Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

Homebrew Website
Spheres wiki
Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


2,401 to 2,450 of 3,346 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>

Feel free to keep going for as long as you wish. It'll eventually be apparent that they aren't here. XD


Retired to SUMITHA

Taking a moment, Elek uses the wand to heal himself. When it appears that neither of the ladies were going to show themselves, he lands beside the barbarian's body to check it for anything of value.

assuming nothing untoward happens
As he walks towards the door, he draws out his 'Summoning wand' activating it he summons a Hound archon, nodding towards the door, "I've two foes, I'm concerned they may be waiting for me on the other side, would you kindly open the door and look from them?"

rolls:

UMD: 1d20 + 25 ⇒ (3) + 25 = 28CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 25 ⇒ (2) + 25 = 27CLW: 1d8 + 1 ⇒ (7) + 1 = 8
UMD: 1d20 + 25 ⇒ (15) + 25 = 40CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 25 ⇒ (12) + 25 = 37CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 25 ⇒ (3) + 25 = 28CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 25 ⇒ (14) + 25 = 39CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 25 ⇒ (16) + 25 = 41CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 25 ⇒ (12) + 25 = 37CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 25 ⇒ (5) + 25 = 30CLW: 1d8 + 1 ⇒ (5) + 1 = 6
UMD: 1d20 + 25 ⇒ (20) + 25 = 45CLW: 1d8 + 1 ⇒ (6) + 1 = 7
healed 55 HP
UMD: 1d20 + 25 ⇒ (10) + 25 = 35 Summon a Hound archon


Loot
Potion - barkskin
593gp
--------------------------------------------------------------------------
After opening the door and searching for about half a minute, your summon fails to detect your foes. It then vanishes as the spell's duration expires.


Retired to SUMITHA

Sorry, I should have specified that he was using the hound as bait, and would have followed out the next round and looked around

Once the 'Hound' has searched for a bit, Elek follows the 'Archon' through the doors into the street. Pausing for a moment Elek looks around, eventually calling on the wind and flying back to the ship.

Taking 10(28/34) on perception, Assuming he doesn't see anything or get attacked. He will fly back to the 'Revenge' and rest for a couple of hours.


1d100 ⇒ 17
You don't spot either of the remaining performers on the way back to the Revenge. You don't know whether or not they'll turn up again, but considering what they know of your capabilities, if they do, they won't come alone....


Retired to SUMITHA

Returning to the 'Banshee's Revenge' he told his officer on watch to keep an eye out for their 'old friends' from the 'Theater of Corruption' and to note the names of any ships leaving that morning. Heading to his cabin the slept for a couple of hours in the 'Hospitality Hammock.' Getting up before the dawn, he returned to the neighborhood of 'Theater' and started inquiring after Lady Isawyn and her subordinate. First enquiring if anyone noticed them leaving the theater then asking if anyone knew of a second home or a favorite place to gather.

Will use a couple 'gather information' trying to find where these two may have 'gone to ground
Rogues edge: Influence: The time required to influence a creature’s attitude or gather information is halved.
Information Broker: Grants a bonus on Knowledge (civilization) checks and checks made to gather information. When gathering information, the rogue can roll twice and find out both results. If the lesser of the two checks reveals false information, the rogue is aware it is false unless all those she questions believe it to be true.
influence to gather information: anyone see them?: 1d20 + 39 ⇒ (17) + 39 = 56 time: 1d4 ⇒ 2 one hour
influence to gather information: anyone see them?: 1d20 + 39 ⇒ (16) + 39 = 55
influence to gather information: any place they frequent: 1d20 + 39 ⇒ (18) + 39 = 57 time: 1d4 ⇒ 4 two hour
influence to gather information: any place they frequent: 1d20 + 39 ⇒ (6) + 39 = 45


You're able to gather a little information about Lady Isawyn and her partner, Lady Nightshade. Both originally hail from Egorian, Cheliax and only moved to the Shackles around nine months ago. They keep to themselves when not performing, but a few people have seen them in the company of Barnabus Harrigan. Based on what you saw in their performance (and corroborated by other past audience members), Lady Isawyn is a skilled hypnotist while Lady Nightshade is a master of illusion magic.


Retired to SUMITHA

It looks like Elek spoke with Admiral Arronax on the third day of his six day leave, so four days ago, was his frigate the Tyrannous, in the bay? Elek will need to speak with him.

Frustrated that he wasn't able to learn the two womans location, Elek does find it interesting that Harrigan was seen as their companions. As he flew back to the 'Banshee' he wondered if Harrigan had been their spy the whole time, making a mental note to track down Harrigan's former mate. landing on the deck, he finds his first mate, taking off the helmet he tells her, "No sign of Lady Isawyn or Lady Nightshade, but we will find them. What ships have left the port since last night when I returned?" He looks around the bay, "Have you seen the Tyrannous? I need to speak with the Admiral."


As expected for a larger port such as Hell Harbor, quite a few ships have either arrived or left - including several of Arronax's own fleet. The Tyrannous is still here, though.


Retired to SUMITHA

Seeing the 'Tyrannous' on the other side of the bay, Elek places his mantle on himself. Speaking the name of the wind, he flies to the Admiral's ship. Not wanting to give them a reason to shoot at him, he announces who he is from the air. Informing the officer on deck that he had information for the Admiral and asks to speak with him.

This is obviously assuming the Admiral is on ship instead of on shore. If he's on shore Elek will fly to that location and make the same request.

