than likely it just breaks off a couple barnacles...
Kellan Ved |
Kellan watches in horror as his actions lead to new dents in Bhru's armor. Frantically he reloads move and fires...
Thwip: 1d20 + 2 ⇒ (16) + 2 = 18
Tchunk?: 1d8 ⇒ 4
Spinnaker Jon |
Jon splashed back and forth in the shallow water, angling for a good hit.
"I got him. I got him!" He shouted as he lunged to attack.
cup-hilt rapier attack vs crab: 1d20 + 1 ⇒ (10) + 1 = 11 for a possible 1d6 + 1 ⇒ (4) + 1 = 5 piercing damage.
"I don't got him!"
Ukufa |
Though frustrated at the crab's shell thwarting her blade, Ukufa mirthlessly reverses her grip and tries to drive it through to the tender meats within;
Melee Attack - MW Dagger: 1d20 + 5 ⇒ (17) + 5 = 22
Dagger Damage (P/S): 1d4 + 2 ⇒ (2) + 2 = 4
GM Fanguar |
Katigar attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d12 + 5 ⇒ (4) + 5 = 9
Ukufa and Kellan manage to find gaps in the creature's tough carapace, while Bhru and Jon's blows glance off its shell. Katigar's mighty blow causes a large crack to form, but badly damaged critty refuses to fall.
Randomizer: 1d4 ⇒ 2
Beset on all sides, it lashes out at Jon,
Snip: 1d20 + 4 ⇒ (5) + 4 = 9
Snip: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Tearing away some clothing and skin.
It's almost down, everyone is up.
Kellan Ved |
Spurred on by their success yet still worried for his companions in Claw range Kellan hurriedly continues pumping out crossbow shots.
Thwip: 1d20 + 2 ⇒ (1) + 2 = 3
His latest shot was far too rushed...
Spinnaker Jon |
Spinnaker Jon snarled as the crab tore a chunk out of him.
He shifted rapidly to the left and into a flank with Ukufa, then attacked!
cup-hilt rapier flank attack: 1d20 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5 for a possible 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6 piercing and precision damage.
Bhru Angraddson |
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Bhru once again tries to de-shell the beast,
Warhama: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirm: 1d20 + 5 ⇒ (17) + 5 = 22
CRITICAL: 3d8 + 15 ⇒ (5, 8, 6) + 15 = 34
As the mighty dwarf readies his assault Bhru hears the Earth Mother whisper through the ground beneath him,
Destroy the beast of the sea My Son....
Bhru lets out a roar as he connects,
'RRRRAAAhhhhh'
GM Fanguar |
Bhru's mighty blow shatters the creature's carapace, bursting forth a fountain of gory viscera and spattering the party in a rain of crabby ichor. The crustacean collapses, very much dead.
With the creatures defeated, you are now free to investigate the corpse. Fishing it out of the water and onto shore, you can see that it is in an advance state of decay, with most of the exposed soft tissue having been removed by the crabs and other smaller aquatic scavengers. Despoiling the body turns up two items of note, a well made short sword with a polished beryl pommel stone (Mwk short sword) and a carved wooden pendant of a dragon wrapped around a flower.
Ukufa |
Ukufa stoops to pick up the pendent, glancing at the item with a curious eye;
Knowledge (Nature): 1d20 + 5 ⇒ (14) + 5 = 19
"Lotus Flower emblem."
Having identifying the symbol, the succinctly offers it to anyone else;
"Mean anything?"
Kellan Ved |
Kellan glances at the pendant and shrugs wordlessly, turning away as Bhru responds, more interested in exploring the rest of the dank room. I'll take a 20 to check the room if I can otherwise roll below.
Perception: 1d20 - 1 ⇒ (2) - 1 = 1
GM Fanguar |
Kellan takes a thorough survey of the chamber, turning up nothing of particular note other than the pool here connects to a dark opening visible beneath the water.
You can rest here if you want. There is still another tunnel to explore way over on the western end of the complex.
Kellan Ved |
Yea, I'm good to rest here. No 'Know Nature' for me either...
If we are gonna do a Long/8hr rest I'll use both remaining spell slots on CLWs, one for Jon and one for myself. I haven't really declared a time to do my Cleric-like refresh yet @GMF, Dawn seems traditional but I've no idea how long we've been spelunking for...
CLW Jon: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Me: 1d8 + 1 ⇒ (7) + 1 = 8
Ukufa |
DC12 Knowledge (Nature): 1d20 + 5 ⇒ (13) + 5 = 18
Ukufa moves to the edge of the pool;
"Pool not big enough for those crab. Not enough pickings."
She eyes the water with interest;
"Must leave. Scavenge elsewhere."
GM Fanguar |
@Kellan: Doesn't really matter when you choose for your for your prayer time. As an oracle, that probably doesn't really apply to you since you are a spontaneous spellcaster.
Also, not sure what HP everyone is at, i.e. I know Bhru isn't at 10/13, since he took 5 damage fighting the crabs.
The party makes camp to lick their wounds and recover their abilities. You pass the time in the cold and damp of the cave, ears straining for the the sound of a moan or the scrap of shuffling feet. Time passes slowly, but uneventfully. Refreshed, you break camp and continue your exploration.
