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  1. - Top - End - #211
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "Well done Gerald, thanks", the samsaran calls out, in a tone just like this were a tea-time conversation in Lady Vanderboren's salon. "Now Onwym, what's the tactic here in your opinion?" he asks the young elf. "Attack then make sure we keep our distance and let our armored friends protect us!" is the answer. "Exactly! Good!" and what follows is their well-rehearsed routine of spellcasting and arrow firing, before they take a few steps back.

    Spoiler
    Show


    Ray of Frost ranged touch vs AH11 (1d20)[1] cold damage (1d3)[3]; cc(20) (1d20)[6] cd (1d3)[2]
    Short bow vs AH11, or if it's dead, the other crab (1d20+1)[19] damage (1d6)[5] cc(21) (1d20+1)[7] cd (2d6)[6]
    Then, Xeshanth retreats to AM11 and Onwym to AM10.

    Spoiler: stats - Xeshanth
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    Xeshanth
    Samsaran Instructor Wizard (elemental void) 1 LG
    HP
    8 / 8
    Speed
    ft Init 5
    AC 10 Fort 1 Ref 0 Will 4
    CMB -1 BAB 0
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)


    Spoiler: stats - Onwym
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    Onwym Viltashel
    Elf Commoner (apprentice) 1 CG
    HP 6 / 6 Speed ft Init 1
    AC 11 Fort 0 Ref 1 Will -1
    CMB -1 BAB 0
    Shortbow +1 (1d6, 20/x3)
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

  2. - Top - End - #212
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "Thanks," Gerald returns, without taking his eyes off the approaching crabs. "Almost there," he grunts, lashing out once more.

    Nathaniel doesn't speak, saving his focus for his attacks.

    Spoiler: Nathaniel and Gerald, round 3
    Show

    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 10/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings
    Studied target w/ move action
    Spells (1st level)
    Heightened awareness: 1/1

    study the crab at AF/14, to have bonuses when it arrives. Dunno if this applies, but he can do it again to the new one.

    5-foot step to AJ/11

    (1d20+5)[7] glaive
    (1d20+5)[14] CC? (25, x3)
    (1d10+1)[11] damage
    (1d10+1)[6] crit bonus

    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 13/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 0/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    5-foot step to AG/9
    Attacking with hammer again
    (1d20+5)[6] attack
    (1d20+5)[10] CC (25, x2)
    (1d12+6)[8] damage
    (1d12+6)[8] crit bonus

  3. - Top - End - #213
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 3

    "Owww!!!" Tarquin exclaims, shaking his left foot to dislodge the crab pinching it. With a bit of a limp he steps back before retaliating with another thrust of his spear.

    Spoiler: Actions
    Show
    Beak Aid Another to grant +3 atk: (1d20+5)[21] vs AC 10

    Tarquin 5ft steps to AH/9 and attacks:
    atk (1d20+2)[4], dmg (1d8+3)[10], cc (1d20+2)[19] (20/x3), cdmg (1d8+3)[9]

    Spoiler: Tarquin
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    Tarquinius Alderbough Human Shaman 1 LG HP 8 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)


    Spoiler: Beak
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    "Beak" Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)
    Last edited by MuffinMan; 2020-08-31 at 09:17 PM.
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  4. - Top - End - #214
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 3

    The party's luck nearly runs dry - if not for Onwyn connecting with his bow and arrow none of them would have hit with their attacks. One crab pinches Gerald (for 3 damage), but its pincers slip off his leg and can't get a grip on the young man.

    The map is updated. Begin round 4!

  5. - Top - End - #215
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Nathaniel grins, silently and wickedly. He lashes out while the crab is poised between him and Gerald.

    Gerald holds his position just long enough to give his brother the opening before continuing to harry the crabs himself.

    Spoiler: Nathaniel and Gerald, round 3
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    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 10/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings
    Studied target w/ move action
    Spells (1st level)
    Heightened awareness: 1/1

    study the crab at AH/10

    (1d20+7)[25] glaive
    (1d20+7)[11] CC? (27, x3)
    (1d10+2)[12] damage
    (1d10+2)[4] crit bonus

    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 10/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 0/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    5-foot step hopefully to AH/10
    Attacking with hammer again
    (1d20+5)[17] attack
    (1d20+5)[23] CC (25, x2)
    (1d12+6)[14] damage
    (1d12+6)[8] crit bonus

  6. - Top - End - #216
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 4

    Tarquin steps back and stabs at the crab again.