Once permitted to speak with the Admiral, he removes the papers he'd found and hands them to the Admiral. "This will prove the Theater of Corruption was sent here to lay blame at your feet."

He gestures the general direction of the theater. "When I confronted them, Lady Isawyn and Lady Nightshade, had contingencies planned and escaped. The dwarf and guardian devil are dead. I searched for the two fugitives and they've either gone to ground or found a ship to escape on." Frowning, "I've also learned that they are companions of Barnabus Harrigan, I believe he is the actual traitor."

He gestures towards the paper, "You have the proof you need to clear your name. I will leave Hell's Harbor for you to search, and I will begin looking for the two woman and their accomplice Harrigan."

rolling influence to get him to agree to the plan and still give me the fleet
influence: 1d20 + 33 ⇒ (13) + 33 = 46
-----------------------
Taking his leave of Admiral Arronax, Elek returns to the ship landing on the upper deck. Telling his officers, "Mr Rakkaw make ready to sail for we're going to find Scags Rotgram and find out why Harrigan wants him dead."

Pausing, he heads to the galley, finding Ambrose in his usually spot. He asks, "Ambrose, were you Harrigan's cook when Scags Rotgram was his first mate? If you were to guess where Scags Rotgram was, what would your guess be?"

Just realized that he has no idea where Scags is, will roll some knowledge checks to see if he knows where to look, if not he will try a different tack.
knowledge (civilization): 1d20 + 21 ⇒ (4) + 21 = 25
Knowledge (martial): 1d20 + 12 ⇒ (17) + 12 = 29


Arronax thanks you profusely for the evidence of his innocence and - true to his word - provides you with a squadron of warships captained by one Brok "Madshanks" Cordain.
------------------------------------------------------------------------
Kroop did, in fact, serve with Harrigan while Scags was first mate.

"Looky mate, I know all about Scags Rotgram, and his ship, the Devilish Duchess. Fell afoul o' the curse of Dagon's Jaws, he did, or so everyone says. But see here, the curse of Dagon's Jaws is all a bucket of sahuagin piss! The problem is, ain't too many know how to navigate 'em. They're 'red isles,' mate. Iron heavy. They'll kick yer compass off a little. Yellowbacks get scared when their needles start twitchin' and head for landmarks. Problem is, there ain't none 'cept by traveling between the two isles. There's a quarter-mile strait between 'em called Dagon's Gullet. Why? Cause it swallows ships. It's all sargasso and shoals. Those trying to shoot the Gullet usually end up grounding out on the rocks. Bet there's a dozen ships at the bottom of that channel. I'd also bet the Devilish Duchess ain't one of 'em. Scags, he warn't fooled by old legends. He knew what he was doing when he headed that way - knew that if someone were chasin' him, the Jaws'd be his best bet t'scape pursuit. If Scags ain't back yet, I'd wager that's his own doing - that man's got a talent for dodgin' Besmara's last kiss, he does. I'm sure he's still kickin' somewhere on that rock..."


Retired to SUMITHA

Pleased that Arronax was satisfied with his work, Elek asks to meet with Captain Cordain before he leaves 'Hell's Harbor.' When he meets "Madshanks" he gives him one of the two remaining 'Sending Stones' informing the pirate that he will contact him when he's needed.
--------------------------------
Smiling at Ambrose's answer, Elek turns to his Helmsman, "Mr Rakkaw, set a heading for 'Dagon's Jaws'. If Scags can sail it then we can sail it as well." As they head out of 'Hell's Harbor' Elek calls a wind and pushes it gently into the sails.

Is there anything else about 'Dagon's Jaws' or the islands beyond?
Knowledge (civilization): 1d20 + 21 ⇒ (5) + 21 = 26
Knowledge (geography): 1d20 + 3 ⇒ (12) + 3 = 15
Lore (Ancestors): 1d20 + 10 ⇒ (5) + 10 = 15
Profession (sailor): 1d20 + 26 ⇒ (5) + 26 = 31


Dagon's Jaws consist of a pair of rocky islands southwest of Motaku Isle. Big Jaw, the larger western island rises almost 300ft above sea level. It's covered in dense jungle. Little Jaw, the smaller isle, only rises 60ft above sea level and is mostly steep cliffs. There are no trees, and no beaches. Between the two is a rocky, shallow channel known as Dagon's Gullet.

As you approach, you see that the tales of Dagon's Gullet are no exaggeration. The seas are choppy here, and the rocky, shallow channel will make navigation difficult. Even worse, there are a number of hidden reefs. Fortunately, your skills are up to the task (narrowly beating the required DC 29 sailing check), and you reach the beach on Big Jaw with an acceptable amount of difficulty.

The waves here have gnawed great chunks from the earth that edges the shoreline of this rocky beach. From the water, the land slopes gradually upward into a series of rocky escarpments. Beyond, the terrain continues its ascent through tangles of dense brush towards the highest point of the island. A game trail leads up into the jungle from the beach itself, while fragments of what appears to have once been a ship's longboat lie strewn among the rocks along the shore. A half-dozen sodden corpses bob face-down in the gentle waves as the surf rolls against the shore.


Retired to SUMITHA

When the Dagon's Jaws come in sight, Elek takes the helm from Rakkaw. Carefully guiding the 'Banshee's Revenge' through the rocky shallow channel. Using wind magic when he needs it, to keep her safe from the rocks and the hidden reefs.

