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Zombie Ship


DM Kathy 
Wednesday April 5th, 2017 10:57:48 PM

It's difficult to say for sure, but you feel you have been fairly successful in spreading rumors about your "valuable cargo." A few people you speak to seem interested while trying not to seem interested. You are hopeful.

And so it is that on the next moonless night, you and the Lionfish are out at sea, having left port the day before. You linger in the waters near where the Agate went down and where the Dealer's Choice was last seen. And you wait.

The night is, of course, quite dark, and the sound of the lapping waves reveals little of what's around you. Your lookouts keep what watch they can, peering through the summer night to catch a glimpse of the Soul Driver.

By the time you finally see a ship, she is very close indeed. She is running without lights, not even lanterns for the crew to work by, so you do not see her until she is in Darkvision range. She is rather smaller than you thought the Soul Driver would be, but that whole "no lights" thing is highly suspicious. And she is headed right toward you.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18  d20+19=22 ;
Wednesday April 5th, 2017 11:19:08 PM

{ooc: dang almost forgot again to post... missed a little and when I forget to post people talk to reggie, go figure}

Expecting an attack, Reggie keeps watch on the main deck, pacing back and forth, longing for a decent fight. Finally a ship approaches. Reggie makes ready to receive some guests. or actually to repel some unwanted gusts may be a more apt term.

She quickly tries to ascertain the point the two ships will meet based on angle of approach and wind speed/direction. looking to see if the ship is under sail or using her sweeps.

{ooc: profession sailor = 22, my usual rolls :( }

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Thursday April 6th, 2017 11:16:31 AM

Terser enjoys the robust discussion of tactics, and let's Zod (and Koonda) know that he can share his strength with them in battle. (share rage if they are so inclined).

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d20+17=31 ;
Thursday April 6th, 2017 11:28:09 AM

He wasn't sure that the rumors of valuable cargo would be effective, since he wasn't able to get to the depths to see if the cargo of the Agate had been ransacked. He had thought that they just got in the way, and the "Soul Driver" sent them to the deeps just for being there.

Still, just being in the right place may have been enough, and when the ship emerged from the black of night, their ruse proved its effectiveness.

He readies his ring and calls out a warning to those of the Lionfish that don't have darkvision.

"Ship ho! A bit dangerous to be running without lights on a night such as this!"

He scans what he can see of the ship's deck to report back to his mates. perception 31


Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22  d20+26=46 ;
Thursday April 6th, 2017 12:43:07 PM

Rill is as startled as anyone to see this ship appear so suddenly out of the darkness. He activates his Greater Insight ability (standard action, Darkvision out to 120' for 12 minutes), and looks around
(Perception 46) His circlet grants him Deathwatch, so he looks at these crew members to see any are constructs or undead, and will share this information with the crew.

"I can transport a few of us aboard that ship, if need be. Terser, Bralin, Jozhur and Reggie - stay close. Sorry Zod - you and your snake would count as three creatures."

He also will pull out a Continual Flame ring that hangs on a chain around his neck (move action.) With his white robes, this may make him a bit of a beacon in the dark.
-------------------------------------
Spells Running: Status on all (extended from the night before), Longstrider (extended from the night before), Deathwatch, Tongues, Endure Elements

Spells/abilities available, * = cast/used:
0 (DC17): Create Water, Guidance, Detect Magic, Detect Posion
1 (DC18): Longstrider (D), Detect Evil, Endure Elements, Endure Elements, Greater Disrupt Undead, Protection from Evil, Shield of Faith
2 (DC19): See Invisible (D), Augury, Delay Posion, Remove Paralysis,Resist Energy, Status, Spiritual Weapon
3 (DC20): Fly (D), Blindness/Deafness, Dispel Magic, Prayer, Water Walk, Water Walk, Water Breathing
4 (DC21): Dimension Door (D), Air Walk, Air Walk, Deathward, Freedom of Movement
5 (DC22): Teleport (D), Banish Immortal, Disrupting Weapon, Plane Shift, [open slot]
6 (DC23): Find the Path (D), Heal, Blade Barrier, Undeath to Death

Abilities/Items
Agile Feet (Su) 9/day -
Dim. Hop (Sp) 120'/day -
Greater Insight (Sp) 2/day -
Channel Energy (Su) 5/day -
Obscuring Mist (Item) 2/day -
Deathwatch (Item) Continuous
Eagle's Splendor (Item) 1/day -
Faerie Fire (Tattoo) - 3/day -
Endure Elements (Item)
Tongues (class)

Zod & Kunda (Damarr) AC:26|30 T:21|15 FF:23|24 CMD: 36|31 HP: 99|70 
Thursday April 6th, 2017 2:40:04 PM

As Zod and Kunda take watch with the others that night, the snake slithers along the deck in her regular Large size, movement speed increased with an Extended Longstrider. Zod carries a Light spell cast on one of his horn-nubs.

Without any lights on the approaching ship, Zod has no idea it's coming, but when Terser sounds the warning, he quickly casts Barkskin on himself & Kunda using Improved Share Spells (reflected in header).

With that preparation, Zod heads toward the side of the Lionfish closest to the approaching ship. "I think the Lady might count for more than one tonight." Zod says with a laugh and a shrug, smiling at Rill as the Large snake slithers alongside. "It should only take us a few moments to join you over there... Do we know who are what we're facing?" He looks to the Bonetown Crew for their next move, prepared to help defend his friends' ship, or attempt to board the opposing one.

If there is time before the two ships close, Zod will also cast Animal Growth on Kunda.

(OOC: DM Kathy, let me know if my header looks too jumbled; I included stats for both Zod & Kunda. Also, the spoiler below is good for tracking?)

Current Effects: Extended Longstrider (K); Barkskin (Z&K); Extended Greater Magic Fang (Z&K).