    Spoiler: Actions
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    Beak Aid Another for +3 attack: (1d20+5)[11] vs AC 10

    Tarquin step to AH/8 and attack:
    atk (1d20+2)[9], dmg (1d8+3)[10], cc (1d20+2)[9] (20/x3), cdmg (1d8+3)[4]

    Spoiler: Tarquin
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    Tarquinius Alderbough Human Shaman 1 LG HP 8 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)


    Spoiler: Beak
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    "Beak" Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)
    Last edited by MuffinMan; 2020-09-02 at 08:51 AM.
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  7. - Top - End - #217
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "Much more comfortable from a distance, even though we need to be careful to aim at the right target..." Xeshanth's calm commenting belies the seriousness of the situation they're in, still stuck in an underground complex with undead and aggressive animals without an exit in sight.

    Spoiler: round 4
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    This time, I won't forget factoring in the penalty for firing in a melee:
    Ray of Frost ranged touch (1d20-4)[-2] cold damage (1d3)[3]; cc(20) (1d20-4)[15] cd (1d3)[3]
    Short bow (1d20-3)[5] damage (1d6)[2] cc(21) (1d20-3)[4] cd (2d6)[3]


    Spoiler: stats - Xeshanth
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    Xeshanth
    Samsaran Instructor Wizard (elemental void) 1 LG
    HP
    4 / 8
    Speed
    ft Init 5
    AC 10 Fort 1 Ref 0 Will 4
    CMB -1 BAB 0
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)


    Spoiler: stats - Onwym
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    Onwym Viltashel
    Elf Commoner (apprentice) 1 CG
    HP 6 / 6 Speed ft Init 1
    AC 11 Fort 0 Ref 1 Will -1
    CMB -1 BAB 0
    Shortbow +1 (1d6, 20/x3)
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)
    Last edited by Gwynfrid; 2020-09-02 at 09:52 AM.

  8. - Top - End - #218
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 4

    In a coordinated moment, both Nathaniel and Gerald hit with their attacks, killing the remaining two crabs.

    End of combat.

    As things quiet back down the party finds themselves alone in the tunnels with the dead crabs and the re-killed zombies. As they take a moment to breath and get their heart rates back down, the party finds the only sounds present to be their own breathing and the sound of splashing water. The small pool in front of them appears to get its seawater through a series of cracks and small holes in the rocks - too small for anything but an aquatic crab to easily crawl through. Past the western doorway are much louder sounds of waves and crashing water, suggesting some natural sea caves in that direction. There is no sound to the east, from which the undead came.

    The dead body in the pool of water is bloated from water and appears to have been partially eaten by the crabs. It is difficult to tell how long it has been there, though it cannot have been too long for it to remain mostly intact. A thorough search of all the bodies (including the recently-undead ones) result in the following items being found:

    1 Silvered Dagger
    9 sets of rotted leather armor (mostly ruined, would not recommend trying to repair/sell them)
    1 set of broken chainmail (after repair and cleaning could be worth that of a standard chainmail)
    1 Holy Symbol of Olidamarra (worth 50 GP, easily corrected from upside down to right side up)

    Where do you explore?

  9. - Top - End - #219
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Nathaniel keeps the dagger, frowning appreciatively at the glimmering reflections of silver among the orisons ((up for discussion)). "None too keen on the idea of swimming out of here," Gerald mutters, looking unhappily towards the pool. "I'll let you folks make the call on whether or not we look for 'out' first, or answers. I'm good for a bit, yet." Nathaniel nods in agreement.

    "I can look," he nods towards the door where the zombies came from, offering to scout. Gerald nods. "Figure anything or anyone knows we're down here probably thinks we're dead by now." He smiles hungrily at Nathaniel as his younger brother begins prowling away.