Dropping anchor near the beach, he smiles at his first officer, "Ms Quinn the 'Revenge' is yours until I return." He gestures towards the beach. "I'll land on the beach, and make sure the corpses are not undead, then fly inland to try and find Scags." Looking from Sandara to Iryani, "Once I've made sure they are well and truly dead, send a skiff and bring the bodies back to the ship. Ms Iryani, please use the 'Ring of the Iron Skull' to learn who they were, possibly who they sailed with and how they died."

Nodding politely, he moves to the gunwale, placing his mantle on himself. Calling on the wind he flies to the beach landing near the edge of the water. Placing his armor on himself, he steps into the water to the first corpse. Drawing the Ghost-touched Undead-bane Estoc he runs it through the first corpse. Repeating the process with each corpse making sure none will rise to injure his crew.

Hmmm, I figure I've got about a 50/50 chance he's going to be fighting undead, If not, he'll proceed
Once he's verified the dead shall not rise, he calls on the wind again. Taking to the air, he follows the game trail towards what he hopes will be where Scags and his crew may be hiding.


You thought correctly!

As soon as you move within reach of the first bobbing body, it (along with the other five) suddenly attacks!

No surprise round since you were explicitly checking for undead. XD
Enemy Initiative: 8d20 + 22 ⇒ (14, 13, 14, 9, 8, 18, 11, 4) + 22 = 113 (average 14)
Elek Initiative: 1d20 + 10 ⇒ (7) + 10 = 17
You're adjacent to one prone undead, and there are five more within either a 5ft step or a Move action.


Retired to SUMITHA

"Blast!" Cursing, Elek brings his cannon to bear telling it, "shèjí." realizing the bodies had reanimated into dead things, he rolls his eyes believing the ' Merciful' cannon would have no effect on the undead. Speaking the name of the wind, "Fēng" he launched into the air, about twenty feet up and back, commanding the cursed cannon to alter to not merciful "Bù réncí."

just in case, 2nd rd?
Commanding the wind "Yáncháng tiānqì" to lengthen the storm, Elek, feinting, levels the adamantium and mithril cannon at the furthest undead. "I believe I'll start with you." Then shifting it towards the nearest he commands the cannon "shèjí" Firing at the nearest undead.

I didn't bother with the quick shot, the last time he used the cannon it was Merciful and it would have been two 'swift' actions to change it. Standard: created a storm, move, 25 ft.
2nd rd. Standard lengthen weather. Wind, move action/ Feint Ghost-touched Undead-bane Estoc, AOO Shadow Wake merciful Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint
feint: Estoc: 1d20 + 29 ⇒ (13) + 29 = 42 If successful add + 2 to each attack
Feint strike AOO: cannon: 1d20 + 21 + 1 - 4 ⇒ (5) + 21 + 1 - 4 = 23 for damage: 3d6 + 3 + 3 + 1 ⇒ (3, 1, 1) + 3 + 3 + 1 = 12 + 2 crafted blast SA: 6d6 ⇒ (5, 5, 3, 2, 1, 5) = 21 FT: 3d6 ⇒ (5, 3, 1) = 9


It doesn't take more than half a minute to dispatch the undead.

These are CR 1 ghouls with no ranged attacks. The only reason I ran the combat was to see if they'd win initiative and luck out with a successful paralyze. XD


Retired to SUMITHA
Your Benevolent Dictator wrote:
These are CR 1 ghouls with no ranged attacks. The only reason I ran the combat was to see if they'd win initiative and luck out with a successful paralyze. XD

I should be thankful that you do group initiative, it looked like a couple of those rolls may have beaten him,

Blasting the ghouls from the air, Elek realizes that he really hates evil undead. As the last one is splattered into the black gore filled water Elek finds himself wondering what will happen to the fish that eat the remains of the ghouls.

Shaking off the speculation, he lands on the beach long enough to wave at the ship, letting them know it's clear enough to gather the bodies, or at least parts of them.

Hoping he left enough pieces for Iryani to speak with, he again takes to the air, intent on following the path deeper into the island.


A sizable clearing opens along the ridge, the edge marked by rows of upturned boulders that almost seem to be keeping the trees back. In the center, a bubbling spring breaks the surface, forming a small series of freshwater pools dotted with mountain lilies and swarming with dragonflies. Along the west side, the spring waters race downhill through a series of rocky, moss-covered sluices cut into rock, eventually running down the hillside toward the sea to the southwest.


Retired to SUMITHA

Furrowing his brow as the trail seems to come to an end ? Elek, not seeing any sign of occupants, lands near the bubbling spring. Taking a few moments, he moves around the pools looking for any signs of humanoid life.

Will take 10 (28/34) on perception, If he gets this far without something popping up.

Realizing that he's not suited for 'tracking' Elek remembers the spring on Bonewrack Isle. Surprised that survivors hadn't built shelters here near the spring, he decides to follow the spring waters and see if they lead to Scags and his people.

Again, calling on the name of the wind, Elek takes to the air and follows the spring waters southwest towards the sea.

Will continue taking 10 (28/34) on perception from the air


Survival DC 20: 1d20 + 4 ⇒ (20) + 4 = 24
As you move around the pools, you notice a large number of footprints. Your hypothesis about survivors might be correct....

Following the waters to the southwest, you discover a half-dozen towering, wood-carved heads peering out over the ocean. Each head stands ten feet in height and bears a strangely curious expression. Although carved of wood, the heads seem not to have weathered or become covered with overgrowth - each appears to have been carved as if only yesterday. As you approach, a booming voice speaks. "OUTLANDER! STEP AWAY FROM THE DUSK WATCHERS OR BE JUDGED!"


