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GM Sylentevil's page

32 posts. Alias of Sylentevil.


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Garak heads makes it to a couple shops and is able to find what he is looking for in the 3rd shop he visited. Shopkeeper says ”Well, a scroll like that is not asked for often but I think I have one in the back.” He heads back there and finds the scroll after a few minutes bringing it out and blowing some of the dust that gets collected on it. ”Well, here it is. It will be 375gp, can I interest you in anything else”


Marshal Kroft and Zeke make their way to the butcher shop without incident. Streets are mostly clear because of the havoc the disease has caused. Tullius sees them coming from the position he took as sentry. He guided them into the butcher shop.


Marshal Kroft wanting to know more of the details with the items found and more about the ship replies ”Well, none of explains why the ship did nothing to stop from entering the river or reply back to the signals. Let's go see what they were able to find out.”

Before they take off Kroft gives instructions to her second in command of what to do while she is out. While on the way to the butcher shop she tells Zeke about Garak. ”An inquisitor came to see me earlier today offering assistance in stopping this plague that is killing off the lower classes. I did not have time to check into him and his story but found no deception from him. I assigned him to your group since you were already investigating the mysterious ship. I would keep an eye on him until you are sure of his intentions. I figured Dylan would be able to sort out his intentions. I sent him to the inn, figured you all would make it back there eventually. “


Upon entering the inn, Amendithas sees the usual crowd but there are a few more faces he doesn’t recognize. One is a fellow half-orc sitting in the corner eating. Another is a flamboyantly dressed human with a few musical instruments. He is singing and dancing, putting on a show for the tavern dwellers. When you enter he looks your way but when he finds out you seem to be by yourself he continues on with his entertainment.

Theandra calls you over when she sees you enter. ” Vencarlo Orisini dropped this off for you. Oh yeah and the large fellow over at the table is looking for you and your friends.”Theandra gives Amendithas a letter and also points in the direction of Galak.

Note:


Amendithas,
I know you are busy so I will keep this brief. Some of our instructors at the academy have left the city due to the bloodveil threat. I have made the academy as safe as I can, but am in need of seasoned fighters and you have an effective and unique fighting style I wish to have taught at the academy. I would like to talk in person if you have the time.
Thanks
Vencarlo Orisini


Zeke makes it to the citadel quickly and the guards are able to take him to see Kroft. ”What were you able to find out from the ship?”


After examining the holy symbol Dylan realizes the corpse is a follower of Urgathoa. Opening the non-magical coffer the group finds collection of ledgers, invoices, and the deed to the Direption, all from a group noted as “B7,” titling one “R. Davaulus” with ownership of the ship and a cargo noted only as “specimens.” Dylan finds the mask has the aura of conjuration.

Tullius is able to identify the coffer Yvicca was carrying around. Typically engraved with numerous skulls, these small metal coffers allow the safe transport of infectious substances of up to Tiny size. Closing the lid seals in the contents and holds them in stasis, rendering them immune to aging or any damage. In addition, any infectious material—such as the body of a creature that died of disease—is preserved for as long as the coffer is closed. A death’s head coffer can potentially hold several Tiny items, having dimensions of approximately 4 inches by 4 inches by 6 inches. A death’s head coffer can spread infections between items. Any item placed into a coffer with a disease-ridden item (something capable of spreading a disease by contact) becomes infected with the same disease. For 1 week after being removed from the coffer, the newly infected item can spread the same affliction as the disease-ridden item to any creature that touches it. For example, a coin placed into a death’s head coffer with a rat infected with the shakes forces any creature that touches the coin to make a DC 13 Fortitude save or become infected with the shakes as well. After a death’s head coffer is closed and then reopened, its magic dissipates, rendering the box completely mundane. Some death’s head coffers feature complex locking mechanisms, which require DC 20 Open Lock checks to open.
Tullius finds not new information from coffer 2.

The mask he is able to identify. Resembling the more common nonmagical doctor’s mask, a plaguebringer’s mask grants a +2 resistance bonus on saving throws against nauseating scents and immunity to one specific disease (the disease must be chosen at the time of the mask’s creation—the ones in this adventure grant immunity to blood veil). The mask veils the wearer’s alignment, making him register as neutral to alignment-detecting effects.


Theandra recognises the names and replies “The left early this morning, not sure where they were going. I assume business for guard. The are usually back every night. I know one of them spend a lot of time at the orphanage. You could try there if you don’t want to wait here.”


