The group makes it's way to Sephriel's cabin with Mario leading the way. Knocking at the door their is no answer and they find it unlocked and open. Rushing in they discover the room exactly as they had left it not ten minutes earlier, except for Sephriel lying face down on his bloodied bed, his back full of stab wounds and slashes. And Thanzeril lies on the floor at the foot of the bed looking unwounded, just unconscious. It seems to the group Sephriel got his wish after all.
Beckett faces the last rat alone and it seems in a rabid fury due to the killing of it's brothers. Combat:
Initative order: Round 4: Bakechochin(09/10) - attack hit dmg=11 (that was a critical threat but since the damage was enough to kill it there wasn't a need to roll to confirm) Beckett(04/08) - attack miss Rhesus(08/11) - attack miss Szardur - attack miss Valerion - gave up; going round to the other side Rat - attack Beckett 1d20 + 1 ⇒ (2) + 1 = 3... 1d4 + 0 ⇒ (4) + 0 = 4 Cultist(-5/10) - stable Rat Companion(-06/11) - dying ________________________________________
The people still tied up and gagged squirm as the combat draws closer to them. Their muffled cries for help can barely be heard. Combat:
Initative order: Round 4: Bakechochin(09/10) - IS UP Beckett(04/08) - Rhesus(08/11) - Szardur - Valerion - Rat - Cultist(-5/10) - stable Rat Companion(05/11) - ______________________________________
Beckett crushes the spine of the rat before him with a double axe handle to the back. It lies there motionless as the others fight on.
Both rats fail to hit their intended targets. Combat: Initative order: Round 3: Bakechochin(09/10) - attack hit dmg=18 Beckett(04/08) - attack miss Rhesus(08/11) - attack miss Szardur - attack hit dmg=3 Valerion - break down door? Rats - attack Beckett 1d20 + 1 ⇒ (13) + 1 = 14... 1d4 + 0 ⇒ (2) + 0 = 2 MISS Cultist(-5/10) - 1d20 - 3 ⇒ (13) - 3 = 10 Rat Companion(05/11) - attack Szardur 1d20 + 2 ⇒ (8) + 2 = 10... 1d4 + 0 ⇒ (2) + 0 = 2 MISS
The captain walks about the deck as the men pick themselves up and others clear away grindylow bodies. "You'll be ridin' the rest of this trip hanging from the main yard if you don't get to some work Mario!" the captain bellows as he stands around chatting. "See to our passenger. I didn't see any of them sea-goblins getting away from the deck, but you never can be to careful."
The death of another grindylow helps Kale scare off the creature hovering above Erina. It withdraws like all the others and as quickly as the squid-like goblins rushed on deck they have fled. In their wake are numerous sailor's lying on the deck hurt as well as those still unconscious. The captain kills the blinded and stunned grindylow with a thrust of his cutlass and starts barking off orders. "Throw them dead sea goblins over board! Gather the wounded around the main mast, hurry in case some be at death's door. Killik! KILLIK! Heal them soon as they are gathered! Don't look at me like that man it's an order!" Channel energy x2 4d6 + 0 ⇒ (5, 5, 1, 5) + 0 = 16 Soon everyone is feeling better than they were and the unconscious crewmen rise to their feet. COMBAT OVER
Round 5 Grindylow spears fly all over the place and one gets close to Mario, 1d20 + 3 ⇒ (17) + 3 = 20... 1d6 + 1 ⇒ (3) + 1 = 4 slicing him across the forearm. Splashes can be heard form both sides of the ship as most of the sea goblins are fleeing but there are still those trying to kill the group. Kale and Mario up