Retired to SUMITHA

Curious about the half-dozen towering, wood-carved heads Elek angles towards them. Hearing the voice, he angles up and away, turning to land about the same distance from the statues. Hoping he was distant enough to keep from getting attacked outright, but close enough for the speaker to answer.

Calling out. "judged?" Assuming the wood-carved heads are the Dusk Watchers, "For nearing the 'Dusk Watchers?" He continues "I am no Outlander. I am Elek Kardforgató, Captain of the 'Banshee's Revenge' a member of the Pirate council. I hold a Letter of Marque showing I am a free captain of the Shackles and this Island is a part of that nation."

He gives a light smile, "I've no desire to offend any ancient gods, nor the spirit who guards them." Not knowing who or what he's speaking to, Elek decides to only give what information is needed. "I only search for a marooned sea captain. Do you know of any ship-wrecked sailors and where they may be?"

More to influence attitude so he doesn't get attacked outright.
Influence: 1d20 + 33 ⇒ (14) + 33 = 47


"ALL OF THOSE NAMES AND TITLES ARE MEANINGLESS TO ME, BUT AS LONG AS YOU DO NOT TOUCH THE DUSK WATCHERS, I WILL NOT JUDGE YOU. TO ANSWER YOUR QUESTION, NINE MORTALS LIVE TO THE NORTH OF HERE. SOMETIMES THEY VISIT THE SACRED SPRING, BUT THEY AVOID THE DUSK WATCHERS."


Retired to SUMITHA

Raising an eyebrow at the term 'Sacred spring' Elek paused, wondering what made it sacred and its relationship to the 'Dusk Watchers.' His curiosity peaked, responds. "Thank you for the information, I will head north directly. But do you mind if I ask," He gestures towards the idols. "What is the significance of the spring and the dusk watchers? The island seems to be empty except for the marooned mortals. What are the watchers watching?"

Any info/knowledge check on the 'Dusk Watchers'? Elek will take 10(43) on an influence check with the guardian if needed
Knowledge (arcane): 1d20 + 12 ⇒ (18) + 12 = 30
Knowledge (civilization): 1d20 + 21 ⇒ (18) + 21 = 39
at some point in time he probably should have taken 'knowledge religion'
---------------------------------
After the conversation with the guardian

Having gotten all the information he could from the guardian, Elek called on the wind and flew towards the north, keeping a keen eye out as he went.

Again taking 10 (28) on perception


You've never heard of the Dusk Watchers before today. Based on the style, the carvings appear to be thousands of years old - possibly even predating Aroden himself.

"THEY WATCH AND WAIT FOR THE ANCIENTS TO RETURN. MY TASK IS TO ENSURE THEY REMAIN STANDING UNTIL THAT TIME."
--------------------------------------------------------------------------
A swath of barren soil stretches atop a 40ft-high cliff overlooking the sea to the west of the isle, sheltered from the sea winds by a lone massive boulder. The boulder rises another 30ft above the edge of the cliff, an almost pyramidal structure perched precariously at the edge. A half-dozen crude shelters - little more than lean-tos - huddle around a campfire in the lee of the stone.


Retired to SUMITHA

Nodding politely, Elek having no idea who or what the ancients are, begins to take to the air. "I wish you well in your task, farewell and good fortune."
------------------------------
Seeing the camp below Elek flies close, staying just withing the range of his adamantium and mithril cannon. Calling as loudly as he can, "Ahoy the camp! I search for Captain Scags Rotgram, of the 'Devilish Duchess' he and I have a common enemy, Barnabus Harrigan. I seek knowledge to prove Harrigan a traitor." He smiles a wolfish smile. "For such knowledge I am willing to aid you in leaving this place."

influence: 1d20 + 33 ⇒ (7) + 33 = 40


As you fly closer to the camp, nine bedraggled pirates step out from the surrounding brush, holding crossbows at the ready.
Knowledge (martial): 1d20 + 12 ⇒ (6) + 12 = 18
Based on their demeanor and stances, it's obvious that none of them pose any significant threat to you - even if you dismissed your winds and let yourself be surrounded.

At your words, the apparent leader of the group, a Human Woman shouts up at you, "Scags is dead. Undead got him when we tried to shoot the Gullet. We're all that's left after we beached the Duchess."


Retired to SUMITHA

Shaking his head, Elek slowly lowers to the ground, releasing the wind. Keeping his right hand empty and the cursed cannon pointed at the ground, he wondered if any of these crew members might know anything. "A pity, Harrigan asked the counsel to go after him, which they voted down. But I was hoping he could tell me why and possibly share any information he has about the old scallywag."

Turning towards the woman in charge, he smiles, "What's your name lass?" He gestures towards the others, "If you and your swabs want off this rock come with me."

As the crew considered what he said, Elek wonders how much information Iryani could get from Scags cold dead body. Turning back towards the woman. "You say undead got him? Any idea where?"


"Alise Grogblud, Scags's first mate," the woman replies. "We ran aground on the beach to the east (where you landed the Revenge). Scags and the other officers held off the undead so I could get the survivors to safety. Once we found a spot to make camp, I went back, but all that was left were ghouls." She pauses briefly to compose herself before continuing. "If you're looking for information on Harrigan, Scags had some files locked up in a sea chest in his cabin."


