| Jasper Finn |
OWWW! Godth damith! I bith my tongth! Did anyone elth have weird dreamth lath night? I hate thith I thound like an idioth. Jasper is annoyed when he wakes and goes about the business of getting ready for the trip back into the jungle.
| Allia Thren |
Allia stretches and gets up as she's woken by the two guards "Oh is it morning already?"
She hears Jask explain Brin's condition, while she is donning her armor and getting ready to march. She has no intention of having Kalis scold her again for delaying everyone's departure.
She hadn't liked eating while walking through the jungle at all, so she had put a bit of yesterdays supper aside, and while everyone is getting ready, she quickly casts her cantrip again to warm it up and give it some flavor. It doesn't taste as good anymore as when it was fresh of course, but acceptable.
"But Jask, if you're out hunting, who's going to look after Brin?"
| GM_Todd |
Sasha smiles at Petry's joke, but it's clear that she's still a little shaken and concerned. "Hmm…I'm not quite sure yet. I'll let you know by the time you return."
Sasha's attitude is already at maximum. No amount of diplomacy can improve her morale, I'm afraid.
Approximate time: 5:30 a.m., Day Three
As everyone finishes packing up their gear, Brin rises to greet them. "Be safe, friends. I am sorry that I am unable to join you. I will be well upon your return. I assure you." He smiles weakly before returning to his bedroll.
You start out due west, heading for the shore. Already, the sun beats down on the group. It's going to be an incredibly hot day. After a little more than an hour of walking, you break through the trees and see that you're atop a small ridge leading down to the beach. Standing on the ridge, you can see for miles - but there is something much closer that catches your eye. On a small island straight ahead of you, you can see the remnants of a wrecked ship. It's about 400 yards off-shore. It's missing one half, so it's certainly not sailable, but there may be useful gear or even valuables on board.
The surf is relatively calm for an ocean - it wouldn't be a terribly difficult journey, but it would require that one swim to reach it.
Approximate time: 7:00 a.m., Day Three
If you'd like to reach the island, I need 2 DC12 swim checks for the journey to the ship and then I'll need two for the return - assuming you survive. You can take 10 if you want. Additionally, if you're a gifted swimmer (i.e. took it as a skill), you can help one additional person who may not be able to take 10 make the journey.
| Allia Thren |
"Well that ship looks in a terrible shape, just as bad as the one we found yesterday. But maybe because it's so far away there's still something useful there this time. Or more crabs"
She examines the waves and judges the distance to the wreck "Well seems the tide is quiet for now, but I'm not sure how long that lasts. It's not that far, I think I could make the swim there, but I'm not so sure about how good the rest of you can swim?", she shoots the group a questioning look.
"Well, if we decide to swim there, we should find a place to leave anything we won't be needing, so it doesn't hinder us in the water, or gets wet and ruined. Damn, I should have brought my waterproofed bag with me, then we could have kept those things safe. Remind me to do that tomorrow. Oh and I guess if you're wearing heavy armor, it might be better to take it off and carry it during the swim. Let's just hope there aren't any unfriendly animals on that island then."
She pulls the backpack from her back and takes out all the things that she doesn't want to take into the water, and looks around for a place to stash them. (Perception: 1d20 + 4 ⇒ (6) + 4 = 10)
Allia has +5 in swim, so take 10 gets her over there no problem.
Check for helping someone: 1d20 + 5 ⇒ (8) + 5 = 13 - yep, which means if someone needs it, she'll add +2 to your swimcheck (first one to need it I guess, can only help one person) - which means someone with a +0 could take 10 and get over there with her help I guess.
| Dragolan Canario |
In response to Petry last night, Dragolan says, "I don't believe that will be necessary right now...Brin seems to be recovering well without it, and there are worse diseases out there."
Dragolan is also ready to go. "Aerys, if you're able to guard the camp that would be most helpful." He smiles. "If we find anything drinkable, I shall be sure to bring some back for you!"
Diplomacy check: 1d20 + 3 ⇒ (20) + 3 = 23
At the wreck/island:
"I could not carry much or wear any armor, but I think I could swim there without too much trouble." +2 in Swim here.
"Normally I would say this is a bad idea, but we could split up--Kalis, you, Allia, and I could swim across, while Jasper, Meraxes, and Petry could watch our equipment. That way, we don't need to secure what we leave behind for the swim."
| Petronicus Wintrish |
Thanks for the roleplay, GM Todd, I was actually trying to help Sasha's morale, but that might be out of my hands.