The sea goblin Mario left behind slithers after the quick tumbler. Mario finishes the beast surrounding Erina but the other takes the poor old diviner takes a spear from another. Cursing Mario gets ready to fight for his life. Kale finishes one sea goblin and the other fighting him flees in terror jumping back into the ocean. He steps up and sees Erina fall before a spear. Combat:
Spells and Conditions: Ro - unconscious armor of bones - duration 1 hour Initative Order:
Rolls:
grindylow#2 - flees back over the side grindylow#4 attack Erina 1d20 + 3 ⇒ (20) + 3 = 23... 1d6 + 1 ⇒ (6) + 1 = 7 confirming.. 1d20 + 3 ⇒ (20) + 3 = 23... 1d6 + 1 ⇒ (1) + 1 = 2 grindylow#6 attack Mario 1d20 + 3 ⇒ (5) + 3 = 8... 1d6 + 1 ⇒ (5) + 1 = 6 ___________________________________________
Bakechochin takes out the rat at his feet with an awesome blow and Rhesus has to move on to another target. The larger rat takes a slice across the flank from the fletchling's weapon and hisses in angry at it snaps back. Beckett's healing is minor and one of the rats it was facing comes up to finish off the cleric while the other ducks under a table towards Bakechochin. Meanwhile the eastern door rats and thumps as valerion tries desperately to get in to the tavern. Szardur and the cultist cross weapons. The shotel and magical club throwing off sparks as they content. Combat:
Initative order: Round 2: Bakechochin - attack, hit dmg=10 (kills rat) Beckett(04/08) - 5'step(G-18), channel energy(heal) 1 pt. Rhesus - move(F-14), attack hit dmg=3 Szardur - attack 1d20 + 3 ⇒ (13) + 3 = 16, 1d8 + 2 ⇒ (6) + 2 = 8 Valerion - tries door still stuck Rats - attack Beckett 1d20 + 1 ⇒ (1) + 1 = 2, 1d4 + 0 ⇒ (3) + 0 = 3 attack Bakechochin 1d20 + 1 ⇒ (14) + 1 = 15, 1d4 + 0 ⇒ (1) + 0 = 1 Cultist(03/10) - attack Szardur (if alive) 1d20 + 2 ⇒ (14) + 2 = 16 2d6 + 2 ⇒ (6, 1) + 2 = 9 Rat Companion(08/11) - attack Rhesus 1d20 + 2 ⇒ (18) + 2 = 20 1d4 + 0 ⇒ (3) + 0 = 3 _________________________________________ Combat MAP: HERE End Round 2
CMD is 12 sorry to say. AoO vs Fortenns 1d20 + 3 ⇒ (8) + 3 = 11, 1d6 + 1 ⇒ (5) + 1 = 6 Unfortunately Fortenns never made it to the railing on the north side of the ship as a spear takes him in the back. The grindylows press their assault against the group and crew of The Throaty Mermaid. Rolls:
grindylow#3 attack Kale, 1d20 + 5 ⇒ (11) + 5 = 16, 1d6 + 1 ⇒ (4) + 1 = 5 grindylow#5 attack Erina, 1d20 + 3 ⇒ (11) + 3 = 14, 1d6 + 1 ⇒ (4) + 1 = 5 grindylow#7 attack Erina, 1d20 + 3 ⇒ (19) + 3 = 22, 1d6 + 1 ⇒ (3) + 1 = 4 Combat:
Spells and Conditions: Ro - unconscious armor of bones - duration 1 hour Initative Order:
Kale and Mario are up.
Might have put you in a better spot for this turn though. Ernia and Mario both take a damage from a grindylow spear. As a few of the creatures are fought back around them by various other members of the crew. Combat:
Spells and Conditions: Ro - unconsious armor of bones - duration 1 hour Initative Order:
Rolls:
grindylow#2: attack Kale 1d20 + 5 ⇒ (6) + 5 = 11; dmg 1d6 + 1 ⇒ (2) + 1 = 3 grindylow#4: attack Erina 1d20 + 5 ⇒ (19) + 5 = 24; dmg 1d6 + 1 ⇒ (1) + 1 = 2 grindylow#6: attack Mario 1d20 + 3 ⇒ (16) + 3 = 19; dmg 1d6 + 1 ⇒ (5) + 1 = 6 ________________________________
The cultist screams like a wild beast and raises his glowing club over his head running towards Szardur. His Large companion runs under tables and chairs as it makes it's way to the main melee. Meanwhile the doors on the east side shake as Valerion tries to break them down and enter the fight. But Bakechochin and Beckett have their hands full dodging the half swarm of biting dire rats. Beckett getting the worse of it as he is bit on both shins. Combat:
Initative order: Round 1: Bakechochin - 5'step(E16), attack - miss Beckett - 5'step(H17), attack - miss Rhesus - Move(D14), draw weapon Szardur - move(F9), attack hit(dmg=7) Valerion - try to open door unsuccessful Rats - attacks vary see below Cultist - move(G8), attack Szardur 1d20 + 2 ⇒ (14) + 2 = 16, dmg 2d6 + 2 ⇒ (3, 6) + 2 = 11 Rat Companion - double move(G15) Rolls: Rat(E15) attack Bakechochin - 1d20 + 1 ⇒ (2) + 1 = 3; dmg 1d4 + 0 ⇒ (1) + 0 = 1 Rat(I16) attack Beckett - 1d20 + 1 ⇒ (20) + 1 = 21; dmg 1d4 + 0 ⇒ (3) + 0 = 3 Rat(I18) attack Beckett - 1d20 + 1 ⇒ (18) + 1 = 19; dmg 1d4 + 0 ⇒ (2) + 0 = 2 possible crit vs. Beckett - 1d20 + 1 ⇒ (2) + 1 = 3; dmg 1d4 + 0 ⇒ (1) + 0 = 1
Fortenns takes a nasty stab to the back as he tries to turn and help Ro. With blood leaking down the back of his leg he casts his spell and knocks one of the creatures and Ro out. The other seems very afraid of the magic and moves away finding another target - Kale. The grindylow attacks the warrior from behnd but his armor negates the blow. The two grindylows Mario left behind are slow to move on thier squid like legs. They lurch and slide around the lifeboat till they make they're way to the fighting. Rolls:
AoO vs. Fortenns: 1d20 + 3 ⇒ (11) + 3 = 14; dmg 1d6 + 1 ⇒ (5) + 1 = 6 grindylow#1 save: 1d20 + 2 ⇒ (6) + 2 = 8
grindylow#1: if conscious - attack Fortenns 1d20 + 3 ⇒ (19) + 3 = 22; dmg 1d6 + 1 ⇒ (3) + 1 = 4
Recap: #1 and Ro both failed their saves. So Fortenns took 6 points of damage from the AoO and then wasn't attacked again as #1 was unconscious. Please give me a grid to place your character I'm thinking your at F-4 is this correct? #3 5'stepped to flank Kale and missed his attack. Kale and Mario are up.
Sorry but that missed. The timely channeling brings Ro back to consciousness but he is still on the deck at the mercy of two of the goblin-squids. Combat: Spells and Conditions: Ro - prone armor of bones - duration 1 hour Initative Order:
A burst of positive energy erupts throughout the deck. Healing both ally and adversary. The ships medic, Killik looks sheepish but his help is timely. As the party tries to surround the grindylows the creatures try and surround the group and sailors on deck. Rolls:
channel energy - heal 2d6 + 0 ⇒ (4, 3) + 0 = 7 AoO vs Mario (for standing) - 1d20 + 3 ⇒ (1) + 3 = 4; DMG 1d6 + 1 ⇒ (4) + 1 = 5 grindylow#2 - attack Kale 1d20 + 3 ⇒ (14) + 3 = 17; DMG 1d6 + 1 ⇒ (5) + 1 = 6 grindylow#4 - attack Fortenns 1d20 + 3 ⇒ (5) + 3 = 8; DMG 1d6 + 1 ⇒ (6) + 1 = 7 grindylow#6 - 5'step(k-5) attack Mario 1d20 + 5 ⇒ (14) + 5 = 19; DMG 1d6 + 1 ⇒ (4) + 1 = 5 Ernia to finish the round. I should be able to update again tonight when I get back from work. MAP: HERE
The two goblin-squids to the north advance on Ro Tessu. The monk has little area to move in with his bow as combatants are all around him. He goes down both to an enemy spear and the dozens of tentacles at his feet. Mario is in a similar ind as the creatures try to surround the pirate and take his feet out from under him once more. He is successful in dodging the two spears but not in the half dozen squirming tentacles. They rogue drops once more to the deck. Rolls:
grindylow#1(03/05) - 5'step(E-3) attack Ro 1d20 + 3 ⇒ (19) + 3 = 22; trip attempt 1d20 + 4 ⇒ (6) + 4 = 10 DMG: 1d6 + 1 ⇒ (3) + 1 = 4 grindylow#3 - 5'step(F-3) attack Ro 1d20 + 3 ⇒ (13) + 3 = 16; trip attempt 1d20 + 4 ⇒ (20) + 4 = 24 grindylow#5 - 5'step(M-3) attack Mario 1d20 + 3 ⇒ (3) + 3 = 6; trip attempt 1d20 + 4 ⇒ (7) + 4 = 11 grindylow#7 - 5'step(N-4) attack Mario 1d20 + 3 ⇒ (12) + 3 = 15; trip attempt 1d20 + 4 ⇒ (12) + 4 = 16 Kale and Mario are up.