Retired to SUMITHA

As Alise explained their harrowing experience, Elek began to consider his options. Hearing that Scags had kept records he was determined to find them. Nodding politely, "Thank you for the information Ms Grogblud, If you and your crew would like to join my fleet your more than welcome. If not I'll put you ashore at the nearest port. Either way, I'm happy to see you off this rock." He gestures towards the beach. "Shall we?"

Giving the marooned sailors time to gather whatever personal items they had, he walked with them towards the beach. As they move he uses the sending stone for the 'Revenge' "Send the Cutter to the beach, I've got nine passengers."

As they near the beach he asks Alise, gesturing towards the 'Gullet' "Ms Grogblud, about where did your ship sink?"

Influence is to recruit Alise and her crewmembers, will roll the # in case he can't have all of them. Will also roll her separate since she's a named 'NPC'
influence: recruit Alise: 1d20 + 33 ⇒ (6) + 33 = 39
influence: recruit everyone else?: 1d20 + 33 ⇒ (4) + 33 = 37 #: 1d4 + 2 ⇒ (3) + 2 = 5

Hmmm, if they get attacked, we'll ignore the second half of this for now.

Once The marooned sailors are safely aboard the 'Banshee's Revenge.' Elek checked with Iryani, asking if she'd found out any useful information from the dead on the beach. Afterwards he readied himself to dive in undead infested waters as best as he could. Taking the time to activate the scroll of darkvision, his undead bane estoc in hand, he dove over the gunwall and started swimming towards the location of the wrecked ship.

UMD: 1d20 + 25 ⇒ (20) + 25 = 45


"The ship didn't sink. We beached it on the shore." (the same spot you found a bit of ship wreckage and fought the ghouls) It's very clear that the ship itself is no longer present, which is rather odd.


Retired to SUMITHA

Hearing they beached the ship, Elek carfully observes the beach as the marooned sailors board the cutter. Walking into the water he observers the sand, seeing if he can figure out what direction the boat would have been dragged.

Will take 10(28) on perception for the sand and the beach. Did he notice any place boats may have been taken from the air earlier?


As you investigate the beach, a sudden commotion arises as the cutter reaches the halfway point between the shore and the Revenge. It's being attacked by a pair of undead!


Retired to SUMITHA

"Blast!" Cursing as he looks up from the beach towards the cutter, Elek realizes there are more undead in the water. "Fēng" Calling on the wind, he uses his mantle to fly towards the cutter. Commanding the cursed cannon to encase him in it's armor, he draws his estoc and drops into the water.

Basically a standard to call on the wind, and a move action to fly that way and drop into the water.


In the water, you find more undead. While most are no threat to you, one of the types currently attacking the cutter is quick to react to your sudden entry.
Enemy Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Elek Initiative: 1d20 + 10 ⇒ (2) + 10 = 12
The undead swims agilely toward you and attempts to rake you with surprisingly-large claws.
Claw: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20 Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Other Undead: 1d6 ⇒ 4
Fishing for 20s: 4d20 ⇒ (2, 12, 9, 16) = 39

You're up! The water's swarming with undead, but the vast majority are CR 1 ghouls. With your stats, they only hit with a nat20, and you'll only miss with a nat1. Since your minimum damage will kill one, feel free to focus entirely on the (much stronger) boss undead. XD


Retired to SUMITHA

As he submerges, Elek is swarmed by undead. Telling his cursed cannon "Cì chuān" he realizes that Most of them are similar to the ones he killed on the beach, though one with large claws stands out. Focusing on that one, he feints towards the undead's face with the Ghost-touched Undead-bane Estoc. Lifting the adamantium and mithril cannon telling it "shèjí" he fires repeatedly at the creature's chest while stabbing with the estoc at its throat.

Feint Ghost-touched Undead-bane Estoc: Expert Feint/Unlikely Feint/Feint strike/Fatal opening AOO Shadow Wake non-merciful Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Dual Opportunity Ghost-touched Undead-bane Estoc:(attunement) sneak, fatal thrust Estoc: sneak, fatal thrust/Shadow Wake Arcing Arm Cannon: Focused blast, Melee Archer, crafted blast: piercing, sneak, fatal thrust
feint: estoc: 1d20 + 29 + 2 ⇒ (20) + 29 + 2 = 51 If successful add + 2 to each attack
Feint strike AOO: cannon: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 24 for damage: 3d6 + 3 + 3 + 1 ⇒ (2, 3, 2) + 3 + 3 + 1 = 14 + 2 crafted blast SA: 6d6 ⇒ (3, 6, 3, 1, 2, 5) = 20 FT: 3d6 ⇒ (6, 2, 5) = 13
Dual opportunity: Estoc: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33 for damage: 2d4 + 3 + 5 ⇒ (1, 1) + 3 + 5 = 10 bane: 2d6 ⇒ (3, 5) = 8 SA: 6d6 ⇒ (6, 4, 3, 6, 1, 4) = 24
TWA: cannon: 1d20 + 21 + 1 - 2 ⇒ (7) + 21 + 1 - 2 = 27 for damage: 3d6 + 3 + 1 + 2 ⇒ (5, 4, 5) + 3 + 1 + 2 = 20 SA: 6d6 ⇒ (1, 6, 3, 2, 4, 3) = 19 FT: 3d6 ⇒ (3, 1, 1) = 5
TWA: Estoc: 1d20 + 21 - 2 + 2 ⇒ (14) + 21 - 2 + 2 = 35 for damage: 2d4 + 5 + 2 ⇒ (3, 1) + 5 + 2 = 11 bane: 2d6 ⇒ (6, 1) = 7 SA: 6d6 ⇒ (1, 3, 3, 5, 3, 4) = 19 FT: 3d6 ⇒ (3, 2, 1) = 6