Spells & Per Diems: (underlined = cast; * = 1 use)
Highlight to display spoiler: {
Level 0 (DC 15) - Detect Magic; Guidance; Purify Food/Drink; Light
Level 1 (DC 16) - Faerie Fire; Obscuring Mist; Entangle; Endure Elements; Longstrider; Speak with Animals
Level 2 (DC 17) - Barkskin; Gust of Wind; Resist Energy; Reduce Animal; Soften Earth & Stone
Level 3 (DC 18) - Greater Magic Fang; Call Lightning (x2); Water Breathing
Level 4 (DC 19) - Air Walk; Freedom of Movement; Flame Strike; Spike Stones
Level 5 (DC 20) - Animal Growth; Call Lightning Storm; Control Winds

Brahmah's Tattoos
Call Lightning - 1/day CL 5th
Spiritual Weapon - 2/day CL 3rd
Divine Favor - 3/day CL 1st
Create Water - 4/day CL 1st

Wildshape - 5/day
Team Tactics (Mailed Fist) - 4/day
Stunning Fist (DC 16) - 6/day
Extend Metamagic Rod - 3/day**
}

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99  d20+26=43 ; d20+20=25 ;
Thursday April 6th, 2017 6:28:28 PM

Squinting into the darkness, Jozhur expects to see nothing, but suddenly the eerie ship comes into view. As Rill begins glowing brightly, Jozhur shields his eyes and moves away, looking for some darkness to conceal himself in and readies his bow. He stares at the ship, hoping to spot the most vulnerable enemies.

Stealth (Hide in plain sight): 43
Perception: 25

Zeoll (Cayzle) (AC26; HP62) 
Thursday April 6th, 2017 6:43:32 PM


Zeoll draws his Horn of Goodness and sounds it as a challenge to the oncoming ship. (activating a magic item)

[OOC: Please assume that Zeoll cast a Mage Armor on himself earlier today.]

He tells Rill that having some of the party blip over to the enemy ship is a great idea.

Zeoll tries to estimate the ship's distance and rate of movement.

(MikeK)Bralin (AC35 / T20 / FF32 CMD 29 - HP 141/141) ShldFth 
Thursday April 6th, 2017 7:30:25 PM

Bralin catches sight of the inbound vessel about the same time Terser does.

The dwarf casts Shield of Faith on himself.

On Rill's instruction, he steps closer to the cleric.

------------
Spell List Highlight to display spoiler: {
0 – Detect Magic, Detect Poison, Purify Food and Drink, Stabilize
1 – Comprehend Languages, Divine Favor, Shield of Faith (x2)*, Identify (d)
2 – Align Weapon, Eagle’s Splendor, Lesser Restoration, Soften Earth and Stone (d)
3- Water Breathing, Stone Shape (d)
}


AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday April 6th, 2017 10:00:50 PM

Tishe' can't help much on spreading the rumors, but it looks like his Glibness did the trick! Terser' warning makes the sorceress think a couple small spells would be good to get ready just in case the ship isn't a fisherman out for a pleasure cruise in undead ship infested waters...

But she doesn't want to waste Magic, so the Sorceress is content to wait.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18 
Thursday April 6th, 2017 10:38:27 PM

Reggie is a little hesitant to get to close when requested, but she is slowly starting to trust some magic cast on her. this may be something she has experienced before and is a little more willing this time.

eventually she steps near Rill.



DM Kathy 
Thursday April 6th, 2017 11:53:45 PM

Reggie can see that the ship is under sail, and that the ships will most likely meet bow-to-bow, at an angle.

Terser calls a warning to his shipmates.

Rill offers to teleport some of the crew to the other ship, then pulls out his flaming ring.

Zod asks what you may be facing, and casts Animal Growth on his companion. [OOC: As long as your prepared/available spells are listed on your character sheet, I don't need to see them in your post. I only need to see what effects you have active.]

Jozhur readies his bow and finds a good place to conceal himself.

Zeoll blows his horn, creating a Magic Circle Against Evil. He estimates that the ships will be within boarding distance next round. If you're going to do the teleport thing, you need to do it now.

Bralin casts Shield of Faith. Tishe' saves her magic for now.

The other ship is eerily silent. They do not hail your vessel, or hurl insults at you, or respond in anyway to Zeoll's horn. You think you can hear some faint mutterings over the sound of the waves, but it's difficult to tell for sure. The other ship, whatever it is, will be here next round.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99  d20+26=35 ; d20+20=39 ;
Friday April 7th, 2017 12:43:07 AM

Jozhur quietly warns the others, "Brace yourselves!" He looks for some darkness to hide in near the bow, hoping to be in position to fire onto the enemy ship. Jozhur grabs ahold of the railing and scans the vessel for enemy crew.

Stealth: 35
Perception: 39

Zeoll (Cayzle) (AC26; HP62)  d20+25=44 ;
Friday April 7th, 2017 6:25:51 AM


Seeing that the enemy ship is even closer than he thought, Captain Zeoll shouts an order: "Tula! Get the crrew below deck and underr coverr!"

Zeoll looks at the water through which the enemy ship is moving. Is there a wake? A crest in front of the ship? Zeoll wants to make sure the ship is not an illusion; that it has an affect on the water. Perception 44. He shouts out if it does not affect the water. The rest of the post assumes it does.

Zeoll says to Rill, "I'll peaceball the ones in the frront of the ship, so you blip overr to the rrearr!" The old liontaur makes sure that all the firepowerful team members get the memo. "Tishe and Jozhurr and everrybody! DO NOT ATTACK THE ONES I INDICATE!"

Zeoll casts his spell (calm emotions) spell when his 210 ft range can cover the entire front of the ship with the 40-ft diameter peaceball. Hopefully he can cover the entire first 40 feet of the ship. Note that since it is a spread, the effect can extend around corners and into areas that you can't see. The will saving throw DC is a base 10 +2 spell level +5 wis +2 bloodline +3 feats +2 cradled = DC24.

After casting, Zeoll points out any targets that are unaffected. "Go for any creatures beyond the first 40 ft of the ship, and any who attack you, but do not attack those who are not attacking!"

With his move action, Zeoll braces for impact, digging his claws into the deck and grabbing a mast with his free hand.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+17=24 ; d20+17=28 ;
Friday April 7th, 2017 6:57:25 AM

Tishe' gets ready for action by casting a Fly spell on herself; in her experience, she was much more effective when mobile! "Zeoll, we want to capture the ship if possible, right? Cause I can just sink the thing pretty easily by opening a hole in the hull with a Passwall spell."

Tishe' lifts of from the LionFish, going straight up thirty feet in the air to hover near the crows nest.
.....
Fly check. 24 to fly vertical, 28 to hover (vs DC 15)

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 2. 0. 0

Fly. 12 minutes. 60' movement

Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22  d20+26=36 ;
Friday April 7th, 2017 11:08:53 AM

Rill responds to Zeoll, "Aye aye, captain." Fearing the old taur didn't hear him, he says louder, "AYE AYE, CAPTAIN!"

He activates his Agile Feet ability (free action,) giving him sure footing for the rest of the round. Rill should be able to see the stern if it is within 120' (Perception 36.) He speaks a holy word and casts Dimension Door, placing himself and Terser, Bralin and Reggie at the stern of the darkend ship, near the ship's wheel if possible. The area where we appear is suddenly lit by Rill's Continual Flame.