The group finds three sets of double doors on each side of the building. Figuring to cover them all the group splits up. Valerion goes to the eastern set and gets into postion, while Korijitsu and the boy guard the southern doors. Leaving Szadur and Rhesus to move towards the western set. *CREAK* "So much for stealth," the half-orc says as he nears the door. Leaning a ear up to it he steps back quickly, "Great someone in there is mumbling a spell or something. Stand back!" Raising a steel-toe boot the half-orc splinters one of the doors off it's hinges. The other swings open and the two companions see... A small group of common folk huddle in the corner guarded by large rats with spikes going down their backs. Near the bar they see a bald man standing next to another man who is hog tied atop the bar. The prisoner looks like he has been beaten thoroughly and is barely conscious. A fourth and larger rat than the others sits near the bald man who holds a glowing cudgel in his hands. ___________________________________________________ Bakechochin and Beckett sit among the prisoners both waiting for the right time to strike. That time has arrived.
Ok after much debate I am moving this forward. Will finish my character checking soon. But until then Beckett your normal posting account is also your alias?? You might wish to make a different one (under the My Account area) so as to keep them apart. You can use all the same stats and such. And Yes to having a cleric that doesn't follow a particular deity. Will see everyone in the gameplay thread for a little combat.
Round 2 The grindylows swarm the ship and seem to be everywhere. The group and the crew were surprised but maybe now that they have regrouped they can beat back the little beasts. Combat:
Spells and Conditions: Ro - prone Kale - prone armor of bones - duration 1 hour Initative Order:
AoO's vs. Ro:
1d20 + 3 ⇒ (5) + 3 = 8 1d6 + 1 ⇒ (3) + 1 = 4 1d20 + 3 ⇒ (16) + 3 = 19
_____________________________ COMBAT MAP: HERE
Very odd that first attack roll was a miss and now it shows a hit? How does that happen? Going with what it was first time around but will be double checking from here on out. _____________________________________________ End of Round 1 Combat: Spells and Conditions: Ro - prone Kale - prone Initative Order:
Incase you miss it (since we started a new page) Erina is still up as she was only attacked by one grindylow. Kale and Mario were attacked by the others. Going to houserule standing from prone without Drawing AoO - DC will be high but for now I think Mario got it. What do you think of 15 + CMB (highest of those threatening) +1 to DC for every other combatant who threatens? I just can see a backward roll to get away and stand up as possible.
Kale hits the deck next, the squid like tentacle tripping the warrior. Ernia takes a spear to the thigh but manages to avoid the squriming tentacles of the creature. Mario finds himself ganged up on as another one of the grindylows joins the first. Actions:
grindylow#2: attack Kale - 1d20 + 3 ⇒ (10) + 3 = 13 - trip 1d20 + 4 ⇒ (16) + 4 = 20
grindylow#4: 5' step(I-5) attack Erina - 1d20 + 3 ⇒ (15) + 3 = 18 - trip 1d20 + 4 ⇒ (7) + 4 = 11 DMG - 1d6 + 1 ⇒ (5) + 1 = 6 grindylow#6: 5' step(L-5) attack Mario - 1d20 + 3 ⇒ (7) + 3 = 10 - trip 1d20 + 4 ⇒ (10) + 4 = 14 Erina to finish the round.