SR DC 20: 1d20 + 12 ⇒ (8) + 12 = 20
SR DC 20: 1d20 + 12 ⇒ (11) + 12 = 23

Not expecting you to fire a ranged weapon while in water, the undead is caught off-guard by your attacks. Your attacks aren't as effective as you expected, though, as its hide absorbs a portion of the damage. It slashes at you with its claws before submerging itself completely underwater (but still within range if you completely submerge as well).
Claw: 1d20 + 16 ⇒ (6) + 16 = 22 Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Claw: 1d20 + 16 ⇒ (7) + 16 = 23 Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Other Undead: 1d6 ⇒ 4
Fishing for 20s: 4d20 ⇒ (12, 13, 15, 15) = 55

Undead: 132pts damage


Retired to SUMITHA

Pleased he caught the prime undead unaware Elek continued ignoring the lesser ones. Feinting towards the prime with the Ghost-touched Undead-bane Estoc Elek aims the cursed adamantium and mithril cannon again. Telling it "shèjí" he fires repeatedly at the creature's head while thrusting the estoc at its groin.

Feint Ghost-touched Undead-bane Estoc: Expert Feint/Unlikely Feint/Feint strike/Fatal opening AOO Shadow Wake non-merciful Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Dual Opportunity Ghost-touched Undead-bane Estoc:(attunement) sneak, fatal thrust Estoc: sneak, fatal thrust/Shadow Wake Arcing Arm Cannon: Focused blast, Melee Archer, crafted blast: piercing, sneak, fatal thrust
feint: estoc: 1d20 + 29 + 2 ⇒ (13) + 29 + 2 = 44 If successful add + 2 to each attack
Feint strike AOO: cannon: 1d20 + 21 + 1 ⇒ (12) + 21 + 1 = 34 for damage: 3d6 + 3 + 3 + 1 ⇒ (5, 6, 3) + 3 + 3 + 1 = 21 SA: 6d6 ⇒ (4, 6, 1, 5, 5, 2) = 23 FT: 3d6 ⇒ (5, 5, 4) = 14
Dual opportunity: Estoc: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37 for damage: 2d4 + 3 + 5 ⇒ (2, 4) + 3 + 5 = 14 bane: 2d6 ⇒ (5, 1) = 6 SA: 6d6 ⇒ (4, 1, 2, 5, 6, 5) = 23
TWA: cannon: 1d20 + 21 + 1 - 2 ⇒ (11) + 21 + 1 - 2 = 31 for damage: 3d6 + 3 + 1 + 2 ⇒ (2, 3, 3) + 3 + 1 + 2 = 14 + 1 crafted blastSA: 6d6 ⇒ (6, 5, 4, 4, 2, 3) = 24 FT: 3d6 ⇒ (2, 6, 5) = 13
TWA: Estoc: 1d20 + 21 - 2 + 2 ⇒ (15) + 21 - 2 + 2 = 36 for damage: 2d4 + 5 + 2 ⇒ (1, 2) + 5 + 2 = 10 bane: 2d6 ⇒ (1, 4) = 5 SA: 6d6 ⇒ (3, 2, 4, 4, 4, 6) = 23 FT: 3d6 ⇒ (3, 3, 1) = 7
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
TWA: Estoc: confirm crit: 1d20 + 21 - 2 + 2 ⇒ (1) + 21 - 2 + 2 = 22 for damage: 2d4 + 5 + 2 ⇒ (2, 3) + 5 + 2 = 12


Your first strike dispatches the undead - and it explodes into a cloud of deadly poison!
Elek Fortitude DC 20: 1d20 + 16 ⇒ (11) + 16 = 27
Meanwhile, the other two undead are in the process of overturning the cutter, threatening to leave your passengers stranded in ghoul-infested waters....
Other Undead: 1d6 ⇒ 1
Fishing for 20s: 1d20 ⇒ 9


Retired to SUMITHA

Since you said 'one of the types' attacking the boat attacked Elek, I assume the two still attacking the boat are the same as it.

Seeing the two 'different' ghouls still attacking the boat, Elek quickly moves to the nearest. Feinting towards it groin with the Ghost-touched Undead-bane Estoc he aims the cursed adamantium and mithril cannon at its chest. Telling the cannon "shèjí" he fires repeatedly at the creature's chest while thrusting the estoc at its upper thigh.
.
Feint Ghost-touched Undead-bane Estoc: Expert Feint/Unlikely Feint/Feint strike/Fatal opening AOO Shadow Wake non-merciful Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Dual Opportunity Ghost-touched Undead-bane Estoc:(attunement) sneak, fatal thrust Estoc: sneak, fatal thrust/Shadow Wake Arcing Arm Cannon: Focused blast, Melee Archer, crafted blast: piercing, sneak, fatal thrust
feint: estoc: 1d20 + 29 + 2 ⇒ (5) + 29 + 2 = 36 If successful add + 2 to each attack
Feint strike AOO: cannon: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 24 for damage: 3d6 + 3 + 3 + 1 ⇒ (6, 1, 1) + 3 + 3 + 1 = 15 SA: 6d6 ⇒ (5, 5, 6, 5, 6, 6) = 33 FT: 3d6 ⇒ (2, 6, 4) = 12
Dual opportunity: Estoc: 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28 for damage: 2d4 + 3 + 5 ⇒ (3, 1) + 3 + 5 = 12 bane: 2d6 ⇒ (1, 1) = 2 SA: 6d6 ⇒ (6, 2, 4, 2, 3, 5) = 22
TWA: cannon: 1d20 + 21 + 1 - 2 ⇒ (15) + 21 + 1 - 2 = 35 for damage: 3d6 + 3 + 1 + 2 ⇒ (5, 5, 2) + 3 + 1 + 2 = 18 + 1 crafted blastSA: 6d6 ⇒ (5, 6, 1, 6, 1, 6) = 25 FT: 3d6 ⇒ (4, 4, 5) = 13
TWA: Estoc: 1d20 + 21 - 2 + 2 ⇒ (12) + 21 - 2 + 2 = 33 for damage: 2d4 + 5 + 2 ⇒ (3, 2) + 5 + 2 = 12 bane: 2d6 ⇒ (3, 3) = 6 SA: 6d6 ⇒ (3, 4, 1, 6, 3, 1) = 18 FT: 3d6 ⇒ (2, 2, 5) = 9
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