Though the lingering effect of the Dimension Door disorients the cleric, he has yet another card to play. Should the ship prove to be an illusion as they land, Rill will use a hero point to allow him to cast Water Walk on him and his companions.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Friday April 7th, 2017 4:21:31 PM

Terser was not quite prepared to be popped over to the new neighbors, but he recovers quickly. He retrieves a vial of oil from his bag and is ready to dump it over himself should he be surrounded by enemies. If there are no enemies, he will pass it off as a fragrant oil to mask the smell of wet dwarf. If there are, he won't worry too much about giving offense. either way - readied action to upend a vial of shield of faith oil on himself.

(MikeK)Bralin (AC39 / T24 / FF32 CMD 29 - HP 141/141) ShldFth 
Friday April 7th, 2017 5:53:36 PM

Appearing on the other ship, Bralin pulls out his axe, and assumes a defensive posture.

He wants to get a good look at what's in the area on the off-chance that just maybe this is ship full of paragons out for a cruise.

--
Draw Wpn
Total Defense (+4 Dodge Bonus to AC)

------------
Spell List Highlight to display spoiler: {
0 – Detect Magic, Detect Poison, Purify Food and Drink, Stabilize
1 – Comprehend Languages, Divine Favor, Shield of Faith (x2)*, Identify (d)
2 – Align Weapon, Eagle’s Splendor, Lesser Restoration, Soften Earth and Stone (d)
3- Water Breathing, Stone Shape (d)
}

Zod & Kunda (Damarr) AC:26|30 T:21|15 FF:23|24 CMD: 36|31 HP: 99|70  d20+19=33 ;
Friday April 7th, 2017 10:15:03 PM

Zod casts Air Walk on himself and his currently Huge snake companion, and, after a nod to Zeoll, the two hussle toward the beacon of Rill's light in the back of the other ship, making sure to stay within 5ft of each other to maintain the Shared Spells, alert for any response from the other ship's crew.

Perception 33

~~~~~~~~~~~~~~
Current Effects:
Highlight to display spoiler: {
Zod: Extended Greater Magic Fang, Barkskin, Air Walk
Kunda: Extended Greater Magic Fang, Barkskin, Air Walk, Animal Growth
}

Zod & Kunda (Damarr) AC:26|30 T:21|13 FF:23|25 CMD: 36|35 HP: 99|86 
Friday April 7th, 2017 10:20:35 PM

(OOC: update header)

DM Kathy  d20+1=12 ; d20+1=18 ; d20+1=8 ; d20+1=13 ; d20+1=21 ; d20+1=14 ; d20+1=20 ; d4=1 ; d6=2 ; d20+3=17 ; d20+3=10 ; d20+3=17 ;
Sunday April 9th, 2017 10:32:30 PM

As the ships approach each other, Jozhur finds a place to hide near the bow. You can see figures moving around on the other ship, but you can't get a clear shot.

Zeoll orders the crew belowdecks, and they scramble for the ladders. Looking out, you can clearly see the faint phosphorescence of the churned-up water in the ship's wake. Whatever the ship is, it's really there. You cast your Calm Emotions, and you can tell immediately that it had no effect.

Tishe' casts Fly on herself, and offers to magically sink the other ship.

Rill moves himself, Terser, Bralin, and Reggie to the other ship. Your fears are groundless; it is a real ship. The deck is solid under your feet. In the light of the Continual Flame, you see several creatures moving toward you. They really do appear to be rotting corpses, and most of them are moving with that telltale undead shamble.If these are disguises, they are really good disguises.

Terser readies his vial. There are enemies here, but I'll leave it up to you whether you actually use it or not. Bralin readies his axe.

Zod casts Air Walk, and moves toward the Continual Flame.

The undead creatures attack! Wow, it is really sad. The slow-moving ones pose almost no threat at all. One of them does land a lucky blow on Rill, who takes 6 damage. The less slow-moving ones try to bite you, and it doesn't go well.

Up by the prow, the enemy is attempting to board the Lionfish, but they are slow and clumsy. A couple of them fall into the sea.

Knowledge Religion DC 10 Highlight to display spoiler: { Those slow ones are just zombies! Just regular zombies.}
Knowledge Religion DC 12 Highlight to display spoiler: { These undead are just zombies and ghouls! They pose virtually no challenge to your group. }

Up near the prow, Jozhur is able to see the name of the other ship, painted on the prow. It is the Dealer's Choice.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18  d20+6=20 ; d20+18=20 ; d20+16=33 ; d10+8=10 ;
Sunday April 9th, 2017 10:48:46 PM

"Really? these are a threat? something does not seem right" Reggie leaps into the fray to rip zombies lim from limb

{OOC: know religion = 20, acrobatics = 20, Attack = 33, Damage = 10 --- no rage}

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99  d20+14=29 ; d20+10=30 ; d8+2=5 ; d8+3=6 ; 5d6=14 ; 5d6=19 ; d20+20=25 ;
Monday April 10th, 2017 12:55:34 AM

Jozhur starts letting arrows fly, then informs the others of what he see's, "It bears the markings of the Dealer's Choice, the overdue ship!" He maes sure not to get to drawn in on the clumsy enemies, making sure to keep his eye out for bigger threats.

----------------
First ranged attack hits AC 29, 5 damage plus 14 sneak attack if able

Second attack hits AC 30, 6 damage plus 19 seal attack

Perception: 25 (60' dark vision)


Zeoll (Cayzle) (AC26; HP62)  d20+25=31 ; d6=6 ;
Monday April 10th, 2017 12:49:43 PM


"You arre rright, good Jozhurr," says Zeoll. He looks around, from other directions. Maybe the real enemy is attacking from the other side of this fake attack.

Perception 31

He asks if anyone can scout under the ship. He fears the real attack may come from the deeps.

If the enemy ship is close enough, he channels energy to hurt them. His Channel damage is just 1d6, or 6!

If it is not close enough, he casts See Invisibility, in case the enemy is approaching unseen.

Zod & Kunda (Damarr) AC:26|30 T:21|13 FF:23|25 CMD: 36|35 HP: 99|86  d20+14=34 ; 2d8+7=15 ; d20+5=9 ;
Monday April 10th, 2017 1:10:58 PM

Chuckling, Zod closes the rest of the distance to the Dealer's Choice and joins Reggie and the others mopping the deck with the clumsy undead. Kunda trails behind defensively, looking out for any hidden danger.

Zod's attack hits AC 34 for 15 damage, if he can get in within reach. Kunda perception 9.