Upon examining the coffers Dylan sees an aura of necromancy around the coffer found on Yvicca. The coffer also has skulls engraved into it. Dylan's training as a healer combined this his examination he is able to deduce with some certainty the coffer contains the disease.

Coffer 2 does not contain any distinguishing markings and no magical aura about it.

His medical exams of the party he knows Amendithas and himself have some punctures wounds of different severities. He also notices an unnatural weakness affecting Zeke.


The group heads up to the boat with the corpse in tow. You dock and get your things off the boat.
What do you do with the 2 coffers, corpse and the information you found out?


Zeke helps search the corpse and notices it wearing simple black robes and a brass holy symbol.

GM Rolls:
chance of eels eating shark: 1d100 ⇒ 42

Seeing a large free meal, the eels head down to where the shark landed and start eating.

perception: 1d20 + 6 ⇒ (20) + 6 = 26
perception: 1d20 + 3 ⇒ (9) + 3 = 12
perception: 1d20 + 8 ⇒ (3) + 8 = 11
perception: 1d20 + 12 ⇒ (9) + 12 = 21

The front portion of the ship broke away and landed awkwardly here, revealing two splintered decks inside. Its bowsprit shattered and decks filled with debris, the vessel bears an ominous moniker along its fire-scarred hull: Direption. The contents of this part of the ship were carried away by the current. The doors into the forecastle and galley swing in the current.

The group heads into the bow of the ship with the eels distracted and searched finding nothing.

as long as you keep distance the eels leave you alone while you search.


Marshal Kroft replies ”The city accepts your offer of help and yes there is a group of 4 following up on a lead. I don’t know when they will be back, but most of them housed at the Three Rings Tavern. The guard will put you up at the tavern, let them know you are with the city guard.” With that she gave him some guard identification.


GM Roll:
GM Roll: 1d100 ⇒ 80

The guard leads him to a place to stable his horse. He then leads Galak to the Citadel. On the way Galak sees just how back the epidemic had gotten. Members of the guard gathering the dead and taking them to assigned locations for the bodies to be disposed. While walking the guard responds “The city is glad for the help, but I don’t know how much you can do. The disease is spreading like wildfire and our healers have not even slowed it down. It almost seems like it is gaining momentum”
When you arrive at the citadel the guards hands you off to another guard explaining your intent. The new guard lets you know Kroft is in a meeting and will see you shortly. When you finally are lead to see the marshal you notice not only is she a woman but is looking very tired. Trying to keep the peace during this epidemic is taking a toll on her. ”Hello, Galak is it? Please be brief, I have lots to do yet.”


Dylan and Tullius when searching the body of Yvicca find a +1 short spear, bracers of armor +2, a coffer (dc 20 open lock skill).

In the captain's quarters the group finds a few other bits of ruined furnishings, the scorched sheets of a canopied bed twist like ghosts above the snapped wooden bed frame. Knotted amid the linens, a drowned corpse wearing the birdlike mask of a Queen’s Physician twirls in the current


The guards are a little intimidated by the sheer size of the half-orc, but they have seen Ammendithas running around as well as others. A few had heard of the tongue lashing some guards have gotten for not keeping a civil tongue when dealing with other species so they treat the half-orc with some respect. ”Good Day, the guard could indeed use some help. Some of the guard has come down with the plague and some have not shown up for their shift. I am sure Field Marshal Kroft would be able to find a way for you to help. Could we have your name? “ He tells one of the guards to escort you to Kroft and hurry back.


Zeke enters the room and finds several bent metal bed frames and cabinets lie scattered across the floor of the room. Nothing is found.

Dylan and Amendithas look around the room Yvicca took up residence and they did not notice anything. When Tullius joins Dylan and Amendithas in the Hag’s room he notices amid the room’s debris, pinned beneath the bent iron leg of a sickbed, lies a thin darkwood coffer.


Round 11 Summary
Damage
Ammy: 8+13+13+13-7-12-11-9=8
Dylan:13+12=25
Zeke:
Tullius:
Skinshear: Dead
Yvicca: 24+3+11+24+9+22+5+4-16+25+10+7+25=153/134 (dead)

Order:
Order
Yvicca
Tullius
Dylan
Ammy
Skinshear
Zeke

Yvicca stabs violently at the cleric and hits him twice. Tullius swings and finally connects. Dylan stabs and hits the sea hag. The sea Hag is very injured and her movements have slowed down. Amendithas takes a heavy swing when Yvicca has difficulties dodging via injuries. The pickaxe hits its mark and the end of the axe sticks out the back hag. When he pulls the pickaxe out the body sinks down to join Skinshear.