As you begin carving into one of the undead, they both cease attacking the cutter and turn their attention to you.
Claw: 1d20 + 16 ⇒ (14) + 16 = 30 Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Claw: 1d20 + 16 ⇒ (17) + 16 = 33 Damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Claw: 1d20 + 16 ⇒ (18) + 16 = 34 Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Claw: 1d20 + 16 ⇒ (1) + 16 = 17 Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8
If any hit, Fort DC 20 (+2 per additional hit) vs disease
Other Undead: 1d6 ⇒ 4
Fishing for 20s: 4d20 ⇒ (20, 12, 20, 12) = 64
Confirm?: 2d20 ⇒ (1, 2) = 3
Damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Repercussions?: 4d20 ⇒ (8, 12, 9, 14) = 43 (no paralysis or ghoul fever)

Undead: 141pts damage


Retired to SUMITHA

one hit
fort DC 20: 1d20 + 14 ⇒ (7) + 14 = 21

Relieved that the two 'different' ghouls were leaving the boat alone he was surprised the first got his claws through his armor. Dodging the second barely, he paid the price for ignoring the 'normal' ghouls tow of them bit through the armor. Convinced the 'different' ones were the more dangerous, Elek continues attacking the wounded one, feinting towards it face with the Ghost-touched Undead-bane Estoc. Aims the cursed adamantium and mithril cannon at its chest he tells the cannon "shèjí" firing repeatedly at the creature's chest while thrusting the estoc at its throat.
.
Feint Ghost-touched Undead-bane Estoc: Expert Feint/Unlikely Feint/Feint strike/Fatal opening AOO Shadow Wake non-merciful Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Dual Opportunity Ghost-touched Undead-bane Estoc:(attunement) sneak, fatal thrust Estoc: sneak, fatal thrust/Shadow Wake Arcing Arm Cannon: Focused blast, Melee Archer, crafted blast: piercing, sneak, fatal thrust
feint: estoc: 1d20 + 29 + 2 ⇒ (17) + 29 + 2 = 48 If successful add + 2 to each attack
Feint strike AOO: cannon: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 24 for damage: 3d6 + 3 + 3 + 1 ⇒ (6, 5, 1) + 3 + 3 + 1 = 19 + 2 crafted blast SA: 6d6 ⇒ (3, 4, 5, 5, 5, 2) = 24 FT: 3d6 ⇒ (5, 4, 1) = 10
Dual opportunity: Estoc: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38 for damage: 2d4 + 3 + 5 ⇒ (2, 4) + 3 + 5 = 14 bane: 2d6 ⇒ (2, 3) = 5 SA: 6d6 ⇒ (2, 3, 4, 3, 1, 2) = 15
TWA: cannon: 1d20 + 21 + 1 - 2 ⇒ (14) + 21 + 1 - 2 = 34 for damage: 3d6 + 3 + 1 + 2 ⇒ (4, 3, 3) + 3 + 1 + 2 = 16 SA: 6d6 ⇒ (5, 3, 5, 6, 4, 2) = 25 FT: 3d6 ⇒ (6, 1, 2) = 9
TWA: Estoc: 1d20 + 21 - 2 + 2 ⇒ (2) + 21 - 2 + 2 = 23 for damage: 2d4 + 5 + 2 ⇒ (3, 2) + 5 + 2 = 12 bane: 2d6 ⇒ (1, 1) = 2 SA: 6d6 ⇒ (5, 2, 6, 5, 4, 4) = 26 FT: 3d6 ⇒ (2, 5, 5) = 12
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Dual opportunity: Estoc: confirm crit: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26 for damage: 2d4 + 3 + 5 ⇒ (1, 4) + 3 + 5 = 13


You destroy one undead, and it explodes in a cloud of poison!
Elek Fortitude DC 20: 1d20 + 16 ⇒ (13) + 16 = 29
You then unleash a pair of attacks against the other undead, but your weapons struggle to find a weak point in its tough hide. It retaliates with more claw attacks.
Claw: 1d20 + 16 ⇒ (3) + 16 = 19 Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Claw: 1d20 + 16 ⇒ (10) + 16 = 26 Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Other Undead: 1d6 ⇒ 3
Fishing for 20s: 3d20 ⇒ (5, 2, 14) = 21