~~~~~~~~~~~~~~~~
Active Effects:
Highlight to display spoiler: {
Zod: Air Walk (50min); Barkskin (50min); Extended Greater Magic Fang (10hr)
Kunda: Air Walk (50min); Barkskin (50min); Extended Longstrider (3.3hr); Extended Greater Magic Fang (10hr)
}

Zod & Kunda (Damarr) AC:26|30 T:21|13 FF:23|25 CMD: 36|35 HP: 99|86  d20+14=25 ; 2d8+7=11 ;
Monday April 10th, 2017 1:36:42 PM

Overlooked Crit Confirms vs AC 25 for 11 more damage.

Zod looks out over the black water and can't suppress a grin at the thought of diving into the dark, mysterious depths.

"Aye Captain! The lady here's a natural swimmer!" He calls to Zeoll, wiping a bit of zombie from his elbow.

(OOC: oh how I wish I could edit my first post following Zeoll's)

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Monday April 10th, 2017 8:32:06 PM

Tishe' calls down from her perch near the crow's nest, the spellweaver calls down to the deck. "Swimming is not a problem, but I won't be able to see a thing underwater at night."

Instead, she figures she may provide an early warning beacon just in case Zeoll's worry that this is a distraction is right. With a wave of her hands and verbal incantations; Tishe' causes a flat plane of ice to materialize on the water on the opposite side of the LionFish.
(Tishe' is hoping that the ice will float on the water and if an invisible ship is coming opposite the LionFish, the crunching of the ice will give the team some fair warning)
....

Fly check. 24 to fly vertical, 28 to hover (vs DC 15)

Wall of Ice. (Plane). 10' wide, 120' long, 1" thick. D6+12 damage

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 2. 1. 0

(MikeK)Bralin (AC37 / T22 / FF30 CMD 29 - HP 141/141) ShldFth  d20+17=32 ; d10+17=24 ; d20+17=29 ; d10+17=22 ;
Monday April 10th, 2017 8:47:26 PM

Bralin shrugs. His comrades will find the true threat. In the meantime, there are undead to deal with..."mayhap the former crew of this vessel?" the dwarf wonders aloud.

He wades into the creatures, laying from side to side with his axe.

--
Power Attack and Cleave to strike two foe.

Attack on ghoul - hits ac 32 for 24 hps damage
Attack on second ghoul (Cleave) hits ac 29 for 22 hps damage




Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22  d6=3 ; d6=3 ; d6=5 ; d6=1 ; d6=2 ; d6=2 ; d6=6 ; d20+26=35 ;
Monday April 10th, 2017 9:49:33 PM

Rill is a bit puzzled at the lack of expected combatants. When he hears Jozhur declare the name of the ship, he is really puzzled.

He shouts, "This is very strange. The Dealer's Choice? Who would have turned these poor souls to Zombies? And where is the real threat?"

The cleric is sure that Reggie, Bralin and Terser are well equipped to take care of these zombies and ghouls, but will move to where there are the greatest number of undead and channel energy just the same, inflicting positive energy damage of 21 points.

He looks around for any threat, or anything else for that matter. (Perception 35.)

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  4d6=10 ;
Monday April 10th, 2017 9:50:22 PM

"Ach, that's unfortunate. At least we can tell them as has family back in Bonetown."

He sighs and channels energy himself, letting it send some zombie souls back to Lord Gargul.

Channel for 10 damage and put away the oil.

DM Kathy 
Monday April 10th, 2017 10:18:05 PM

Seeing such an inferior opponent, Zeoll's first inclination is to look around for the real threat. He calls for someone to scout under the ship, and takes a look in the opposite direction. You don't see anything.

Just in case, Tishe' conjures up a sheet of ice to act as an early-warning system.

The rest of the crew concentrates on killing zombies. It isn't difficult. Within a few rounds, the dead lie umoving once again.

If there is another threat out here, it hasn't materialized.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18  d20+16=34 ;
Monday April 10th, 2017 10:53:15 PM

With the undead dispatched, Reggie looks to make her way below decks. checking the cargo hold first.

{OOC perception = 34}

Zod & Kunda (Damarr) AC:26|30 T:21|13 FF:23|25 CMD: 36|35 HP: 99|86 
Tuesday April 11th, 2017 1:07:03 PM

Zod's laughter dies down as he catches on to the origins of the undead-crewed vessel. "Quite unfortunate." He says, scratching his head.

Zod shrugs as he and Kunda begin tossing the undead remains into the sea. "Should we bring this ship back to port? Maybe the real fake Ghost Ship will show up if we get rid of this one being used to spread the rumors." The minotaur laughs again. "Or maybe we already put an end to the tales ourselves just now! Ghost Ship! Hah! I'm beginning to think these sailor types are just salty school girls with their gossip!"

Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22  d20+15=30 ;
Tuesday April 11th, 2017 3:48:47 PM

Seeing Zod tossing the bodies overboard, Rill hollers back to the Lionfish, "ZOD STOP! WE SHOULD CHECK THOSE BODIES FOR ANY IDENTIFYING ITEMS OR PAPERS."

He will explain, "These may have been pirates, but they were real people transformed into undead against their will. We should at least try to notify any friends or family of their whereabouts. Perhaps they also hold clues or information about who or what did this."

Rillett looks at some of the bodies to see how they may have originally died (Heal check = 30). He will cast Detect Magic and Detect Evil, and assist in a search of the bodies and the vessel. Also, Deathwatch will let him know if there are any still living or still functioning as undead aboard the ship.

Zeoll (Cayzle) (AC26; HP62) 
Tuesday April 11th, 2017 6:18:56 PM


Zeoll prides himself on his insight and ability to come up with clever solutions to problems, but sometimes the elder taur's nerves turn out to be actually a little more than somewhat ossified. He shakes his head to clear the cobwebs, and as he does so, the beads braided into his mane click a little. He tries to ponder deeply for some insight as to what the true challenge is, and where it may be.

[OOC: using a hero point, if possible, for "Inspiration."]

(MikeK)Bralin (AC35 / T20 / FF28 CMD 29 - HP 141/141) ShldFth  d20+9=27 ;
Tuesday April 11th, 2017 6:54:24 PM

Bralin, not at all convinced that this vessel has divulged all its secrets, cautiously makes his way down the steps toward the cabin in the rear of the vessel. His axe and shield remain in hand.