    Spoiler: OOC
    Show
    About time we get to some dungeon-crawling, IMO! Nat's gonna use Heightened awareness and slink away, through the door the zombies came from:
    (1d20+9)[23] stealth
    (1d20+9)[14] perception

  10. - Top - End - #220
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Tarquin inspects the holy symbol, holding it up higher in the light from his cantrip. "What do you think, Onwym? It's pretty fancy - I bet it could fetch a fair price up top. How did a priest of Olidamarra ever get himself turned into a... whatever-that-was, anyway?"

    "Err, Nathaniel, do you really think it's a good idea to go off alo-?" The younger Sotheby is already out the door by the time Tarquin can finish his object. Sighing, he leans on his spear to wait.
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  11. - Top - End - #221
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    It takes Nathaniel about an hour of scouting and returning to gather the rest of the party and scouting again, but when done the party finds that they have destroyed all of the threats in the eastern portion of these tunnels. From what they can tell, centuries past these must have been smugglers tunnels. However, no exit can be found, suggesting that a cave-in (perhaps near the pool with the crabs) shut in the pirates who used this for a hideout. They must have starved and eventually turned to cannibalism or some other unholy method of survival. Their transformation into undead, led by their late-cleric, must have been something tragic indeed.

    In one of the larger rooms they find three chests - doubtless the majority of the pirate treasure of old. All three are locked and no keys can be found, but none are trapped. Again it take Nathaniel some time to open them (taking 20), but with effort they find quite a cache:

    • The first chest is filled with coin (and will be a bit difficult to move as a result) - 7500 copper commons (CP) and 1500 silver nobles (SP).
    • The second chest contains ten bags with 100 golden orbs (GP) in each and two bags with assorted gems (worth 250 GP total for both bags).
    • The last chest contains a variety of potions, a wand, and a small jade coffer with a magical gemstone inside. Some dedicated effort by Xeshanth identifies a potion of Invisibility, an Elixir of Swimming, and the wand of Mage Armor (11 charges). The other potions are divine, so Tarquin makes an effort identifying them. He confirms that several are healing potions (3 Cure Light Wounds and 1 Cure Serious Wounds), one is a potion of Lesser Restoration, and the last potion is of Barkskin (+3). The magical gemstone is actually labeled by a slip of paper written in a rough hand - an Earth Elemental Gem.

    The dank tunnels where the undead dwelt don't present anything else of interest. You can find very little remains in the area (most of it having been eaten by the zombies long ago), and after dragging the chest of coins out to the area by the pool you confirm that there is only one other area to explore - the sea caves.

    In addition to all the loot, you all level up! Congratulations!

    If you are clever, you have found an item to help you escape the tunnels. Out of character I can tell you that there is an important hint in the sea caves that will help to move things along in the story. In the original campaign material this treasure was hidden past the hook in the sea caves (and often never found by players as a result), so I moved it to a place that made more sense. I recommend at least a casual exploration of the sea caves to find the next hook for the story.

    If you wish to see the explored area on the map, it is updated.

  12. - Top - End - #222
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    The Sotheby brothers spend quite a bit of time thoroughly, and confusingly, discovering that they're largely alone now. "I guess they must have just figured we'd die here like the pirates did? Or maybe not like them so much as because of them?" Nathaniel shrugs. "Probably."

    "So then, they probably think we're dead- or good as." Nathaniel nods.

    "And probably didn't bother to leave guards upstairs at whatever they put on top of the trapdoor?" Nathaniel's eyebrows rise, and he nods in acknowledgement.

    The two converse for several more minutes, debating the wisdom of their various options. In the end, they come to the other three with something of a plan formulated.

    "I've always been the best swimmer," Gerald begins, to an eyeroll from Nathaniel. "SO he's gonna drink the elixir, and I'll swim out with him- leaving my armor in here. Once we're both up top, we'll move whatever they put on the trapdoor, or find the authorities to help, if we need it. Any complaints? I mean, besides getting all bored for... hopefully not too long?"

  13. - Top - End - #223
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    "Oh, erm, ah..." Tarquin pries his attention away from the trove of shiny trinkets to consider Gerald's suggestion. "Try to swim out? That might make sense, I mean, swimming's not for everyone, you know..." He studiously avoids looking at Xeshanth. "Are we sure it'll lead to the top? Maybe we had better come and check those next caves out with you, just in case?"