Round 10 Summary

Damage
Ammy: 8+13+13+13-7-12-11-9=8
Dylan:
Zeke:
Tullius:
Skinshear: Dead
Yvicca: 24+3+11+24+9+22+5+4-16+25=111

Order:
Order

Yvicca
Tullius
Dylan
Ammy
Skinshear
Zeke

Yvicca tries to skewer the cleric but misses having he spear get stuck in a crate. She pulls it out just in time to dodge a couple thrusts from the cleric. She is also able to dance around causing a miss from Tullius. She was not fast enough to get away from a powerful swing from the half-orc as he rejoins the battle. Meanwhile Zeke looks confusingly as his crossbow thinking he may be using it wrong or maybe it was used in a carnival game before he acquired it.

Start Round 11

Yvicca continues the try and take down the healer.

spear: 1d20 + 16 ⇒ (9) + 16 = 25
damage: 1d6 + 8 ⇒ (5) + 8 = 13

spear: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d6 + 8 ⇒ (4) + 8 = 12

claw: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d4 + 4 ⇒ (3) + 4 = 7


Round 9 Summary
Damage
Ammy: 8+13+13+13-7-12-11-9=8
Dylan:
Zeke:
Tullius:
Skinshear: Dead
Yvicca: 24+3+11+24+9+22+5+4-16=86

Order:
Order
Yvicca
Tullius
Dylan
Ammy
Skinshear
Zeke

Yvicca moves and grabs her spear and stares down Dylan with the evil eye. Tullius flails about trying to land a hit on Yvicca. Dylan heals Amendithas again. Amendithas thanks Dylan for healing him and drinks a potion from his sponge. He immediately increases in size and swims up above Yvicca. Zeke tries to aim his crossbow but in his weakened state has a hard time holding his aim steady and misses wide.

Start Round 10
Yvicca mounts an attack at the cleric with the half-orc leaving.
Spear: 1d20 + 16 ⇒ (1) + 16 = 17
Crit Miss: 1d8 ⇒ 2
Yvicca misses the cleric and her spear gets lodged into a pile of crates that settled on the seafloor of the ship.
strength: 1d20 + 8 ⇒ (14) + 8 = 22 Provoke AoO

She frees up her weapon.


Round 8 Summary
Damage
Ammy: 8+13+13+13-7-12-11=17
Dylan:
Zeke:
Tullius:
Skinshear: Dead
Yvicca: 24+3+11+24+9+22+5+4-16=86

Order:
Order
Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

Yvicca put all her might into trying to dispatch her foe, but in the process caught her spear on some clothing causing it to slip from her hand. She scored a hit with the spear and claw before having the mishap. Tullius continues to have difficulty adjusting to the long arms and misses the mark again. Amy backs out of combat to use his healing sponge and pleads for aid. Dylan hearing his call, heals him again with the wand. Zeke repositions and line up his shot, lets a bolt fly and misses.

Start Round 9
Yvicca swims 5ft down and quickly grabs the spear as it slowly drops in the water. Seeing the healer heal up the biggest threat she directs her evil gaze upon him. DC15 Will save or be staggered


Yvicca crit fail roll

Crit Fail: 1d8 ⇒ 3 Weapon fumble

After hitting Ammy the spear caught on the clothing and when Yvicca pulled back it slipped from her hand. The spear dislodged from Amendithas' clothing and starts to sink to bottom.

Attack was part of a full round attack, will have to resolve next move action.


Round 7 Summary
Damage
Ammy: 8+13+13+13-7=40
Dylan:
Zeke:
Tullius:
Skinshear: 13+6+12+8+5= 44 (bleeding out)
Yvicca: 24+3+11+24+9+22+5+4-16=86

Order:
Order
Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

GM Rolls:
1d20[/dice]

Yvicca jabs Amendithas a couple times with her spear and just misses with her claw. Tullius attacks again but misses wide left. Amendithas distracted by spear and unaccustomed to wielding the pickaxe does not strike his target. Dylan heals Amendithas but he resists the spell. Zeke restrings his bow.