[Perception 27]

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+15=18 ;
Tuesday April 11th, 2017 7:36:45 PM

Tishe' flies over to the Dealers Choice crows nest, keeping a sharp eye out for other ships in the area. The ice sheet melts in only a little over a minute, but Tishe' figures her ability to fly allows her to be the mobile artillery to support the others if a call for battle becomes strident.

....
Perception 18

Fly check. 24 to fly vertical, 28 to hover (vs DC 15)

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 2. 1. 0

DM Kathy 
Tuesday April 11th, 2017 10:35:55 PM

Reggie goes below and finds the cargo hold empty. Either the Dealer's Choice had been running empty when she was taken, or the attackers had offloaded her cargo.

Zod begins kicking the remains overboard, until Rill asks him to stop. Rill examines the bodies, and can tell that most were killed by weapons of various types--some edged, some piercing. A few bodies look to have been struck by lightning--which is weird, because you haven't seen a storm in weeks. Your Deathwatch reveals there are no more active undead in the area; your Detection spells show just what you'd expect for recently-dispatched, low-level undead (your DM is too lazy to look up the particulars, but you see nothing untoward).

Bralin moves aft, but sees nothing unusual. Tishe' heads for the crow's nest, but all is quiet there, too.

Zeoll takes a moment to think. You soon realize that this was classic misdirection. Whoever is running around pretending to be the Soul Driver undoubtedly set this up to draw you off their scent. Which means the real fake Soul Driver (if you'll pardon the expression) is probably miles away right now. But you know some things. You know that the Soul Driver isn't a real ship--or rather, it's a real ship but it isn't named Soul Driver. It's some other ship. You know that the crew aren't really undead, but they disguise themselves as undead when they attack. You know that zombies don't grow on trees, and neither do ghouls. Somebody created these guys. You've heard that the captain of the Soul Driver is called the Necromancer. How much of that is legend, and how much is real? Maybe he is a necromancer--an ordinary mortal one--and he zombified the crew of the Dealer's Choice to throw you guys off his scent.

Which leaves you looking for a real ship with a fondness for disguise and misdirection, and that's as big a hint as I'm prepared to give right now. :)

Oh, you also know the Dealer's Choice is largely intact and you have salvage rights to her. Actually, a few of you have figured that out.

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Wednesday April 12th, 2017 12:04:50 AM

"Roll, Tishe' - is there any way to tell if divine or arcane magic created these undead? That would at least give us some info on who we're fighting."

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 
Wednesday April 12th, 2017 8:42:49 AM

Jozhur begins searching the ship for any valuables or documents containing useful information, especially anything pertaining to the cargo the Dealer's Choice was carrying.

"I still think Attuell is behind this, there's just no evidence right now. He's just...suspicious."

Zeoll (Cayzle) (AC26; HP62)  d20+9=26 ; d20+7=15 ;
Wednesday April 12th, 2017 1:35:11 PM


Zeoll shares his conclusions with his friends. "It seems that the enemy saw thrrough ourr rruse to act as bait, and sent this zombie ship at us as an insult. We're dealing with a cleverr foe, herre, my frriends,"

The old taur thinks a moment, and his tail swishes the deck, back and forth.

"What I don't get is how the enemy pointed this ship so that it would come rright at us like it did."

Zeoll thinks about that a bit more ... is the sky cloudy or starry? Should we heroes of the lionfish have seen the approaching ship before we did? Was the ship really on a direct course for us? Does Zeoll, with his bit of sailing lore and deeper understanding of wind and current, believe that the ship HAD to be guided by some navigator?

Profession Sailing: 26
Know Nature: 15

Zod |&| Kunda (Damarr) AC:30|30 T:21|15 FF:27|24 CMD: 36|31 HP: 87|70  d20+10=16 ; d20+8=13 ; d20+4=7 ; d20+10=17 ; d20+7=23 ; d20+9=14 ; d20+11=15 ;
Wednesday April 12th, 2017 3:00:07 PM

Zod pauses to let Rill examine the dead, then continues tossing the remains into the sea, collecting any personal items off the bodies as he does so.

After depositing the pile of personal items, Zod heeds Zeoll’s line of questioning and, after a moment of thought, heads to the side of the Dealer’s Choice with Kunda, and the two drop into the water next to the ship. Acrobatics 23 & 17.

Although he doesn’t know the ocean winds and currents as well, Zod is familiar with various plant and animal biomes.

The two swim around and beneath the ship (Swim 19 for Zod), using Zod’s Light spell to examine the hull. Knowledge Nature 16 & Knowledge Geography 13. Are there any particular barnacle formations or certain algae build-up that might indicate the ship traveled through or has been docking in a certain locale?

Zod casts Guidance on Kunda, who rolls Survival 7 to identify any unique scents, and, if possible, track said smells (if necessary, Zod will cast Water Breathing on the snake so she can use her Scent ability in the water).

Just to be sure, Zod uses Wildshape to turn into a Shark with Keen Scent, which he uses with Survival 15 to detect/track any scents on the ship.

(-2 Con, +4 Nat AC, 60ft Swim speed as a Large Shark. 4 Wildshape uses left. Reduce Animal ends after 10 minutes & Kunda returns to Large size. Updated header).

Current Effects:
Highlight to display spoiler: {
Zod: Wildshape (Shark, 10hr); Air Walk (50 min); Barkskin (50 min); Extended Greater Magic Fang (10hr)
Kunda: Air Walk (50 min); Barkskin (50 min); Extended Greater Magic Fang (10hr); Extended Longstrider (3hr)
}

OOC: I don’t need to dismiss Air Walk to swim, do I? Sorry if I made too many checks..

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Wednesday April 12th, 2017 5:51:22 PM

Terser had almost forgotten how convenient it was to have a shapeshifter about. Seems like they can help out in almost any situation. Since he doesn't have much to add in the sailing department, he lends his hands to the search of the holds and tries to figure out where the dealers choice and the agate would have both met the ghost ship.

(MikeK)Bralin (AC35 / T20 / FF28 CMD 29 - HP 141/141) ShldFth 
Wednesday April 12th, 2017 6:34:01 PM

Bralin cleans his axe, and returns to the Lionfish. The dwarf has no answer for a foe who refuses to be found.

But, he is patient. Eventually, there will be a reckoning.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)   d20+15=29 ; d12=1 ; d20+17=25 ;
Wednesday April 12th, 2017 8:17:16 PM

Tishe' calls down; " no way that I know can deteriorate e arcane vs divine magic. The sources are different but the effects are the same. "

She keeps an eagle eye out while hovering about the mast of the Dealers Choice. This time she looks out in the horizon, looking for sails or lights against the night sky...