"I knew we were going to need that lifeboat." Petry muttered out loud. He sighed. "No use crying over spilled milk." he said. "I can swim, I think, but not well." (1 skill point for a +1 on taking 10 with the DC 12, yay.) Petry dropped his backpack on the sand, keeping the burlap sack and silk rope again. He kept his gauntlets on, as well as his dagger and the potion in his belt pouch. "This is why I haven't used any armor so far." Petry told Kalis and Allia. "With this heat, and it would weigh me down in the sea, it would be too much."
Seeing Allia move her stuff to a sand dune, Petry followed. "Maybe if we used the rope to tie people to a good swimmer?" he asked.
Swim checks:
1d20 + 1 ⇒ (16) + 1 = 17
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (12) + 1 = 13
Well! Petry's set. Maybe even to help.
| GM_Todd |
RE: Dragolan's RP with Aerys:
Aerys' eyes light up at Dragoloan's words. "Really? You would do that? For me? Thank you, thank you, thank you!" She stands and starts picking up around camp, helping everyone pack as needed and generally being helpful where she can.
Aerys' attitude improves to Friendly. You guys are freaking likable.
RE: Meraxes and his need for water wings:
A gifted swimmer (must have SPENT a skill point in swimming) can essentially get you across and back automatically.
RE: Dragolan's suggestion to split up:
So, what's the decision? Petry's already at the island with those rolls.
| Petronicus Wintrish |
"Meraxes, I'm feeling lucky." Petry said, looking at the wrecked ship off of the shore. He tossed the silk rope to the olive-skinned Varisian, then took off running into the surf. "Come on! You'll never know until you try!" Petry called back cheerfully as he began swimming to the ship.
| Allia Thren |
"If we hide it properly it should be safe till we get back, no? And judging from all the things we met so far, I don't think we should really split up, but if someone wants to stay behind..."
I got +1 rank, +1 trait, +3 class in it. But I thought Aid Another just gives a +2 not auto success, but if you say that's so, then i guess that works.
Also a failed roll does not mean "you drown" it simply means "no progress". If you fail by 5 or more, you go underwater, but you can survive that easily for a number of rounds of twice your Con SCORE (not modifier). So you have enough time to get up again, and get swimming again. It will just take you a long time, and you'll have to endure many laughs from the rest of us :)
Also I guess more than one could help, but probably not more than 2. Hm you have -1 on str, so on take 10 with 2 people helping you'd have a 13, not 11. But apperently the sea is calm enough that helping is easier here.
| Kalis Daen'ith |
Kalis wordlessly strips out of his armor, adjusts the straps on his sheathe so it is tightly across his back, and dives into the surf. Sorry I was unable to post this morning. Kalis will take the lead across in case there is any danger. He will take ten for the swim checks (+3 to swim for Str and no armor penalty).
| Allia Thren |
Allia considers taking her armor off as well for the swim, but first swings her arms to test it. She seems satisfied with the results, confident that it won't hinder her swimming performance too much. She doesn't want to get caught without her armor again, but still watches teh sea again for a few moments before following Kalis into the water.
Taking 10 as I said, can help someone across as well if needed.
Allia leaves the following items behind, hidden beneath a tree root, or slightly buried in the sand, so it won't be visible from far away:
Game, cards (marked) (1)
Perfume, common x3 (-)
Soap (0.5)
Pouch, belt (0.5)
Waterskin (4)
| Jasper Finn |
Sorry guys. Was travelling to the in laws.
Jasper wants to go across as well. He is not the best swimmer but he is not hopeless either. As far as our gear why don't we hide it up a tree? I can get up there and we can tie our gear together and hoist it up where no one can see it. If the group likes that idea he will do it that way so that we don't have to split the group. He will then swim across with everyone else.
| GM_Todd |
Sorry - my in-laws came to MY house last night.
The group makes the long swim across the channel to the small island. Apart from Meraxes swallowing a mouthful of salty seawater, the crossing is uneventful. Upon arriving, you discover the island is little more than a sand-covered rock. Taking up a majority of the island is half of a decrepit, wrecked ship.
1d10 ⇒ 4
1d10 ⇒ 2
As you approach, you hear what sounds like a scratching noise coming from what remains of the lower deck of the ship. There is something moving inside.
I need to know the order in which you will approach the ship, if you're going to explore it (of course you are) and whatever other creative dice checks you'd like to add as you climb onto the ship.
| Petronicus Wintrish |
Petry helped the others onto the island, retrieving his silk rope with the attached grappling hook from Meraxes. While he waited for the last of the swimmers, he took the time to acquire the psionic focus in his mind.
Petry hefted the rope in his hands. "I hear something - probably another sea scorpion. Kalis, do you want to go first? I'm not a climber, but after that swim, I still feel lucky." With that, he swung the rope with grappling hook onto the edge of the shipwreck.