[ooc][/ooc]

Start Round 8

Yvicca dodges the attacks from the party and presses her advantage.
Spear: 1d20 + 16 ⇒ (14) + 16 = 30
Spear: 1d20 + 11 ⇒ (1) + 11 = 12 critical miss chance
Spear: 1d20 + 11 ⇒ (18) + 11 = 29 critical miss not confirmed
Claw: 1d20 + 11 ⇒ (10) + 11 = 21
Spear Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Spear Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Claw Damage: 1d4 + 4 ⇒ (3) + 4 = 7


Round 5 Summary
Damage
Ammy: 8+13=21
Dylan:
Zeke:
Tullius:
Skinshear: 13+6+12+8+5= 44 (bleeding out)
Yvicca: 24+3+11+24+9+22+5+4-16=86

Order:
Order
Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

Yvicca shores up her health casts a healing spell. Tullius swings and misses the target. Ammy feeling confident because of the success from his first few swings lets his concentration waver and swings wide. Dylan pressing the injured Yvicca thrusts the pike and it bounces off her barks skin. Zeke lines up anther shot after moving into position and fires. The bow string pops loose and needs to be restrung.

[ooc][/ooc]

Start Round 6
Yvicca dodges the attacks from the party and presses her advantage.
Spear: 1d20 + 16 ⇒ (5) + 16 = 21
Spear: 1d20 + 11 ⇒ (17) + 11 = 28
Claw: 1d20 + 11 ⇒ (2) + 11 = 13
Spear Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Spear Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Claw Damage: 1d4 + 4 ⇒ (3) + 4 = 7


Round 5 Summary
Damage
Ammy: 8+13=21
Dylan:
Zeke:
Tullius:
Skinshear: 13+6+12+8+5= 44 (bleeding out)
Yvicca: 24+3+11+24+9+22+5+4=102

Order:
Order
Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

GM Rolls:
1d20[/dice]

Yvicca attacks Amendithas with some ferocity but the raging orc’s heightened senses was able to dodge the second and third attacks but the first hit home. Tullius swings with all his might, but the long arms threw off his aim and swings wide hitting an invisible barrier around Dylan. Ammy having better luck then he has in the past is able to punish Yvicca with another powerful blow with the pickaxe. Dylan tries to hit the same spot he found in the hag’s defences and hits. Zeke resets his crossbow, concentrates on his aim after almost hitting one of his party, his aim is true and is able to put another bolt into the hag.

[ooc][/ooc]
***Map***

Start Round 6

Yvicca, hurting from the punishment Ammy has given her, casts cure moderate wounds and swims a little higher.

CMW: 2d8 + 5 ⇒ (3, 8) + 5 = 16


Round 4 Summary
Damage
Ammy: 8
Dylan:
Zeke:
Tullius:
Skinshear: 13+6+12+8+5= 44 (bleeding out)
Yvicca: 24+3+11+24+9=71

Order:
Order
Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

GM Roll:
Crit. Miss: 1d8 ⇒ 4 Tullius 1, Ammy 2, Dylan 3

Yvicca tries to cast a spell but gets interrupted by multiple attacks. Tullius uses his long arms to stay out of reach of the hag and hits. Ammy swings his pickaxe for another devastating blow. Dylan pokes Yvicca with the boarding pike finding an opening in her defences. Zeke reloads his crossbow but has some difficulty holding it steady in his weakened state is way off his mark. The bolt zooms by Dylan narrowly missing the cleric.
[ooc][/ooc]
***Map***
Start Round 5
Yvicca getting hurt bad, goes on the offensive.
short spear: 1d20 + 16 ⇒ (16) + 16 = 321d20 + 11 ⇒ (3) + 11 = 14 claw: 1d20 + 11 ⇒ (5) + 11 = 16
spear damage: 1d6 + 8 ⇒ (5) + 8 = 131d6 + 8 ⇒ (2) + 8 = 10 claw damage: 1d4 + 4 ⇒ (2) + 4 = 6


Round 3 Summary

Damage
Ammy: 8
Dylan:
Zeke:
Tullius:
Skinshear: 13+6+12+8+5= 44 (bleeding out)
Yvicca: 24+3=27

Order:
Order

Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

The sight of the sea hag was shrugged off by most of the party. Zeke shivers a little upon looking at her and all his gear seam to get heavier. Tullius shrugs his shoulders thinking he has seen worse when he takes in the visage of the hag. He casts long arms on himselfl and imbues shocking burst on his weapon. Ammy drops his favorite weapon and it sinks down to join the shark. He pulls out his pickaxe and shrugs off the evil eye looking annoyed by Yvicca’s intense stare, swings his pickaxe dealing massive damage to the Hag. Dylan ignores the image of the hag and focuses on casting divine favor. Zeke despite the horrific image in front of him, hoists his crossbow and sends a bolt into Yvicca.
[ooc][/ooc]