......
Perception 29
Fly to hover 25

Active Spells
Fly. 12 minutes, 60'

Spells
Lvl.... 0. 1. 2. 3. 4. 5
Slot....* 8. 8. 8. 6. 4
Used. * 0. 0. 2. 1. 0


DM Kathy 
Wednesday April 12th, 2017 10:26:41 PM

Terser asks whether there's any way to tell whether arcane or divine magic was used to raise these undead. From her lookout perch, Tishe' calls down that there really isn't. She scans the horizon, but sees nothing approaching.

Jozhur searches the ship for documents. The records are somewhat incomplete, but you are able to piece together that the crew of the Dealer's Choice weren't above the occasional acts of piracy. Earlier, you were able to determine that the Agate was a straightforward trading ship, but the Dealer's Choice was a bit more...flexible.

Zod and Kunda go underwater to search for unusual smells or marine life--something that might hint where the ship had been. But everything you find is consistent with a ship that plies the waters of the Middle Seas.

Bralin returns to the Lionfish, looking forward to the day of reckoning that is surely to come.

Zeoll thinks about how the zombie ship could have found the Lionfish. You can tell the Dealer's Choice wasn't headed on a direct collision course; she likely changed course once her crew saw the Lionfish. You know that undead, even zombies, can follow simple instructions from their creator. You're pretty sure that these undead are the former crew of the Dealer's Choice--that is, they were sailors (and, apparently, part-time pirates) before they were zombies and ghouls. "Take such-and-such a heading and attack any ship you see," would not be that complicated an instruction. [That is, it wouldn't be complicated given a tiny bit of creative license, which I hope you will allow from your DM. :) ]

There is stil no sign of any other ship coming to attack you, and you still have the Dealer's Choice, which is yours if you can get her into port.


Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22  d100=25
Wednesday April 12th, 2017 11:57:02 PM

The following morning, Rill will cast Scrying on the man who posed as Captain Atuell (DC 29 will save.) Since he previously used Probe Psyche on the man, he should be able to zero in on him easily. As Rill shares the image in his mirror with the others, it may give us all a clear image of him without his disguise. Rill follows this with Detect Magic and Detect Evil on the man.

Then Rill will cast Divination, asking the location of his ship, theInsight. (82% chance, 25 rolled - success!)
-----------------------------------------
Scrying Save DC = 29 (22 normally, +5 for being "familiar" from Probe Psyche, +2 for Probe Psyche)

Probe Psyche - .... know the creature's alignment and fully understand the creature's personality. This also gives the seeker insight into that particular creature, gaining a +2 Insight bonus to attacks, armor class, and spell DC against the creature.

Scrying - Duration 12 min. If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.


AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Thursday April 13th, 2017 6:53:49 AM

Tishe's idea comes a bit late but... "could a cleric speak with dead and find out who killed the sailors? There may be a clue that only the souls from the Lands of Rest can tell."

The Weaver tries to be helpful, but there is little in her magical talents or skillset that can help with a mystery. Still, her mercurial mind focuses on other things to help the group and crew of the LionFish.

Zod |&| Kunda (Damarr) AC:26|30 T:21|15 FF:23|24 CMD: 36|31 HP: 99|70 
Thursday April 13th, 2017 5:54:53 PM

Zod returns to the ship (and his natural form) and plops down on the deck next to his snake. The minotaur simply shakes his head regarding the lack of discoveries on the underside of the Dealer's Choice.

"Maybe we just need to wait for the 'Ghost Driver' to show itself again." Zod offers halfheartedly as busies himself situating his gear. The minotaur appears to be deep in thought over the current mystery, but after a few moments he and Kunda fall into a distracted, playful wrestling match.

(MikeK)Bralin (AC35 / T20 / FF28 CMD 29 - HP 141/141) ShldFth 
Thursday April 13th, 2017 6:35:31 PM

Bralin memorizes the image of Captain Atuell that Rill presents.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 
Thursday April 13th, 2017 6:43:56 PM

Jozhur patiently awaits the results of Rill's scrying attempt.

Zeoll (Cayzle) (AC26; HP62)  d20+10=24 ;
Thursday April 13th, 2017 7:43:20 PM


"Zod, thank you forr making the efforrt to look underr that ship. We trry things; sometimes they worrk."

"Rrill, excellent divining! Thanks."

"Tishe, that's a grreat idea. Let's see if we can rrecoverr a corrpse to trry that on."

"I figure ourr enemy just pointed that ship at us and told the zombie crrew to attack the firrst ship they sailed to. So if we can figurre out the headding they took, we could do worrse than to just sail in a strraight line thataways, and see what we find, unless the divinations give us some otherr lead."

Prof Sailing to ID the backtrail, with a little prayer for Guidance: 24

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d20+2=5 ;
Thursday April 13th, 2017 10:46:30 PM

"I have a feeling we didn't spy it soon enough to get their heading before they changed to intercept us, but I'll help if I can." Though he wrecks his brain, he is not able to help with the sailing info.
(Aid another 5, fail)

"WHat ever we do, we should be back on the sea soon. We don't want another ship to fall prey to these pirates. Well, worse pirates, at least."

DM Kathy  d20=3 ; d100=86 ; d100=46 ;
Thursday April 13th, 2017 11:07:23 PM

Tishe' suggests using Speak with Dead on one of the dead crew, if you can find one that Zod hasn't kicked overboard. Zeoll endorses the idea, but can't cast the spell himself.

Instead, the liontaur, with some help form Terser, attempts to trace the Dealer's Choice back to its spot of origin. Of course, before you can do that, you need to decide what to do with the Dealer's Choice. Are you going to leave her here? Take her in tow? Put a crew aboard and have her follow you? Scuttle her?

You can determine a general heading, which takes you past a lot of ocean to more ocean. Unless there's some sort of hidden base out here (and you haven't found one), there's not really any way to tell which specific patch of ocean they started from.

Zod, Bralin, and Jozhur patiently await things they can hit or shoot at.

In the morning, Rill attempts his divinations. First, you scry on Captain Atuell. Since it is morning, you see him sleeping, in what appears to be an inn room. It does not appear to be a cabin on the Insight, or any other ship. Your Detect Evil is able to get through the scrying sensor, but you do not detect evil. Your Detect Magic does not succeed in getting through. [I didn't see your rolls, so I rolled for you. Let me know if I missed something.]