Climb check 1d20 ⇒ 17
Perception check (with psicrystal) 1d20 + 2 ⇒ (1) + 2 = 3 (Oho! The luck runs out. Petry sees/hears nothing out of the ordinary.)
(I'm thinking the climb order in the same order as the marching order - Kalis, Petry, Meraxes, Allia, Dragolan, and Jasper.)
| GM_Todd |
As Kalis is about to climb onto the ship, the grappling hook slips free of the rotting wood. It is clear that the upper decks are unable to hold any weight. Dragolan doesn't find any tracks, but he does notice that the lower decks are accessible via a large hole in the hull of the ship.
Kalis cautiously steps closer to the ship. The scratching doesn't get any louder, but does continue. As Kalis slowly steps into the hole, he sees the source of scratching.
You see five skeletons wielding broken, rusted cutlasses, mindlessly scratching at the hull. It looks as if they're trying to claw their way out. They haven't seen or heard you yet.
| Kalis Daen'ith |
STEALTH if necessary:1d20 + 3 ⇒ (2) + 3 = 5 (0 ranks, +3 Dex)
OR
Rage as a free action and
ATTACK:1d20 + 9 ⇒ (16) + 9 = 25 (+1 BAB, +5 Str, +1 Trait, +1 MW, -1 Power Attack, +2 Charge)
DAMAGE:1d10 + 10 ⇒ (4) + 10 = 14 (+7 Str, +3 Power Attack)
| GM_Todd |
Attempting to sneak, a large timber snaps under Kalis' weight. Immediately and frighteningly quickly, the skeletons turn their attention his way. They begin to move to attack.
Jasper 1d20 + 4 ⇒ (16) + 4 = 20
Petry 1d20 + 1 ⇒ (1) + 1 = 2
Allia 1d20 + 1 ⇒ (18) + 1 = 19
Dragolan 1d20 + 1 ⇒ (13) + 1 = 14
Merax 1d20 + 2 ⇒ (10) + 2 = 12
Kalis 1d20 + 3 ⇒ (5) + 3 = 8
Average: 13
Skeleton 1d20 + 1 ⇒ (20) + 1 = 21
Skeleton 1d20 + 1 ⇒ (1) + 1 = 2
Skeleton 1d20 + 1 ⇒ (8) + 1 = 9
Skeleton 1d20 + 1 ⇒ (9) + 1 = 10
Skeleton 1d20 + 1 ⇒ (4) + 1 = 5
Average: 9
Heroes act first.
Round 1 Map Link
It looks like the skeletons are on top of the ship. But they're not - I'm just too lazy/not talented enough to create the inside of a ship.
You charge into the hull and decimate the skeleton with his attack. (This is already reflected on the map.)
Round 1 Map
The rest of the party hears Kalis' words and see him disappear into the hull of the ship (at J3). A few seconds later you hear a large smashing sound.
| Allia Thren |
HP: 9/9
AC: 14 (touch 11)
Saves (F/R/W): 1/3/2
Bardic Perf: 8/8
"See I told you, the place is haunted!"
Having her whip already in hand she runs through the gap after Kalis (to H3). She gulps as she sees the horde of skeletons making their way towards the gap in the ship, and quickly casts Grease into their middle to block their way as good as possible.
Move: to H3
Standard: Grease on H6/I7 (DC 15 ref, or fall prone. DC 10 Acrobatics to move through it at half speed - considered FF when moving)
Yes, sorry, I peeked at Kalis' map for the inside view
| Petronicus Wintrish |
Round 01, map is shipwreckoutside.png
HP=7/7 points, AC=11 (touch 11, flat-footed 10), no armor, spiked gauntlets, dagger, speed=30 ft.
Fort=+1, Ref=+1, Will=2
Holding psionic focus (Fire); Power Points=6
Petry finished wrapping up the rope and grappling hook that fell back to them while Kalis entered the ship. And found the undead. Following Dragolan and Allia, Petry jumped inside the wreck, ready to blast the first thing he saw.
(Move action complete, holding attack until Petry can fire a clear shot at the first skeleton. Without a Knowledge: Religion or Undead roll, Petry doesn't know how to fight skeletons effectively, so here goes a blast with Energy Ray: Fire.)
Energy Ray: Fire; 1pp; 25-foot range. No Concentration check to suppress the display of the power, so everybody will hear deep-pitched humming from Petry's outstretched hand.
Ranged Touch Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 points (Wow. Crit roll with max damage. I won't do that again.)
Roll to confirm ray crit: 1d20 + 1 ⇒ (18) + 1 = 19 (Oh yes I will!)