    Spoiler: Loot Tracking
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    I've started a spreadsheet, will try to keep it up to date. LMK if I need to fiddle with the permissions.
    Last edited by MuffinMan; 2020-09-04 at 09:29 AM.
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  14. - Top - End - #224
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "A great find, no doubt! But before we go, we ought to thoroughly search these caves. Vanthus was here for a reason. Shefton indicated he had been living here for a while, but the nieghborhood is exactly pleasant... And then, there was this mention of someone named Penkus? We should look for a clue of what's been going on in this place."

  15. - Top - End - #225
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    The party begins to explore the western portion of the pirate tunnels. The sloshing sound of water comes from the churning of the sea in a series of sea-caves eroded over time by the tides. Fueled by what must be powerful submerged currents, the water laps and splashes against the walls of the twisting natural cavern that leads further west. A sandy slope descends from the door down to the edge of the subterranean tide. Dozens of purple and red sea urchins glisten in the shallow divots along the ground and lower walls here, their spines glittering with water.

    Spoiler: Knowledge (Nature) DC 10
    Show
    These sea urchins are at least moderately venomous, in addition to the piercing damage that falling on them will deal to a PC.

    Spoiler: DC 15
    Show
    This particular species of urchin, reasonably common in the area, has venom that will cause nausea and strength damage.

    Spoiler: DC 20
    Show
    This urchin venom requires a DC 11 Fortitude save. Failure results in nausea for 1 minute and 1 Strength damage upon failing a second save after the nausea ends.

    Traversing the blue areas on the map safely requires DC 16 Strength or Acrobatics checks to manage to stay on your feet with the surging water. Such areas are at least 2 feet deep, with darker-blue areas requiring swim checks (DC 15) due to their depth (varying from 8 feet to deeper). Failing any of these checks risks DC 14 Reflex saves to avoid sea urchins which will deal 1d3 piercing damage in addition to exposing you to their venom.

    To avoid delaying the action I am sharing more of the map with you. Please roll the appropriate checks as you explore. If searching for a way out too, post where you search and your Perception checks. Also note that there is no natural light in here, so you will need to provide your own.

    Note, it does not require a Perception check to find the door at the far western end of the sea-caves. All you need to do is be able to see it.

  16. - Top - End - #226
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Xeshanth contributes magical light to the exploration, but doesn't dare go in the water. "I don't think I have the physical chops to go explore this caves", he says regretfully. Onwym doesn't pipe up, but it's apparent that the slim elf student isn't up to swimming or climbing through the caves.

    "Beware these urchins, they're venomous. Their touch can make you nauseous and sap your strength", the samsaran adds.

    Spoiler
    Show
    Knowledge(Nature) is trained only, so it's a good thing we just leveled up: (1d20+9)[22]
    Last edited by Gwynfrid; 2020-09-07 at 10:23 AM.

  17. - Top - End - #227
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    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Gerald frowns, considering the watery passages in the context of Xeshanth's advice. "Well that complicates things," he mutters. He removes his boots and steps gingerly into the nearest parts of the lapping water, avoiding the spiny creature, just far enough to judge the footing. As it shifts sporadically, but with great force, he finds it immediately troublesome to stay afoot, much less to do so safely.

    He returns to relatively dry, stable footing. "Well hells. I guess it wouldn't make much sense for anyone else to be trapped here if it was easy to get out." Muttering and cursing under his breath, he begins to remove his armor and lay it almost lovingly atop his backpack, now heavy with coin. Nathaniel follows suit, laying his leathers atop his own pack. Without preamble, they both trudge once more into the water, using radically different methods to try and maintain their footing.

    Spoiler: OOC
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    One check should get them to T10:
    (1d20+4)[18] str vs 16 Gerald
    else (1d20+1)[19] reflex vs 14

    (1d20+4)[11] acrobatics 16 Nat
    else (1d20+4)[12] reflex vs 14

  18. - Top - End - #228
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    "Be careful!" Tarquin urges the brothers as they begin making their way across the treacherous rocks. "Oh, almost forgot - this should help!" He mutters a quick incantation before clasping each on the shoulder. "Good luck!" Then he waits next to Xeshanth and Onwyn, hardly daring to breathe as his friends face the elements...