Next, Rill attempts a Commune on the location of the Insight. Your reply: "You can intercept the Insight on this heading," followed by heading information that your DM doesn't even know enough about to make up. It does, however, involve turning around and abandoning Zeoll's search for the origin spot for the zombie ship.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99  d20+10=13 ;
Friday April 14th, 2017 12:36:43 AM

Jozhur looks a bit disappointed at the results of the scrying, "Aww look at him, dozing away."

He pulls out the charts and checks the heading Rill receives. Does it line up with a port, or is the Insight apparently out at sea?

Profession sailor: 13

Zeoll (Cayzle) (AC26; HP62) 
Friday April 14th, 2017 4:52:21 PM


Zeoll looks for the group consensus, but following the heading that Rill's divination revealed sounds good to him.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Friday April 14th, 2017 5:14:30 PM

"The ship that attacked Dealer's Choice may not have even known we were in the area, just pointed the zombies and left." She also doesn't think the Insight could be that ship, "the heading is not even close" she points out. "Why not go where the zombie ship came from today and see what we can find?"

Just an idea, Tishe' is fine to go whichever way the heroes want to go.

Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22 
Friday April 14th, 2017 6:06:45 PM

Rill scratches his head. He assumes the undead infested ship was thoroughly searched and yielded neither treasure nor survivors. "Too bad we can't talk to any of these undead. Once they're animated, Speak with Dead won't work.

"So, we are looking for a real ship with a fondness for disguise and misdirection. Since we knew that Atuell was wearing a disguise, I figured he might be the necromancer we seek, and the Insight the Soul Driver. Now I'm not so sure."

"I'm all for a decisive course of action, but I really don't know where we should go at this point. One thing I do know is that we should take this ship to the nearest port for it's salvage value. Maybe we can crew it and the Lionfish. Do we have enough folks to sail both vessels? My sailing skills are a bit rusty, but I think they'll come back to me." (Profession Sailor +11)


(MikeK)Bralin (AC35 / T20 / FF28 CMD 29 - HP 141/141) ShldFth 
Saturday April 15th, 2017 4:41:26 PM

Bralin agrees with taking the Dealer's Choice back to port, and salvaging the vessel.

"Unless the Insight's course is such that she could have launched the zomibe ship, we should pursue Zeoll's suggestion."

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Saturday April 15th, 2017 8:07:11 PM

"I don't think Atuell has anything to do with the undead, though there may be something else he's up to that concerns us.

Do we have enough crew to send the dealers choice back to port while we try to find the necromancer backtrail? "

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18 
Sunday April 16th, 2017 5:31:18 PM

{ooc: hey all, I am working long hours have not been able to get online (along with Easter). Will be more stable on Monday. I am sorry all}

DM Kathy 
Sunday April 16th, 2017 10:58:28 PM

Jozhur realizes that the course laid out in Rill's spell would take the Lionfish close to Bonetown, but not into Bonetown itself. Perhaps that means you will intercept the Insight near Bonetown, or perhaps you're meant to keep going to some other destination.

Tishe' is in favor of continuing to follow the heading of the zombie ship.

Rill and Terser turn their thoughts to the salvaged Dealer's Choice. You do have enough crew to sail both vessels. However, any crew on the Dealer's Choice wouldn't have the Black Lions to defend them in case of trouble--unless you kept both ships in pretty close proximity.

Zeoll and Bralin are in favor of following the heading divined in Rill's spell. One advantage to that is that, because it would bring you close to Bonetown, the crew on the Dealer's Choice could have your protection most of the way, then peel off for Bonetown once you got close enough. They would be unlikely to encounter trouble during that brief stint.

Of course, continuing to pursue the zombie ship, with or without the Dealer's Choice, is also a valid option.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Monday April 17th, 2017 6:02:47 AM

Tishe' listens to the others and sees the reciprocal course of the zombie ship is a wild goose chase, and towing the Dealers Chance anywhere but back to Bonetown would slow them down for any opponent above, on, or under the Plactik Ocean. "Let's get back to port", she agrees with Rill and the practical dwarf Terser.

Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22  d20+26=37 ; d20+11=24 ;
Monday April 17th, 2017 11:11:05 AM

"Let's sail both vessels back toward Bonetown and the Insight, and see where that puts us. We cannot leave our crew unaccompanied on either ship with with this threat about. We saw that they did to the Dealer's Choice."

Rill will do what he can (Profession Sailor 24) to help sail the two ships in close proximity. Rill only has to sleep 2 hours each night, and will remain active and above deck most f the time. He keeps a sharp eye out as we go (Perception 37.) He can also cast a Divination (82%) to keep track of the Insight.

"Also, though I usually have a light at night, we're not always together. Let me know if you have need of a permanent light source."

Zeoll (Cayzle) (AC26; HP62) 
Monday April 17th, 2017 12:12:04 PM


Zeoll agrees with Rill and Tishe. "Let us sail both ships in the dirrection given by the Commune, with thanks to the higherr powerr guiding us. When we arre nearr Bonetown, we can quickly escorrt the Dealerr's Choice into the harborr, or just let the crrew pilot herr to dock."

"Within Bonetown Harbor, the powerr of the Harrborrmasterr should keep herr safe."

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5)  d20+2=4 ; d20+17=27 ;
Monday April 17th, 2017 4:04:09 PM

Terser will volunteer to watch for the short time that Rill needs to sleep. He's not much use at the helm, but proves an able lookout on the bow.

profession sailor - 4, perception (darkvision) - 27

"Once we get close, hopefully in the daylight, we can send the crew to take the Dealer's Choice into port while we rendezvous with the Insight. Then we could swing by Bonetown to pick them up and head back out for the next new moon?"

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18  d20+19=26 ;
Monday April 17th, 2017 5:24:16 PM

"If need be, I can Captain the Dealer's Choice, I am pretty competent sailor, and I am sure with a skeleton crew we should be alright." Reggie offers her services.

{ooc: profession sailor = 26}

(MikeK)Bralin (AC35 / T20 / FF28 CMD 29 - HP 141/141) ShldFth 
Monday April 17th, 2017 6:08:47 PM

Bralin nods in agreement of the course.

During the trip, the dwarf attempts to find a non-busy crew member and tries to get some basic lessons on how to tie a rope and such.

Zod |&| Kunda (Damarr) AC:26|30 T:21|15 FF:23|24 CMD: 36|31 HP: 99|70 
Monday April 17th, 2017 8:51:19 PM

Zod's mild disappointment at not following the zombie ship's trail is quickly pushed aside as the crew splits and the two ships get underway. He reminds himself that the seemingly quickest route to action is not always the best choice, and the Heroes of Bonetown know these seas much better than he.