Undead: 10pts damage


Retired to SUMITHA

Relieved to see the second 'different' ghoul begins to sink, Elek focused his attention on the last of them. Feinting towards it thigh with the Ghost-touched Undead-bane Estoc. He aims the cursed adamantium and mithril cannon at its chest point blank, telling the cannon "shèjí" firing repeatedly while thrusting the estoc at its gut.
.
Feint Ghost-touched Undead-bane Estoc: Expert Feint/Unlikely Feint/Feint strike/Fatal opening AOO Shadow Wake non-merciful Arm Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Dual Opportunity Ghost-touched Undead-bane Estoc:(attunement) sneak, fatal thrust Estoc: sneak, fatal thrust/Shadow Wake Arcing Arm Cannon: Focused blast, Melee Archer, crafted blast: piercing, sneak, fatal thrust
feint: estoc: 1d20 + 29 + 2 ⇒ (17) + 29 + 2 = 48 If successful add + 2 to each attack
Feint strike AOO: cannon: 1d20 + 21 + 1 ⇒ (6) + 21 + 1 = 28 for damage: 3d6 + 3 + 3 + 1 ⇒ (3, 5, 1) + 3 + 3 + 1 = 16 + 2 crafted blast SA: 6d6 ⇒ (5, 6, 5, 3, 5, 1) = 25 FT: 3d6 ⇒ (1, 5, 4) = 10
Dual opportunity: Estoc: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29 for damage: 2d4 + 3 + 5 ⇒ (4, 4) + 3 + 5 = 16 bane: 2d6 ⇒ (5, 2) = 7 SA: 6d6 ⇒ (2, 1, 5, 3, 4, 2) = 17
TWA: cannon: 1d20 + 21 + 1 - 2 ⇒ (6) + 21 + 1 - 2 = 26 for damage: 3d6 + 3 + 1 + 2 ⇒ (4, 6, 5) + 3 + 1 + 2 = 21 SA: 6d6 ⇒ (2, 6, 1, 4, 2, 5) = 20 FT: 3d6 ⇒ (3, 1, 4) = 8
TWA: Estoc: 1d20 + 21 - 2 + 2 ⇒ (16) + 21 - 2 + 2 = 37 for damage: 2d4 + 5 + 2 ⇒ (2, 4) + 5 + 2 = 13 bane: 2d6 ⇒ (1, 5) = 6 SA: 6d6 ⇒ (6, 3, 4, 6, 4, 5) = 28 FT: 3d6 ⇒ (5, 5, 6) = 16
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
TWA: Estoc: confirm crit: 1d20 + 21 - 2 + 2 ⇒ (5) + 21 - 2 + 2 = 26 for damage: 2d4 + 5 + 2 ⇒ (2, 2) + 5 + 2 = 11


With a flurry of attacks, you dispatch the undead - which once again explodes in a cloud of poison.
Elek Fortitude DC 20: 1d20 + 16 ⇒ (18) + 16 = 34


Retired to SUMITHA

Finishing any of the 'lesser' undead, Elek gathers what pieces parts he can from one of the 'different' ghouls. Swimming to the 'Revenge' he drags the body parts aboard ship, dropping them on the deck he asks Sandara and Iraynai, "Ladies, do either of you recognize what sort of undead this may have been?"


Iryani identifies the creature as a brykolakas: ancient undead of unknown origin. They're known to prey on the crews of passing ships before hiding the (now empty) vessels in sunken caves.


Retired to SUMITHA

Raising an eyebrow when Iryani told him they 'hide' the ships in sunken caves, Elek nods to his witch, "Thank you Ms Iryani."

Approaching the marooned sailors, he gestures towards his ship. "Welcome to the 'Banshee's Revenge.' Make yourself a t home. I assume you all won't mind helping out till me wake port." Turning to his Quartermaster, "Mr Shortstone would you see these swabs to the crew quarters."

Moving towards Alise he nods towards the upper deck, indicating he wanted her to follow. "I don't know if you heard what my officer said, but do you know anything about caves where these undead could have hidden your ship?" Puasing for a moment, "Also there were some statues, guarded by," He puased again, shrugging, "For a lack of a better description, a disembodied voice, which called them 'Dusk Watchers' Do you know anything about the statues or the guardian?"

When Elek flew over the island, did he see anything that may have indicated a possible cave?


"All I know about the statues is that the first time we got close, a voice warned us to stay away. We decided that was probably wise."

Elek didn't see anything from the air


Retired to SUMITHA

Nodding politely to Alise, Elek realizes that she and her crew knew probably less than he. Resigning himself to searching for the entrance to an underwater cave entrance, Elek continues. "Thank you Ms Grogblud, Relax a little it will be a bit before we leave. As I said, if you would like to sail with my fleet, I'm sure I can find a ship for you."

Turning to Sandara, he breathes a sigh, "Ms Quinn, it appears I will need to start searching for the cave these brykolakas hid the ship in. I will return once the task is complete."

Moving to the gunwale Elek is about to dive in the water. Deciding to change tack, he calls on the wind and flies to the southern tip of the island. Landing just outside of the area where the statues wait the return of their people. Calling out to the invisible voice. "Guardian, thank you for your assistance. I found the location of the sailors you directed me to. Not to take advantage of your helpful nature I've another question for you. There are brykolakas evil undead 'living' in these waters. They possess something I need and present a threat to your returning people. Do you know where their cave is? I intend to destroy them, aiding both of us. Hopefully I will be able to find what I am looking for while protecting your returning sailors from the brykolakas."

Taking 10(43) on influence again.

2,401 to 2,450 of 3,346 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Skull & Shackles Gameplay All Messageboards

Want to post a reply? Sign in.