Trekking westward, you return to the entrance to the natural and partially flooded tunnel that you had discovered earlier. Fueled by what must be powerful submerged currents, water laps and splashes against the walls of this twisting natural cavern. A sandy slope descends from the door down to the edge of the subterranean tide. Dozens of purple and red sea urchins glisten in shallow divots along the ground and lower walls here, their spines glittering with water.
At the moment, the water level is below your knees, but the push and pull of its currents continually threatens to pull your feet out from under you. Traversing the tunnel without mishap requires a DC12 Acrobatics or Athletics check.
Spinnaker Jon |
Jon took 4 damage, then was healed 4, so at max with 8.
Spinnaker Jon used his acrobatic skill to keep his feet against the currents of the tidal water.
Acrobatics: 1d20 + 6 ⇒ (3) + 6 = 9 Then again...
Kellan Ved |
Kellan attempts to pass the slog of underwater rocks... but presses Bhru with a supernatural guidance before he attempts the passage. Guidance adds +1
Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
Bhru Angraddson |
Sorry forgot to do the dmg, -5 for crab, +1 for rest.
The water that rushes around Bhru's legs tries to put him off balance..
Slip n Slide: 1d20 + 1 ⇒ (16) + 1 = 17
But seems his sturdiness holds true even in water.
Ukufa |
Pretty sure Ukufa is a full HP
As the group moves onward Ukufa slips the well made short sword into her pack.
Later after camp, the divine hunter pushes into the tunnel, mindful of the currents...
DC12 Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6
GM Fanguar |
Sorry for the delay folks.
There are some struggles as you wade your way through the tunnel. The surging surf sucking at feet and threatening to tumble off balance individuals into the walls, with their heavy load of nasty looking urchins. (Ufufa ad Jon make DC12 REF saves to avoid coming in contact with the urchins and their nasty spines. If you fail the REF save, also make a DC10 FORT save please.)
Eventually you reach the far end of the passage where you are met by a sturdy, iron banded wooden door. Though corroded and water logged, this door appears to be in better condition than the others that you've encountered so far. The door doesn't budge at a push and the lock is so corroded, that there is no chance of picking it open.
Spinnaker Jon |
Ref save DC12: 1d20 + 5 ⇒ (16) + 5 = 21 Jon, despite his stumbling ways, managed to adroitly avoid the urchins spines.
Peering at the door, Jon swore aloud.
"Well blow me down. Any o' you lads and lassies have a crowbar or sledgehammer?" He asked around.
Kellan Ved |
"Well uhhh not exactly, but I've a climbing kit, pitons and a hammer may help?". Kellan examines the door as he talks hoping to find a weakness.
Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Kellan turns and pats Bhru on the shoulder, "Thoughts Master Dwarf?" Cast Guidance on Bhru.
Ukufa |
DC12 Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
Ukufa looses her footing, but manages to avoid the dangerous looking urchins and their spiky defences.
At the formidable portal, the divine hunter too baulks and casts an eye toward the equally formidable dwur.
Bhru Angraddson |
Bhru examines the door as the others cast inpatient looks in his direction,
'If'n there is no way in, over, er under. Then straight through is the best bet innit?'
The tired dwarf makes ready to charge the door and runs straight at it to truly test its strength... before stopping just short and letting out a hearty laugh,
'I ain't that thick headed!'
Bhru takes his time lining up a good swing at the rusted handle,
Given no time restraints, I'm assuming Bhru can take his time and bash the door open with his Warhammer?
GM Fanguar |
Sorry totally thought I had already posted this.
The spongy wood of the door resists the steady beat of the hammer. While not really designed for the task it is being put towards, Bhru's persistence overcomes the door's remaining durability and the whole thing cracks asunder. The whole performance is deafening within the tight confines of the tunnel and as you gag on the hot, wet reek of putrefaction that billows out from the ruins of the doorway, you listen intently for any sound of further walking dead. Strain as you might, you hear nothing save for the steady slosh of water lapping the tunnel's walls.
Holding your breath, you look into the room, seeing that the door had been barricaded with the small room's surviving furniture. The smell in the chamber is horrific, a cloying stink of rotten meat rising from the bloated, seeping body slumped in the middle of the floor. The corpse's dark, almost black flesh bulges against its armor, ready to burst at the slightest touch. An intricate tattoo of a dragon clutching a flower is barely visible on his shoulder against the diseased flesh, and clutched in one hand is a crumpled scroll.
The room itself is all worked stone and bricks and the desk, shelves and chair, suggest that this out of the way room might have served as some sort of office.
Spinnaker Jon |
Eyes watering, Spinnaker Jon takes a deep breath outside the room, then casts Prestidigitation.
Moving to the entrance, he extends his hands and focused on the scroll in the corpses hand. Carefully he caused the scroll to wiggle and lift until it came free from the hand, then caused it to slither across the floor and out to the waiting party.