    Spoiler: Spellcasting
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    New level, new cantrip! Tarquin will cast guidance on Gerald and Nathaniel for +1 to their next skill check.
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  19. - Top - End - #229
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    As you all post and it looks like only FarmerBink has PCs prepared for this sort of exploration I am going to change plans again. I'm not going to drag this out. There is risk of death in here if we do this by the books (from damage from urchin spines, Strength damage, and drowning) but I am not sure that is entertaining for anyone. So...here we go...

    The Sotheby brothers discover that the sea caves are quite a challenge to safely traverse. After several slips, slides, and falling on the occasional painful and nauseating urchin spines they come up with a rough method of making their exploration possible. Going in small forays at a time and using heavy rocks to break off urchins and roughen the cave floor (to establish better footing) they eventually explore the entire cave system.

    They find two things of interest.

    The first is a wooden door, badly swollen and apparently barred from the other side. After literally breaking it down they discover a small chamber. The smell inside is horrific - a cloying stink of rotten meat rising from the bloated, seeping body slumped in the middle of the floor. The corpse's dark, almost black flesh bulges against its armor, ready to burst at the slightest touch. An intricate tattoo of a dragon clutching a flower is barely visible on his shoulder against the diseased flesh and clutched in one hand is a crumpled scroll.

    Quote Originally Posted by The scroll
    The armor requires cleaning, but is masterwork studded leather armor. The corpse also has a gold ring on one finger (worth 120 GP) and a masterwork dagger hidden in a boot.

    The second discovery of note is what looks to be a tunnel, in one of the deepest portions of the water. At G13 on the map, the brothers spot a hole large enough to swim through. They take turns swimming down to check it out and confirm that there is definitely water flowing in and out of the caves by way of the tunnel. After returning to the rest of the party they agree that it is their best chance to get out of this deathtrap alive. They make their preparations, Nathaniel drinks the Elixir of Swimming, and the two brothers return to the caves for a harrowing swim.

    The submerged tunnel leads north before making several twists and turns. After about 70 feet it emerges in a rocky spot on the sea bed in the harbor between Parrot Island the the gate that separates Shadowshore from the Cudgel District. They swim 20 feet up to the surface and gulp down air happily as they come up to the surface. The sun is setting, so they make for the island. After several more minutes of dedicated swimming to and walking on Parrot Island the brothers find the trap door. There is no sign of Vanthus Vanderboren, nor anyone else as they approach the entrance to the smuggling tunnels. When they move the rocks and clear the way for their allies they open the door and find their friends waiting for them at the bottom of the shaft. Several minutes of effort allow the entire party to escape the tunnels, their new found treasure in hand. After swimming to the city and commandeering a boat they return to Sasserine proper, and the party is free to report the developments to Lady Vanderboren or recover first as they see fit.

  20. - Top - End - #230
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    Default Re: IC Savage Tides (Take 2)

    After finding the dead Penkus, the brothers return his valuable once-belongings to the other three heroes for safekeeping. After their frightening, but ultimately successful foray into the ocean, they're both greatly relieved to be above ground, and breathing fresh clean air.

    Gerald almost immediately straps back into his armor, preferring to wait bedecked on the island for a small craft to ride ashore in. Still, when they escape with the note safely tucked away, it's clear they must report to Lavinia, immediately.

    "You wanna do the talking, Tarq?" Gerald asks, as the group approaches, several hours later.

  21. - Top - End - #231
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    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    While waiting for the Sothebys to return, Tarquin's training in his father's plantation business gets the best of him and he sets to tallying and accounting for all of their newfound wealth. When the trapdoor opens he almost doesn't notice at first, he's too busy double-checking his sums. "And then if we sell that golden ring - I know a jeweler my mother uses who can give us a good price - I figure we should each get about... let's see... carry the one and... Oh! Gerald - there you are! 129 gold pieces each! Isn't that great?!?! This is more than my father makes from some harvests!"

    Spoiler: Loot
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    If we sell the gems, ring, and holy symbol and then split the coins, a 5-way split is 329gp each.
    - FarmerBink gets 658gp
    - Gwynfrid gets 658gp
    - I get 329gp

    This is fine because you both have two characters to equip, and familiars don't cost much

    The loot sheet is updated. Feel free to mark in there if you want to claim something. The studded leather and dagger are probably good for Nathaniel, or maybe Onwym. Anything unclaimed in a day or two I'll mark down in Tarquin's character sheet.