The small blue creatures swarm over the sides of the Throaty Mermaid and join combat with the group and crew. Two creatures savagely spear Ro Tessu and the monk goes down to the deck. Gleefully the creatures start to stab at the prone figure. One grindylow targets Erin and sends it's spear straight at her. The spear arcs through the air and pierces her thigh biting deep. Mario is beset by a creature and it uses one of it's tentacle like legs to pull the man off his feet. As he falls a spear slices through his side drawing first blood. Actions:
grindylow#1 - 5'step(E-2); attack melee(Ro) 1d20 + 3 ⇒ (19) + 3 = 22 - trip attempt 1d20 + 4 ⇒ (17) + 4 = 21 dmg - 1d6 + 1 ⇒ (5) + 1 = 6 grindylow#3 - 5'step(G-2); attack melee(Ro) 1d20 + 3 ⇒ (20) + 3 = 23 - trip attempt 1d20 + 4 ⇒ (20) + 4 = 24 possible crit - 1d20 + 3 ⇒ (1) + 3 = 4 dmg (no crit) - 1d6 + 1 ⇒ (4) + 1 = 5 dmg (if crit) - 3d6 + 3 ⇒ (5, 1, 5) + 3 = 14 grindylow#5 - 5'step(L-2); attack range(Erin) 1d20 + 3 ⇒ (16) + 3 = 19 dmg - 1d6 + 1 ⇒ (5) + 1 = 6 grindylow#7 - 5'step(M-5); attack melee(Mario) 1d20 + 3 ⇒ (17) + 3 = 20 - trip attempt 1d20 + 4 ⇒ (14) + 4 = 18 dmg - 1d6 + 1 ⇒ (3) + 1 = 4 Combat: Spells and Conditions: Ro - prone Mario - prone Initative Order:
Round 1 Ro Tessu quickly draws an arrow and sends it streaking at the closest grindylow.(#3) The arrow hits the railing in front of the creature and it hisses back at the bowman showing rows of sharp shark-like teeth. Each creature holds what looks like a spear made of coral or from shipwreck salvage. Combat:
Spells and Conditions: None Initative Order:
OOC:
There are more combatants and monsters than what the map below shows. The map is only the PCs part in the upcoming fight. _______________________________________ COMBAT MAP: HERE
The sun is about halfway to setting as the group stands out on deck speaking of what to do next. The wind is light abd the sky only slightly overcast when suddenly the bosun yells out. "GRINDYLOWS!" And then all around the group the deck erupts into chaos as little blue squid-goblins jump over the railing and onto the deck. Sailors draw weapons and prepare to fight off the invaders. "To arms! To arms send this bastards back into the sea!" the captain yells from the aft castle drawing his blade. Rolls:
Stealth DC 1d20 + 14 ⇒ (9) + 14 = 23 Ro Perception 1d20 + 6 ⇒ (6) + 6 = 12 INIT
Surprise round ended
GM - Captain Mayhem wrote:
You sure can hughcares, and welcome. Above is the character gene info let me know when you are ready and I will post your character into the game. Possibly as a prisoner who has just freed himself of his bonds as the group enters the inn.
Character Check: Mario - First let may start by saying I dislike the rogue(swashbukler) archtype. I always thought it should have gone to fighter with the loss of some armor proficiencies, armor training, and martial weapons to gain sneak attack damage. But that is me.
ok ok checking... - You have three languages list in one area and two in another.
Ok not in combat (yet) so you have time for a little switching around if you like. Your character but I just don't see where swashbuckler gives you anything to work with. But let me know when you have updated your sheet either way.
Don't worry about OP for this game as I am not using it here. It is like having a private campaign wiki for a game. Very helpful to the GM. I have to leave for work in a hour will go over your character tonight. For now please roll Perception and Initiative with the others in the Gameplay tag as Mario is up on deck (night watch maybe?) along with a few other sailors.
ooc:
Sense the poison isn't a major part of this I will allow for the purify food & drink to make the food edible.
Sense Motive: The boatswain must have had some bad dealings with elves in the past. She doesn't know Sepriel personally so it has nothing to do with whatever plans he made before the trip. Diplomacy: The captain has no time for pleasantries and actually hates dock hands. He calls them "Sailors afraid of the sea." Anyone who has tried to go to the kitchens has been chased out by a one-eyed, sore-toothed dwarf. The poison is in everyone's food. Fortenns could scan everyone's bowls while he walks on deck. They all have the same weak poison in them. "I will have to stop eating the food from the cook," Sephriel says with a hint of relief. "If someone poisons me to death then finding out who it was and who they work for will be very difficult." The group has found out little the past week from the tight lipped crew, but plan on a more diligent search tomorrow. Bidding Sepriel goodnight they leave his cabin to speak as a group up on deck. Perception and Initiatives please
Didn't know Mr. Bigby had detect poison. The cantrip used by the wizard to check Sephriel's food turns up a weak poison at every meal. Figuring out what it is is easy enough, but the weakened state of it is the enigma. It would take someone four to six months to kill someone poisoning them this way. And after some discrete checking the past couple days Mr. Bigby has detected it in everyone's bowl he has come across. Having brought a little of his own food the elf shares it with the others but it is running out and with a week left in the trip the group may need to start eating the lightly poisoned gruel or dip into their own rations.
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