Zod will move to the Dealer's Choice, assuming that ship more lightly crewed, with more space for him to move about without getting in the way. He observes the sailors in their duties, and realizes that the terminology used on the ship is half the battle to understanding the vessels' operation.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99 
Monday April 17th, 2017 9:05:12 PM

Jozhur nods along in agreement on the course, though he's not too excited about splitting up. "That zombie ship came up on us fast. If we're attacked again, the skeleton crew would not have much time to warn the others. We should at least stay close enough for Rill's teleport."

If Reggie does board the Dealer's Choice, Jozhur will follow behind her.

DM Kathy 
Monday April 17th, 2017 10:36:04 PM

You decide to bring the Dealer's Choice along with you, and to take the heading given during Rill's Commune spell.

Reggie, Zod, and Jozhur move to the Dealer's Choice. Tula divides the crew between the two ships, and you are soon underway.

It takes some adjusting, but eventually the two vessels are sailing along at about the same speed, within easy sight of one another.

You are very close to Bonetown, and the first glimmers of dawn are appearing in the eastern sky, when Terser spots another ship approaching. She seems to be heading for Bonetown, but you could intercept her if you chose. At the moment, she is too far away to discern any name or markings. Like the zombie Dealer's Choice, she is running without lights.

Zeoll (Cayzle) (AC26; HP62) 
Tuesday April 18th, 2017 10:49:32 AM


Zeoll casts an extended Summon Monster III to call a lantern archon. He asks the creature to shoot over there fast, check out the ship name, flag, crew, and then to scoot back in time to report. He asks the archon to detect evil if it has time. He warns the archon that there may be undead.

Rill (MarkB) HP 103/103 - AC 25/15/23 CMD 22 
Tuesday April 18th, 2017 1:15:57 PM

(I am assuming we are not going round-by-round. If we are, please feel free to scale my actions back accordingly.)

“Good thinking Zeoll. This could simply be another ship running dark to avoid attack. The fact that we’re running with lights should let them know we are not a threat. I do wish we were not separated across two ships - it limits my ability to protect the others.”

“Of course, this could be be the foes we seek or even another zombie ship as the real threat approaches from another direction.”

As the darkened ship approaches, Rill adjusts his helmet and casts See Invisibility. He pulls a cord from around his neck, revealing a Continual Flame against his chest, knowing that with his white robes this makes him a bit of a target. Then he casts Water Walk on himself, Zeoll, Terser, Bralin and the remaining crew aboard the Lionfish (12 total). Peering into the darkness he activates his Greater Insight ability, giving him Darkvision out to 120' (Perception ). If he can indeed see any of the approaching crew, his Deathwatch will tell him if any are alive, undead or neither.

(Ed) Reggie | AC : 23 / Touch 22/ flat: 19 | HP: 130 / 130 | Rage used 0 /18 
Tuesday April 18th, 2017 5:46:09 PM

Reggie takes the wheel of the dealer's Choice. Once she is made aware of the approaching ship, she changes course to intercept the incoming vessel.

"run without lights, it may think we are friendly, we can gain an advantage"

Zod |&| Kunda (Damarr) AC:26|30 T:21|15 FF:23|24 CMD: 36|31 HP: 99|70  d20+11=13 ; d20+10=12 ; d20=15 ; d20+19=36 ;
Tuesday April 18th, 2017 7:40:53 PM

((Is this the same day, or have spells & such “reset” since we dealt with the zombies?))

Standing on the deck of the Dealer’s Choice, Zod nods in agreement with his interim Captain and douses the nearest lights. “With Eberyon’s blessing we might gain another advantage.” He says, casting Control Winds.

Centering the spell near the expected intercept zone, Zod places an 80ft diameter eye of calm, around which blows a Strong wind (20-30mph; makes sailing difficult; -2 ranged attacks, fly checks & perception checks; Tiny & smaller creatures make checks to move. Linked to Table: Wind Effects). The winds blow circularly around the center out to a 400ft radius from the middle of the Eye.

Assuming we’re not approaching Bonetown from the same direction as the unknown ship, the wind rotates either clockwise or counterclockwise around the Eye, whichever way forces the unknown ship to sail into the wind toward Bonetown, while allowing the Lionfish & Dealer’s Choice to approach with the wind nearer their backs.

Survival 13 & K:Nature 12 to estimate the point of interception (ugh). The idea is to place the eye of calm, and circle the winds, such that the unknown ship is sailing into the winds toward Bonetown, while the Heroes’ ships sail into the eye and can wait for the other ship to approach.

Control Winds lasts the next 100 minutes, and has a 400ft radius, spanning from the center of the Eye.

Working off a mental map:Highlight to display spoiler: {If another wind pattern would work better under the circumstances, Zod goes with that instead (like blowing straight across to push the unknown ship back & propel our ships forward, with an eye of calm still near the intercept point). Also assuming that the ships are within 800ft of each other…}

If Strong winds don’t appear to slow the other ship as desired, Zod will increase them to Severe after he sees Zeoll’s Archon return. Perception 36.

AC 19/ 19/ 17. CMD 15 HP 91 /91 Tishe' (SteveK)  
Tuesday April 18th, 2017 8:32:35 PM

Another ship running without lights? Tishe' thinks it could be the opponent they are searching for or at least a smuggler, but it could be someone avoiding both of the former. She keeps a hand on the railing and waits for more information.

(Brock) Jozhur AC24 / Touch 17/Flat 17--CMD 26--HP99/99  d20+26=35 ; d20+20=37 ;
Tuesday April 18th, 2017 8:32:42 PM

Jozhur smiles on as Zod causes the wind to pick up, "neat trick."

He finds a place to make himself scarce near the front of the ship (hide in plain sight) and readies his bow.

--------------------
Steath: 35
Perception: 37

Terser (Warren G) [AC22/13/19 - CMD 27 - HP 156/156, DR 1/-] -2 NL (25% chance no crit, uncanny dodge, rage used 1/28, channel 0/5) 
Tuesday April 18th, 2017 9:03:48 PM

"Very neat trick. Maybe that will come in useful in the future, for catching up to or escaping other ships."

Terser prepares a rope and grapple, just in case he has to make his way to the other ship without Rill's assistance. He also has his ring ready in case he sees the necromancer.

(MikeK)Bralin (AC32 / T17 / FF25 CMD 29 - HP 141/141) 
Tuesday April 18th, 2017 9:25:43 PM

Having only one shielding spell left, Bralin waits to learn of this new ship's intent.

He nods slightly at Rill's application of the Water Walk spell.

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