    Quote Originally Posted by Farmerbink View Post
    Gerald almost immediately straps back into his armor, preferring to wait bedecked on the island for a small craft to ride ashore in. Still, when they escape with the note safely tucked away, it's clear they must report to Lavinia, immediately.

    "You wanna do the talking, Tarq?" Gerald asks, as the group approaches, several hours later.
    "What? Oh, I mean, I can, I guess! But, uh..." Tarquin lowers his voice and pauses just outside the threshhold of the Vanderboren manor. "Are we going to tell her everything? I mean, we found Vanthus, kind of, but then he tried to kill us! And we have proof that he did kill that Penkus fellow, the poor soul. And now he's mixed up with some kind of "Lotus" gang... I don't know, it'll be a lot for her to take in. What do you think, Onwym?"
    Last edited by MuffinMan; 2020-09-13 at 05:48 PM.
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  22. - Top - End - #232
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    Default Re: IC Savage Tides (Take 2)

    Xeshanth's relief is great when the anxiously anticipated light finally appears at the top of the shaft. His sense of responsibility for his young pupil was gnawing at him, and he couldn't help but think that both Onwym and himself were in over their heads with those undead, sea currents, dark caves, and dangerous sea creatures. He climbs the ladder with great caution, and when he arrives at the top, he thanks the Sotheby brothers profusely: "I owe you my life, my young friends. This was a much more dangerous venture than I had prepared for!"

    Onwym's reaction is much more chirpy, so happy he is that the ordeal is over. "We made it! Great job, guys! Ah, it feels good to have a breath of fresh air and the wind on my face!" "That is very true, my dear Onwym... Very true." "A great story to tell at home, right? I can't wait!" "Ah, hum, I'm not quite sure your parents will enjoy certain, er, details..." Like when you were bitten by a zombie and nearly died from a necromatic power flow, he reflects to himself, but he can't refrain a smile at his young charge's enthusiasm.

    Quote Originally Posted by MuffinMan View Post
    "What? Oh, I mean, I can, I guess! But, uh..." Tarquin lowers his voice and pauses just outside the threshhold of the Vanderboren manor. "Are we going to tell her everything? I mean, we found Vanthus, kind of, but then he tried to kill us! And we have proof that he did kill that Penkus fellow, the poor soul. And now he's mixed up with some kind of "Lotus" gang... I don't know, it'll be a lot for her to take in. What do you think, Onwym?"
    "Er, sure, that will be devastating for her! But what can we say?", Onwym begins, uncomfortable with the idea of confronting the lady Vanderboren with the tough story. But Xeshanth interjects: "Nothing but the truth, I'm afraid. The fact is that Vanthus Vanderboren not only stole from her sister, but he is a proven murderer. He's in cahoots with this 'Lotus' group, we'll have to find out more about that. And don't forget that this man we heard, telling us about Penkus's ghost... That man, in all likelihood, was Vanthus. So he's guilty of the unfortunate Shefton's murder, too. We will need to bring his body back to his family and tell the authorities, by the way... And this also means that Vanthus attempted to have us die in these caves as well. There's nothing for it - Lady Lavinia must be informed of what happened here."

    Last edited by Gwynfrid; 2020-09-13 at 10:14 PM.

  23. - Top - End - #233
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    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    It doesn't take the party long to find a guard and deliver the dead man's corpse. "We will have to see to it that the shaft is closed and secured - where can we find all of you if we have more questions?" he asks after he delivers the corpse to the nearest guardhouse with the party's help. "Usually when we find a dead corpse on the street there isn't anyone around to report what happened. You're not under arrest or suspicion, but reports have to be made, you know..."

    Spoiler: Sense Motive DC 10
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    You could bribe the guard to avoid making any further statements, and he would be fine with that. However, if you don't bribe him it won't be held against you either...at least not by him.

    After discussing things with the guard and ensuring they can find the abandoned tunnels on Parrot Island the party makes their way to the Vanderboren house to see their patroness. Met at the door by the halfling woman Kora they are immediately allowed inside and shown to the now-familiar parlor. A moment later Lady Vanderboren, still up and dressed, enters and waits expectantly for their report. "My champions! Have you news of my brother?"