Kellan Ved |
Kellan winks at Jon and daintily pinching one corner flaps the scroll out and scans it at arms length. "Well Miss Lavinia was certainly correct about her brother... Murder, gangsters it seems. All very cutthroat as well. I'd ask if anyone has the foggiest notion of where the Taxidermist's Hall was but we're still underground on an island..." Kellan profers the scroll to the group. "Anyone have any thought as to how we get above ground and to the mainland? Perhaps if we wait for a low tide this tunnel or the crabs' may be traversible?"
Does the office have any other exit? The tricky shallow water that we just passed... that goes up to the ceiling or under ground? Are there high tide marks on the ceiling/walls?
@GMF Even when I'm not trying I still mess with the map... I think it's more less back to square but I dare not touch it, sorry!
Ukufa |
As Kellan reads aloud the scroll, Ukufa stands inscrutable listening, though her eyes remain affixed on the rotten corpse.
She moves toward the cadaver, offering a mirthless comment at the litany of crimes Vanthus had wrought.
"The brother's life is forfeit."
Pausing o'er Penkus' remains she pauses;
"We must honour the dead. His wishes. His funeral."
The lithe ranger eyes the group;
"Burn him. Oil or spell."
Bhru Angraddson |
As the others tend to the scroll and the dead Bhru takes the opportunity to look around the stonework of the room,
Search + Stonecunning: 1d20 + 2 ⇒ (17) + 2 = 19
Looking for anything in the stonework that could represent a hidden door/hiding spot. Mostly anything unusual in the craftsmanship that might lead bhru to believe there is more to be had.
GM Fanguar |
@Kellan: Ya don't worry about it. I didn't update it, since we're not in a combat encounter. The room is just a 10x10 box. The room is above the water line, in the tunnel to get there, the sea life suggests that at high tide the water level would be about chest high at the deepest points. [/ooc]
MWK leather armour(needs to be cleaned), MWK dagger, gold ring (120gp)
While Ukufa tends to the funerary rites, Bhru devotes his attention to the brickwork, tapping gently with his hammer. Ear pressed against the wall, he definitely hears the sound of a void behind part of the wall. Kellan's magical detection, picks up some magical auras emanating from behind the part of the wall that Bhru had identified.
It takes a bit of searching, but the party eventually finds the trigger to open the secret door. It grinds open slowly, with a shower of dust. Behind it is a small alcove which contains three dust covered wooden sea chests. The auras that Kellan detects originate from within one of the three chests.
Kellan Ved |
"I'm not sure of the intention, but there are multiple magical auras within this chest." Kellan gestures towards (the one he thinks or knows?) one of the three chests. "Let me see if I can..." Forgot I had Mage Hand... I'll attempt to open the chest with the auras with Mage Hand, followed by the other two if uneventful, from within the office.
Bhru Angraddson |
'Well by me beard...'
Bhru waits as Kellan fiddles with the chests.
'Hurry up lad, lets get these chests goin between the few of us and get outta this rotten place.'
Spinnaker Jon |
Jon's eyes lit up.
"Hidden treasure be the best treasure!" He said.
He helped get the sea chests out where they could be examined for traps before opening them.
Perception: 1d20 + 0 ⇒ (4) + 0 = 4
Disable Device: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 0 ⇒ (2) + 0 = 2
Disable Device: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
Disable Device: 1d20 + 3 ⇒ (14) + 3 = 17
GM Fanguar |
Jon finds no traps. All three chests are locked. (DC25 to open). Disable device can only be used trained and there's a -2 penalty if you don't have lockpicks. Does anyone even have ranks in DD? I might be willing to look away if someone(s) need to reallocate skill ranks if needed. Of course they are wooden, and smashing is always an option.
Bhru Angraddson |
My only device disabler is Bhru's smash stick. I don't see the need to look in them right this second and we could take them back to town as is if we want to move things along. I'm assuming between all of us we can haul them out :)
Ukufa |
As Ukufa resigns the mortal remains to the care of Death's Guardian (one of Wee Jas' titles) she strips the corpse of all worth.
Conjuring her innate magic, the Jasdian Hunter cleans the removes items systematically... Cast Prestidigitation
Laying the dagger, armour and coin out she bows her shaved scalp in reverence;
"The gifts of the dead. Bestowed to the living."
"The requital of the dead. Shall be paid in full."
She rises solemnly as the others crowd around the chests.
Kellan Ved |
Coulda sworn I'd posted sorry... I don't think a non-class dex skill is something I'll be opting for but I can't carry 100ft rope let alone chests so... Smash works? Are the chests heavy GMF? Anyone have thoughts on getting out of here? Have we explored all the obvious doors and halls?
"Ahem, well that explains why they wouldn't open. I've no means of picking these locks, but I think we bring this one at least if someone is willing to carry it... Perhaps smash the others open? Any thoughts on how we errr, depart? Perhaps there's a way out through the water?"
Bhru Angraddson |
If there are no other solutions we can work on bashing open the chests. As for getting out.. we could try to swim with the current. The crabs got in there some how right.. and we determined the area wasnt big enough for them to survive, so they must have come in and out.
Bhru taps his hammer against the side of a chest, waiting for some direction from the more arcane savvy in the group.
'We breakin these or one of ya got a way in?'