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 (Of course you realize, this means Jasper will be rolling 1's and 2's.)
"Destroy them!" Petry yelled, feeling the rush of his blood rising as well as the energy inside of him come out as the thin, burning ray of red flames.
| GM_Todd |
Dragolan enters the ship and first sees that Kalis is standing over the broken remains of a skeleton. A few seconds after, you see four more skeleton warriors who have turned to fight.
Allia casts grease on the ground, immediately hitting two skeletons. They attempt to stay upright.
Skeleton (I6) - 1d20 + 2 ⇒ (19) + 2 = 21
Skeleton (I7) - 1d20 + 2 ⇒ (18) + 2 = 20
Both skeletons remain standing.
Stepping past Dragolan, Petry sees the skeletons. Without hesitation, he blasts one to bone dust.
Updated the actions so far. Just waiting on Jasper, now. I hope his in-laws weren't too much for him or something.
| Jasper Finn |
I have returned...ugh what a weekend lol.
Jasper will tumble move to H8 avoiding the grease and attack the skeleton in the grease. Acrobatics, attack, damage1d20 + 8 ⇒ (2) + 8 = 101d20 + 4 ⇒ (12) + 4 = 161d4 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5
Jasper lets out a yell and goes in, dodging and weaving between the skeletons to get behind one before reversing his stride and shoving a dagger at the creatures skull.
Oh dice roller, how I hate thee.
| Kalis Daen'ith |
*cough* I think you should let GMT move his skeletons first before you decide where to move. Maybe one of them comes to you :)
Kalis is so awesome he always takes two turns for everyone else's one :-P. Deleted the action. (Probably a hit too!)
| GM_Todd |
Oops. "RESULTS HERE" above = Skeletons remain standing
You have to go through the hole at J8, so that's too many moves for this round. I'll have you move into the ship so you can whoop up on them in the next. Don't worry about rolling again - I would hate to lose those rolls for you. :)
Jasper weaves his way into the hull and sees the skeletons. He waits for them to get nearer.
I7 Skeleton 1d20 + 2 ⇒ (9) + 2 = 11
I8 Skeleton 1d20 + 2 ⇒ (6) + 2 = 8
I9 Skeleton 1d20 + 2 ⇒ (15) + 2 = 17
As the energy washes out from Dragolan, two of the skeletons feel the effect. Unfortunately, it's just not very severe.
I7 and I8 skeleton take 1 damage.
The skeleton nearest the two defeated (I7) attempts to step closer to strike at Kalis.
Acrobatics Check - 1d20 + 2 ⇒ (9) + 2 = 11
The skeleton slowly shuffles forward and swings its cutlass at Kalis' head.
1d20 ⇒ 18 for 1d6 ⇒ 1
Kalis attempts to dodge, but the blow grazes his upper arm.
Kalis takes 1 damage.
Another skeleton (I8), unaware of the grease trap, attempts to shuffle forward.
Reflex Check - 1d20 + 2 ⇒ (6) + 2 = 8
It falls flat on its back. (Blue circle)
The remaining skeleton moves past its fallen companion and to Petry. It swings its cutlass in a wide arc.
1d20 ⇒ 14 for 1d6 ⇒ 1
Petry, too, tries to avoid the blow, but is unsuccessful. The blade knicks his side.
Take 1 damage.
Begin Round 2
Updated Map Link
| Allia Thren |
HP: 9/9
AC: 14 (touch 11)
Saves (F/R/W): 1/3/2
Bardic Perf: 8/8
Allia cracks her whip and swings it at the skeleton attacking Petry, hopefully pulling it's leg out from under it, knocking it down on it's back.
Trip against G5: 1d20 + 3 ⇒ (19) + 3 = 22 (target has soft cover, +4 AC, should still be a hit - skeleton gets -4 AC vs melee attacks, +4 AC vs ranged, -4 on melee attacks, move action to stand up)
| Kalis Daen'ith |
Kalis smiles as he gives into his rage and begins to sing. As the skeleton steps toward him he steps to the side and brings his sword through a horizontal arc, swinging for the skeleton's neck.
HP: 16 of 16
AC 15, Touch 11, Flatfooted 12
Fort +5, Ref +3, Will +3 (+2 to Will saves against enchantment spells and effects)
Rage 3 of 5 rounds
5ft step to H-6, attack skeleton in I-6.
ATTACK:1d20 + 7 ⇒ (8) + 7 = 15 (+1 BAB, +5 Str, +1 Trait, +1 MW, -1 Power Attack)
DAMAGE:1d10 + 10 ⇒ (5) + 10 = 15 (+7 Str, +3 Power Attack)