  24. - Top - End - #234
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    Default Re: IC Savage Tides (Take 2)

    "Um, yes - we do! But, um, I'm afraid the new isn't... great. Are you sure you don't want to sit down? Or maybe get a cool beverage? Is it hot in here, by the way? It feels hot... Oh! Did you change something about that vase? It's lovely." Tarquin tugs at his shirt collar, feeling his face reddening as he realizes he's babbling to avoid the uncomfortable truth. He takes a shaky breath and tries again.

    "Lady Vandorboren, we have reason to believe that Vanthus is mixed up in something.. criminal. There's some group called the 'Lotus' that he's trying to win influence with - smugglers is my guess. But what's worse, is we have proof that he arranged for the death one of his compatriots - a man named Penkus. And somebody pushed us down a hole in Parrot Island and tried to dispose of us, too - I think it was him!!! " He glances back at his companions, eager for any reassurance to his accusations. Vanthus was nobility, after all, and despite its wealth Tarquin's family was still... not.
    Last edited by MuffinMan; 2020-09-13 at 05:57 PM.
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    Default Re: IC Savage Tides (Take 2)

    "Alas, my Lady, Tarquin is correct. In this cave under Parrot Island, we found the body of this Penkus, and on it, this document." Xeshanth produces the note, the last testament of a criminal condemned to an atrocious death. "As you can see, with his dying words he accuses Lord Vanthus to be responsible for what happened to him. This is most disturbing. And a man tried to do the same to us - to lock us down there in the company of ancient undead smugglers. He murdered our guide as we had just come down to explore, and threw the body after us. He told us to say hello to Penkus' ghost before he closed the shaft above our heads, shutting us in... So we have every reason to think it was him."

    His blue eyes look at the unfortunate heir of the Vanderboren family, with genuine compassion.
    Last edited by Gwynfrid; 2020-09-13 at 10:14 PM.

  26. - Top - End - #236
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    Default Re: IC Savage Tides (Take 2)

    Gerald and Nathaniel remain mostly silent, uncharacteristically for the elder. Gerald affirms his companions words with nods and attentiveness, but looks supremely uncomfortable to even be party by association to such a damning inter-familial condemnation. It's a bit surprising when Nathaniel take to his feet. "I- uhh, haven't always been on good terms with my parents," he admits, in what is easily the longest sentence their patroness had heard him utter. Gerald's face betrays his surprise, but he otherwise remains composed, seated with perhaps uncomfortable propriety in the lavish parlor.

    "I understand this may be difficult to hear. In fact, were we not obligated, I think we would all rather spare your feelings and settle the matter on our own. As it is..." Nathaniel's had unconsciously graces the hilt of a blade as he falls into silence, implicitly indicating his intention to follow Lavinia's lead on the matter. With a deliberately subservient nod, he returns to his seat.

  27. - Top - End - #237
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    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Lavinia Vanderboren's expression saddens immediately upon hearing the news of her wayward brother's actions. She listens quietly to everyone speak, giving them her full attention in turn. Then, when everyone is done she takes a deep, shuddering breath before responding. "He hasn't made this easy, has he? Well, there's nothing we can do to change the past...I refuse to think that we can't change the future, though. If you can, capture him alive. If not...please kill him as quickly and painlessly as you can, for my sake...

    Unfortunately, though, I have no new leads. If he thinks you all are dead then you might be able to use that to your advantage somehow, but I don't exactly know how...
    " she says, as she manages to largely contain her emotions. A thin tear falls down her cheek from one eye and you recognize a distinct sobbing-quality to her voice that isn't usually there, but otherwise the noblewoman holds up nobly. "I will have Kora make up rooms for you tonight. If you like, we can send word to your families that you are well in the morning. Then maybe we can find some other clue..."


    The morning dawns with a hearty breakfast, served by Kora, during which Lady Vanderboren is absent. As they finish eating the noblewoman enters the dining room and says, "I apologize for my unseemly display of emotion last night, but I realized this morning that we do have a clue! The letter from Penkus describes 'the lap of the Lotus' and 'the Taxidermist's Hall.' I don't know anything about taxidermy, but there must be a guild hall in the city. If you investigate there, you may find something.