***Map***

Start Round 4

Yvicca cast spell

Spellcraft DC 16:

concentration: 1d20 + 9 ⇒ (1) + 9 = 10


Round 2 Summary

Damage
Ammy: 8
Dylan:
Zeke:
Tullius:
Skinshear: 13+6+12+8+5= 44
Yvicca:

Order:
Order

Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

Yvicca comes bursts out of the door looking to bolster Skinshear with a more deadly bite and touches the sharks tailfin. Tullius wanting to take down the shark quickly sends a few magic missiles at the shark. Ammy fully into the goal of ending the shark swings again with his massive sword and hits the shark again spewing more blood into the water. Dylan cast Shield of faith to protect himself before engaging. Skinshear starting to feel the effects of the bloodloss tries to bite Ammy again but Ammy was able to move his arm out of the way in time. Zeke shoots another bolt and hits the shark opening another wound. The combined bloodloss has taken its toll on the shark and it slowly quits moving and sinks to the bottom.

The adrenaline from battle kept everyone super focused on Skinshear compiled with the blood in the water did not fully notice the image of the creature that burst into the room. Now with time for the creature to come into focus they can truly see the horrific image the druid hag.

Everyone needs to make a DC 15 Fort save or instantly be weakened taking 1d6 strength damage because of her horrific appearance.

Spellcraft DC 16:

***Map***

Start Round 3

Yvicca give the evil eye to Ammy. Save Will DC15


Skinshear tries to bite Ammy again.

bite: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d6 + 8 ⇒ (4) + 8 = 12

Retcon Yvicca turn

Yvicca burst through door holding her spell till she reaches the shark and releases the spell on skinshear.


Round 1 Summary

Damage
Ammy: 8
Dylan:
Zeke:
Tullius:
Skinshear: 13+6
Yvicca:

Order:
Order

Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke

The sound muffled by the sounds like another spell being cast again. Tullius, thinking Ammy needs to be larger starts to cast Enlarge person. Ammy, not waiting for any buffs charges in swimming at full speed with sword ready to strike. He swings his sword with all his might, but the blade slowed down by the resistance of the water doesn’t strike with the same force as he is accustomed to on land. He does land the blow dealing 13 damage to the blue shark. The murky water starts to take on a red hue as blood seeps into the water. Dylan moves closer and drops his sunrod and hopes to boost everyone's moral casts Bless. (+1 vs fear and +1 to attack rolls) The shark angered by the pain of the wound bites Ammy dealing 8pts of damage. Zeke moves in closer for a better shot from the light of the sunrods and releases a bolt into the belly of the beast dealing 6 pts of damage.

[spoiler=Spellcraft DC 16] Barkskin

***Map***

Round 2 Begins

Another spell is being cast, sounds coming from another room.

Spellcraft DC18


Skinshear will move 5 ft away from the light and bite Ammy.

bite attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d6 + 6 ⇒ (2) + 6 = 8


Retcon

Zeke drops his sunrod and it drops the width of the ship. The area of the ships the group enters is halfway between the floor and ceiling. The group is in the upper edge of the range of the sunrod. Dylan’s sundrod has the upper part of the room still illuminated.

Combat order

Yvicca
Tullius
Ammy
Dylan
Skinshear
Zeke


Damage
Ammy:
Dylan:
Zeke:
Tullius:

GM:
Skinshear:
Yvicca:

Initiative
Ammy: 20
Dylan: 20
Zeke: 3
Tullius: 23

GM:
Skinshear:: 1d20 + 2 ⇒ (17) + 2 = 19
Yvicca:: 1d20 + 7 ⇒ (19) + 7 = 26

Zeke drops the sunrod to the floor of the upper deck lighting up the area just below the entrance. Nothing stands out in the area within the light. Ammy with his darkvision can make out a figure at the far end of the room.

Muffled sounds coming from deeper in the ship that sound like a spell being cast.

***Map***


The inside of the hole is a back room. Very dark inside, but with the light cast from Dylan's sword Ralof and Dylan can see another dead body in the room.

There is no answer to the knock on the front door.