    The 'lotus' is more mysterious. Perhaps one of the many, warring thieves' guilds in town? It may be dangerous to investigate, but you all have proven resourceful. Surely one of these two clues will help us find...Vanthus...and help us bring him to justice!
    " She seems in much better spirits this morning, to the relief of everyone. With a start she realizes that everyone was eating breakfast and turns to Kora for a plate. Then she sits down with the party and eats her meal with them, smiling and making small talk between bites.


    When the party leaves to continue their search they quickly discover very sobering news - the harbormaster, Keltar Islaran, has been brutally murdered. The old man didn't help Lavinia Vanderboren, but his murder is shaking up the city and is the only thing anyone is talking about all over. Rumors abound, but the one consistent point is that he was killed in his bed last night and the body left gruesomely eviscerated.

    So...what do you do to try and find Vanthus Vanderboren before he finds you (again)?

  28. - Top - End - #238
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    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Quote Originally Posted by DarkOne7141981 View Post
    "I apologize for my unseemly display of emotion last night, but I realized this morning that we do have a clue! The letter from Penkus describes 'the lap of the Lotus' and 'the Taxidermist's Hall.' I don't know anything about taxidermy, but there must be a guild hall in the city. If you investigate there, you may find something.
    Tarquin nods. "I was thinking the same thing! My father commissioned a taxidermied falcon a few years back - sorry, Beak! - so I can find out who he used. Anyway Sasserine isn't that big - how many taxidermist's halls could there be? If we just pose as potential customers no one should get suspicious about what we're up to." He nods to himself and the soundness of his own plan, then stops. "Err, but Vanthus will probably not be happy if he finds out we're alive, right? Do you think we should wear diguises?!"

    Spoiler: Gather Information
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    If we're agreed to ask around about the taxidermists' hall, here's a Diplomacy check to gather information:
    (1d20+7)[12]
    Last edited by MuffinMan; 2020-09-17 at 09:04 AM.
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  29. - Top - End - #239
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    Default Re: IC Savage Tides (Take 2)

    Xeshanth is greatly appreciative of the Lady Vanderboren's pleasant demenaor. For a great, rich lady of her stature to be willing to sit and share breakfast with them, her employees, in such an informal manner is not something he's been used to, over the years he's spent in the employ of Sasserine's elite. He responds to her with his trademark combination of candor and respect, relieved that she seems able to move on from her family's tragedy and towards action. He listens with interest to her insights. "This makes sense, certainly. We should be able to pinpoint them..."

    When Tarquin suggest visiting the city in disguise, the samsaran replies: "I'm afraid my unusual appearance is very difficult to hide without magic... and such magic I do not possess. If you don't mind, I'll let yo udo that search, and I will spend the day studying some new spells that ought to be useful to us in our next steps."

    Spoiler
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    A convenient reason to spend the necessary time away from the group, to upgrade a spellbook...

  30. - Top - End - #240
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    Default Re: IC Savage Tides (Take 2)

    After agreeing to Lavinia's requests, the brothers gratefully accept the offer of lodgings, in light of their oddly beneficial status as "dead." They sleep almost too well, surrounded by walls and gates and laying on beds.

    It puts Nathaniel in a surprisingly chipper mood the next morning. At breakfast, he pulls Kora close, and conspiratorially asks "did you make this?" around a mouthful of bacon and pheasant eggs. At her admittance that there is another who does the cooking, he quips "pity. I'd have had to make you marry me!" to a torrent of belly-deep laughter from Gerald.

    Gerald immediately takes to his feet and offers Miss Vanderboren a chair when she enters. "Nothing to apologize for, miss. Family is family. Sometimes they drive you mad, but they're still family. I sincerely hope we find a way to make a peaceful end to... all this." He waves his hands as he finishes lamely, but nonetheless his manner is earnest.

    As they ponder their next moves, the brothers come up with little. Neither of them has much experience as a huntsman, and even less with the day-to-day administration of related activities. "I suppose we could help you ask around?" Gerald offers.

    Spoiler: OOC
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    both are trained in diplomancy. Maybe I'll have better luck with dice? (1d20+5)[19] and (1d20+4)[20]

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